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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp111
1 files changed, 73 insertions, 38 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index ed29cc2de6..8da2c2f9c2 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "rasterizer_scene_gles3.h"
#include "math_funcs.h"
#include "os/os.h"
@@ -2084,9 +2085,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
} else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
}
} break;
@@ -2229,7 +2230,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass) {
- bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture;
+ bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.uses_depth_texture;
bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX;
bool has_alpha = has_base_alpha || has_blend_alpha;
@@ -2253,7 +2254,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
if (p_depth_pass) {
- if (has_blend_alpha || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
+ if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
return; //bye
if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
@@ -2355,14 +2356,17 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
- if (!p_sky)
- return;
+ ERR_FAIL_COND(!p_sky);
RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_sky->panorama);
ERR_FAIL_COND(!tex);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(tex->target, tex->tex_id);
+
+ if (tex->proxy && tex->proxy->tex_id)
+ glBindTexture(tex->target, tex->proxy->tex_id);
+ else
+ glBindTexture(tex->target, tex->tex_id);
if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) {
@@ -3906,6 +3910,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARDT);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale);
@@ -4233,17 +4238,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
- } else if (env->bg_mode == VS::ENV_BG_SKY || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+ } else if (env->bg_mode == VS::ENV_BG_SKY) {
- sky = storage->sky_owner.getornull(env->sky);
+ storage->frame.clear_request = false;
- if (sky) {
- env_radiance_tex = sky->radiance;
- }
+ } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+
+ clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
- if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
- clear_color = env->bg_color.to_linear();
- }
} else {
storage->frame.clear_request = false;
@@ -4253,34 +4255,48 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
}
- if (env && env->bg_mode == VS::ENV_BG_CANVAS) {
- //copy canvas to 3d buffer and convert it to linear
+ if (env) {
+ switch (env->bg_mode) {
+ case VS::ENV_BG_COLOR_SKY:
- glDisable(GL_BLEND);
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
+ case VS::ENV_BG_SKY:
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+ sky = storage->sky_owner.getornull(env->sky);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+ if (sky) {
+ env_radiance_tex = sky->radiance;
+ }
+ break;
+ case VS::ENV_BG_CANVAS:
+ //copy canvas to 3d buffer and convert it to linear
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
- storage->shaders.copy.bind();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
- _copy_screen(true, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
- //turn off everything used
- storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
- //restore
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
+ storage->shaders.copy.bind();
+
+ _copy_screen(true, true);
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ break;
+ }
}
state.texscreen_copied = false;
@@ -4325,7 +4341,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
*/
- _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy);
+ if (sky && sky->panorama.is_valid())
+ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
@@ -4915,7 +4932,6 @@ void RasterizerSceneGLES3::initialize() {
const int ubo_light_size = 160;
state.ubo_light_size = ubo_light_size;
state.max_ubo_lights = MIN(RenderList::MAX_LIGHTS, max_ubo_size / ubo_light_size);
- print_line("GLES3: max ubo light: " + itos(state.max_ubo_lights));
state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
@@ -4941,7 +4957,6 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n");
state.max_ubo_reflections = MIN(RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO));
- print_line("GLES3: max ubo reflections: " + itos(state.max_ubo_reflections) + ", ubo size: " + itos(sizeof(ReflectionProbeDataUBO)));
state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections);
@@ -5108,3 +5123,23 @@ void RasterizerSceneGLES3::finalize() {
RasterizerSceneGLES3::RasterizerSceneGLES3() {
}
+
+RasterizerSceneGLES3::~RasterizerSceneGLES3() {
+
+ memdelete(default_material.get_data());
+ memdelete(default_material_twosided.get_data());
+ memdelete(default_shader.get_data());
+ memdelete(default_shader_twosided.get_data());
+
+ memdelete(default_worldcoord_material.get_data());
+ memdelete(default_worldcoord_material_twosided.get_data());
+ memdelete(default_worldcoord_shader.get_data());
+ memdelete(default_worldcoord_shader_twosided.get_data());
+
+ memdelete(default_overdraw_material.get_data());
+ memdelete(default_overdraw_shader.get_data());
+
+ memfree(state.spot_array_tmp);
+ memfree(state.omni_array_tmp);
+ memfree(state.reflection_array_tmp);
+}