diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 3797 |
1 files changed, 1711 insertions, 2086 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index f09e6ce904..b5d58ee997 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -36,7 +36,7 @@ #define glClearDepth glClearDepthf #endif -static const GLenum _cube_side_enum[6]={ +static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, @@ -47,53 +47,51 @@ 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_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]; - p_array[ 2]=p_mtx.basis.elements[2][0]; - p_array[ 3]=0; - p_array[ 4]=p_mtx.basis.elements[0][1]; - p_array[ 5]=p_mtx.basis.elements[1][1]; - p_array[ 6]=p_mtx.basis.elements[2][1]; - p_array[ 7]=0; - p_array[ 8]=p_mtx.basis.elements[0][2]; - p_array[ 9]=p_mtx.basis.elements[1][2]; - p_array[10]=p_mtx.basis.elements[2][2]; - p_array[11]=0; - p_array[12]=p_mtx.origin.x; - p_array[13]=p_mtx.origin.y; - p_array[14]=p_mtx.origin.z; - 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]; + p_array[2] = p_mtx.basis.elements[2][0]; + p_array[3] = 0; + p_array[4] = p_mtx.basis.elements[0][1]; + p_array[5] = p_mtx.basis.elements[1][1]; + p_array[6] = p_mtx.basis.elements[2][1]; + p_array[7] = 0; + p_array[8] = p_mtx.basis.elements[0][2]; + p_array[9] = p_mtx.basis.elements[1][2]; + p_array[10] = p_mtx.basis.elements[2][2]; + p_array[11] = 0; + p_array[12] = p_mtx.origin.x; + p_array[13] = p_mtx.origin.y; + p_array[14] = p_mtx.origin.z; + p_array[15] = 1; } -static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) { +static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { - for (int i=0;i<4;i++) { - for (int j=0;j<4;j++) { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { - p_array[i*4+j]=p_mtx.matrix[i][j]; + p_array[i * 4 + j] = p_mtx.matrix[i][j]; } } } @@ -102,48 +100,47 @@ static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_arra RID RasterizerSceneGLES3::shadow_atlas_create() { - ShadowAtlas *shadow_atlas = memnew( ShadowAtlas ); - shadow_atlas->fbo=0; - shadow_atlas->depth=0; - shadow_atlas->size=0; - shadow_atlas->smallest_subdiv=0; + ShadowAtlas *shadow_atlas = memnew(ShadowAtlas); + shadow_atlas->fbo = 0; + shadow_atlas->depth = 0; + shadow_atlas->size = 0; + shadow_atlas->smallest_subdiv = 0; - for(int i=0;i<4;i++) { - shadow_atlas->size_order[i]=i; + for (int i = 0; i < 4; i++) { + shadow_atlas->size_order[i] = i; } - return shadow_atlas_owner.make_rid(shadow_atlas); } -void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ +void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_COND(p_size<0); + ERR_FAIL_COND(p_size < 0); p_size = nearest_power_of_2(p_size); - if (p_size==shadow_atlas->size) + if (p_size == shadow_atlas->size) return; if (shadow_atlas->fbo) { - glDeleteTextures(1,&shadow_atlas->depth); - glDeleteFramebuffers(1,&shadow_atlas->fbo); + glDeleteTextures(1, &shadow_atlas->depth); + glDeleteFramebuffers(1, &shadow_atlas->fbo); - shadow_atlas->depth=0; - shadow_atlas->fbo=0; + shadow_atlas->depth = 0; + shadow_atlas->fbo = 0; print_line("erasing atlas"); } - for(int i=0;i<4;i++) { + for (int i = 0; i < 4; i++) { //clear subdivisions shadow_atlas->quadrants[i].shadows.resize(0); - shadow_atlas->quadrants[i].shadows.resize( 1<<shadow_atlas->quadrants[i].subdivision ); + shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision); } //erase shadow atlas reference from lights - for (Map<RID,uint32_t>::Element *E=shadow_atlas->shadow_owners.front();E;E=E->next()) { + for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) { LightInstance *li = light_instance_owner.getornull(E->key()); ERR_CONTINUE(!li); li->shadow_atlases.erase(p_atlas); @@ -152,9 +149,9 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ //clear owners shadow_atlas->shadow_owners.clear(); - shadow_atlas->size=p_size; + shadow_atlas->size = p_size; - if (shadow_atlas->size) { + if (shadow_atlas->size) { glGenFramebuffers(1, &shadow_atlas->fbo); glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); @@ -163,7 +160,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ glGenTextures(1, &shadow_atlas->depth); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadow_atlas->size, shadow_atlas->size, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -171,41 +168,37 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, - GL_TEXTURE_2D, shadow_atlas->depth, 0); + GL_TEXTURE_2D, shadow_atlas->depth, 0); - glViewport(0,0,shadow_atlas->size,shadow_atlas->size); + glViewport(0, 0, shadow_atlas->size, shadow_atlas->size); glClearDepth(0.0f); glClear(GL_DEPTH_BUFFER_BIT); - glBindFramebuffer(GL_FRAMEBUFFER,0); - - + glBindFramebuffer(GL_FRAMEBUFFER, 0); } } - -void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision){ +void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_INDEX(p_quadrant,4); - ERR_FAIL_INDEX(p_subdivision,16384); - + ERR_FAIL_INDEX(p_quadrant, 4); + ERR_FAIL_INDEX(p_subdivision, 16384); uint32_t subdiv = nearest_power_of_2(p_subdivision); - if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer - subdiv<<=1; + if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer + subdiv <<= 1; } - subdiv=int(Math::sqrt((float)subdiv)); + subdiv = int(Math::sqrt((float)subdiv)); //obtain the number that will be x*x - if (shadow_atlas->quadrants[p_quadrant].subdivision==subdiv) + if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) return; //erase all data from quadrant - for(int i=0;i<shadow_atlas->quadrants[p_quadrant].shadows.size();i++) { + for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) { if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) { shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); @@ -216,51 +209,45 @@ void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas,int } shadow_atlas->quadrants[p_quadrant].shadows.resize(0); - shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv*subdiv); - shadow_atlas->quadrants[p_quadrant].subdivision=subdiv; + shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv); + shadow_atlas->quadrants[p_quadrant].subdivision = subdiv; //cache the smallest subdiv (for faster allocation in light update) - shadow_atlas->smallest_subdiv=1<<30; + shadow_atlas->smallest_subdiv = 1 << 30; - for(int i=0;i<4;i++) { + for (int i = 0; i < 4; i++) { if (shadow_atlas->quadrants[i].subdivision) { - shadow_atlas->smallest_subdiv=MIN(shadow_atlas->smallest_subdiv,shadow_atlas->quadrants[i].subdivision); + shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision); } } - if (shadow_atlas->smallest_subdiv==1<<30) { - shadow_atlas->smallest_subdiv=0; + if (shadow_atlas->smallest_subdiv == 1 << 30) { + shadow_atlas->smallest_subdiv = 0; } //resort the size orders, simple bublesort for 4 elements.. - int swaps=0; + int swaps = 0; do { - swaps=0; + swaps = 0; - for(int i=0;i<3;i++) { - if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i+1]].subdivision) { - SWAP(shadow_atlas->size_order[i],shadow_atlas->size_order[i+1]); + for (int i = 0; i < 3; i++) { + if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) { + SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]); swaps++; } } - } while(swaps>0); - - - - - + } while (swaps > 0); } -bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,int *p_in_quadrants,int p_quadrant_count,int p_current_subdiv,uint64_t p_tick,int &r_quadrant,int &r_shadow) { - +bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) { - for(int i=p_quadrant_count-1;i>=0;i--) { + for (int i = p_quadrant_count - 1; i >= 0; i--) { int qidx = p_in_quadrants[i]; - if (shadow_atlas->quadrants[qidx].subdivision==p_current_subdiv) { + if (shadow_atlas->quadrants[qidx].subdivision == p_current_subdiv) { return false; } @@ -268,120 +255,113 @@ bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,i int sc = shadow_atlas->quadrants[qidx].shadows.size(); ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr(); - int found_free_idx=-1; //found a free one - int found_used_idx=-1; //found existing one, must steal it + int found_free_idx = -1; //found a free one + int found_used_idx = -1; //found existing one, must steal it uint64_t min_pass; // pass of the existing one, try to use the least recently used one (LRU fashion) - for(int j=0;j<sc;j++) { + for (int j = 0; j < sc; j++) { if (!sarr[j].owner.is_valid()) { - found_free_idx=j; + found_free_idx = j; break; } LightInstance *sli = light_instance_owner.getornull(sarr[j].owner); ERR_CONTINUE(!sli); - if (sli->last_scene_pass!=scene_pass) { + if (sli->last_scene_pass != scene_pass) { //was just allocated, don't kill it so soon, wait a bit.. - if (p_tick-sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) + if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) continue; - if (found_used_idx==-1 || sli->last_scene_pass<min_pass) { - found_used_idx=j; - min_pass=sli->last_scene_pass; + if (found_used_idx == -1 || sli->last_scene_pass < min_pass) { + found_used_idx = j; + min_pass = sli->last_scene_pass; } } } - if (found_free_idx==-1 && found_used_idx==-1) + if (found_free_idx == -1 && found_used_idx == -1) continue; //nothing found - if (found_free_idx==-1 && found_used_idx!=-1) { - found_free_idx=found_used_idx; + if (found_free_idx == -1 && found_used_idx != -1) { + found_free_idx = found_used_idx; } - r_quadrant=qidx; - r_shadow=found_free_idx; + r_quadrant = qidx; + r_shadow = found_free_idx; return true; } return false; - } - -bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version){ - +bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); - ERR_FAIL_COND_V(!shadow_atlas,false); + ERR_FAIL_COND_V(!shadow_atlas, false); LightInstance *li = light_instance_owner.getornull(p_light_intance); - ERR_FAIL_COND_V(!li,false); + ERR_FAIL_COND_V(!li, false); - if (shadow_atlas->size==0 || shadow_atlas->smallest_subdiv==0) { + if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) { return false; } - uint32_t quad_size = shadow_atlas->size>>1; - int desired_fit = MIN(quad_size/shadow_atlas->smallest_subdiv,nearest_power_of_2(quad_size*p_coverage)); - + uint32_t quad_size = shadow_atlas->size >> 1; + int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, nearest_power_of_2(quad_size * p_coverage)); int valid_quadrants[4]; - int valid_quadrant_count=0; - int best_size=-1; //best size found - int best_subdiv=-1; //subdiv for the best size + int valid_quadrant_count = 0; + int best_size = -1; //best size found + int best_subdiv = -1; //subdiv for the best size //find the quadrants this fits into, and the best possible size it can fit into - for(int i=0;i<4;i++) { + for (int i = 0; i < 4; i++) { int q = shadow_atlas->size_order[i]; int sd = shadow_atlas->quadrants[q].subdivision; - if (sd==0) + if (sd == 0) continue; //unused int max_fit = quad_size / sd; - if (best_size!=-1 && max_fit>best_size) + if (best_size != -1 && max_fit > best_size) break; //too large - valid_quadrants[valid_quadrant_count++]=q; - best_subdiv=sd; + valid_quadrants[valid_quadrant_count++] = q; + best_subdiv = sd; - if (max_fit>=desired_fit) { - best_size=max_fit; + if (max_fit >= desired_fit) { + best_size = max_fit; } } - ERR_FAIL_COND_V(valid_quadrant_count==0,false); + ERR_FAIL_COND_V(valid_quadrant_count == 0, false); uint64_t tick = OS::get_singleton()->get_ticks_msec(); - //see if it already exists if (shadow_atlas->shadow_owners.has(p_light_intance)) { //it does! uint32_t key = shadow_atlas->shadow_owners[p_light_intance]; - uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3; - uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK; - - bool should_realloc=shadow_atlas->quadrants[q].subdivision!=best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick-tick > shadow_atlas_realloc_tolerance_msec); - bool should_redraw=shadow_atlas->quadrants[q].shadows[s].version!=p_light_version; - + uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; + uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; + bool should_realloc = shadow_atlas->quadrants[q].subdivision != best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec); + bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version; if (!should_realloc) { - shadow_atlas->quadrants[q].shadows[s].version=p_light_version; + shadow_atlas->quadrants[q].shadows[s].version = p_light_version; //already existing, see if it should redraw or it's just OK return should_redraw; } - int new_quadrant,new_shadow; + int new_quadrant, new_shadow; //find a better place - if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,shadow_atlas->quadrants[q].subdivision,tick,new_quadrant,new_shadow)) { + if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) { //found a better place! ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; if (sh->owner.is_valid()) { @@ -392,18 +372,18 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in } //erase previous - shadow_atlas->quadrants[q].shadows[s].version=0; - shadow_atlas->quadrants[q].shadows[s].owner=RID(); + shadow_atlas->quadrants[q].shadows[s].version = 0; + shadow_atlas->quadrants[q].shadows[s].owner = RID(); - sh->owner=p_light_intance; - sh->alloc_tick=tick; - sh->version=p_light_version; + sh->owner = p_light_intance; + sh->alloc_tick = tick; + sh->version = p_light_version; //make new key - key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT; - key|=new_shadow; + key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; + key |= new_shadow; //update it in map - shadow_atlas->shadow_owners[p_light_intance]=key; + shadow_atlas->shadow_owners[p_light_intance] = key; //make it dirty, as it should redraw anyway return true; } @@ -412,15 +392,15 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //already existing, see if it should redraw or it's just OK - shadow_atlas->quadrants[q].shadows[s].version=p_light_version; + shadow_atlas->quadrants[q].shadows[s].version = p_light_version; return should_redraw; } - int new_quadrant,new_shadow; + int new_quadrant, new_shadow; //find a better place - if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,-1,tick,new_quadrant,new_shadow)) { + if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) { //found a better place! ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; if (sh->owner.is_valid()) { @@ -430,15 +410,15 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in sli->shadow_atlases.erase(p_atlas); } - sh->owner=p_light_intance; - sh->alloc_tick=tick; - sh->version=p_light_version; + sh->owner = p_light_intance; + sh->alloc_tick = tick; + sh->version = p_light_version; //make new key - uint32_t key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT; - key|=new_shadow; + uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; + key |= new_shadow; //update it in map - shadow_atlas->shadow_owners[p_light_intance]=key; + shadow_atlas->shadow_owners[p_light_intance] = key; //make it dirty, as it should redraw anyway return true; @@ -447,113 +427,106 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //no place to allocate this light, apologies return false; - - - - } void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) { - directional_shadow.light_count=p_count; - directional_shadow.current_light=0; + directional_shadow.light_count = p_count; + directional_shadow.current_light = 0; } int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) { - ERR_FAIL_COND_V(directional_shadow.light_count==0,0); + ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0); int shadow_size; - if (directional_shadow.light_count==1) { + if (directional_shadow.light_count == 1) { shadow_size = directional_shadow.size; } else { - shadow_size = directional_shadow.size/2; //more than 4 not supported anyway + shadow_size = directional_shadow.size / 2; //more than 4 not supported anyway } LightInstance *light_instance = light_instance_owner.getornull(p_light_intance); - ERR_FAIL_COND_V(!light_instance,0); + ERR_FAIL_COND_V(!light_instance, 0); - switch(light_instance->light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none + switch (light_instance->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: + break; //none case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size/=2; break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size /= 2; break; } return shadow_size; - } ////////////////////////////////////////////////////// RID RasterizerSceneGLES3::reflection_atlas_create() { - ReflectionAtlas *reflection_atlas = memnew( ReflectionAtlas ); - reflection_atlas->subdiv=0; - reflection_atlas->color=0; - reflection_atlas->size=0; - for(int i=0;i<6;i++) { - reflection_atlas->fbo[i]=0; + ReflectionAtlas *reflection_atlas = memnew(ReflectionAtlas); + reflection_atlas->subdiv = 0; + reflection_atlas->color = 0; + reflection_atlas->size = 0; + for (int i = 0; i < 6; i++) { + reflection_atlas->fbo[i] = 0; } return reflection_atlas_owner.make_rid(reflection_atlas); } -void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas,int p_size) { +void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size) { ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); ERR_FAIL_COND(!reflection_atlas); int size = nearest_power_of_2(p_size); - if (size==reflection_atlas->size) + if (size == reflection_atlas->size) return; if (reflection_atlas->size) { - for(int i=0;i<6;i++) { - glDeleteFramebuffers(1,&reflection_atlas->fbo[i]); - reflection_atlas->fbo[i]=0; + for (int i = 0; i < 6; i++) { + glDeleteFramebuffers(1, &reflection_atlas->fbo[i]); + reflection_atlas->fbo[i] = 0; } - glDeleteTextures(1,&reflection_atlas->color); - reflection_atlas->color=0; + glDeleteTextures(1, &reflection_atlas->color); + reflection_atlas->color = 0; } - reflection_atlas->size=size; + reflection_atlas->size = size; - for(int i=0;i<reflection_atlas->reflections.size();i++) { + for (int i = 0; i < reflection_atlas->reflections.size(); i++) { //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); - reflection_atlas->reflections[i].owner=RID(); + reflection_atlas->reflections[i].owner = RID(); ERR_CONTINUE(!reflection_probe_instance); - reflection_probe_instance->reflection_atlas_index=-1; - reflection_probe_instance->atlas=RID(); - reflection_probe_instance->render_step=-1; + reflection_probe_instance->reflection_atlas_index = -1; + reflection_probe_instance->atlas = RID(); + reflection_probe_instance->render_step = -1; } } - if (reflection_atlas->size) { - bool use_float=true; - + bool use_float = true; - GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; GLenum format = GL_RGBA; - GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; - + GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; // Create a texture for storing the color glActiveTexture(GL_TEXTURE0); glGenTextures(1, &reflection_atlas->color); glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); - int mmsize=reflection_atlas->size; + int mmsize = reflection_atlas->size; - for(int i=0;i<6;i++) { + for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_2D, i, internal_format, mmsize, mmsize, 0, - format, type, NULL); + format, type, NULL); - mmsize>>=1; + mmsize >>= 1; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); @@ -564,194 +537,180 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas,int p_size) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5); - mmsize=reflection_atlas->size; + mmsize = reflection_atlas->size; - for(int i=0;i<6;i++) { + for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &reflection_atlas->fbo[i]); glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, reflection_atlas->color, i); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, reflection_atlas->color, i); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); glDisable(GL_SCISSOR_TEST); - glViewport(0,0,mmsize,mmsize); - glClearColor(0,0,0,0); + glViewport(0, 0, mmsize, mmsize); + glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); //it needs to be cleared, to avoid generating garbage - mmsize>>=1; - + mmsize >>= 1; } - - } - - - } - -void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv) { +void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) { ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); ERR_FAIL_COND(!reflection_atlas); uint32_t subdiv = nearest_power_of_2(p_subdiv); - if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer - subdiv<<=1; + if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer + subdiv <<= 1; } - subdiv=int(Math::sqrt((float)subdiv)); + subdiv = int(Math::sqrt((float)subdiv)); - if (reflection_atlas->subdiv==subdiv) + if (reflection_atlas->subdiv == subdiv) return; - if (subdiv) { - for(int i=0;i<reflection_atlas->reflections.size();i++) { + for (int i = 0; i < reflection_atlas->reflections.size(); i++) { //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); - reflection_atlas->reflections[i].owner=RID(); + reflection_atlas->reflections[i].owner = RID(); ERR_CONTINUE(!reflection_probe_instance); - reflection_probe_instance->reflection_atlas_index=-1; - reflection_probe_instance->atlas=RID(); - reflection_probe_instance->render_step=-1; + reflection_probe_instance->reflection_atlas_index = -1; + reflection_probe_instance->atlas = RID(); + reflection_probe_instance->render_step = -1; } } } - reflection_atlas->subdiv=subdiv; + reflection_atlas->subdiv = subdiv; - reflection_atlas->reflections.resize(subdiv*subdiv); + reflection_atlas->reflections.resize(subdiv * subdiv); } - //////////////////////////////////////////////////// RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) { RasterizerStorageGLES3::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!probe,RID()); + ERR_FAIL_COND_V(!probe, RID()); - ReflectionProbeInstance *rpi = memnew( ReflectionProbeInstance ); + ReflectionProbeInstance *rpi = memnew(ReflectionProbeInstance); - rpi->probe_ptr=probe; - rpi->self=reflection_probe_instance_owner.make_rid(rpi); - rpi->probe=p_probe; - rpi->reflection_atlas_index=-1; - rpi->render_step=-1; - rpi->last_pass=0; + rpi->probe_ptr = probe; + rpi->self = reflection_probe_instance_owner.make_rid(rpi); + rpi->probe = p_probe; + rpi->reflection_atlas_index = -1; + rpi->render_step = -1; + rpi->last_pass = 0; return rpi->self; } -void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform) { +void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); ERR_FAIL_COND(!rpi); - rpi->transform=p_transform; - + rpi->transform = p_transform; } void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); ERR_FAIL_COND(!rpi); - if (rpi->reflection_atlas_index==-1) + if (rpi->reflection_atlas_index == -1) return; ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas); ERR_FAIL_COND(!reflection_atlas); - ERR_FAIL_INDEX(rpi->reflection_atlas_index,reflection_atlas->reflections.size()); - - ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner!