summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_scene_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp214
1 files changed, 134 insertions, 80 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 4cf9054bf6..9aec348291 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1061,12 +1061,11 @@ void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_b
if (p_data.is_valid()) {
RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data);
ERR_FAIL_COND(!gipd);
- if (gipd) {
- gipi->tex_cache = gipd->tex_id;
- gipi->cell_size_cache.x = 1.0 / gipd->width;
- gipi->cell_size_cache.y = 1.0 / gipd->height;
- gipi->cell_size_cache.z = 1.0 / gipd->depth;
- }
+
+ gipi->tex_cache = gipd->tex_id;
+ gipi->cell_size_cache.x = 1.0 / gipd->width;
+ gipi->cell_size_cache.y = 1.0 / gipd->height;
+ gipi->cell_size_cache.z = 1.0 / gipd->depth;
}
}
void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
@@ -1199,12 +1198,12 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
if (t) {
- t = t->get_ptr(); //resolve for proxies
-
if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies
VisualServerRaster::redraw_request();
}
+ t = t->get_ptr(); //resolve for proxies
+
#ifdef TOOLS_ENABLED
if (t->detect_3d) {
t->detect_3d(t->detect_3d_ud);
@@ -1278,7 +1277,8 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
} break;
- default: {}
+ default: {
+ }
}
}
@@ -1376,17 +1376,17 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
glEnableVertexAttribArray(8);
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9);
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(9, 1);
int color_ofs;
if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
glEnableVertexAttribArray(10);
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 8 * 4);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
glVertexAttribDivisor(10, 1);
color_ofs = 12 * 4;
} else {
@@ -1405,14 +1405,14 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
} break;
case VS::MULTIMESH_COLOR_8BIT: {
glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
glVertexAttribDivisor(11, 1);
custom_data_ofs += 4;
} break;
case VS::MULTIMESH_COLOR_FLOAT: {
glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
glVertexAttribDivisor(11, 1);
custom_data_ofs += 4 * 4;
} break;
@@ -1426,13 +1426,13 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
} break;
case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
glVertexAttribDivisor(12, 1);
} break;
case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
glVertexAttribDivisor(12, 1);
} break;
}
@@ -1508,24 +1508,25 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -1629,11 +1630,10 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);
- t = t->get_ptr(); //resolve for proxies
-
if (t->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
+ t = t->get_ptr(); //resolve for proxies
#ifdef TOOLS_ENABLED
if (t->detect_3d) {
@@ -1660,7 +1660,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(VS::ARRAY_NORMAL);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr());
- glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector3) * vertices;
} else {
@@ -1672,7 +1672,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(VS::ARRAY_TANGENT);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr());
- glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Plane) * vertices;
} else {
@@ -1684,7 +1684,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr());
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Color) * vertices;
} else {
@@ -1697,7 +1697,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr());
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector2) * vertices;
} else {
@@ -1709,7 +1709,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs2.ptr());
- glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector2) * vertices;
} else {
@@ -1719,7 +1719,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr());
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size());
}
@@ -1748,19 +1748,19 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
if (amount - split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
#ifdef DEBUG_ENABLED
@@ -1786,19 +1786,19 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
if (split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
#ifdef DEBUG_ENABLED
@@ -1848,7 +1848,8 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2044,7 +2045,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
int current_blend_mode = -1;
int prev_shading = -1;
- RID prev_skeleton;
+ RasterizerStorageGLES3::Skeleton *prev_skeleton = NULL;
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set)
@@ -2058,7 +2059,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
RenderList::Element *e = p_elements[i];
RasterizerStorageGLES3::Material *material = e->material;
- RID skeleton = e->instance->skeleton;
+ RasterizerStorageGLES3::Skeleton *skeleton = NULL;
+ if (e->instance->skeleton.is_valid()) {
+ skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ }
bool rebind = first;
@@ -2205,15 +2209,14 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
if (prev_skeleton != skeleton) {
- if (prev_skeleton.is_valid() != skeleton.is_valid()) {
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton.is_valid());
+ if ((prev_skeleton == NULL) != (skeleton == NULL)) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton != NULL);
rebind = true;
}
- if (skeleton.is_valid()) {
- RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
+ if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, sk->texture);
+ glBindTexture(GL_TEXTURE_2D, skeleton->texture);
}
}
@@ -2240,6 +2243,11 @@ 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);
