diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 42 |
1 files changed, 28 insertions, 14 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index f3ba29a0e7..519fdf2b3b 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1008,8 +1008,7 @@ RID RasterizerSceneGLES3::light_instance_create(RID p_light) { if (!light_instance->light_ptr) { memdelete(light_instance); - ERR_EXPLAIN("Condition ' !light_instance->light_ptr ' is true."); - ERR_FAIL_V(RID()); + ERR_FAIL_V_MSG(RID(), "Condition ' !light_instance->light_ptr ' is true."); } light_instance->self = light_instance_owner.make_rid(light_instance); @@ -1094,7 +1093,7 @@ void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vecto //////////////////////////// //////////////////////////// -bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) { +bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass) { /* this is handled outside if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) { @@ -1121,13 +1120,23 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) { switch (p_material->shader->spatial.depth_draw_mode) { - case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: + case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: { + glDepthMask(p_depth_pass); + // If some transparent objects write to depth, we need to re-copy depth texture when we need it + if (p_alpha_pass && !state.used_depth_prepass) { + state.prepared_depth_texture = false; + } + } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: { glDepthMask(!p_alpha_pass); } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: { glDepthMask(GL_TRUE); + // If some transparent objects write to depth, we need to re-copy depth texture when we need it + if (p_alpha_pass) { + state.prepared_depth_texture = false; + } } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: { glDepthMask(GL_FALSE); @@ -2232,7 +2241,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ storage->info.render.material_switch_count++; - rebind = _setup_material(material, p_alpha_pass); + rebind = _setup_material(material, use_opaque_prepass, p_alpha_pass); if (rebind) { storage->info.render.shader_rebind_count++; @@ -2251,11 +2260,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull); - if (skeleton) { - state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_TRANSFORM, skeleton->world_transform); - state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform); - } - state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform); _render_geometry(e); @@ -2824,7 +2828,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c for (int i = 0; i < p_light_cull_count; i++) { - ERR_BREAK(i >= RenderList::MAX_LIGHTS); + ERR_BREAK(i >= render_list.max_lights); LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); @@ -4189,7 +4193,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const for (int i = 0; i < p_light_cull_count; i++) { - ERR_BREAK(i >= RenderList::MAX_LIGHTS); + ERR_BREAK(i >= render_list.max_lights); LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) { @@ -4326,6 +4330,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (storage->frame.current_rt->buffers.active) { current_fbo = storage->frame.current_rt->buffers.fbo; } else { + if (storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0) { + ERR_PRINT_ONCE("Can't use canvas background mode in a render target configured without sampling"); + return; + } current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo; } @@ -4616,6 +4624,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const return; } + if (env && (env->dof_blur_far_enabled || env->dof_blur_near_enabled) && storage->frame.current_rt && storage->frame.current_rt->buffers.active) + _prepare_depth_texture(); _post_process(env, p_cam_projection); // Needed only for debugging /* if (shadow_atlas && storage->frame.current_rt) { @@ -5064,6 +5074,10 @@ void RasterizerSceneGLES3::initialize() { render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,1000000,1")); + render_list.max_lights = GLOBAL_DEF("rendering/limits/rendering/max_renderable_lights", (int)RenderList::DEFAULT_MAX_LIGHTS); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_lights", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_lights", PROPERTY_HINT_RANGE, "16,4096,1")); + render_list.max_reflections = GLOBAL_DEF("rendering/limits/rendering/max_renderable_reflections", (int)RenderList::DEFAULT_MAX_REFLECTIONS); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_reflections", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_reflections", PROPERTY_HINT_RANGE, "8,1024,1")); { //quad buffers @@ -5158,7 +5172,7 @@ void RasterizerSceneGLES3::initialize() { glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size); 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); + state.max_ubo_lights = MIN(render_list.max_lights, max_ubo_size / ubo_light_size); 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); @@ -5183,7 +5197,7 @@ void RasterizerSceneGLES3::initialize() { state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n"); state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n"); - state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO)); + state.max_ubo_reflections = MIN(render_list.max_reflections, max_ubo_size / (int)sizeof(ReflectionProbeDataUBO)); state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections); |