=rpi->self); + ERR_FAIL_INDEX(rpi->reflection_atlas_index, reflection_atlas->reflections.size()); - reflection_atlas->reflections[rpi->reflection_atlas_index].owner=RID(); + ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner != rpi->self); - rpi->reflection_atlas_index=-1; - rpi->atlas=RID(); - rpi->render_step=-1; + reflection_atlas->reflections[rpi->reflection_atlas_index].owner = RID(); + rpi->reflection_atlas_index = -1; + rpi->atlas = RID(); + rpi->render_step = -1; } bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi,false); + ERR_FAIL_COND_V(!rpi, false); - return rpi->reflection_atlas_index==-1 || rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS; + return rpi->reflection_atlas_index == -1 || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS; } -bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance){ +bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi,false); + ERR_FAIL_COND_V(!rpi, false); - return rpi->reflection_atlas_index!=-1; + return rpi->reflection_atlas_index != -1; } -bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance,RID p_reflection_atlas) { +bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi,false); + ERR_FAIL_COND_V(!rpi, false); - rpi->render_step=0; + rpi->render_step = 0; - if (rpi->reflection_atlas_index!=-1) { + if (rpi->reflection_atlas_index != -1) { return true; //got one already } ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); - ERR_FAIL_COND_V(!reflection_atlas,false); - + ERR_FAIL_COND_V(!reflection_atlas, false); - if (reflection_atlas->size==0 || reflection_atlas->subdiv==0) { + if (reflection_atlas->size == 0 || reflection_atlas->subdiv == 0) { return false; } - - int best_free=-1; - int best_used=-1; + int best_free = -1; + int best_used = -1; uint64_t best_used_frame; - for(int i=0;i<reflection_atlas->reflections.size();i++) { - if (reflection_atlas->reflections[i].owner==RID()) { - best_free=i; + for (int i = 0; i < reflection_atlas->reflections.size(); i++) { + if (reflection_atlas->reflections[i].owner == RID()) { + best_free = i; break; } - if (rpi->render_step<0 && reflection_atlas->reflections[i].last_frame<storage->frame.count && - (best_used==-1 || reflection_atlas->reflections[i].last_frame<best_used_frame)) { - best_used=i; - best_used_frame=reflection_atlas->reflections[i].last_frame; + if (rpi->render_step < 0 && reflection_atlas->reflections[i].last_frame < storage->frame.count && + (best_used == -1 || reflection_atlas->reflections[i].last_frame < best_used_frame)) { + best_used = i; + best_used_frame = reflection_atlas->reflections[i].last_frame; } } - if (best_free==-1 && best_used==-1) { - return false ;// sorry, can not do. Try again next frame. + if (best_free == -1 && best_used == -1) { + return false; // sorry, can not do. Try again next frame. } - if (best_free==-1) { + if (best_free == -1) { //find best from what is used - best_free=best_used; + best_free = best_used; ReflectionProbeInstance *victim_rpi = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[best_free].owner); - ERR_FAIL_COND_V(!victim_rpi,false); - victim_rpi->atlas=RID(); - victim_rpi->reflection_atlas_index=-1; - + ERR_FAIL_COND_V(!victim_rpi, false); + victim_rpi->atlas = RID(); + victim_rpi->reflection_atlas_index = -1; } - reflection_atlas->reflections[best_free].owner=p_instance; - reflection_atlas->reflections[best_free].last_frame=storage->frame.count; + reflection_atlas->reflections[best_free].owner = p_instance; + reflection_atlas->reflections[best_free].last_frame = storage->frame.count; - rpi->reflection_atlas_index=best_free; - rpi->atlas=p_reflection_atlas; - rpi->render_step=0; + rpi->reflection_atlas_index = best_free; + rpi->atlas = p_reflection_atlas; + rpi->render_step = 0; return true; } @@ -759,303 +718,274 @@ bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi,true); + ERR_FAIL_COND_V(!rpi, true); ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas); - ERR_FAIL_COND_V(!reflection_atlas,false); + ERR_FAIL_COND_V(!reflection_atlas, false); - ERR_FAIL_COND_V(rpi->render_step>=6,true); + ERR_FAIL_COND_V(rpi->render_step >= 6, true); - glBindFramebuffer(GL_FRAMEBUFFER,reflection_atlas->fbo[rpi->render_step]); + glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[rpi->render_step]); state.cube_to_dp_shader.bind(); - int target_size=reflection_atlas->size/reflection_atlas->subdiv; + int target_size = reflection_atlas->size / reflection_atlas->subdiv; - int cubemap_index=reflection_cubemaps.size()-1; + int cubemap_index = reflection_cubemaps.size() - 1; - for(int i=reflection_cubemaps.size()-1;i>=0;i--) { + for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) { //find appropriate cubemap to render to - if (reflection_cubemaps[i].size>target_size*2) + if (reflection_cubemaps[i].size > target_size * 2) break; - cubemap_index=i; + cubemap_index = i; } glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP,reflection_cubemaps[cubemap_index].cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP, reflection_cubemaps[cubemap_index].cubemap); glDisable(GL_CULL_FACE); - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true); + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); storage->shaders.cubemap_filter.bind(); int cell_size = reflection_atlas->size / reflection_atlas->subdiv; - for(int i=0;i<rpi->render_step;i++) { - cell_size>>=1; //mipmaps! + for (int i = 0; i < rpi->render_step; i++) { + cell_size >>= 1; //mipmaps! } int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size; int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size; - int width=cell_size; - int height=cell_size; + int width = cell_size; + int height = cell_size; - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,rpi->render_step==0); - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS); - for(int i=0;i<2;i++) { + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, rpi->render_step == 0); + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS); + for (int i = 0; i < 2; i++) { - storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0); - storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,rpi->render_step/5.0); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, rpi->render_step / 5.0); - uint32_t local_width=width,local_height=height; - uint32_t local_x=x,local_y=y; + uint32_t local_width = width, local_height = height; + uint32_t local_x = x, local_y = y; - local_height/=2; - local_y+=i*local_height; + local_height /= 2; + local_y += i * local_height; - glViewport(local_x,local_y,local_width,local_height); + glViewport(local_x, local_y, local_width, local_height); _copy_screen(); } - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,false); - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,false); - + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, false); rpi->render_step++; - return rpi->render_step==6; + return rpi->render_step == 6; } /* ENVIRONMENT API */ -RID RasterizerSceneGLES3::environment_create(){ +RID RasterizerSceneGLES3::environment_create() { - - Environment *env = memnew( Environment ); + Environment *env = memnew(Environment); return environment_owner.make_rid(env); } -void RasterizerSceneGLES3::environment_set_background(RID p_env,VS::EnvironmentBG p_bg){ +void RasterizerSceneGLES3::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->bg_mode=p_bg; + env->bg_mode = p_bg; } -void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox){ +void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->skybox=p_skybox; - + env->skybox = p_skybox; } -void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env,float p_scale) { +void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env, float p_scale) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->skybox_scale=p_scale; - + env->skybox_scale = p_scale; } -void RasterizerSceneGLES3::environment_set_bg_color(RID p_env,const Color& p_color){ +void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->bg_color=p_color; - + env->bg_color = p_color; } -void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env,float p_energy) { +void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->bg_energy=p_energy; - + env->bg_energy = p_energy; } -void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env,int p_max_layer){ +void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->canvas_max_layer=p_max_layer; - + env->canvas_max_layer = p_max_layer; } -void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_contribution){ +void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_skybox_contribution) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->ambient_color=p_color; - env->ambient_energy=p_energy; - env->ambient_skybox_contribution=p_skybox_contribution; - + env->ambient_color = p_color; + env->ambient_energy = p_energy; + env->ambient_skybox_contribution = p_skybox_contribution; } +void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { - -void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){ - - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->dof_blur_far_enabled=p_enable; - env->dof_blur_far_distance=p_distance; - env->dof_blur_far_transition=p_transition; - env->dof_blur_far_amount=p_amount; - env->dof_blur_far_quality=p_quality; - - + env->dof_blur_far_enabled = p_enable; + env->dof_blur_far_distance = p_distance; + env->dof_blur_far_transition = p_transition; + env->dof_blur_far_amount = p_amount; + env->dof_blur_far_quality = p_quality; } -void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){ +void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->dof_blur_near_enabled=p_enable; - env->dof_blur_near_distance=p_distance; - env->dof_blur_near_transition=p_transition; - env->dof_blur_near_amount=p_amount; - env->dof_blur_near_quality=p_quality; - - + env->dof_blur_near_enabled = p_enable; + env->dof_blur_near_distance = p_distance; + env->dof_blur_near_transition = p_transition; + 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_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->glow_enabled=p_enable; - env->glow_levels=p_level_flags; - env->glow_intensity=p_intensity; - env->glow_strength=p_strength; - env->glow_bloom=p_bloom_treshold; - env->glow_blend_mode=p_blend_mode; - env->glow_hdr_bleed_treshold=p_hdr_bleed_treshold; - env->glow_hdr_bleed_scale=p_hdr_bleed_scale; - env->glow_bicubic_upscale=p_bicubic_upscale; - + env->glow_enabled = p_enable; + env->glow_levels = p_level_flags; + env->glow_intensity = p_intensity; + env->glow_strength = p_strength; + env->glow_bloom = p_bloom_treshold; + env->glow_blend_mode = p_blend_mode; + env->glow_hdr_bleed_treshold = p_hdr_bleed_treshold; + env->glow_hdr_bleed_scale = p_hdr_bleed_scale; + 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){ - +void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { } -void RasterizerSceneGLES3::environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness) { +void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->ssr_enabled=p_enable; - env->ssr_max_steps=p_max_steps; - env->ssr_accel=p_accel; - env->ssr_fade=p_fade; - env->ssr_depth_tolerance=p_depth_tolerance; - env->ssr_smooth=p_smooth; - env->ssr_roughness=p_roughness; - + env->ssr_enabled = p_enable; + env->ssr_max_steps = p_max_steps; + env->ssr_accel = p_accel; + env->ssr_fade = p_fade; + env->ssr_depth_tolerance = p_depth_tolerance; + env->ssr_smooth = p_smooth; + env->ssr_roughness = p_roughness; } +void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, bool p_blur) { -void RasterizerSceneGLES3::environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur) { - - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->ssao_enabled=p_enable; - env->ssao_radius=p_radius; - env->ssao_intensity=p_intensity; - env->ssao_radius2=p_radius2; - env->ssao_intensity2=p_intensity2; - env->ssao_bias=p_bias; - env->ssao_light_affect=p_light_affect; - env->ssao_color=p_color; - env->ssao_filter=p_blur; - + env->ssao_enabled = p_enable; + env->ssao_radius = p_radius; + env->ssao_intensity = p_intensity; + env->ssao_radius2 = p_radius2; + env->ssao_intensity2 = p_intensity2; + env->ssao_bias = p_bias; + env->ssao_light_affect = p_light_affect; + env->ssao_color = p_color; + env->ssao_filter = p_blur; } -void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale) { +void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - Environment *env=environment_owner.getornull(p_env); + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - - env->tone_mapper=p_tone_mapper; - env->tone_mapper_exposure=p_exposure; - env->tone_mapper_exposure_white=p_white; - env->auto_exposure=p_auto_exposure; - env->auto_exposure_speed=p_auto_exp_speed; - env->auto_exposure_min=p_min_luminance; - env->auto_exposure_max=p_max_luminance; - env->auto_exposure_grey=p_auto_exp_scale; - + env->tone_mapper = p_tone_mapper; + env->tone_mapper_exposure = p_exposure; + env->tone_mapper_exposure_white = p_white; + env->auto_exposure = p_auto_exposure; + env->auto_exposure_speed = p_auto_exp_speed; + env->auto_exposure_min = p_min_luminance; + env->auto_exposure_max = p_max_luminance; + env->auto_exposure_grey = p_auto_exp_scale; } - -void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) { - - +void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) { } - RID RasterizerSceneGLES3::light_instance_create(RID p_light) { + LightInstance *light_instance = memnew(LightInstance); - LightInstance *light_instance = memnew( LightInstance ); - - light_instance->last_pass=0; - light_instance->last_scene_pass=0; - light_instance->last_scene_shadow_pass=0; + light_instance->last_pass = 0; + light_instance->last_scene_pass = 0; + light_instance->last_scene_shadow_pass = 0; - light_instance->light=p_light; - light_instance->light_ptr=storage->light_owner.getornull(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()); + ERR_FAIL_COND_V(!light_instance->light_ptr, RID()); - light_instance->self=light_instance_owner.make_rid(light_instance); + light_instance->self = light_instance_owner.make_rid(light_instance); return light_instance->self; } -void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const Transform& p_transform){ +void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); - light_instance->transform=p_transform; + light_instance->transform = p_transform; } -void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass) { +void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); - if (light_instance->light_ptr->type!=VS::LIGHT_DIRECTIONAL) { - p_pass=0; + if (light_instance->light_ptr->type != VS::LIGHT_DIRECTIONAL) { + p_pass = 0; } - ERR_FAIL_INDEX(p_pass,4); - - light_instance->shadow_transform[p_pass].camera=p_projection; - light_instance->shadow_transform[p_pass].transform=p_transform; - light_instance->shadow_transform[p_pass].farplane=p_far; - light_instance->shadow_transform[p_pass].split=p_split; + ERR_FAIL_INDEX(p_pass, 4); + light_instance->shadow_transform[p_pass].camera = p_projection; + light_instance->shadow_transform[p_pass].transform = p_transform; + light_instance->shadow_transform[p_pass].farplane = p_far; + light_instance->shadow_transform[p_pass].split = p_split; } - void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); - light_instance->last_scene_pass=scene_pass; + light_instance->last_scene_pass = scene_pass; } - ////////////////////// RID RasterizerSceneGLES3::gi_probe_instance_create() { @@ -1069,66 +999,63 @@ void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_b GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); ERR_FAIL_COND(!gipi); - gipi->data=p_data; - gipi->probe=storage->gi_probe_owner.getornull(p_base); + gipi->data = p_data; + gipi->probe = storage->gi_probe_owner.getornull(p_base); 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) { +void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) { GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); ERR_FAIL_COND(!gipi); - gipi->transform_to_data=p_xform; - + gipi->transform_to_data = p_xform; } -void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds) { +void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) { GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); ERR_FAIL_COND(!gipi); - gipi->bounds=p_bounds; - + gipi->bounds = p_bounds; } //////////////////////////// //////////////////////////// //////////////////////////// -bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass) { +bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) { - if (p_material->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) { + if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) { glDisable(GL_CULL_FACE); } else { glEnable(GL_CULL_FACE); } - if (state.current_line_width!=p_material->line_width) { + if (state.current_line_width != p_material->line_width) { //glLineWidth(MAX(p_material->line_width,1.0)); - state.current_line_width=p_material->line_width; + state.current_line_width = p_material->line_width; } - if (state.current_depth_test!=(!p_material->shader->spatial.ontop)) { + if (state.current_depth_test != (!p_material->shader->spatial.ontop)) { if (p_material->shader->spatial.ontop) { glDisable(GL_DEPTH_TEST); } else { glEnable(GL_DEPTH_TEST); - } - state.current_depth_test=!p_material->shader->spatial.ontop; + state.current_depth_test = !p_material->shader->spatial.ontop; } - if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) { - switch(p_material->shader->spatial.depth_draw_mode) { + if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) { + switch (p_material->shader->spatial.depth_draw_mode) { case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: { @@ -1142,12 +1069,12 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m } break; } - state.current_depth_draw=p_material->shader->spatial.depth_draw_mode; + state.current_depth_draw = p_material->shader->spatial.depth_draw_mode; } - //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); +//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); - /* +/* if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME]) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); else @@ -1200,54 +1127,49 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m #endif //material parameters - state.scene_shader.set_custom_shader(p_material->shader->custom_code_id); bool rebind = state.scene_shader.bind(); - if (p_material->ubo_id) { - glBindBufferBase(GL_UNIFORM_BUFFER,1,p_material->ubo_id); + glBindBufferBase(GL_UNIFORM_BUFFER, 1, p_material->ubo_id); } - - int tc = p_material->textures.size(); - RID* textures = p_material->textures.ptr(); - ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr(); + RID *textures = p_material->textures.ptr(); + ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr(); - state.current_main_tex=0; + state.current_main_tex = 0; - for(int i=0;i<tc;i++) { + for (int i = 0; i < tc; i++) { - glActiveTexture(GL_TEXTURE0+i); + glActiveTexture(GL_TEXTURE0 + i); GLenum target; GLuint tex; - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] ); + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]); if (!t) { //check hints - target=GL_TEXTURE_2D; + target = GL_TEXTURE_2D; - switch(texture_hints[i]) { + switch (texture_hints[i]) { case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - tex=storage->resources.black_tex; + tex = storage->resources.black_tex; } break; case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - tex=storage->resources.aniso_tex; + tex = storage->resources.aniso_tex; } break; case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - tex=storage->resources.normal_tex; + tex = storage->resources.normal_tex; } break; default: { - tex=storage->resources.white_tex; + tex = storage->resources.white_tex; } break; } - } else { #ifdef TOOLS_ENABLED @@ -1257,15 +1179,15 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m #endif if (storage->config.srgb_decode_supported) { //if SRGB decode extension is present, simply switch the texture to whathever is needed - bool must_srgb=false; + bool must_srgb = false; - if (t->srgb && (texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) { - must_srgb=true; + if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) { + must_srgb = true; } - if (t->using_srgb!