@@ -3164,6 +3172,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
state.used_sss = false;
state.used_screen_texture = false;
state.used_depth_texture = false;
+
//fill list
for (int i = 0; i < p_cull_count; i++) {
@@ -3241,7 +3250,8 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
}
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -3279,14 +3289,8 @@ void RasterizerSceneGLES3::_blur_effect_buffer() {
}
}
-void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) {
-
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_BLEND);
-
- if (!state.used_depth_prepass_and_resolved) {
+void RasterizerSceneGLES3::_prepare_depth_texture() {
+ if (!state.prepared_depth_texture) {
//resolve depth buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
@@ -3294,7 +3298,28 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ state.prepared_depth_texture = true;
+ }
+}
+
+void RasterizerSceneGLES3::_bind_depth_texture() {
+ if (!state.bound_depth_texture) {
+ ERR_FAIL_COND(!state.prepared_depth_texture)
+ //bind depth for read
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
+ state.bound_depth_texture = true;
}
+}
+
+void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) {
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+
+ _prepare_depth_texture();
if (env->ssao_enabled || env->ssr_enabled) {
@@ -3628,7 +3653,6 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
if (storage->frame.current_rt->buffers.active) {
//transfer to effect buffer if using buffers, also resolve MSAA
- glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
@@ -3639,10 +3663,14 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) { //no post process on small render targets
//no environment or transparent render, simply return and convert to SRGB
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ if (storage->frame.current_rt->external.fbo != 0) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]);
storage->shaders.copy.bind();
@@ -3982,7 +4010,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ if (storage->frame.current_rt->external.fbo != 0) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, composite_from);
@@ -4148,7 +4180,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDepthFunc(GL_LEQUAL);
state.used_contact_shadows = false;
- state.used_depth_prepass_and_resolved = false;
+ state.prepared_depth_texture = false;
+ state.bound_depth_texture = false;
for (int i = 0; i < p_light_cull_count; i++) {
@@ -4160,7 +4193,17 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
}
- if (!storage->config.no_depth_prepass && storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]) { //detect with state.used_contact_shadows too
+ // Do depth prepass if it's explicitly enabled
+ bool use_depth_prepass = storage->config.use_depth_prepass;
+
+ // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled
+ use_depth_prepass = use_depth_prepass || state.used_contact_shadows;
+
+ // Never do depth prepass if effects are disabled or if we render overdraws
+ use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
+ use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
+
+ if (use_depth_prepass) {
//pre z pass
glDisable(GL_BLEND);
@@ -4185,18 +4228,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glColorMask(1, 1, 1, 1);
- if (state.used_contact_shadows || state.used_depth_texture) {
+ if (state.used_contact_shadows) {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
- glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- //bind depth for read
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
- state.used_depth_prepass_and_resolved = true;
+ _prepare_depth_texture();
+ _bind_depth_texture();
}
fb_cleared = true;
@@ -4250,7 +4285,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
} else {
- use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled
+ use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled
//effects disabled and transparency also prevent using MRTs
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
@@ -4391,7 +4426,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
break;
- default: {}
+ default: {
+ }
}
}
@@ -4454,7 +4490,12 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
_render_mrts(env, p_cam_projection);
} else {
- //FIXME: check that this is possible to use
+ // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular
+ // - prepare screen texture for any geometry that uses a shader with screen texture
+ // - prepare depth texture for any geometry that uses a shader with depth texture
+
+ bool framebuffer_dirty = false;
+
if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
@@ -4463,12 +4504,25 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
_blur_effect_buffer();
- //restored framebuffer
+ framebuffer_dirty = true;
+ }
+
+ if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) {
+ _prepare_depth_texture();
+ framebuffer_dirty = true;
+ }
+
+ if (framebuffer_dirty) {
+ // Restore framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
}
+ if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) {
+ _bind_depth_texture();
+ }
+
if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
@@ -4948,7 +5002,7 @@ void RasterizerSceneGLES3::initialize() {
glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, ((uint8_t *)NULL) + sizeof(Vector3));
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3)));
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
@@ -5053,7 +5107,7 @@ 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(RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO));
+ state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO));
state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections);