diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 258 |
1 files changed, 133 insertions, 125 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index d01ba2ddcc..ffe9e1c831 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -29,9 +29,10 @@ /*************************************************************************/ #include "rasterizer_scene_gles3.h" -#include "math_funcs.h" -#include "os/os.h" -#include "project_settings.h" + +#include "core/math/math_funcs.h" +#include "core/os/os.h" +#include "core/project_settings.h" #include "rasterizer_canvas_gles3.h" #include "servers/visual/visual_server_raster.h" @@ -50,26 +51,6 @@ static const GLenum _cube_side_enum[6] = { }; -static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) { - - p_array[0] = p_mtx.elements[0][0]; - p_array[1] = p_mtx.elements[0][1]; - p_array[2] = 0; - p_array[3] = 0; - p_array[4] = p_mtx.elements[1][0]; - p_array[5] = p_mtx.elements[1][1]; - p_array[6] = 0; - p_array[7] = 0; - p_array[8] = 0; - p_array[9] = 0; - p_array[10] = 1; - p_array[11] = 0; - p_array[12] = p_mtx.elements[2][0]; - p_array[13] = p_mtx.elements[2][1]; - p_array[14] = 0; - p_array[15] = 1; -} - static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.elements[0][0]; p_array[1] = p_mtx.basis.elements[1][0]; @@ -672,7 +653,7 @@ bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance int best_free = -1; int best_used = -1; - uint64_t best_used_frame; + uint64_t best_used_frame = 0; for (int i = 0; i < reflection_atlas->reflections.size(); i++) { if (reflection_atlas->reflections[i].owner == RID()) { @@ -865,7 +846,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl env->dof_blur_near_amount = p_amount; env->dof_blur_near_quality = p_quality; } -void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { +void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -878,6 +859,7 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_ env->glow_blend_mode = p_blend_mode; env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold; env->glow_hdr_bleed_scale = p_hdr_bleed_scale; + env->glow_hdr_luminance_cap = p_hdr_luminance_cap; env->glow_bicubic_upscale = p_bicubic_upscale; } void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { @@ -953,13 +935,14 @@ void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const C env->fog_sun_amount = p_sun_amount; } -void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { +void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_depth_enabled = p_enable; env->fog_depth_begin = p_depth_begin; + env->fog_depth_end = p_depth_end; env->fog_depth_curve = p_depth_curve; env->fog_transmit_enabled = p_transmit; env->fog_transmit_curve = p_transmit_curve; @@ -1008,7 +991,10 @@ RID RasterizerSceneGLES3::light_instance_create(RID p_light) { light_instance->light = p_light; light_instance->light_ptr = storage->light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light_instance->light_ptr, RID()); + if (!light_instance->light_ptr) { + memdelete(light_instance); + ERR_FAIL_COND_V(!light_instance->light_ptr, RID()); + } light_instance->self = light_instance_owner.make_rid(light_instance); @@ -1190,6 +1176,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m int tc = p_material->textures.size(); RID *textures = p_material->textures.ptrw(); ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw(); + const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr(); state.current_main_tex = 0; @@ -1197,40 +1184,19 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m glActiveTexture(GL_TEXTURE0 + i); - GLenum target; - GLuint tex; + GLenum target = GL_TEXTURE_2D; + GLuint tex = 0; - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]); + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]); - if (!t) { - //check hints - target = GL_TEXTURE_2D; + if (t) { - switch (texture_hints[i]) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - tex = storage->resources.black_tex; - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - tex = storage->resources.aniso_tex; - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - tex = storage->resources.normal_tex; - - } break; - default: { - tex = storage->resources.white_tex; - } break; - } - - } else { + 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); @@ -1247,6 +1213,58 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m target = t->target; tex = t->tex_id; + } else { + + switch (texture_types[i]) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + target = GL_TEXTURE_2D; + + switch (texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex = storage->resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex = storage->resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex = storage->resources.normal_tex; + + } break; + default: { + tex = storage->resources.white_tex; + } break; + } + + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + // TODO + } break; + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + + target = GL_TEXTURE_3D; + tex = storage->resources.white_tex_3d; + + //switch (texture_hints[i]) { + // TODO + //} + + } break; + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + // TODO + } break; + + default: {} + } } glBindTexture(target, tex); @@ -1413,7 +1431,16 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->particle_valid_histories[1]) { glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer, this