=must_srgb) { + if (t->using_srgb != must_srgb) { if (must_srgb) { - glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT); #ifdef TOOLS_ENABLED if (t->detect_srgb) { t->detect_srgb(t->detect_srgb_ud); @@ -1273,41 +1195,37 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m #endif } else { - glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); + glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT); } - t->using_srgb=must_srgb; + t->using_srgb = must_srgb; } } - target=t->target; + target = t->target; tex = t->tex_id; - } - glBindTexture(target,tex); + glBindTexture(target, tex); - if (i==0) { - state.current_main_tex=tex; + if (i == 0) { + state.current_main_tex = tex; } } - return rebind; - } - void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) { - switch(e->instance->base_type) { + switch (e->instance->base_type) { case VS::INSTANCE_MESH: { - RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry); + RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); if (s->blend_shapes.size() && e->instance->blend_values.size()) { //blend shapes, use transform feedback - storage->mesh_render_blend_shapes(s,e->instance->blend_values.ptr()); + storage->mesh_render_blend_shapes(s, e->instance->blend_values.ptr()); //rebind shader state.scene_shader.bind(); } else { @@ -1319,57 +1237,56 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) { case VS::INSTANCE_MULTIMESH: { - RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh*>(e->owner); - RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry); + RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner); + RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); glBindVertexArray(s->instancing_array_id); // use the instancing array ID - glBindBuffer(GL_ARRAY_BUFFER,multi_mesh->buffer); //modify the buffer + glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer - int stride = (multi_mesh->xform_floats+multi_mesh->color_floats)*4; + int stride = (multi_mesh->xform_floats + multi_mesh->color_floats) * 4; glEnableVertexAttribArray(8); - glVertexAttribPointer(8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0); - glVertexAttribDivisor(8,1); + glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); + glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); - glVertexAttribPointer(9,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+4*4); - glVertexAttribDivisor(9,1); + glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 4 * 4); + glVertexAttribDivisor(9, 1); int color_ofs; - if (multi_mesh->transform_format==VS::MULTIMESH_TRANSFORM_3D) { + if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) { glEnableVertexAttribArray(10); - glVertexAttribPointer(10,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+8*4); - glVertexAttribDivisor(10,1); - color_ofs=12*4; + glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 8 * 4); + glVertexAttribDivisor(10, 1); + color_ofs = 12 * 4; } else { glDisableVertexAttribArray(10); - glVertexAttrib4f(10,0,0,1,0); - color_ofs=8*4; + glVertexAttrib4f(10, 0, 0, 1, 0); + color_ofs = 8 * 4; } - switch(multi_mesh->color_format) { + switch (multi_mesh->color_format) { case VS::MULTIMESH_COLOR_NONE: { glDisableVertexAttribArray(11); - glVertexAttrib4f(11,1,1,1,1); + glVertexAttrib4f(11, 1, 1, 1, 1); } break; case VS::MULTIMESH_COLOR_8BIT: { glEnableVertexAttribArray(11); - glVertexAttribPointer(11,4,GL_UNSIGNED_BYTE,GL_TRUE,stride,((uint8_t*)NULL)+color_ofs); - glVertexAttribDivisor(11,1); + glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + color_ofs); + glVertexAttribDivisor(11, 1); } break; case VS::MULTIMESH_COLOR_FLOAT: { glEnableVertexAttribArray(11); - glVertexAttribPointer(11,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs); - glVertexAttribDivisor(11,1); + glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs); + glVertexAttribDivisor(11, 1); } break; } } break; } - } -static const GLenum gl_primitive[]={ +static const GLenum gl_primitive[] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, @@ -1379,63 +1296,53 @@ static const GLenum gl_primitive[]={ GL_TRIANGLE_FAN }; - - void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { - switch(e->instance->base_type) { + switch (e->instance->base_type) { case VS::INSTANCE_MESH: { - RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry); - - if (s->index_array_len>0) { + RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); + if (s->index_array_len > 0) { - glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); - storage->info.render_vertices_count+=s->index_array_len; + storage->info.render_vertices_count += s->index_array_len; } else { - glDrawArrays(gl_primitive[s->primitive],0,s->array_len); - - storage->info.render_vertices_count+=s->array_len; + glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); + storage->info.render_vertices_count += s->array_len; } - - - } break; case VS::INSTANCE_MULTIMESH: { - 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); - + 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); - if (s->index_array_len>0) { + if (s->index_array_len > 0) { - glDrawElementsInstanced(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0,amount); + glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); - storage->info.render_vertices_count+=s->index_array_len * amount; + storage->info.render_vertices_count += s->index_array_len * amount; } else { - glDrawArraysInstanced(gl_primitive[s->primitive],0,s->array_len,amount); - - storage->info.render_vertices_count+=s->array_len * amount; + glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); + storage->info.render_vertices_count += s->array_len * amount; } } break; case VS::INSTANCE_IMMEDIATE: { - bool restore_tex=false; - const RasterizerStorageGLES3::Immediate *im = static_cast<const RasterizerStorageGLES3::Immediate*>( e->geometry ); + bool restore_tex = false; + const RasterizerStorageGLES3::Immediate *im = static_cast<const RasterizerStorageGLES3::Immediate *>(e->geometry); if (im->building) { return; @@ -1444,42 +1351,38 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); glBindVertexArray(state.immediate_array); + for (const List<RasterizerStorageGLES3::Immediate::Chunk>::Element *E = im->chunks.front(); E; E = E->next()) { - for(const List< RasterizerStorageGLES3::Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) { - - const RasterizerStorageGLES3::Immediate::Chunk &c=E->get(); + const RasterizerStorageGLES3::Immediate::Chunk &c = E->get(); if (c.vertices.empty()) { continue; } int vertices = c.vertices.size(); - uint32_t buf_ofs=0; + uint32_t buf_ofs = 0; - storage->info.render_vertices_count+=vertices; + storage->info.render_vertices_count += vertices; if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) { const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture); glActiveTexture(GL_TEXTURE0); - glBindTexture(t->target,t->tex_id); - restore_tex=true; - + glBindTexture(t->target, t->tex_id); + restore_tex = true; } else if (restore_tex) { glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,state.current_main_tex); - restore_tex=false; + glBindTexture(GL_TEXTURE_2D, state.current_main_tex); + restore_tex = false; } - - if (!c.normals.empty()) { glEnableVertexAttribArray(VS::ARRAY_NORMAL); - glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.normals.ptr()); - glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3)*vertices,((uint8_t*)NULL)+buf_ofs); - buf_ofs+=sizeof(Vector3)*vertices; + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * vertices, c.normals.ptr()); + glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3) * vertices, ((uint8_t *)NULL) + buf_ofs); + buf_ofs += sizeof(Vector3) * vertices; } else { @@ -1489,9 +1392,9 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { if (!c.tangents.empty()) { glEnableVertexAttribArray(VS::ARRAY_TANGENT); - glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Plane)*vertices,c.tangents.ptr()); - glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane)*vertices,((uint8_t*)NULL)+buf_ofs); - buf_ofs+=sizeof(Plane)*vertices; + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Plane) * vertices, c.tangents.ptr()); + glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane) * vertices, ((uint8_t *)NULL) + buf_ofs); + buf_ofs += sizeof(Plane) * vertices; } else { @@ -1501,23 +1404,22 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { if (!c.colors.empty()) { glEnableVertexAttribArray(VS::ARRAY_COLOR); - glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Color)*vertices,c.colors.ptr()); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),((uint8_t*)NULL)+buf_ofs); - buf_ofs+=sizeof(Color)*vertices; + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Color) * vertices, c.colors.ptr()); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)NULL) + buf_ofs); + buf_ofs += sizeof(Color) * vertices; } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } - if (!c.uvs.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs); - buf_ofs+=sizeof(Vector2)*vertices; + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * vertices, c.uvs.ptr()); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs); + buf_ofs += sizeof(Vector2) * vertices; } else { @@ -1527,161 +1429,151 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { if (!c.uvs2.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); - glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs2.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs); - buf_ofs+=sizeof(Vector2)*vertices; + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * vertices, c.uvs2.ptr()); + glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs); + buf_ofs += sizeof(Vector2) * vertices; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); } - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.vertices.ptr()); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),((uint8_t*)NULL)+buf_ofs); - glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size()); - - + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * vertices, c.vertices.ptr()); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs); + glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size()); } - if (restore_tex) { glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,state.current_main_tex); - restore_tex=false; + glBindTexture(GL_TEXTURE_2D, state.current_main_tex); + restore_tex = false; } } break; - } - } -void RasterizerSceneGLES3::_setup_light(RenderList::Element *e,const Transform& p_view_transform) { +void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform &p_view_transform) { int omni_indices[16]; - int omni_count=0; + int omni_count = 0; int spot_indices[16]; - int spot_count=0; + int spot_count = 0; int reflection_indices[16]; - int reflection_count=0; + int reflection_count = 0; - int maxobj = MIN(16,state.max_forward_lights_per_object); + int maxobj = MIN(16, state.max_forward_lights_per_object); - int lc = e->instance->light_instances.size(); + int lc = e->instance->light_instances.size(); if (lc) { - const RID* lights=e->instance->light_instances.ptr(); + const RID *lights = e->instance->light_instances.ptr(); - for(int i=0;i<lc;i++) { - LightInstance *li=light_instance_owner.getptr(lights[i]); - if (li->last_pass!=render_pass) //not visible + for (int i = 0; i < lc; i++) { + LightInstance *li = light_instance_owner.getptr(lights[i]); + if (li->last_pass != render_pass) //not visible continue; - if (li->light_ptr->type==VS::LIGHT_OMNI) { - if (omni_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) { - omni_indices[omni_count++]=li->light_index; + if (li->light_ptr->type == VS::LIGHT_OMNI) { + if (omni_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { + omni_indices[omni_count++] = li->light_index; } } - if (li->light_ptr->type==VS::LIGHT_SPOT) { - if (spot_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) { - spot_indices[spot_count++]=li->light_index; + if (li->light_ptr->type == VS::LIGHT_SPOT) { + if (spot_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { + spot_indices[spot_count++] = li->light_index; } } } } - state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT,omni_count); + state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, omni_count); if (omni_count) { - glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES),omni_count,omni_indices); + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES), omni_count, omni_indices); } - state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT,spot_count); + state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, spot_count); if (spot_count) { - glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES),spot_count,spot_indices); + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES), spot_count, spot_indices); } - int rc = e->instance->reflection_probe_instances.size(); - if (rc) { + const RID *reflections = e->instance->reflection_probe_instances.ptr(); - const RID* reflections=e->instance->reflection_probe_instances.ptr(); - - for(int i=0;i<rc;i++) { - ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getptr(reflections[i]); - if (rpi->last_pass!=render_pass) //not visible + for (int i = 0; i < rc; i++) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getptr(reflections[i]); + if (rpi->last_pass != render_pass) //not visible continue; - if (reflection_count<maxobj) { - reflection_indices[reflection_count++]=rpi->reflection_index; + if (reflection_count < maxobj) { + reflection_indices[reflection_count++] = rpi->reflection_index; } } } - state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT,reflection_count); + state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT, reflection_count); if (reflection_count) { - glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES),reflection_count,reflection_indices); + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES), reflection_count, reflection_indices); } int gi_probe_count = e->instance->gi_probe_instances.size(); if (gi_probe_count) { - const RID * ridp = e->instance->gi_probe_instances.ptr(); + const RID *ridp = e->instance->gi_probe_instances.ptr(); GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-6); - glBindTexture(GL_TEXTURE_3D,gipi->tex_cache); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glBindTexture(GL_TEXTURE_3D, gipi->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe?gipi->probe->dynamic_range*gipi->probe->energy:0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe?gipi->probe->bias:0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe?!gipi->probe->interior:false); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe ? gipi->probe->dynamic_range * gipi->probe->energy : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe ? !gipi->probe->interior : false); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache); - if (gi_probe_count>1) { + if (gi_probe_count > 1) { GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]); - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-7); - glBindTexture(GL_TEXTURE_3D,gipi2->tex_cache); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); + glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe?gipi2->probe->dynamic_range*gipi2->probe->energy:0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe?gipi2->probe->bias:0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe?!gipi2->probe->interior:false); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true ); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe ? gipi2->probe->dynamic_range * gipi2->probe->energy : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe ? !gipi2->probe->interior : false); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true); } else { - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false ); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false); } } } - -void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) { +void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance, const Transform &p_view_transform, const CameraMatrix &p_projection) { if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) { - Transform xf=p_instance->transform; + Transform xf = p_instance->transform; if (p_instance->depth_scale) { if (p_projection.matrix[3][3]) { //orthogonal matrix, try to do about the same //with viewport size //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) ); - real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) ); - float sc = (h*2.0); //consistent with Y-fov - xf.basis.scale( Vector3(sc,sc,sc)); + real_t h = Math::abs(1.0 / (2.0 * p_projection.matrix[1][1])); + float sc = (h * 2.0); //consistent with Y-fov + xf.basis.scale(Vector3(sc, sc, sc)); } else { //just scale by depth - real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin); - xf.basis.scale( Vector3(sc,sc,sc)); + real_t sc = Plane(p_view_transform.origin, -p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin); + xf.basis.scale(Vector3(sc, sc, sc)); } } @@ -1701,14 +1593,14 @@ void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Trans if (p_instance->billboard_y && storage->frame.current_rt) { Vector3 scale = xf.basis.get_scale(); - Vector3 look_at = p_view_transform.get_origin(); + Vector3 look_at = p_view_transform.get_origin(); look_at.y = 0.0; Vector3 look_at_norm = look_at.normalized(); if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { - xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0)); + xf.set_look_at(xf.origin, xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0)); } else { - xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0)); + xf.set_look_at(xf.origin, xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0)); } xf.basis.scale(scale); } @@ -1719,22 +1611,20 @@ void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Trans } } -void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) { +void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_reverse_cull) { bool front = p_front; if (p_reverse_cull) - front=!front; + front = !front; - if (front!=state.cull_front) { + if (front != state.cull_front) { - glCullFace(front?GL_FRONT:GL_BACK); - state.cull_front=front; + glCullFace(front ? GL_FRONT : GL_BACK); + state.cull_front = front; } } - - -void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,GLuint p_base_env,bool p_reverse_cull,bool p_alpha_pass,bool p_shadow,bool p_directional_add,bool p_directional_shadows) { +void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { //p_reverse_cull=!p_reverse_cull; @@ -1743,287 +1633,257 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e glFrontFace(GL_CW); } - glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo - + glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo if (!p_shadow && !p_directional_add) { - glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); - glBindTexture(GL_TEXTURE_2D,state.brdf_texture); + glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); + glBindTexture(GL_TEXTURE_2D, state.brdf_texture); if (p_base_env) { - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); - glBindTexture(GL_TEXTURE_2D,p_base_env); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,true); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); + glBindTexture(GL_TEXTURE_2D, p_base_env); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); } else { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); - + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); } } else { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); } - - state.cull_front=false; + state.cull_front = false; glCullFace(GL_BACK); - state.current_depth_test=true; + state.current_depth_test = true; glEnable(GL_DEPTH_TEST); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false); - state.current_blend_mode=-1; - state.current_line_width=-1; - state.current_depth_draw=-1; + state.current_blend_mode = -1; + state.current_line_width = -1; + state.current_depth_draw = -1; - RasterizerStorageGLES3::Material* prev_material=NULL; - RasterizerStorageGLES3::Geometry* prev_geometry=NULL; - RasterizerStorageGLES3::GeometryOwner* prev_owner=NULL; + RasterizerStorageGLES3::Material *prev_material = NULL; + RasterizerStorageGLES3::Geometry *prev_geometry = NULL; + RasterizerStorageGLES3::GeometryOwner *prev_owner = NULL; VS::InstanceType prev_base_type = VS::INSTANCE_MAX; - int current_blend_mode=-1; + int current_blend_mode = -1; - int prev_shading=-1; + int prev_shading = -1; RID prev_skeleton; - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set) + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set) - bool first=true; + bool first = true; - storage->info.render_object_count+=p_element_count; + storage->info.render_object_count += p_element_count; - for (int i=0;i<p_element_count;i++) { + for (int i = 0; i < p_element_count; i++) { RenderList::Element *e = p_elements[i]; - RasterizerStorageGLES3::Material* material= e->material; + RasterizerStorageGLES3::Material *material = e->material; RID skeleton = e->instance->skeleton; + bool rebind = first; - bool rebind=first; - - int shading = (e->sort_key>>RenderList::SORT_KEY_SHADING_SHIFT)&RenderList::SORT_KEY_SHADING_MASK; + int shading = (e->sort_key >> RenderList::SORT_KEY_SHADING_SHIFT) & RenderList::SORT_KEY_SHADING_MASK; if (!p_shadow) { - - if (p_directional_add) { - if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask&directional_light->light_ptr->cull_mask)) { + if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) { continue; } - shading&=~1; //ignore the ignore directional for base pass + shading &= ~1; //ignore the ignore directional for base pass } - if (shading!=prev_shading) { - - if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) { - - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false); + if (shading != prev_shading) { + if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) { + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); } else { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,e->instance->gi_probe_instances.size()>0); - - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,!p_directional_add); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,shadow_filter_mode==SHADOW_FILTER_PCF5); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,shadow_filter_mode==SHADOW_FILTER_PCF13); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, e->instance->gi_probe_instances.size() > 0); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, !p_directional_add); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); - if (p_directional_add || (directional_light && (e->sort_key&RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG)==0)) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,true); + if (p_directional_add || (directional_light && (e->sort_key & RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true); if (p_directional_shadows && directional_light->light_ptr->shadow) { - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, true); - switch(directional_light->light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none + switch (directional_light->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: + break; //none case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits); - break; + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits); + break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits); - break; + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits); + break; } } - } - } - - - rebind=true; + rebind = true; } - if (p_alpha_pass || p_directional_add) { int desired_blend_mode; if (p_directional_add) { - desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD; + desired_blend_mode = RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD; } else { - desired_blend_mode=material->shader->spatial.blend_mode; + desired_blend_mode = material->shader->spatial.blend_mode; } - if (desired_blend_mode!