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.cpp91
1 files changed, 53 insertions, 38 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index d634f8ea76..309f8b506c 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1199,12 +1199,12 @@ 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);
@@ -1629,11 +1629,10 @@ 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) {
@@ -2044,7 +2043,7 @@ 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 +2057,10 @@ 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 +2207,14 @@ 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 +2241,11 @@ 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);
@@ -2343,13 +2349,9 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
state.used_screen_texture = true;
}
- if (p_material->shader->spatial.uses_depth_texture) {
- state.used_depth_texture = true;
- }
-
if (p_depth_pass) {
- 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))
+ 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) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test)
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) {
@@ -3163,7 +3165,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
current_material_index = 0;
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++) {
@@ -3178,10 +3180,10 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
int ssize = mesh->surfaces.size();
- for (int i = 0; i < ssize; i++) {
+ for (int j = 0; j < ssize; j++) {
- int mat_idx = inst->materials[i].is_valid() ? i : -1;
- RasterizerStorageGLES3::Surface *s = mesh->surfaces[i];
+ int mat_idx = inst->materials[j].is_valid() ? j : -1;
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
_add_geometry(s, inst, NULL, mat_idx, p_depth_pass, p_shadow_pass);
}
@@ -3202,9 +3204,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
int ssize = mesh->surfaces.size();
- for (int i = 0; i < ssize; i++) {
+ for (int j = 0; j < ssize; j++) {
- RasterizerStorageGLES3::Surface *s = mesh->surfaces[i];
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
_add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass);
}
@@ -3222,9 +3224,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getptr(inst->base);
ERR_CONTINUE(!particles);
- for (int i = 0; i < particles->draw_passes.size(); i++) {
+ for (int j = 0; j < particles->draw_passes.size(); j++) {
- RID pmesh = particles->draw_passes[i];
+ RID pmesh = particles->draw_passes[j];
if (!pmesh.is_valid())
continue;
RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.get(pmesh);
@@ -3233,9 +3235,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
int ssize = mesh->surfaces.size();
- for (int j = 0; j < ssize; j++) {
+ for (int k = 0; k < ssize; k++) {
- RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[k];
_add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass);
}
}
@@ -3286,6 +3288,16 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
+ if (!state.used_depth_prepass_and_resolved) {
+ //resolve depth buffer
+ 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);
+ }
+
if (env->ssao_enabled || env->ssr_enabled) {
//copy normal and roughness to effect buffer
@@ -3618,7 +3630,6 @@ 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);
@@ -4138,6 +4149,7 @@ 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;
for (int i = 0; i < p_light_cull_count; i++) {
@@ -4174,7 +4186,7 @@ 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);
@@ -4185,13 +4197,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//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;
}
fb_cleared = true;
render_pass++;
- state.using_contact_shadows = true;
+ state.used_depth_prepass = true;
} else {
- state.using_contact_shadows = false;
+ state.used_depth_prepass = false;
}
_setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
@@ -4238,7 +4251,7 @@ 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];
@@ -4288,7 +4301,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
if (!fb_cleared) {
- glClearBufferfi(GL_DEPTH, 0, 1.0, 0);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
}
Color clear_color(0, 0, 0, 0);
@@ -4438,6 +4452,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
if (use_mrt) {
+
_render_mrts(env, p_cam_projection);
} else {
//FIXME: check that this is possible to use
@@ -4562,7 +4577,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
float bias = 0;
float normal_bias = 0;
- state.using_contact_shadows = false;
+ state.used_depth_prepass = false;
CameraMatrix light_projection;
Transform light_transform;
@@ -5039,7 +5054,7 @@ 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);
@@ -5059,7 +5074,7 @@ void RasterizerSceneGLES3::initialize() {
{ //reflection cubemaps
int max_reflection_cubemap_sampler_size = 512;
- int cube_size = max_reflection_cubemap_sampler_size;
+ int rcube_size = max_reflection_cubemap_sampler_size;
glActiveTexture(GL_TEXTURE0);
@@ -5069,10 +5084,10 @@ void RasterizerSceneGLES3::initialize() {
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
- while (cube_size >= 32) {
+ while (rcube_size >= 32) {
ReflectionCubeMap cube;
- cube.size = cube_size;
+ cube.size = rcube_size;
glGenTextures(1, &cube.depth);
glBindTexture(GL_TEXTURE_2D, cube.depth);
@@ -5111,7 +5126,7 @@ void RasterizerSceneGLES3::initialize() {
reflection_cubemaps.push_back(cube);
- cube_size >>= 1;
+ rcube_size >>= 1;
}
}