was used 2 frames ago so it should be good enough for flushing - RasterizerGLES3Particle *particle_array = (RasterizerGLES3Particle *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); + RasterizerGLES3Particle *particle_array; +#ifndef __EMSCRIPTEN__ + particle_array = static_cast<RasterizerGLES3Particle *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)); +#else + PoolVector<RasterizerGLES3Particle> particle_vector; + particle_vector.resize(particles->amount); + PoolVector<RasterizerGLES3Particle>::Write w = particle_vector.write(); + particle_array = w.ptr(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), particle_array); +#endif SortArray<RasterizerGLES3Particle, RasterizerGLES3ParticleSort> sorter; @@ -1425,7 +1452,17 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo sorter.sort(particle_array, particles->amount); +#ifndef __EMSCRIPTEN__ glUnmapBuffer(GL_ARRAY_BUFFER); +#else + w = PoolVector<RasterizerGLES3Particle>::Write(); + particle_array = NULL; + { + PoolVector<RasterizerGLES3Particle>::Read r = particle_vector.read(); + glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), r.ptr()); + } + particle_vector = PoolVector<RasterizerGLES3Particle>(); +#endif #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID @@ -1473,6 +1510,7 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo } } break; + default: {} } } @@ -1521,8 +1559,11 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner); RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); - int amount = MAX(multi_mesh->size, multi_mesh->visible_instances); + int amount = MIN(multi_mesh->size, multi_mesh->visible_instances); + if (amount == -1) { + amount = multi_mesh->size; + } #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { @@ -1791,6 +1832,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { } } break; + default: {} } } @@ -2182,7 +2224,6 @@ 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); - state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0); state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform); _render_geometry(e); @@ -2328,14 +2369,15 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT; - if (!p_depth_pass) { + if (e->material->last_pass != render_pass) { + e->material->last_pass = render_pass; + e->material->index = current_material_index++; + } - if (e->material->last_pass != render_pass) { - e->material->last_pass = render_pass; - e->material->index = current_material_index++; - } + e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; + e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT; - e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; + if (!p_depth_pass) { if (e->instance->gi_probe_instances.size()) { e->sort_key |= SORT_KEY_GI_PROBES_FLAG; @@ -2350,9 +2392,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G } e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT; - } else { - e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT; - e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; } /* @@ -2498,7 +2537,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false); } -void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform) { +void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) { //store camera into ubo store_camera(p_cam_projection, state.ubo_data.projection_matrix); @@ -2549,7 +2588,8 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.ubo_data.fog_color_enabled[0] = linear_fog.r; state.ubo_data.fog_color_enabled[1] = linear_fog.g; state.ubo_data.fog_color_enabled[2] = linear_fog.b; - state.ubo_data.fog_color_enabled[3] = env->fog_enabled ? 1.0 : 0.0; + state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0; + state.ubo_data.fog_density = linear_fog.a; Color linear_sun = env->fog_sun_color.to_linear(); state.ubo_data.fog_sun_color_amount[0] = linear_sun.r; @@ -2558,6 +2598,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount; state.ubo_data.fog_depth_enabled = env->fog_depth_enabled; state.ubo_data.fog_depth_begin = env->fog_depth_begin; + state.ubo_data.fog_depth_end = env->fog_depth_end; state.ubo_data.fog_depth_curve = env->fog_depth_curve; state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled; state.ubo_data.fog_transmit_curve = env->fog_transmit_curve; @@ -2702,7 +2743,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split; - Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse(); + Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).affine_inverse(); CameraMatrix bias; bias.set_light_bias(); @@ -2999,19 +3040,17 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib; } else { Color ambient_linear; - float contrib = 0; if (p_env) { ambient_linear = p_env->ambient_color.to_linear(); ambient_linear.r *= p_env->ambient_energy; ambient_linear.g *= p_env->ambient_energy; ambient_linear.b *= p_env->ambient_energy; - contrib = p_env->ambient_sky_contribution; } reflection_ubo.ambient[0] = ambient_linear.r; reflection_ubo.ambient[1] = ambient_linear.g; reflection_ubo.ambient[2] = ambient_linear.b; - reflection_ubo.ambient[3] = 0; + reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light } int cell_size = reflection_atlas->size / reflection_atlas->subdiv; @@ -3062,40 +3101,6 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida glBindVertexArray(0); } -void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) { - - //copy