=current_blend_mode) { - + if (desired_blend_mode != current_blend_mode) { - switch(desired_blend_mode) { + switch (desired_blend_mode) { - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); + glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE); - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - } break; + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + } break; case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } break; - } - current_blend_mode=desired_blend_mode; + current_blend_mode = desired_blend_mode; } - } - - } - if (prev_skeleton!=skeleton) { + if (prev_skeleton != skeleton) { if (prev_skeleton.is_valid() != skeleton.is_valid()) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,skeleton.is_valid()); - rebind=true; + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton.is_valid()); + rebind = true; } if (skeleton.is_valid()) { RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); if (sk->size) { - glBindBufferBase(GL_UNIFORM_BUFFER,7,sk->ubo); + glBindBufferBase(GL_UNIFORM_BUFFER, 7, sk->ubo); } } } - if ((prev_base_type==VS::INSTANCE_MULTIMESH) != (e->instance->base_type==VS::INSTANCE_MULTIMESH)) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,e->instance->base_type==VS::INSTANCE_MULTIMESH); - rebind=true; + if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH); + rebind = true; } - if (material!=prev_material || rebind) { + if (material != prev_material || rebind) { storage->info.render_material_switch_count++; - rebind = _setup_material(material,p_alpha_pass); + rebind = _setup_material(material, p_alpha_pass); if (rebind) { storage->info.render_shader_rebind_count++; } } - if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { - _setup_light(e,p_view_transform); - + if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { + _setup_light(e, p_view_transform); } - - if (e->owner != prev_owner || prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) { - + if (e->owner != prev_owner || prev_base_type != e->instance->base_type || prev_geometry != e->geometry) { _setup_geometry(e); storage->info.render_surface_switch_count++; - } - _set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull); + _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_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::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0); - _setup_transform(e->instance,p_view_transform,p_projection); + _setup_transform(e->instance, p_view_transform, p_projection); _render_geometry(e); - prev_material=material; - prev_base_type=e->instance->base_type; - prev_geometry=e->geometry; - prev_owner=e->owner; - prev_shading=shading; - prev_skeleton=skeleton; - first=false; - + prev_material = material; + prev_base_type = e->instance->base_type; + prev_geometry = e->geometry; + prev_owner = e->owner; + prev_shading = shading; + prev_skeleton = skeleton; + first = false; } - - glFrontFace(GL_CW); glBindVertexArray(0); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false); - + state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); } +void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow) { -void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow) { - - RasterizerStorageGLES3::Material *m=NULL; - RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material); - + RasterizerStorageGLES3::Material *m = NULL; + RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material); -/* + /* #ifdef DEBUG_ENABLED if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { m_src=overdraw_material; @@ -2033,42 +1893,40 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g */ if (m_src.is_valid()) { - m=storage->material_owner.getornull( m_src ); + m = storage->material_owner.getornull(m_src); if (!m->shader) { - m=NULL; + m = NULL; } } if (!m) { - m=storage->material_owner.getptr( default_material ); + m = storage->material_owner.getptr(default_material); } ERR_FAIL_COND(!m); - - - bool has_base_alpha=(m->shader->spatial.uses_alpha); - bool has_blend_alpha=m->shader->spatial.blend_mode!=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop; + bool has_base_alpha = (m->shader->spatial.uses_alpha); + bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop; bool has_alpha = has_base_alpha || has_blend_alpha; bool shadow = false; bool mirror = p_instance->mirror; - if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) { - mirror=!mirror; + if (m->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) { + mirror = !mirror; } if (m->shader->spatial.uses_sss) { - state.used_sss=true; + state.used_sss = true; } if (p_shadow) { - if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) + if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) return; //bye - if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { //shader does not use discard and does not write a vertex position, use generic material if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) m = storage->material_owner.getptr(default_material_twosided); @@ -2076,47 +1934,43 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g m = storage->material_owner.getptr(default_material); } - has_alpha=false; - + has_alpha = false; } - - RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); if (!e) return; - e->geometry=p_geometry; - e->material=m; - e->instance=p_instance; - e->owner=p_owner; - e->sort_key=0; + e->geometry = p_geometry; + e->material = m; + e->instance = p_instance; + e->owner = p_owner; + e->sort_key = 0; - if (e->geometry->last_pass!=render_pass) { - e->geometry->last_pass=render_pass; - e->geometry->index=current_geometry_index++; + if (e->geometry->last_pass != render_pass) { + e->geometry->last_pass = render_pass; + e->geometry->index = current_geometry_index++; } - if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask&e->instance->layer_mask)==0) { - e->sort_key|=RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG; + if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) { + e->sort_key |= RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG; } - 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; + 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_shadow) { - - 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_DEPTH_LAYER_SHIFT; + 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_DEPTH_LAYER_SHIFT; - if (!has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + if (!has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { //if nothing exists, add this element as opaque too RenderList::Element *oe = render_list.add_element(); @@ -2124,11 +1978,11 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g if (!oe) return; - copymem(oe,e,sizeof(RenderList::Element)); + copymem(oe, e, sizeof(RenderList::Element)); } if (e->instance->gi_probe_instances.size()) { - e->sort_key|=RenderList::SORT_KEY_GI_PROBES_FLAG; + e->sort_key |= RenderList::SORT_KEY_GI_PROBES_FLAG; } } @@ -2137,20 +1991,19 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; */ - if (mirror) { - e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG; + e->sort_key |= RenderList::SORT_KEY_MIRROR_FLAG; } //e->light_type=0xFF; // no lights! if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) { - e->sort_key|=RenderList::SORT_KEY_UNSHADED_FLAG; + e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG; } } -void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) { +void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale) { if (!p_skybox) return; @@ -2159,16 +2012,15 @@ void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox ERR_FAIL_COND(!tex); glActiveTexture(GL_TEXTURE0); - glBindTexture(tex->target,tex->tex_id); - + glBindTexture(tex->target, tex->tex_id); if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) { - glTexParameteri(tex->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); - tex->using_srgb=true; + glTexParameteri(tex->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT); + tex->using_srgb = true; #ifdef TOOLS_ENABLED - if (!(tex->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { - tex->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; + if (!(tex->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + tex->flags |= VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; //notify that texture must be set to linear beforehand, so it works in other platforms when exported } #endif @@ -2179,400 +2031,366 @@ void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); - glColorMask(1,1,1,1); + glColorMask(1, 1, 1, 1); - float flip_sign = p_vflip?-1:1; + float flip_sign = p_vflip ? -1 : 1; - Vector3 vertices[8]={ - Vector3(-1,-1*flip_sign,1), - Vector3( 0, 1, 0), - Vector3( 1,-1*flip_sign,1), - Vector3( 1, 1, 0), - Vector3( 1, 1*flip_sign,1), - Vector3( 1, 0, 0), - Vector3(-1, 1*flip_sign,1), - Vector3( 0, 0, 0) + Vector3 vertices[8] = { + Vector3(-1, -1 * flip_sign, 1), + Vector3(0, 1, 0), + Vector3(1, -1 * flip_sign, 1), + Vector3(1, 1, 0), + Vector3(1, 1 * flip_sign, 1), + Vector3(1, 0, 0), + Vector3(-1, 1 * flip_sign, 1), + Vector3(0, 0, 0) }; - - //skybox uv vectors - float vw,vh,zn; - p_projection.get_viewport_size(vw,vh); - zn=p_projection.get_z_near(); + float vw, vh, zn; + p_projection.get_viewport_size(vw, vh); + zn = p_projection.get_z_near(); - float scale=p_scale; + float scale = p_scale; - for(int i=0;i<4;i++) { + for (int i = 0; i < 4; i++) { - Vector3 uv=vertices[i*2+1]; - uv.x=(uv.x*2.0-1.0)*vw*scale; - uv.y=-(uv.y*2.0-1.0)*vh*scale; - uv.z=-zn; - vertices[i*2+1] = p_transform.basis.xform(uv).normalized(); - vertices[i*2+1].z = -vertices[i*2+1].z; + Vector3 uv = vertices[i * 2 + 1]; + uv.x = (uv.x * 2.0 - 1.0) * vw * scale; + uv.y = -(uv.y * 2.0 - 1.0) * vh * scale; + uv.z = -zn; + vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); + vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; } - glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); - glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*8,vertices); - glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ARRAY_BUFFER, state.skybox_verts); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glBindVertexArray(state.skybox_array); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP, true); storage->shaders.copy.bind(); - glDrawArrays(GL_TRIANGLE_FAN,0,4); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); - glColorMask(1,1,1,1); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false); + glColorMask(1, 1, 1, 1); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP, 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) { //store camera into ubo - store_camera(p_cam_projection,state.ubo_data.projection_matrix); - store_transform(p_cam_transform,state.ubo_data.camera_matrix); - store_transform(p_cam_transform.affine_inverse(),state.ubo_data.camera_inverse_matrix); + store_camera(p_cam_projection, state.ubo_data.projection_matrix); + store_transform(p_cam_transform, state.ubo_data.camera_matrix); + store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix); //time global variables - for(int i=0;i<4;i++) { - state.ubo_data.time[i]=storage->frame.time[i]; + for (int i = 0; i < 4; i++) { + state.ubo_data.time[i] = storage->frame.time[i]; } //bg and ambient if (env) { - state.ubo_data.bg_energy=env->bg_energy; - state.ubo_data.ambient_energy=env->ambient_energy; + state.ubo_data.bg_energy = env->bg_energy; + state.ubo_data.ambient_energy = env->ambient_energy; Color linear_ambient_color = env->ambient_color.to_linear(); - state.ubo_data.ambient_light_color[0]=linear_ambient_color.r; - state.ubo_data.ambient_light_color[1]=linear_ambient_color.g; - state.ubo_data.ambient_light_color[2]=linear_ambient_color.b; - state.ubo_data.ambient_light_color[3]=linear_ambient_color.a; + state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; + state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; + state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; + state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; Color bg_color; - switch(env->bg_mode) { + switch (env->bg_mode) { case VS::ENV_BG_CLEAR_COLOR: { - bg_color=storage->frame.clear_request_color.to_linear(); + bg_color = storage->frame.clear_request_color.to_linear(); } break; case VS::ENV_BG_COLOR: { - bg_color=env->bg_color.to_linear(); + bg_color = env->bg_color.to_linear(); } break; default: { - bg_color=Color(0,0,0,1); + bg_color = Color(0, 0, 0, 1); } break; } - state.ubo_data.bg_color[0]=bg_color.r; - state.ubo_data.bg_color[1]=bg_color.g; - state.ubo_data.bg_color[2]=bg_color.b; - state.ubo_data.bg_color[3]=bg_color.a; + state.ubo_data.bg_color[0] = bg_color.r; + state.ubo_data.bg_color[1] = bg_color.g; + state.ubo_data.bg_color[2] = bg_color.b; + state.ubo_data.bg_color[3] = bg_color.a; - state.env_radiance_data.ambient_contribution=env->ambient_skybox_contribution; - state.ubo_data.ambient_occlusion_affect_light=env->ssao_light_affect; + state.env_radiance_data.ambient_contribution = env->ambient_skybox_contribution; + state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; } else { - state.ubo_data.bg_energy=1.0; - state.ubo_data.ambient_energy=1.0; + state.ubo_data.bg_energy = 1.0; + state.ubo_data.ambient_energy = 1.0; //use from clear color instead, since there is no ambient Color linear_ambient_color = storage->frame.clear_request_color.to_linear(); - state.ubo_data.ambient_light_color[0]=linear_ambient_color.r; - state.ubo_data.ambient_light_color[1]=linear_ambient_color.g; - state.ubo_data.ambient_light_color[2]=linear_ambient_color.b; - state.ubo_data.ambient_light_color[3]=linear_ambient_color.a; - - state.ubo_data.bg_color[0]=linear_ambient_color.r; - state.ubo_data.bg_color[1]=linear_ambient_color.g; - state.ubo_data.bg_color[2]=linear_ambient_color.b; - state.ubo_data.bg_color[3]=linear_ambient_color.a; - - state.env_radiance_data.ambient_contribution=0; - state.ubo_data.ambient_occlusion_affect_light=0; - + state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; + state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; + state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; + state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; + + state.ubo_data.bg_color[0] = linear_ambient_color.r; + state.ubo_data.bg_color[1] = linear_ambient_color.g; + state.ubo_data.bg_color[2] = linear_ambient_color.b; + state.ubo_data.bg_color[3] = linear_ambient_color.a; + + state.env_radiance_data.ambient_contribution = 0; + state.ubo_data.ambient_occlusion_affect_light = 0; } { //directional shadow - state.ubo_data.shadow_directional_pixel_size[0]=1.0/directional_shadow.size; - state.ubo_data.shadow_directional_pixel_size[1]=1.0/directional_shadow.size; + state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size; + state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size; - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-4); - glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); } - - glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); //fill up environment - store_transform(p_cam_transform,state.env_radiance_data.transform); - + store_transform(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); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); - } -void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform& p_camera_inverse_transform,bool p_use_shadows) { +void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) { LightInstance *li = directional_lights[p_index]; LightDataUBO ubo_data; //used for filling - float sign = li->light_ptr->negative?-1:1; + float sign = li->light_ptr->negative ? -1 : 1; Color linear_col = li->light_ptr->color.to_linear(); - ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[3]=0; + ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[3] = 0; //omni, keep at 0 - ubo_data.light_pos_inv_radius[0]=0.0; - ubo_data.light_pos_inv_radius[1]=0.0; - ubo_data.light_pos_inv_radius[2]=0.0; - ubo_data.light_pos_inv_radius[3]=0.0; - - Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized(); - ubo_data.light_direction_attenuation[0]=direction.x; - ubo_data.light_direction_attenuation[1]=direction.y; - ubo_data.light_direction_attenuation[2]=direction.z; - ubo_data.light_direction_attenuation[3]=1.0; - - ubo_data.light_params[0]=0; - ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - ubo_data.light_params[2]=0; - ubo_data.light_params[3]=0; + ubo_data.light_pos_inv_radius[0] = 0.0; + ubo_data.light_pos_inv_radius[1] = 0.0; + ubo_data.light_pos_inv_radius[2] = 0.0; + ubo_data.light_pos_inv_radius[3] = 0.0; + + Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0, 0, -1))).normalized(); + ubo_data.light_direction_attenuation[0] = direction.x; + ubo_data.light_direction_attenuation[1] = direction.y; + ubo_data.light_direction_attenuation[2] = direction.z; + ubo_data.light_direction_attenuation[3] = 1.0; + + ubo_data.light_params[0] = 0; + ubo_data.light_params[1] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[2] = 0; + ubo_data.light_params[3] = 0; Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color_contact[0]=shadow_color.r; - ubo_data.light_shadow_color_contact[1]=shadow_color.g; - ubo_data.light_shadow_color_contact[2]=shadow_color.b; - ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; - + ubo_data.light_shadow_color_contact[0] = shadow_color.r; + ubo_data.light_shadow_color_contact[1] = shadow_color.g; + ubo_data.light_shadow_color_contact[2] = shadow_color.b; + ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (p_use_shadows && li->light_ptr->shadow) { - int shadow_count=0; + int shadow_count = 0; - switch(li->light_ptr->directional_shadow_mode) { + switch (li->light_ptr->directional_shadow_mode) { case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { - shadow_count=1; + shadow_count = 1; } break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { - shadow_count=2; + shadow_count = 2; } break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { - shadow_count=4; + shadow_count = 4; } break; - } - for(int j=0;j<shadow_count;j++) { + for (int j = 0; j < shadow_count; j++) { + uint32_t x = li->directional_rect.pos.x; + uint32_t y = li->directional_rect.pos.y; + uint32_t width = li->directional_rect.size.x; + uint32_t height = li->directional_rect.size.y; - uint32_t x=li->directional_rect.pos.x; - uint32_t y=li->directional_rect.pos.y; - uint32_t width=li->directional_rect.size.x; - uint32_t height=li->directional_rect.size.y; + if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + width /= 2; + height /= 2; + if (j == 0) { - if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { - - - width/=2; - height/=2; - - if (j==0) { - - } else if (j==1) { - x+=width; - } else if (j==2) { - y+=height; - } else if (j==3) { - x+=width; - y+=height; - + } else if (j == 1) { + x += width; + } else if (j == 2) { + y += height; + } else if (j == 3) { + x += width; + y += height; } + } else if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + height /= 2; - } else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - - height/=2; - - if (j==0) { + if (j == 0) { } else { - y+=height; + y += height; } - } - ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split; + ubo_data.shadow_split_offsets[j] = 1.0 / li->shadow_transform[j].split; Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse(); CameraMatrix bias; bias.set_light_bias(); CameraMatrix rectm; - Rect2 atlas_rect = Rect2(float(x)/directional_shadow.size,float(y)/directional_shadow.size,float(width)/directional_shadow.size,float(height)/directional_shadow.size); + Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size); rectm.set_light_atlas_rect(atlas_rect); - CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview; - store_camera(shadow_mtx,&ubo_data.shadow_matrix1[16*j]); - - ubo_data.light_clamp[0]=atlas_rect.pos.x; - ubo_data.light_clamp[1]=atlas_rect.pos.y; - ubo_data.light_clamp[2]=atlas_rect.size.x; - ubo_data.light_clamp[3]=atlas_rect.size.y; + store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]); + ubo_data.light_clamp[0] = atlas_rect.pos.x; + ubo_data.light_clamp[1] = atlas_rect.pos.y; + ubo_data.light_clamp[2] = atlas_rect.size.x; + ubo_data.light_clamp[3] = atlas_rect.size.y; } - } glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); - directional_light=li; - - glBindBufferBase(GL_UNIFORM_BUFFER,3,state.directional_ubo); + directional_light = li; + glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo); } -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) { +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) { + state.omni_light_count = 0; + state.spot_light_count = 0; + state.directional_light_count = 0; - state.omni_light_count=0; - state.spot_light_count=0; - state.directional_light_count=0; - - directional_light=NULL; + directional_light = NULL; ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + for (int i = 0; i < p_light_cull_count; i++) { - for(int i=0;i<p_light_cull_count;i++) { - - ERR_BREAK( i>=RenderList::MAX_LIGHTS ); + ERR_BREAK(i >= RenderList::MAX_LIGHTS); LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); LightDataUBO ubo_data; //used for filling - switch(li->light_ptr->type) { + switch (li->light_ptr->type) { case VS::LIGHT_DIRECTIONAL: { - if (state.directional_light_count<RenderList::MAX_DIRECTIONAL_LIGHTS) { - directional_lights[state.directional_light_count++]=li; + if (state.directional_light_count < RenderList::MAX_DIRECTIONAL_LIGHTS) { + directional_lights[state.directional_light_count++] = li; } - } break; case VS::LIGHT_OMNI: { - float sign = li->light_ptr->negative?-1:1; + float sign = li->light_ptr->negative ? -1 : 1; Color linear_col = li->light_ptr->color.to_linear(); - ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[3]=0; - + ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[3] = 0; Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); //directional, keep at 0 - ubo_data.light_pos_inv_radius[0]=pos.x; - ubo_data.light_pos_inv_radius[1]=pos.y; - ubo_data.light_pos_inv_radius[2]=pos.z; - ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); + ubo_data.light_pos_inv_radius[0] = pos.x; + ubo_data.light_pos_inv_radius[1] = pos.y; + ubo_data.light_pos_inv_radius[2] = pos.z; + ubo_data.light_pos_inv_radius[3] = 1.0 / MAX(0.001, li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); - ubo_data.light_direction_attenuation[0]=0; - ubo_data.light_direction_attenuation[1]=0; - ubo_data.light_direction_attenuation[2]=0; - ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + ubo_data.light_direction_attenuation[0] = 0; + ubo_data.light_direction_attenuation[1] = 0; + ubo_data.light_direction_attenuation[2] = 0; + ubo_data.light_direction_attenuation[3] = li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; - ubo_data.light_params[0]=0; - ubo_data.light_params[1]=0; - ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - ubo_data.light_params[3]=0; + ubo_data.light_params[0] = 0; + ubo_data.light_params[1] = 0; + ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[3] = 0; Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color_contact[0]=shadow_color.r; - ubo_data.light_shadow_color_contact[1]=shadow_color.g; - ubo_data.light_shadow_color_contact[2]=shadow_color.b; - ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; + ubo_data.light_shadow_color_contact[0] = shadow_color.r; + ubo_data.light_shadow_color_contact[1] = shadow_color.g; + ubo_data.light_shadow_color_contact[2] = shadow_color.b; + ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information uint32_t key = shadow_atlas->shadow_owners[li->self]; - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size()); + ERR_CONTINUE(shadow >= shadow_atlas->quadrants[quadrant].shadows.size()); uint32_t atlas_size = shadow_atlas->size; - uint32_t quadrant_size = atlas_size>>1; + uint32_t quadrant_size = atlas_size >> 1; - uint32_t x=(quadrant&1)*quadrant_size; - uint32_t y=(quadrant>>1)*quadrant_size; + uint32_t x = (quadrant & 1) * quadrant_size; + uint32_t y = (quadrant >> 1) * quadrant_size; uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - - uint32_t width=shadow_size; - uint32_t height=shadow_size; + x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + uint32_t width = shadow_size; + uint32_t height = shadow_size; - if (li->light_ptr->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + if (li->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { - height/=2; + height /= 2; } else { - width/=2; - + width /= 2; } Transform proj = (p_camera_inverse_transform * li->transform).inverse(); - store_transform(proj,ubo_data.shadow_matrix1); - - ubo_data.light_params[3]=1.0; //means it has shadow - ubo_data.light_clamp[0]=float(x)/atlas_size; - ubo_data.light_clamp[1]=float(y)/atlas_size; - ubo_data.light_clamp[2]=float(width)/atlas_size; - ubo_data.light_clamp[3]=float(height)/atlas_size; + store_transform(proj, ubo_data.shadow_matrix1); + ubo_data.light_params[3] = 1.0; //means it has shadow + ubo_data.light_clamp[0] = float(x) / atlas_size; + ubo_data.light_clamp[1] = float(y) / atlas_size; + ubo_data.light_clamp[2] = float(width) / atlas_size; + ubo_data.light_clamp[3] = float(height) / atlas_size; } - - li->light_index=state.omni_light_count; - copymem(&state.omni_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size); + li->light_index = state.omni_light_count; + copymem(&state.omni_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size); state.omni_light_count++; - - #if 0 if (li->light_ptr->shadow_enabled) { li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse(); @@ -2582,69 +2400,69 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu } break; case VS::LIGHT_SPOT: { - float sign = li->light_ptr->negative?-1:1; + float sign = li->light_ptr->negative ? -1 : 1; Color linear_col = li->light_ptr->color.to_linear(); - ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - ubo_data.light_color_energy[3]=0; + ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[3] = 0; Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); //directional, keep at 0 - ubo_data.light_pos_inv_radius[0]=pos.x; - ubo_data.light_pos_inv_radius[1]=pos.y; - ubo_data.light_pos_inv_radius[2]=pos.z; - ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); - - Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized(); - ubo_data.light_direction_attenuation[0]=direction.x; - ubo_data.light_direction_attenuation[1]=direction.y; - ubo_data.light_direction_attenuation[2]=direction.z; - ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; - - ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; - ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE])); - ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - ubo_data.light_params[3]=0; + ubo_data.light_pos_inv_radius[0] = pos.x; + ubo_data.light_pos_inv_radius[1] = pos.y; + ubo_data.light_pos_inv_radius[2] = pos.z; + ubo_data.light_pos_inv_radius[3] = 1.0 / MAX(0.001, li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); + + Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0, 0, -1))).normalized(); + ubo_data.light_direction_attenuation[0] = direction.x; + ubo_data.light_direction_attenuation[1] = direction.y; + ubo_data.light_direction_attenuation[2] = direction.z; + ubo_data.light_direction_attenuation[3] = li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + + ubo_data.light_params[0] = li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; + ubo_data.light_params[1] = Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE])); + ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[3] = 0; Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color_contact[0]=shadow_color.r; - ubo_data.light_shadow_color_contact[1]=shadow_color.g; - ubo_data.light_shadow_color_contact[2]=shadow_color.b; - ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; + ubo_data.light_shadow_color_contact[0] = shadow_color.r; + ubo_data.light_shadow_color_contact[1] = shadow_color.g; + ubo_data.light_shadow_color_contact[2] = shadow_color.b; + ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information uint32_t key = shadow_atlas->shadow_owners[li->self]; - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size()); + ERR_CONTINUE(shadow >= shadow_atlas->quadrants[quadrant].shadows.size()); uint32_t atlas_size = shadow_atlas->size; - uint32_t quadrant_size = atlas_size>>1; + uint32_t quadrant_size = atlas_size >> 1; - uint32_t x=(quadrant&1)*quadrant_size; - uint32_t y=(quadrant>>1)*quadrant_size; + uint32_t x = (quadrant & 1) * quadrant_size; + uint32_t y = (quadrant >> 1) * quadrant_size; uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - uint32_t width=shadow_size; - uint32_t height=shadow_size; + uint32_t width = shadow_size; + uint32_t height = shadow_size; - Rect2 rect(float(x)/atlas_size,float(y)/atlas_size,float(width)/atlas_size,float(height)/atlas_size); + Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size); - ubo_data.light_params[3]=1.0; //means it has shadow - ubo_data.light_clamp[0]=rect.pos.x; - ubo_data.light_clamp[1]=rect.pos.y; - ubo_data.light_clamp[2]=rect.size.x; - ubo_data.light_clamp[3]=rect.size.y; + ubo_data.light_params[3] = 1.0; //means it has shadow + ubo_data.light_clamp[0] = rect.pos.x; + ubo_data.light_clamp[1] = rect.pos.y; + ubo_data.light_clamp[2] = rect.size.x; + ubo_data.light_clamp[3] = rect.size.y; Transform modelview = (p_camera_inverse_transform * li->transform).inverse(); @@ -2655,13 +2473,11 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; - store_camera(shadow_mtx,ubo_data.shadow_matrix1); - - + store_camera(shadow_mtx, ubo_data.shadow_matrix1); } - li->light_index=state.spot_light_count; - copymem(&state.spot_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size); + li->light_index = state.spot_light_count; + copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size); state.spot_light_count++; #if 0 @@ -2674,225 +2490,200 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu } #endif } break; - } - - li->last_pass=render_pass; + li->last_pass = render_pass; //update UBO for forward rendering, blit to texture for clustered - } - - if (state.omni_light_count) { glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count * state.ubo_light_size, state.omni_array_tmp); glBindBuffer(GL_UNIFORM_BUFFER, 0); } - glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo); + glBindBufferBase(GL_UNIFORM_BUFFER, 4, state.omni_array_ubo); if (state.spot_light_count) { glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count * state.ubo_light_size, state.spot_array_tmp); glBindBuffer(GL_UNIFORM_BUFFER, 0); - } - glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo); - - + glBindBufferBase(GL_UNIFORM_BUFFER, 5, state.spot_array_ubo); } -void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result,int p_reflection_probe_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_reflection_atlas,Environment *p_env) { +void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env) { - state.reflection_probe_count=0; + state.reflection_probe_count = 0; - for(int i=0;i<p_reflection_probe_cull_count;i++) { + for (int i = 0; i < p_reflection_probe_cull_count; i++) { - ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]); + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]); ERR_CONTINUE(!rpi); - ReflectionAtlas *reflection_atlas=reflection_atlas_owner.getornull(p_reflection_atlas); + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); ERR_CONTINUE(!reflection_atlas); - ERR_CONTINUE(rpi->reflection_atlas_index<0); - + ERR_CONTINUE(rpi->reflection_atlas_index < 0); - if (state.reflection_probe_count>=state.max_ubo_reflections) + if (state.reflection_probe_count >= state.max_ubo_reflections) break; - rpi->last_pass=render_pass; - + rpi->last_pass = render_pass; ReflectionProbeDataUBO reflection_ubo; - reflection_ubo.box_extents[0]=rpi->probe_ptr->extents.x; - reflection_ubo.box_extents[1]=rpi->probe_ptr->extents.y; - reflection_ubo.box_extents[2]=rpi->probe_ptr->extents.z; - reflection_ubo.box_extents[3]=0; + reflection_ubo.box_extents[0] = rpi->probe_ptr->extents.x; + reflection_ubo.box_extents[1] = rpi->probe_ptr->extents.y; + reflection_ubo.box_extents[2] = rpi->probe_ptr->extents.z; + reflection_ubo.box_extents[3] = 0; + reflection_ubo.box_ofs[0] = rpi->probe_ptr->origin_offset.x; + reflection_ubo.box_ofs[1] = rpi->probe_ptr->origin_offset.y; + reflection_ubo.box_ofs[2] = rpi->probe_ptr->origin_offset.z; + reflection_ubo.box_ofs[3] = 0; - - reflection_ubo.box_ofs[0]=rpi->probe_ptr->origin_offset.x; - reflection_ubo.box_ofs[1]=rpi->probe_ptr->origin_offset.y; - reflection_ubo.box_ofs[2]=rpi->probe_ptr->origin_offset.z; - reflection_ubo.box_ofs[3]=0; - - reflection_ubo.params[0]=rpi->probe_ptr->intensity; - reflection_ubo.params[1]=0; - reflection_ubo.params[2]=rpi->probe_ptr->interior?1.0:0.0; - reflection_ubo.params[3]=rpi->probe_ptr->box_projection?1.0:0.0; + reflection_ubo.params[0] = rpi->probe_ptr->intensity; + reflection_ubo.params[1] = 0; + reflection_ubo.params[2] = rpi->probe_ptr->interior ? 1.0 : 0.0; + reflection_ubo.params[3] = rpi->probe_ptr->box_projection ? 1.0 : 0.0; if (rpi->probe_ptr->interior) { Color ambient_linear = rpi->probe_ptr->interior_ambient.to_linear(); - reflection_ubo.ambient[0]=ambient_linear.r*rpi->probe_ptr->interior_ambient_energy; - reflection_ubo.ambient[1]=ambient_linear.g*rpi->probe_ptr->interior_ambient_energy; - reflection_ubo.ambient[2]=ambient_linear.b*rpi->probe_ptr->interior_ambient_energy; - reflection_ubo.ambient[3]=rpi->probe_ptr->interior_ambient_probe_contrib; + reflection_ubo.ambient[0] = ambient_linear.r * rpi->probe_ptr->interior_ambient_energy; + reflection_ubo.ambient[1] = ambient_linear.g * rpi->probe_ptr->interior_ambient_energy; + reflection_ubo.ambient[2] = ambient_linear.b * rpi->probe_ptr->interior_ambient_energy; + reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib; } else { Color ambient_linear; - float contrib=0; + 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_skybox_contribution; + 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_skybox_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[0] = ambient_linear.r; + reflection_ubo.ambient[1] = ambient_linear.g; + reflection_ubo.ambient[2] = ambient_linear.b; + reflection_ubo.ambient[3] = 0; } int cell_size = reflection_atlas->size / reflection_atlas->subdiv; int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size; int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size; - int width=cell_size; - int height=cell_size; + int width = cell_size; + int height = cell_size; - reflection_ubo.atlas_clamp[0]=float(x)/reflection_atlas->size; - reflection_ubo.atlas_clamp[1]=float(y)/reflection_atlas->size; - reflection_ubo.atlas_clamp[2]=float(width)/reflection_atlas->size; - reflection_ubo.atlas_clamp[3]=float(height/2)/reflection_atlas->size; + reflection_ubo.atlas_clamp[0] = float(x) / reflection_atlas->size; + reflection_ubo.atlas_clamp[1] = float(y) / reflection_atlas->size; + reflection_ubo.atlas_clamp[2] = float(width) / reflection_atlas->size; + reflection_ubo.atlas_clamp[3] = float(height / 2) / reflection_atlas->size; Transform proj = (p_camera_inverse_transform * rpi->transform).inverse(); - store_transform(proj,reflection_ubo.local_matrix); + store_transform(proj, reflection_ubo.local_matrix); - rpi->reflection_index=state.reflection_probe_count; - copymem(&state.reflection_array_tmp[rpi->reflection_index*sizeof(ReflectionProbeDataUBO)],&reflection_ubo,sizeof(ReflectionProbeDataUBO)); + rpi->reflection_index = state.reflection_probe_count; + copymem(&state.reflection_array_tmp[rpi->reflection_index * sizeof(ReflectionProbeDataUBO)], &reflection_ubo, sizeof(ReflectionProbeDataUBO)); state.reflection_probe_count++; - } - if (state.reflection_probe_count) { - glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count*sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count * sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp); glBindBuffer(GL_UNIFORM_BUFFER, 0); - } - glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo); - + glBindBufferBase(GL_UNIFORM_BUFFER, 6, state.reflection_array_ubo); } - void RasterizerSceneGLES3::_copy_screen() { - glBindVertexArray( storage->resources.quadie_array); - glDrawArrays(GL_TRIANGLE_FAN,0,4); + glBindVertexArray(storage->resources.quadie_array); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); - } void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) { //copy to front buffer - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + 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); + glColorMask(1, 1, 1, 1); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true); + 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); + 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.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); - - + 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 - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + 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); + glColorMask(1, 1, 1, 1); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,p_texture); + glBindTexture(GL_TEXTURE_2D, p_texture); - glViewport(0,0,storage->frame.current_rt->width*0.5,storage->frame.current_rt->height*0.5); + glViewport(0, 0, storage->frame.current_rt->width * 0.5, storage->frame.current_rt->height * 0.5); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, 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); - - + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); } -void RasterizerSceneGLES3::_fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow){ +void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow) { - current_geometry_index=0; - current_material_index=0; - state.used_sss=false; + current_geometry_index = 0; + current_material_index = 0; + state.used_sss = false; //fill list - for(int i=0;i<p_cull_count;i++) { + for (int i = 0; i < p_cull_count; i++) { InstanceBase *inst = p_cull_result[i]; - switch(inst->base_type) { + switch (inst->base_type) { case VS::INSTANCE_MESH: { @@ -2901,11 +2692,11 @@ 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 i = 0; i < ssize; i++) { int mat_idx = inst->materials[i].is_valid() ? i : -1; RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; - _add_geometry(s,inst,NULL,mat_idx,p_shadow); + _add_geometry(s, inst, NULL, mat_idx, p_shadow); } //mesh->last_pass=frame; @@ -2916,8 +2707,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase** p_cull_result,int p_ RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(inst->base); ERR_CONTINUE(!multi_mesh); - - if (multi_mesh->size==0 || multi_mesh->visible_instances==0) + if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0) continue; RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh); @@ -2926,32 +2716,27 @@ 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 i = 0; i < ssize; i++) { RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; - _add_geometry(s,inst,multi_mesh,-1,p_shadow); + _add_geometry(s, inst, multi_mesh, -1, p_shadow); } - } break; case VS::INSTANCE_IMMEDIATE: { } break; - } } } - -void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_cam_projection) { - +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 (env->ssao_enabled) { //copy diffuse to front buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); @@ -2962,87 +2747,83 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - //copy from depth, convert to linear GLint ss[2]; - ss[0]=storage->frame.current_rt->width; - ss[1]=storage->frame.current_rt->height; + ss[0] = storage->frame.current_rt->width; + ss[1] = storage->frame.current_rt->height; - for(int i=0;i<storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size();i++) { + for (int i = 0; i < storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size(); i++) { - state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START,i==0); + state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START, i == 0); state.ssao_minify_shader.bind(); - state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); - state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP,MAX(0,i-1)); - glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE),1,ss); - ss[0]>>=1; - ss[1]>>=1; + state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP, MAX(0, i - 1)); + glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE), 1, ss); + ss[0] >>= 1; + ss[1] >>= 1; glActiveTexture(GL_TEXTURE0); - if (i==0) { - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + if (i == 0) { + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); } else { - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth); } - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first - glViewport(0,0,ss[0],ss[1]); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first + glViewport(0, 0, ss[0], ss[1]); _copy_screen(); - } - ss[0]=storage->frame.current_rt->width; - ss[1]=storage->frame.current_rt->height; - - glViewport(0,0,ss[0],ss[1]); + ss[0] = storage->frame.current_rt->width; + ss[1] = storage->frame.current_rt->height; + glViewport(0, 0, ss[0], ss[1]); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_GREATER); // do SSAO! - state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2,env->ssao_radius2>0.001); + state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2, env->ssao_radius2 > 0.001); state.ssao_shader.bind(); - state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); - state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE),1,ss); + state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE), 1, ss); float radius = env->ssao_radius; - state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS,radius); + state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS, radius); float intensity = env->ssao_intensity; - state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6,intensity / pow(radius, 6.0f)); + state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6, intensity / pow(radius, 6.0f)); - if (env->ssao_radius2>0.001) { + if (env->ssao_radius2 > 0.001) { float radius2 = env->ssao_radius2; - state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2,radius2); + state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2, radius2); float intensity2 = env->ssao_intensity2; - state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62,intensity2 / pow(radius2, 6.0f)); - + state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62, intensity2 / pow(radius2, 6.0f)); } - float proj_info[4]={ - -2.0f / (ss[0]*p_cam_projection.matrix[0][0]), - -2.0f / (ss[1]*p_cam_projection.matrix[1][1]), - ( 1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0], - ( 1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1] + float proj_info[4] = { + -2.0f / (ss[0] * p_cam_projection.matrix[0][0]), + -2.0f / (ss[1] * p_cam_projection.matrix[1][1]), + (1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0], + (1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1] }; - glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO),1,proj_info); + glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO), 1, proj_info); float pixels_per_meter = float(p_cam_projection.get_pixels_per_meter(ss[0])); - state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE,pixels_per_meter); - state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS,env->ssao_bias); + state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE, pixels_per_meter); + state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS, env->ssao_bias); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first - Color white(1,1,1,1); - glClearBufferfv(GL_COLOR,0,white.components); // specular + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first + Color white(1, 1, 1, 1); + glClearBufferfv(GL_COLOR, 0, white.components); // specular _copy_screen(); @@ -3051,22 +2832,21 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c state.ssao_blur_shader.bind(); if (env->ssao_filter) { - for(int i=0;i<2;i++) { + for (int i = 0; i < 