diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 111 |
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); +} |