diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 156 |
1 files changed, 133 insertions, 23 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index e0373ab8e8..8bb14e27e2 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -238,37 +238,81 @@ void RasterizerSceneGLES3::_update_dirty_skys() { dirty_sky_list = nullptr; } -void RasterizerSceneGLES3::_draw_sky(Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) { - ERR_FAIL_COND(!p_sky); +void RasterizerSceneGLES3::_draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform) { + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + ERR_FAIL_COND(!p_env); - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); + Sky *sky = sky_owner.get_or_null(p_env->sky); + ERR_FAIL_COND(!sky); + + GLES3::SkyMaterialData *material_data = nullptr; + RID sky_material; + + RS::EnvironmentBG background = p_env->background; + + if (sky) { + ERR_FAIL_COND(!sky); + sky_material = sky->material; + + if (sky_material.is_valid()) { + material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); + if (!material_data || !material_data->shader_data->valid) { + material_data = nullptr; + } + } + + if (!material_data) { + sky_material = sky_globals.default_material; + material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); + } + } else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { + sky_material = sky_globals.fog_material; + material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); + } + + ERR_FAIL_COND(!material_data); + material_data->bind_uniforms(); + + GLES3::SkyShaderData *shader_data = material_data->shader_data; + + ERR_FAIL_COND(!shader_data); + + glDepthMask(GL_FALSE); glDepthFunc(GL_LEQUAL); - glColorMask(1, 1, 1, 1); + glDisable(GL_BLEND); - //state.sky_shader.version_bind_shader(sky_globals.default_shader, SkyShaderGLES3::MODE_BACKGROUND); - //glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_instance_data_buffers[state.current_buffer]); // Canvas data updated here - //glBindBufferBase(GL_UNIFORM_BUFFER, 1, state.canvas_instance_data_buffers[state.current_buffer]); // Global data - //glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.canvas_instance_data_buffers[state.current_buffer]); // Directional light data - //glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]); // Material uniforms + //glBindBufferBase(GL_UNIFORM_BUFFER, 2, p_sky.directional light data); // Directional light data // Camera CameraMatrix camera; - if (p_custom_fov) { + if (p_env->sky_custom_fov) { float near_plane = p_projection.get_z_near(); float far_plane = p_projection.get_z_far(); float aspect = p_projection.get_aspect(); - camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane); - + camera.set_perspective(p_env->sky_custom_fov, aspect, near_plane, far_plane); } else { camera = p_projection; } - + Basis sky_transform = p_env->sky_orientation; + sky_transform.invert(); + sky_transform = p_transform.basis * sky_transform; + + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::EXPOSURE, p_env->exposure, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TONEMAPPER, p_env->tone_mapper, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::WHITE, p_env->white, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); + // Bind a vertex array or else OpenGL complains. We won't actually use it + glBindVertexArray(sky_globals.quad_array); glDrawArrays(GL_TRIANGLES, 0, 3); + + //glDepthMask(GL_FALSE); // Leave off for transparent pass + glDepthFunc(GL_LESS); } Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { @@ -674,12 +718,14 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * Environment *env = environment_owner.get_or_null(p_environment); bool fb_cleared = false; - - glDepthFunc(GL_LEQUAL); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glDepthMask(GL_TRUE); /* Depth Prepass */ glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer); + glViewport(0, 0, rb->width, rb->height); if (!fb_cleared) { glClearDepth(1.0f); @@ -730,7 +776,7 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * } if (draw_sky) { - //_draw_sky(sky, render_data.cam_projection, render_data.cam_transform, env->sky_custom_fov, env->bg_energy, env->sky_orientation); + _draw_sky(env, render_data.cam_projection, render_data.cam_transform); } if (p_render_buffers.is_valid()) { @@ -1014,9 +1060,9 @@ RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) { String global_defines; global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n"; - state.sky_shader.initialize(global_defines); - sky_globals.shader_default_version = state.sky_shader.version_create(); - state.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.initialize(global_defines); + sky_globals.shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_create(); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND); } { @@ -1038,12 +1084,76 @@ void sky() { material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader); } + { + sky_globals.fog_shader = material_storage->shader_allocate(); + material_storage->shader_initialize(sky_globals.fog_shader); + + material_storage->shader_set_code(sky_globals.fog_shader, R"( +// Default clear color sky shader. + +shader_type sky; + +uniform vec4 clear_color; + +void sky() { + COLOR = clear_color.rgb; +} +)"); + sky_globals.fog_material = material_storage->material_allocate(); + material_storage->material_initialize(sky_globals.fog_material); + + material_storage->material_set_shader(sky_globals.fog_material, sky_globals.fog_shader); + } + { + { + //quad buffers + + glGenBuffers(1, &sky_globals.quad); + glBindBuffer(GL_ARRAY_BUFFER, sky_globals.quad); + { + const float qv[16] = { + -1, + -1, + 0, + 0, + -1, + 1, + 0, + 1, + 1, + 1, + 1, + 1, + 1, + -1, + 1, + 0, + }; + + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + + glGenVertexArrays(1, &sky_globals.quad_array); + glBindVertexArray(sky_globals.quad_array); + glBindBuffer(GL_ARRAY_BUFFER, sky_globals.quad); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8)); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + } + } } RasterizerSceneGLES3::~RasterizerSceneGLES3() { - state.sky_shader.version_free(sky_globals.shader_default_version); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version); storage->free(sky_globals.default_material); storage->free(sky_globals.default_shader); + storage->free(sky_globals.fog_material); + storage->free(sky_globals.fog_shader); } #endif // GLES3_ENABLED |