2; i++) { - state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); - state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - GLint axis[2]={i,1-i}; - glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS),1,axis); + state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + GLint axis[2] = { i, 1 - i }; + glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS), 1, axis); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[i]); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[i]); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[1-i]); - if (i==0) { - glClearBufferfv(GL_COLOR,0,white.components); // specular + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[1 - i]); + if (i == 0) { + glClearBufferfv(GL_COLOR, 0, white.components); // specular } _copy_screen(); - } } @@ -3075,16 +2855,16 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c // just copy diffuse while applying SSAO - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, true); state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR,env->ssao_color); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR, env->ssao_color); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, false); } else { @@ -3096,137 +2876,124 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - } - - if (state.used_sss) {//sss enabled + if (state.used_sss) { //sss enabled //copy diffuse while performing sss //copy normal and roughness to effect buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT3); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_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); + 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); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_LOW); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_MEDIUM); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_HIGH); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE,subsurface_scatter_follow_surface); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_HIGH); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE, subsurface_scatter_follow_surface); state.sss_shader.bind(); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS,subsurface_scatter_size); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY,p_cam_projection.get_fov()); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(1,0)); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS, subsurface_scatter_size); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY, p_cam_projection.get_fov()); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(1, 0)); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first _copy_screen(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(0,1)); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1)); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level _copy_screen(); - } - - if (env->ssr_enabled) { //copy normal and roughness to effect buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT2); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_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); - + 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); //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - for(int i=0;i<storage->frame.current_rt->effects.mip_maps[1].sizes.size();i++) { - + for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; - glViewport(0,0,vp_w,vp_h); + glViewport(0, 0, vp_w, vp_h); //horizontal pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); state.effect_blur_shader.bind(); - 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::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); //vertical pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); state.effect_blur_shader.bind(); - 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::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); } - //perform SSR - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL,env->ssr_accel>0 && env->ssr_smooth); - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS,env->ssr_accel>0 && env->ssr_roughness); + state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL, env->ssr_accel > 0 && env->ssr_smooth); + state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_accel > 0 && env->ssr_roughness); state.ssr_shader.bind(); int ssr_w = storage->frame.current_rt->effects.mip_maps[1].sizes[0].width; int ssr_h = storage->frame.current_rt->effects.mip_maps[1].sizes[0].height; - - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PIXEL_SIZE,Vector2(1.0/(ssr_w*0.5),1.0/(ssr_h*0.5))); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PROJECTION,p_cam_projection); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::INVERSE_PROJECTION,p_cam_projection.inverse()); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::VIEWPORT_SIZE,Size2(ssr_w,ssr_h)); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PIXEL_SIZE, Vector2(1.0 / (ssr_w * 0.5), 1.0 / (ssr_h * 0.5))); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PROJECTION, p_cam_projection); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::INVERSE_PROJECTION, p_cam_projection.inverse()); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::VIEWPORT_SIZE, Size2(ssr_w, ssr_h)); //state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass)); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS,float(storage->frame.current_rt->effects.mip_maps[0].sizes.size())); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS,env->ssr_max_steps); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION,env->ssr_accel); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE,env->ssr_depth_tolerance); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE,env->ssr_fade); - + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size())); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION, env->ssr_accel); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo); - glViewport(0,0,ssr_w,ssr_h); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo); + glViewport(0, 0, ssr_w, ssr_h); _copy_screen(); - glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); - + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } - - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT1); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); @@ -3238,46 +3005,43 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //copy reflection over diffuse, resolving SSR if needed - state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR,env->ssr_enabled); + state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled); state.resolve_shader.bind(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); if (env->ssr_enabled) { glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); } - - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_ONE,GL_ONE); //use additive to accumulate one over the other + glBlendFunc(GL_ONE, GL_ONE); //use additive to accumulate one over the other _copy_screen(); glDisable(GL_BLEND); //end additive - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true); state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0)); { GLuint db = GL_COLOR_ATTACHMENT0; - glDrawBuffers(1,&db); + glDrawBuffers(1, &db); } - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,false); - - + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, false); } -void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_cam_projection){ +void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p_cam_projection) { //copy to front buffer @@ -3286,14 +3050,13 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_ glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); - glColorMask(1,1,1,1); + glColorMask(1, 1, 1, 1); //turn off everything used //copy specular to front buffer //copy diffuse to effect buffer - 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); @@ -3304,23 +3067,21 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_ if (!env) { //no environment, simply return and convert to SRGB - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + 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::DISABLE_ALPHA,true); + 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::DISABLE_ALPHA, true); storage->shaders.copy.bind(); _copy_screen(); - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); //compute luminance + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //compute luminance return; - } - //order of operation //1) DOF Blur (first blur, then copy to buffer applying the blur) //2) Motion Blur @@ -3330,7 +3091,6 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_ GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color; - if (env->dof_blur_far_enabled) { //blur diffuse into effect mipmaps using separatable convolution @@ -3339,54 +3099,51 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_ int vp_h = storage->frame.current_rt->height; int vp_w = storage->frame.current_rt->width; - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_LOW); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); state.effect_blur_shader.bind(); - int qsteps[3]={4,10,20}; + int qsteps[3] = { 4, 10, 20 }; - float radius = (env->dof_blur_far_amount*env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality]; + float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality]; - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_far_distance); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_far_distance+env->dof_blur_far_transition); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); - 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::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_far_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(1, 0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius); + 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::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,composite_from); + glBindTexture(GL_TEXTURE_2D, composite_from); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first _copy_screen(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1)); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1)); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false); - - - composite_from=storage->frame.current_rt->effects.mip_maps[0].color; + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false); + composite_from = storage->frame.current_rt->effects.mip_maps[0].color; } if (env->dof_blur_near_enabled) { @@ -3397,59 +3154,56 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_ int vp_h = storage->frame.current_rt->height; int vp_w = storage->frame.current_rt->width; - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_LOW); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); state.effect_blur_shader.bind(); - int qsteps[3]={4,10,20}; + int qsteps[3] = { 4, 10, 20 }; - float radius = (env->dof_blur_near_amount*env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality]; + float radius = (env->dof_blur_near_amount * env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality]; - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); - 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::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(1, 0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius); + 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::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,composite_from); + glBindTexture(GL_TEXTURE_2D, composite_from); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first _copy_screen(); //manually do the blend if this is the first operation resolving from the diffuse buffer - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,composite_from == storage->frame.current_rt->buffers.diffuse); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE, composite_from == storage->frame.current_rt->buffers.diffuse); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, false); state.effect_blur_shader.bind(); - - - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); - 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::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); - + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius); + 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::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level if (composite_from != storage->frame.current_rt->buffers.diffuse) { @@ -3459,8 +3213,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_ } else { glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); - + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse); } _copy_screen(); @@ -3470,302 +3223,270 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_ glDisable(GL_BLEND); } - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false); - - - composite_from=storage->frame.current_rt->effects.mip_maps[0].color; + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false); + composite_from = storage->frame.current_rt->effects.mip_maps[0].color; } - if ( env->auto_exposure) { + if (env->auto_exposure) { //compute auto exposure //first step, copy from image to luminance buffer - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,true); + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, true); state.exposure_shader.bind(); - int ss[2]={ + int ss[2] = { storage->frame.current_rt->width, storage->frame.current_rt->height, }; - int ds[2]={ + int ds[2] = { exposure_shrink_size, exposure_shrink_size, }; - glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE),1,ss); - glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE),1,ds); + glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss); + glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse); - - glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[0].fbo); - glViewport(0,0,exposure_shrink_size,exposure_shrink_size); + glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo); + glViewport(0, 0, exposure_shrink_size, exposure_shrink_size); _copy_screen(); - - - - //second step, shrink to 2x2 pixels - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,false); + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, false); state.exposure_shader.bind(); //shrink from second to previous to last level - int s_size=exposure_shrink_size/3; - for(int i=1;i<exposure_shrink.size()-1;i++) { + int s_size = exposure_shrink_size / 3; + for (int i = 1; i < exposure_shrink.size() - 1; i++) { - glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[i].fbo); + glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[i].fbo); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,exposure_shrink[i-1].color); + glBindTexture(GL_TEXTURE_2D, exposure_shrink[i - 1].color); _copy_screen(); - glViewport(0,0,s_size,s_size); - - s_size/=3; + glViewport(0, 0, s_size, s_size); + s_size /= 3; } //third step, shrink to 1x1 pixel taking in consideration the previous exposure - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,true); + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, true); uint64_t tick = OS::get_singleton()->get_ticks_usec(); - uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick==0?0:tick-storage->frame.current_rt->last_exposure_tick; - storage->frame.current_rt->last_exposure_tick=tick; - - if (tick_diff==0 || tick_diff>1000000) { - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,true); + uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick == 0 ? 0 : tick - storage->frame.current_rt->last_exposure_tick; + storage->frame.current_rt->last_exposure_tick = tick; + if (tick_diff == 0 || tick_diff > 1000000) { + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, true); } state.exposure_shader.bind(); - glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[exposure_shrink.size()-1].fbo); - glViewport(0,0,1,1); + glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[exposure_shrink.size() - 1].fbo); + glViewport(0, 0, 1, 1); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,exposure_shrink[exposure_shrink.size()-2].color); + glBindTexture(GL_TEXTURE_2D, exposure_shrink[exposure_shrink.size() - 2].color); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); //read from previous - + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); //read from previous - state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST,env->auto_exposure_speed*(tick_diff/1000000.0)); - state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE,env->auto_exposure_max); - state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE,env->auto_exposure_min); + state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST, env->auto_exposure_speed * (tick_diff / 1000000.0)); + state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE, env->auto_exposure_max); + state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE, env->auto_exposure_min); _copy_screen(); - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,false); - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,false); + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, false); + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, false); //last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer - SWAP(exposure_shrink[exposure_shrink.size()-1].fbo,storage->frame.current_rt->exposure.fbo); - SWAP(exposure_shrink[exposure_shrink.size()-1].color,storage->frame.current_rt->exposure.color); - - - glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + SWAP(exposure_shrink[exposure_shrink.size() - 1].fbo, storage->frame.current_rt->exposure.fbo); + SWAP(exposure_shrink[exposure_shrink.size() - 1].color, storage->frame.current_rt->exposure.color); + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } - - int max_glow_level=-1; - int glow_mask=0; - + int max_glow_level = -1; + int glow_mask = 0; if (env->glow_enabled) { + for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) { + if (env->glow_levels & (1 << i)) { - for(int i=0;i<VS::MAX_GLOW_LEVELS;i++) { - if (env->glow_levels&(1<<i)) { - - if (i>=storage->frame.current_rt->effects.mip_maps[1].sizes.size()) { - max_glow_level=storage->frame.current_rt->effects.mip_maps[1].sizes.size()-1; - glow_mask|=1<<max_glow_level; + if (i >= storage->frame.current_rt->effects.mip_maps[1].sizes.size()) { + max_glow_level = storage->frame.current_rt->effects.mip_maps[1].sizes.size() - 1; + glow_mask |= 1 << max_glow_level; } else { - max_glow_level=i; - glow_mask|=(1<<i); + max_glow_level = i; + glow_mask |= (1 << i); } - } } - //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - for(int i=0;i<(max_glow_level+1);i++) { - + for (int i = 0; i < (max_glow_level + 1); i++) { int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; - glViewport(0,0,vp_w,vp_h); + glViewport(0, 0, vp_w, vp_h); //horizontal pass - if (i==0) { - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,env->auto_exposure); + if (i == 0) { + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, env->auto_exposure); } - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, true); state.effect_blur_shader.bind(); - 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::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); glActiveTexture(GL_TEXTURE0); - if (i==0) { - glBindTexture(GL_TEXTURE_2D,composite_from); + if (i == 0) { + glBindTexture(GL_TEXTURE_2D, composite_from); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE,env->tone_mapper_exposure); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE, env->tone_mapper_exposure); if (env->auto_exposure) { - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); } glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM,env->glow_bloom); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD,env->glow_hdr_bleed_treshold); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE,env->glow_hdr_bleed_scale); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD, env->glow_hdr_bleed_treshold); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale); } else { - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger } - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, false); //vertical pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, true); state.effect_blur_shader.bind(); - 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::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); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, false); } - glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); - + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } - - - - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,composite_from); - - 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); + glBindTexture(GL_TEXTURE_2D, composite_from); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,env->glow_bicubic_upscale); + 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_AUTO_EXPOSURE, env->auto_exposure); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale); + if (max_glow_level >= 0) { - if (max_glow_level>=0) { + for (int i = 0; i < (max_glow_level + 1); i++) { - - for(int i=0;i<(max_glow_level+1);i++) { - - if (glow_mask&(1<<i)) { - if (i==0) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,true); + if (glow_mask & (1 << i)) { + if (i == 0) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, true); } - if (i==1) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,true); + if (i == 1) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, true); } - if (i==2) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,true); + if (i == 2) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, true); } - if (i==3) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,true); + if (i == 3) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4, true); } - if (i==4) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,true); + if (i == 4) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5, true); } - if (i==5) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,true); + if (i == 5) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6, true); } - if (i==6) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,true); + if (i == 6) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7, true); } } } - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SCREEN); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SOFTLIGHT); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,env->glow_blend_mode==VS::GLOW_BLEND_MODE_REPLACE); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); - + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } state.tonemap_shader.bind(); - state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE,env->tone_mapper_exposure); - state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE,env->tone_mapper_exposure_white); + state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure); + state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE, env->tone_mapper_exposure_white); - if (max_glow_level>=0) { + if (max_glow_level >= 0) { - state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY,env->glow_intensity); - int ss[2]={ + state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY, env->glow_intensity); + int ss[2] = { storage->frame.current_rt->width, storage->frame.current_rt->height, }; - glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE),1,ss); - + glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE), 1, ss); } - if (env->auto_exposure) { + if (env->auto_exposure) { glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); - state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey); - + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); + state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); } - - _copy_screen(); //turn off everything used - 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_GLOW_LEVEL1,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,false); - + 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_GLOW_LEVEL1, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, false); } -void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){ +void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { //first of all, make a new render pass render_pass++; - //fill up ubo Environment *env = environment_owner.getornull(p_environment); @@ -3773,73 +3494,69 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); if (shadow_atlas && shadow_atlas->size) { - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-3); - glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); - state.ubo_data.shadow_atlas_pixel_size[0]=1.0/shadow_atlas->size; - state.ubo_data.shadow_atlas_pixel_size[1]=1.0/shadow_atlas->size; + state.ubo_data.