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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp55
1 files changed, 43 insertions, 12 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 0951b8f798..d1d063ad5b 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -791,6 +791,14 @@ void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_sca
env->sky_custom_fov = p_scale;
}
+void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
+
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->sky_orientation = p_orientation;
+}
+
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
Environment *env = environment_owner.getornull(p_env);
@@ -846,7 +854,7 @@ 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);
@@ -859,6 +867,7 @@ 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) {
@@ -1259,7 +1268,14 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
+
+ target = GL_TEXTURE_2D_ARRAY;
+ tex = storage->resources.white_tex_array;
+
+ //switch (texture_hints[i]) {
// TODO
+ //}
+
} break;
default: {}
@@ -2426,7 +2442,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
}
}
-void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
+void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {
ERR_FAIL_COND(!p_sky);
@@ -2518,7 +2534,12 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical);
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true);
storage->shaders.copy.bind();
+
storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy);
+
+ // don't know why but I always have problems setting a uniform mat3, so we're using a transform
+ storage->shaders.copy.set_uniform(CopyShaderGLES3::SKY_TRANSFORM, Transform(p_sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse());
+
if (asymmetrical) {
// pack the bits we need from our projection matrix
storage->shaders.copy.set_uniform(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]);
@@ -2537,6 +2558,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
}
void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) {
+ Transform sky_orientation;
//store camera into ubo
store_camera(p_cam_projection, state.ubo_data.projection_matrix);
@@ -2577,6 +2599,9 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.bg_color[2] = bg_color.b;
state.ubo_data.bg_color[3] = bg_color.a;
+ //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe?
+ sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse();
+
state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect;
@@ -2645,13 +2670,18 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
//fill up environment
- store_transform(p_cam_transform, state.env_radiance_data.transform);
+ store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+// Drop -O3 for this function as it triggers a GCC bug up until at least GCC 8.2.1.
+// This refers to GH issue #19633.
+// The bug has been reported to the GCC project.
+#pragma GCC push_options
+#pragma GCC optimize ("-O2")
void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) {
LightInstance *li = directional_lights[p_index];
@@ -2769,6 +2799,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo);
}
+#pragma GCC pop_options
void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) {
@@ -3039,20 +3070,17 @@ 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;
- // FIXME: contrib was retrieved but never used, is it meant to be set as ambient[3]? (GH-20361)
- //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;
@@ -3599,7 +3627,7 @@ 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);
@@ -3901,6 +3929,7 @@ 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) {
@@ -4297,8 +4326,10 @@ 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:
@@ -4388,7 +4419,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
*/
if (sky && sky->panorama.is_valid())
- _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy);
+ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);