to front buffer - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - - glDepthMask(GL_FALSE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthFunc(GL_LEQUAL); - glColorMask(1, 1, 1, 1); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); - - if (!env) { - //no environment, simply convert from linear to srgb - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, true); - } else { - /* FIXME: Why are both statements equal? */ - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, true); - } - - storage->shaders.copy.bind(); - - _copy_screen(); - - //turn off everything used - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); -} - void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) { //copy to front buffer @@ -3129,7 +3134,6 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p current_material_index = 0; state.used_sss = false; state.used_screen_texture = false; - //fill list for (int i = 0; i < p_cull_count; i++) { @@ -3207,6 +3211,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p } } break; + default: {} } } } @@ -3592,7 +3597,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } - if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + 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); glActiveTexture(GL_TEXTURE0); @@ -3894,6 +3899,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LUMINANCE_CAP, env->glow_hdr_luminance_cap); glActiveTexture(GL_TEXTURE0); if (i == 0) { @@ -3943,7 +3949,7 @@ 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::USE_REINHARD_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARD); 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); @@ -4030,7 +4036,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, false); @@ -4095,7 +4101,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const state.ubo_data.screen_pixel_size[1] = 1.0 / storage->frame.current_rt->height; } - _setup_environment(env, p_cam_projection, p_cam_transform); + _setup_environment(env, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid()); bool fb_cleared = false; @@ -4290,10 +4296,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular } + VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color. + if (env) { - switch (env->bg_mode) { + switch (bg_mode) { case VS::ENV_BG_COLOR_SKY: - case VS::ENV_BG_SKY: sky = storage->sky_owner.getornull(env->sky); @@ -4331,9 +4338,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); break; + default: {} } } + if (probe && probe->probe_ptr->interior) { + env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used. + } + state.texscreen_copied = false; glBlendEquation(GL_FUNC_ADD); @@ -4499,7 +4511,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light); ERR_FAIL_COND(!light); - uint32_t x, y, width, height, vp_height; + uint32_t x, y, width, height; float dp_direction = 0.0; float zfar = 0; @@ -4581,7 +4593,6 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult; normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult; fbo = directional_shadow.fbo; - vp_height = directional_shadow.size; } else { //set from shadow atlas @@ -4591,7 +4602,6 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); fbo = shadow_atlas->fbo; - vp_height = shadow_atlas->size; uint32_t key = shadow_atlas->shadow_owners[p_light]; @@ -4869,10 +4879,7 @@ void RasterizerSceneGLES3::initialize() { glBindBuffer(GL_UNIFORM_BUFFER, 0); render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); - if (render_list.max_elements > 1000000) - render_list.max_elements = 1000000; - if (render_list.max_elements < 1024) - render_list.max_elements = 1024; + 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")); { //quad buffers @@ -5071,6 +5078,7 @@ void RasterizerSceneGLES3::initialize() { { uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/immediate_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/immediate_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater")); glGenBuffers(1, &state.immediate_buffer); glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); @@ -5145,13 +5153,13 @@ void RasterizerSceneGLES3::initialize() { void RasterizerSceneGLES3::iteration() { - shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode"))); - subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface"); - subsurface_scatter_weight_samples = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/weight_samples"); - subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality"))); - subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale"); + shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode"))); + subsurface_scatter_follow_surface = GLOBAL_GET("rendering/quality/subsurface_scattering/follow_surface"); + subsurface_scatter_weight_samples = GLOBAL_GET("rendering/quality/subsurface_scattering/weight_samples"); + subsurface_scatter_quality = SubSurfaceScatterQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/quality"))); + subsurface_scatter_size = GLOBAL_GET("rendering/quality/subsurface_scattering/scale"); - state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, ProjectSettings::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality")); + state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GLOBAL_GET("rendering/quality/voxel_cone_tracing/high_quality")); } void RasterizerSceneGLES3::finalize() { |