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size; + state.ubo_data.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size; } - if (reflection_atlas && reflection_atlas->size) { - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-5); - glBindTexture(GL_TEXTURE_2D,reflection_atlas->color); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); + glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); } if (p_reflection_probe.is_valid()) { - state.ubo_data.reflection_multiplier=0.0; + state.ubo_data.reflection_multiplier = 0.0; } else { - state.ubo_data.reflection_multiplier=1.0; + state.ubo_data.reflection_multiplier = 1.0; } - state.ubo_data.subsurface_scatter_width=subsurface_scatter_size; + state.ubo_data.subsurface_scatter_width = subsurface_scatter_size; - - state.ubo_data.shadow_z_offset=0; - state.ubo_data.shadow_slope_scale=0; - state.ubo_data.shadow_dual_paraboloid_render_side=0; - state.ubo_data.shadow_dual_paraboloid_render_zfar=0; + state.ubo_data.shadow_z_offset = 0; + state.ubo_data.shadow_slope_scale = 0; + state.ubo_data.shadow_dual_paraboloid_render_side = 0; + state.ubo_data.shadow_dual_paraboloid_render_zfar = 0; if (storage->frame.current_rt) { - state.ubo_data.screen_pixel_size[0]=1.0/storage->frame.current_rt->width; - state.ubo_data.screen_pixel_size[1]=1.0/storage->frame.current_rt->height; + state.ubo_data.screen_pixel_size[0] = 1.0 / storage->frame.current_rt->width; + 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); - bool fb_cleared=false; + bool fb_cleared = false; glDepthFunc(GL_LEQUAL); - state.used_contact_shadows=true; + state.used_contact_shadows = true; - if ( storage->frame.current_rt && true) { //detect with state.used_contact_shadows too + if (storage->frame.current_rt && true) { //detect with state.used_contact_shadows too //pre z pass - glDisable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); - glDrawBuffers(0,NULL); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glDrawBuffers(0, NULL); - glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - glColorMask(0,0,0,0); + glColorMask(0, 0, 0, 0); glClearDepth(1.0f); glClear(GL_DEPTH_BUFFER_BIT); - render_list.clear(); - _fill_render_list(p_cull_result,p_cull_count,true); + _fill_render_list(p_cull_result, p_cull_count, true); render_list.sort_by_depth(false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); - _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,0,false,false,true,false,false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); - glColorMask(1,1,1,1); + glColorMask(1, 1, 1, 1); if (state.used_contact_shadows) { @@ -3850,28 +3567,24 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C 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); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); } - fb_cleared=true; + fb_cleared = true; render_pass++; } - - _setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_shadow_atlas); - _setup_reflections(p_reflection_probe_cull_result,p_reflection_probe_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_reflection_atlas,env); + _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); + _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env); render_list.clear(); + bool use_mrt = false; - bool use_mrt=false; - - - _fill_render_list(p_cull_result,p_cull_count,false); + _fill_render_list(p_cull_result, p_cull_count, false); // - glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); @@ -3881,45 +3594,42 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe); GLuint current_fbo; - - if (probe) { ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas); ERR_FAIL_COND(!ref_atlas); - int target_size=ref_atlas->size/ref_atlas->subdiv; + int target_size = ref_atlas->size / ref_atlas->subdiv; - int cubemap_index=reflection_cubemaps.size()-1; + int cubemap_index = reflection_cubemaps.size() - 1; - for(int i=reflection_cubemaps.size()-1;i>=0;i--) { + for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) { //find appropriate cubemap to render to - if (reflection_cubemaps[i].size>target_size*2) + if (reflection_cubemaps[i].size > target_size * 2) break; - cubemap_index=i; + cubemap_index = i; } - current_fbo=reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass]; - use_mrt=false; - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); + current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass]; + use_mrt = false; + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); - glViewport(0,0,reflection_cubemaps[cubemap_index].size,reflection_cubemaps[cubemap_index].size); - glBindFramebuffer(GL_FRAMEBUFFER,current_fbo); + glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size); + glBindFramebuffer(GL_FRAMEBUFFER, current_fbo); } else { use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled - glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); if (use_mrt) { - current_fbo=storage->frame.current_rt->buffers.fbo; - - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true); + current_fbo = storage->frame.current_rt->buffers.fbo; + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true); Vector<GLenum> draw_buffers; draw_buffers.push_back(GL_COLOR_ATTACHMENT0); @@ -3928,27 +3638,24 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C if (state.used_sss) { draw_buffers.push_back(GL_COLOR_ATTACHMENT3); } - glDrawBuffers(draw_buffers.size(),draw_buffers.ptr()); + glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); - Color black(0,0,0,0); - glClearBufferfv(GL_COLOR,1,black.components); // specular - glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough + Color black(0, 0, 0, 0); + glClearBufferfv(GL_COLOR, 1, black.components); // specular + glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough if (state.used_sss) { - glClearBufferfv(GL_COLOR,3,black.components); // normal metal rough + glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough } } else { - - current_fbo = storage->frame.current_rt->buffers.fbo; - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); Vector<GLenum> draw_buffers; draw_buffers.push_back(GL_COLOR_ATTACHMENT0); - glDrawBuffers(draw_buffers.size(),draw_buffers.ptr()); - + glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); } } @@ -3957,41 +3664,39 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C glClear(GL_DEPTH_BUFFER_BIT); } - Color clear_color(0,0,0,0); + Color clear_color(0, 0, 0, 0); - RasterizerStorageGLES3::SkyBox *skybox=NULL; - GLuint env_radiance_tex=0; + RasterizerStorageGLES3::SkyBox *skybox = NULL; + GLuint env_radiance_tex = 0; - if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) { + if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) { if (storage->frame.clear_request) { clear_color = storage->frame.clear_request_color.to_linear(); - storage->frame.clear_request=false; - + storage->frame.clear_request = false; } - } else if (env->bg_mode==VS::ENV_BG_COLOR) { + } else if (env->bg_mode == VS::ENV_BG_COLOR) { clear_color = env->bg_color.to_linear(); - storage->frame.clear_request=false; - } else if (env->bg_mode==VS::ENV_BG_SKYBOX) { + storage->frame.clear_request = false; + } else if (env->bg_mode == VS::ENV_BG_SKYBOX) { skybox = storage->skybox_owner.getornull(env->skybox); if (skybox) { - env_radiance_tex=skybox->radiance; + env_radiance_tex = skybox->radiance; } - storage->frame.clear_request=false; + storage->frame.clear_request = false; } else { - storage->frame.clear_request=false; + storage->frame.clear_request = false; } - glClearBufferfv(GL_COLOR,0,clear_color.components); // specular - + glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular - state.texscreen_copied=false; + state.texscreen_copied = false; glBlendEquation(GL_FUNC_ADD); @@ -4011,53 +3716,44 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - - - if (state.directional_light_count==0) { - directional_light=NULL; - _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,false,shadow_atlas!=NULL); + if (state.directional_light_count == 0) { + directional_light = NULL; + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL); } else { - for(int i=0;i<state.directional_light_count;i++) { - directional_light=directional_lights[i]; - if (i>0) { + for (int i = 0; i < state.directional_light_count; i++) { + directional_light = directional_lights[i]; + if (i > 0) { glEnable(GL_BLEND); } - _setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL); - _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,i>0,shadow_atlas!=NULL); - + _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL); } } - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); if (use_mrt) { GLenum gldb = GL_COLOR_ATTACHMENT0; - glDrawBuffers(1,&gldb); + glDrawBuffers(1, &gldb); } - if (env && env->bg_mode==VS::ENV_BG_SKYBOX) { + if (env && env->bg_mode == VS::ENV_BG_SKYBOX) { /* if (use_mrt) { glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters */ - _draw_skybox(skybox,p_cam_projection,p_cam_transform,storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale); + _draw_skybox(skybox, p_cam_projection, p_cam_transform, storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP], env->skybox_scale); } - - - - //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); //glColorMask(1,1,1,1); //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); - if (use_mrt) { - _render_mrts(env,p_cam_projection); + _render_mrts(env, p_cam_projection); } glEnable(GL_BLEND); @@ -4067,15 +3763,14 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C render_list.sort_by_depth(true); - if (state.directional_light_count==0) { - directional_light=NULL; - _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,false,shadow_atlas!=NULL); + if (state.directional_light_count == 0) { + directional_light = NULL; + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL); } else { - for(int i=0;i<state.directional_light_count;i++) { - directional_light=directional_lights[i]; - _setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL); - _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,i>0,shadow_atlas!=NULL); - + for (int i = 0; i < state.directional_light_count; i++) { + directional_light = directional_lights[i]; + _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL); } } @@ -4084,19 +3779,16 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C return; } - - _post_process(env,p_cam_projection); - + _post_process(env, p_cam_projection); if (false && shadow_atlas) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); - + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } if (false && storage->frame.current_rt) { @@ -4104,10 +3796,9 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,exposure_shrink[4].color); + glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color); //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); - storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/16,storage->frame.current_rt->height/16),Rect2(0,0,1,1)); - + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1)); } if (false && reflection_atlas && storage->frame.current_rt) { @@ -4115,9 +3806,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,reflection_atlas->color); - storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); - + glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } if (false && directional_shadow.fbo) { @@ -4125,10 +3815,9 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); - + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } if (false && env_radiance_tex) { @@ -4136,12 +3825,10 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,env_radiance_tex); - storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); - + glBindTexture(GL_TEXTURE_2D, env_radiance_tex); + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } - #if 0 if (use_fb) { @@ -4288,106 +3975,97 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C #endif } -void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count) { +void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { render_pass++; - directional_light=NULL; + directional_light = NULL; LightInstance *light_instance = light_instance_owner.getornull(p_light); ERR_FAIL_COND(!light_instance); 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, vp_height; - float dp_direction=0.0; - float zfar=0; - bool flip_facing=false; - int custom_vp_size=0; + float dp_direction = 0.0; + float zfar = 0; + bool flip_facing = false; + int custom_vp_size = 0; GLuint fbo; - int current_cubemap=-1; - float bias=0; - float normal_bias=0; + int current_cubemap = -1; + float bias = 0; + float normal_bias = 0; CameraMatrix light_projection; Transform light_transform; - - if (light->type==VS::LIGHT_DIRECTIONAL) { + if (light->type == VS::LIGHT_DIRECTIONAL) { //set pssm stuff - if (light_instance->last_scene_shadow_pass!=scene_pass) { + if (light_instance->last_scene_shadow_pass != scene_pass) { //assign rect if unassigned light_instance->light_directional_index = directional_shadow.current_light; - light_instance->last_scene_shadow_pass=scene_pass; + light_instance->last_scene_shadow_pass = scene_pass; directional_shadow.current_light++; - if (directional_shadow.light_count==1) { - light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size); - } else if (directional_shadow.light_count==2) { - light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size/2); - if (light_instance->light_directional_index==1) { - light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x; + if (directional_shadow.light_count == 1) { + light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size); + } else if (directional_shadow.light_count == 2) { + light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2); + if (light_instance->light_directional_index == 1) { + light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x; } - } else { //3 and 4 - light_instance->directional_rect=Rect2(0,0,directional_shadow.size/2,directional_shadow.size/2); - if (light_instance->light_directional_index&1) { - light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x; + } else { //3 and 4 + light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2); + if (light_instance->light_directional_index & 1) { + light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x; } - if (light_instance->light_directional_index/2) { - light_instance->directional_rect.pos.y+=light_instance->directional_rect.size.y; + if (light_instance->light_directional_index / 2) { + light_instance->directional_rect.pos.y += light_instance->directional_rect.size.y; } } } - light_projection=light_instance->shadow_transform[p_pass].camera; - light_transform=light_instance->shadow_transform[p_pass].transform; - - x=light_instance->directional_rect.pos.x; - y=light_instance->directional_rect.pos.y; - width=light_instance->directional_rect.size.x; - height=light_instance->directional_rect.size.y; - + light_projection = light_instance->shadow_transform[p_pass].camera; + light_transform = light_instance->shadow_transform[p_pass].transform; + x = light_instance->directional_rect.pos.x; + y = light_instance->directional_rect.pos.y; + width = light_instance->directional_rect.size.x; + height = light_instance->directional_rect.size.y; - if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + width /= 2; + height /= 2; - width/=2; - height/=2; - - if (p_pass==0) { - - } else if (p_pass==1) { - x+=width; - } else if (p_pass==2) { - y+=height; - } else if (p_pass==3) { - x+=width; - y+=height; + if (p_pass == 0) { + } else if (p_pass == 1) { + x += width; + } else if (p_pass == 2) { + y += height; + } else if (p_pass == 3) { + x += width; + y += height; } + } else if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + height /= 2; - } else if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - - height/=2; - - if (p_pass==0) { + if (p_pass == 0) { } else { - y+=height; + y += height; } - } - zfar=light->param[VS::LIGHT_PARAM_RANGE]; - bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; - normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; - fbo=directional_shadow.fbo; - vp_height=directional_shadow.size; + zfar = light->param[VS::LIGHT_PARAM_RANGE]; + bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; + fbo = directional_shadow.fbo; + vp_height = directional_shadow.size; } else { //set from shadow atlas @@ -4396,112 +4074,106 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); - fbo=shadow_atlas->fbo; - vp_height=shadow_atlas->size; + fbo = shadow_atlas->fbo; + vp_height = shadow_atlas->size; uint32_t key = shadow_atlas->shadow_owners[p_light]; - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - ERR_FAIL_INDEX(shadow,shadow_atlas->quadrants[quadrant].shadows.size()); + ERR_FAIL_INDEX(shadow, shadow_atlas->quadrants[quadrant].shadows.size()); - uint32_t quadrant_size = shadow_atlas->size>>1; + uint32_t quadrant_size = shadow_atlas->size >> 1; - x=(quadrant&1)*quadrant_size; - y=(quadrant>>1)*quadrant_size; + x = (quadrant & 1) * quadrant_size; + y = (quadrant >> 1) * quadrant_size; uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - - width=shadow_size; - height=shadow_size; + x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - if (light->type==VS::LIGHT_OMNI) { + width = shadow_size; + height = shadow_size; + if (light->type == VS::LIGHT_OMNI) { - if (light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE) { + if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE) { - int cubemap_index=shadow_cubemaps.size()-1; + int cubemap_index = shadow_cubemaps.size() - 1; - for(int i=shadow_cubemaps.size()-1;i>=0;i--) { + for (int i = shadow_cubemaps.size() - 1; i >= 0; i--) { //find appropriate cubemap to render to - if (shadow_cubemaps[i].size>shadow_size*2) + if (shadow_cubemaps[i].size > shadow_size * 2) break; - cubemap_index=i; + cubemap_index = i; } - fbo=shadow_cubemaps[cubemap_index].fbo_id[p_pass]; - light_projection=light_instance->shadow_transform[0].camera; - light_transform=light_instance->shadow_transform[0].transform; - custom_vp_size=shadow_cubemaps[cubemap_index].size; - zfar=light->param[VS::LIGHT_PARAM_RANGE]; - - current_cubemap=cubemap_index; + fbo = shadow_cubemaps[cubemap_index].fbo_id[p_pass]; + light_projection = light_instance->shadow_transform[0].camera; + light_transform = light_instance->shadow_transform[0].transform; + custom_vp_size = shadow_cubemaps[cubemap_index].size; + zfar = light->param[VS::LIGHT_PARAM_RANGE]; + current_cubemap = cubemap_index; } else { - light_projection=light_instance->shadow_transform[0].camera; - light_transform=light_instance->shadow_transform[0].transform; + light_projection = light_instance->shadow_transform[0].camera; + light_transform = light_instance->shadow_transform[0].transform; - if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { - height/=2; - y+=p_pass*height; + height /= 2; + y += p_pass * height; } else { - width/=2; - x+=p_pass*width; - + width /= 2; + x += p_pass * width; } - dp_direction = p_pass==0?1.0:-1.0; + dp_direction = p_pass == 0 ? 1.0 : -1.0; flip_facing = (p_pass == 1); - zfar=light->param[VS::LIGHT_PARAM_RANGE]; - bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + zfar = light->param[VS::LIGHT_PARAM_RANGE]; + bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,true); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, true); } - } else if (light->type==VS::LIGHT_SPOT) { + } else if (light->type == VS::LIGHT_SPOT) { - light_projection=light_instance->shadow_transform[0].camera; - light_transform=light_instance->shadow_transform[0].transform; + light_projection = light_instance->shadow_transform[0].camera; + light_transform = light_instance->shadow_transform[0].transform; dp_direction = 1.0; flip_facing = false; - zfar=light->param[VS::LIGHT_PARAM_RANGE]; - bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; - normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; + zfar = light->param[VS::LIGHT_PARAM_RANGE]; + bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; } - } //todo hacer que se redibuje cuando corresponde - render_list.clear(); - _fill_render_list(p_cull_result,p_cull_count,true); + _fill_render_list(p_cull_result, p_cull_count, true); render_list.sort_by_depth(false); //shadow is front to back for performance glDisable(GL_BLEND); glDisable(GL_DITHER); glEnable(GL_DEPTH_TEST); - glBindFramebuffer(GL_FRAMEBUFFER,fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDepthMask(true); - glColorMask(0,0,0,0); - + glColorMask(0, 0, 0, 0); if (custom_vp_size) { - glViewport(0,0,custom_vp_size,custom_vp_size); - glScissor(0,0,custom_vp_size,custom_vp_size); + glViewport(0, 0, custom_vp_size, custom_vp_size); + glScissor(0, 0, custom_vp_size, custom_vp_size); } else { - glViewport(x,y,width,height); - glScissor(x,y,width,height); + glViewport(x, y, width, height); + glScissor(x, y, width, height); } glEnable(GL_SCISSOR_TEST); @@ -4509,54 +4181,53 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); - state.ubo_data.shadow_z_offset=bias; - state.ubo_data.shadow_slope_scale=normal_bias; - state.ubo_data.shadow_dual_paraboloid_render_side=dp_direction; - state.ubo_data.shadow_dual_paraboloid_render_zfar=zfar; - - _setup_environment(NULL,light_projection,light_transform); + state.ubo_data.shadow_z_offset = bias; + state.ubo_data.shadow_slope_scale = normal_bias; + state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction; + state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar; - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); + _setup_environment(NULL, light_projection, light_transform); - _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,flip_facing,false,true,false,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,false); + _render_list(render_list.elements, render_list.element_count, light_transform, light_projection, 0, flip_facing, false, true, false, false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, false); - if (light->type==VS::LIGHT_OMNI && light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE && p_pass==5) { + if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) { //convert the chosen cubemap to dual paraboloid! ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - glBindFramebuffer(GL_FRAMEBUFFER,shadow_atlas->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); state.cube_to_dp_shader.bind(); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP,shadow_cubemaps[current_cubemap].cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); glDisable(GL_CULL_FACE); - for(int i=0;i<2;i++) { + for (int i = 0; i < 2; i++) { - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP,i==1); - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR,light_projection.get_z_near()); - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR,light_projection.get_z_far()); - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS,light->param[VS::LIGHT_PARAM_SHADOW_BIAS]); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP, i == 1); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR, light_projection.get_z_near()); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR, light_projection.get_z_far()); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS, light->param[VS::LIGHT_PARAM_SHADOW_BIAS]); - uint32_t local_width=width,local_height=height; - uint32_t local_x=x,local_y=y; - if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + uint32_t local_width = width, local_height = height; + uint32_t local_x = x, local_y = y; + if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { - local_height/=2; - local_y+=i*local_height; + local_height /= 2; + local_y += i * local_height; } else { - local_width/=2; - local_x+=i*local_width; + local_width /= 2; + local_x += i * local_width; } - glViewport(local_x,local_y,local_width,local_height); - glScissor(local_x,local_y,local_width,local_height); + glViewport(local_x, local_y, local_width, local_height); + glScissor(local_x, local_y, local_width, local_height); glEnable(GL_SCISSOR_TEST); glClearDepth(1.0f); glClear(GL_DEPTH_BUFFER_BIT); @@ -4565,53 +4236,47 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa glDisable(GL_BLEND); _copy_screen(); - } - } - glColorMask(1,1,1,1); - - + glColorMask(1, 1, 1, 1); } void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) { - scene_pass=p_pass; + scene_pass = p_pass; } bool RasterizerSceneGLES3::free(RID p_rid) { if (light_instance_owner.owns(p_rid)) { - LightInstance *light_instance = light_instance_owner.getptr(p_rid); //remove from shadow atlases.. - for(Set<RID>::Element *E=light_instance->shadow_atlases.front();E;E=E->next()) { + for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get()); ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); uint32_t key = shadow_atlas->shadow_owners[p_rid]; - uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3; - uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK; + uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; + uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; - shadow_atlas->quadrants[q].shadows[s].owner=RID(); + shadow_atlas->quadrants[q].shadows[s].owner = RID(); shadow_atlas->shadow_owners.erase(p_rid); } - light_instance_owner.free(p_rid); memdelete(light_instance); } else if (shadow_atlas_owner.owns(p_rid)) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid); - shadow_atlas_set_size(p_rid,0); + shadow_atlas_set_size(p_rid, 0); shadow_atlas_owner.free(p_rid); memdelete(shadow_atlas); } else if (reflection_atlas_owner.owns(p_rid)) { ReflectionAtlas *reflection_atlas = reflection_atlas_owner.get(p_rid); - reflection_atlas_set_size(p_rid,0); + reflection_atlas_set_size(p_rid, 0); reflection_atlas_owner.free(p_rid); memdelete(reflection_atlas); } else if (reflection_probe_instance_owner.owns(p_rid)) { @@ -4626,46 +4291,44 @@ bool RasterizerSceneGLES3::free(RID p_rid) { return false; } - return true; - } // http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) { - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10f; // / 0x100000000 + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10f; // / 0x100000000 } static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) { - return Vector2(float(i) / float(N), radicalInverse_VdC(i)); + return Vector2(float(i) / float(N), radicalInverse_VdC(i)); } static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) { - float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] - - // Compute distribution direction - float Phi = 2.0f * Math_PI * Xi.x; - float CosTheta = Math::sqrt((float)(1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y)); - float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta)); - - // Convert to spherical direction - Vector3 H; - H.x = SinTheta * Math::cos(Phi); - H.y = SinTheta * Math::sin(Phi); - H.z = CosTheta; - - Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0); - Vector3 TangentX = UpVector.cross(N); - TangentX.normalize(); - Vector3 TangentY = N.cross(TangentX); - - // Tangent to world space - return TangentX * H.x + TangentY * H.y + N * H.z; + float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] + + // Compute distribution direction + float Phi = 2.0f * Math_PI * Xi.x; + float CosTheta = Math::sqrt((float)(1.0f - Xi.y) / (1.0f + (a * a - 1.0f) * Xi.y)); + float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta)); + + // Convert to spherical direction + Vector3 H; + H.x = SinTheta * Math::cos(Phi); + H.y = SinTheta * Math::sin(Phi); + H.z = CosTheta; + + Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0); + Vector3 TangentX = UpVector.cross(N); + TangentX.normalize(); + Vector3 TangentY = N.cross(TangentX); + + // Tangent to world space + return TangentX * H.x + TangentY * H.y + N * H.z; } static _FORCE_INLINE_ float GGX(float NdotV, float a) { @@ -4674,31 +4337,27 @@ static _FORCE_INLINE_ float GGX(float NdotV, float a) { } // http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html -float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL) -{ +float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL) { return GGX(nDotL, a * a) * GGX(nDotV, a * a); } void RasterizerSceneGLES3::_generate_brdf() { - int brdf_size=GLOBAL_DEF("rendering/gles3/brdf_texture_size",64); - - + int brdf_size = GLOBAL_DEF("rendering/gles3/brdf_texture_size", 64); PoolVector<uint8_t> brdf; - brdf.resize(brdf_size*brdf_size*2); + brdf.resize(brdf_size * brdf_size * 2); PoolVector<uint8_t>::Write w = brdf.write(); + for (int i = 0; i < brdf_size; i++) { + for (int j = 0; j < brdf_size; j++) { - for(int i=0;i<brdf_size;i++) { - for(int j=0;j<brdf_size;j++) { - - float Roughness = float(j)/(brdf_size-1); - float NoV = float(i+1)/(brdf_size); //avoid storing nov0 + float Roughness = float(j) / (brdf_size - 1); + float NoV = float(i + 1) / (brdf_size); //avoid storing nov0 Vector3 V; - V.x = Math::sqrt( 1.0f - NoV * NoV ); + V.x = Math::sqrt(1.0f - NoV * NoV); V.y = 0.0; V.z = NoV; @@ -4707,69 +4366,63 @@ void RasterizerSceneGLES3::_generate_brdf() { float A = 0; float B = 0; - for(int s=0;s<512;s++) { + for (int s = 0; s < 512; s++) { + Vector2 xi = Hammersley(s, 512); + Vector3 H = ImportanceSampleGGX(xi, Roughness, N); + Vector3 L = 2.0 * V.dot(H) * H - V; - Vector2 xi = Hammersley(s,512); - Vector3 H = ImportanceSampleGGX( xi, Roughness, N ); - Vector3 L = 2.0 * V.dot(H) * H - V; + float NoL = CLAMP(L.z, 0.0, 1.0); + float NoH = CLAMP(H.z, 0.0, 1.0); + float VoH = CLAMP(V.dot(H), 0.0, 1.0); - float NoL = CLAMP( L.z, 0.0, 1.0 ); - float NoH = CLAMP( H.z, 0.0, 1.0 ); - float VoH = CLAMP( V.dot(H), 0.0, 1.0 ); - - if ( NoL > 0.0 ) { - float G = G_Smith( Roughness, NoV, NoL ); + if (NoL > 0.0) { + float G = G_Smith(Roughness, NoV, NoL); float G_Vis = G * VoH / (NoH * NoV); - float Fc = pow(1.0 - VoH, 5.0); + float Fc = pow(1.0 - VoH, 5.0); A += (1.0 - Fc) * G_Vis; B += Fc * G_Vis; } } - A/=512.0; - B/=512.0; + A /= 512.0; + B /= 512.0; - int tofs = ((brdf_size-j-1)*brdf_size+i)*2; - w[tofs+0]=CLAMP(A*255,0,255); - w[tofs+1]=CLAMP(B*255,0,255); + int tofs = ((brdf_size - j - 1) * brdf_size + i) * 2; + w[tofs + 0] = CLAMP(A * 255, 0, 255); + w[tofs + 1] = CLAMP(B * 255, 0, 255); } } - //set up brdf texture - glGenTextures(1, &state.brdf_texture); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,state.brdf_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE,w.ptr()); + glBindTexture(GL_TEXTURE_2D, state.brdf_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE, w.ptr()); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glBindTexture(GL_TEXTURE_2D,0); - + glBindTexture(GL_TEXTURE_2D, 0); } void RasterizerSceneGLES3::initialize() { - - render_pass=0; + render_pass = 0; state.scene_shader.init(); default_shader = storage->shader_create(VS::SHADER_SPATIAL); default_material = storage->material_create(); - storage->material_set_shader(default_material,default_shader); + storage->material_set_shader(default_material, default_shader); default_shader_twosided = storage->shader_create(VS::SHADER_SPATIAL); default_material_twosided = storage->material_create(); - storage->shader_set_code(default_shader_twosided,"render_mode cull_disabled;\n"); - storage->material_set_shader(default_material_twosided,default_shader_twosided); - + storage->shader_set_code(default_shader_twosided, "render_mode cull_disabled;\n"); + storage->material_set_shader(default_material_twosided, default_shader_twosided); glGenBuffers(1, &state.scene_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); @@ -4781,61 +4434,53 @@ void RasterizerSceneGLES3::initialize() { glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); - - render_list.max_elements=GLOBAL_DEF("rendering/gles3/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; - - + render_list.max_elements = GLOBAL_DEF("rendering/gles3/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; { //quad buffers - glGenBuffers(1,&state.skybox_verts); - glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); - glBufferData(GL_ARRAY_BUFFER,sizeof(Vector3)*8,NULL,GL_DYNAMIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glGenBuffers(1, &state.skybox_verts); + glBindBuffer(GL_ARRAY_BUFFER, state.skybox_verts); + glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - - glGenVertexArrays(1,&state.skybox_array); + glGenVertexArrays(1, &state.skybox_array); glBindVertexArray(state.skybox_array); - glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); - glVertexAttribPointer(VS::ARRAY_VERTEX,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,0); + glBindBuffer(GL_ARRAY_BUFFER, state.skybox_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, ((uint8_t *)NULL) + sizeof(Vector3)); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } render_list.init(); state.cube_to_dp_shader.init(); _generate_brdf(); - shadow_atlas_realloc_tolerance_msec=500; - - + shadow_atlas_realloc_tolerance_msec = 500; - - - int max_shadow_cubemap_sampler_size=512; + int max_shadow_cubemap_sampler_size = 512; int cube_size = max_shadow_cubemap_sampler_size; glActiveTexture(GL_TEXTURE0); - while(cube_size>=32) { + while (cube_size >= 32) { ShadowCubeMap cube; - cube.size=cube_size; + cube.size = cube_size; - glGenTextures(1,&cube.cubemap); - glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap); + glGenTextures(1, &cube.cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); //gen cubemap first - for(int i=0;i<6;i++) { + for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -4846,38 +4491,38 @@ void RasterizerSceneGLES3::initialize() { glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); //gen renderbuffers second, because it needs a complete cubemap - for(int i=0;i<6;i++) { + for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &cube.fbo_id[i]); glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,_cube_side_enum[i], cube.cubemap, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _cube_side_enum[i], cube.cubemap, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } shadow_cubemaps.push_back(cube); - cube_size>>=1; + cube_size >>= 1; } { //directional light shadow - directional_shadow.light_count=0; - directional_shadow.size=nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size",2048)); - glGenFramebuffers(1,&directional_shadow.fbo); - glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo); - glGenTextures(1,&directional_shadow.depth); - glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + directional_shadow.light_count = 0; + directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 2048)); + glGenFramebuffers(1, &directional_shadow.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo); + glGenTextures(1, &directional_shadow.depth); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, directional_shadow.depth, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status!=GL_FRAMEBUFFER_COMPLETE) { + if (status != GL_FRAMEBUFFER_COMPLETE) { ERR_PRINT("Directional shadow framebuffer status invalid"); } } @@ -4886,24 +4531,23 @@ void RasterizerSceneGLES3::initialize() { //spot and omni ubos int max_ubo_size; - glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,&max_ubo_size); - const int ubo_light_size=160; - state.ubo_light_size=ubo_light_size; - state.max_ubo_lights=MIN(RenderList::MAX_LIGHTS,max_ubo_size/ubo_light_size); - print_line("max ubo light: "+itos(state.max_ubo_lights)); - - state.spot_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights); - state.omni_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights); + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size); + const int ubo_light_size = 160; + state.ubo_light_size = ubo_light_size; + state.max_ubo_lights = MIN(RenderList::MAX_LIGHTS, max_ubo_size / ubo_light_size); + print_line("max ubo light: " + itos(state.max_ubo_lights)); + state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights); + state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights); glGenBuffers(1, &state.spot_array_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); - glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_UNIFORM_BUFFER, ubo_light_size * state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); glGenBuffers(1, &state.omni_array_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); - glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_UNIFORM_BUFFER, ubo_light_size * state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); glGenBuffers(1, &state.directional_ubo); @@ -4911,67 +4555,63 @@ void RasterizerSceneGLES3::initialize() { glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); - state.max_forward_lights_per_object=8; + state.max_forward_lights_per_object = 8; + 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.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)); + print_line("max ubo reflections: " + itos(state.max_ubo_reflections) + " ubo size: " + itos(sizeof(ReflectionProbeDataUBO))); - state.max_ubo_reflections=MIN(RenderList::MAX_REFLECTIONS,max_ubo_size/sizeof(ReflectionProbeDataUBO)); - print_line("max ubo reflections: "+itos(state.max_ubo_reflections)+" ubo size: "+itos(sizeof(ReflectionProbeDataUBO))); - - state.reflection_array_tmp = (uint8_t*)memalloc(sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections); + state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections); glGenBuffers(1, &state.reflection_array_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections, NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_UNIFORM_BUFFER, sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); - state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS "+itos(state.max_ubo_reflections)+"\n"); - - state.max_skeleton_bones=MIN(2048,max_ubo_size/(12*sizeof(float))); - state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES "+itos(state.max_skeleton_bones)+"\n"); - + state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS " + itos(state.max_ubo_reflections) + "\n"); + state.max_skeleton_bones = MIN(2048, max_ubo_size / (12 * sizeof(float))); + state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES " + itos(state.max_skeleton_bones) + "\n"); } - GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1); - GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13")); - shadow_filter_mode=SHADOW_FILTER_NEAREST; + GLOBAL_DEF("rendering/gles3/shadow_filter_mode", 1); + GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode", PropertyInfo(Variant::INT, "rendering/gles3/shadow_filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13")); + shadow_filter_mode = SHADOW_FILTER_NEAREST; { //reflection cubemaps - int max_reflection_cubemap_sampler_size=512; + int max_reflection_cubemap_sampler_size = 512; int cube_size = max_reflection_cubemap_sampler_size; glActiveTexture(GL_TEXTURE0); - bool use_float=true; + bool use_float = true; - GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; GLenum format = GL_RGBA; - GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; + GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; - while(cube_size>=32) { + while (cube_size >= 32) { ReflectionCubeMap cube; - cube.size=cube_size; + cube.size = cube_size; - glGenTextures(1,&cube.depth); - glBindTexture(GL_TEXTURE_2D,cube.depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glGenTextures(1, &cube.depth); + glBindTexture(GL_TEXTURE_2D, cube.depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glGenTextures(1,&cube.cubemap); - glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap); + glGenTextures(1, &cube.cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); //gen cubemap first - for(int i=0;i<6;i++) { + for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], 0, internal_format, cube.size, cube.size, 0, format, type, NULL); + glTexImage2D(_cube_side_enum[i], 0, internal_format, cube.size, cube.size, 0, format, type, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -4982,41 +4622,37 @@ void RasterizerSceneGLES3::initialize() { glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); //gen renderbuffers second, because it needs a complete cubemap - for(int i=0;i<6;i++) { + for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &cube.fbo_id[i]); glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,_cube_side_enum[i], cube.cubemap, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, cube.depth, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], cube.cubemap, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, cube.depth, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } reflection_cubemaps.push_back(cube); - cube_size>>=1; + cube_size >>= 1; } } { - - uint32_t immediate_buffer_size=GLOBAL_DEF("rendering/buffers/immediate_buffer_size_kb",2048); + uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/buffers/immediate_buffer_size_kb", 2048); glGenBuffers(1, &state.immediate_buffer); glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); - glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size*1024, NULL, GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size * 1024, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); - glGenVertexArrays(1,&state.immediate_array); - - - + glGenVertexArrays(1, &state.immediate_array); } #ifdef GLES_OVER_GL -//"desktop" opengl needs this. + //"desktop" opengl needs this. glEnable(GL_PROGRAM_POINT_SIZE); #endif @@ -5031,23 +4667,20 @@ void RasterizerSceneGLES3::initialize() { state.exposure_shader.init(); state.tonemap_shader.init(); - { - GLOBAL_DEF("rendering/ssurf_scattering/quality",1); - GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/quality",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/quality",PROPERTY_HINT_ENUM,"Low,Medium,High")); - GLOBAL_DEF("rendering/ssurf_scattering/max_size",1.0); - GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/max_size",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01")); - GLOBAL_DEF("rendering/ssurf_scattering/follow_surface",false); - - GLOBAL_DEF("rendering/reflections/high_quality_vct_gi",true); - + GLOBAL_DEF("rendering/ssurf_scattering/quality", 1); + GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/quality", PropertyInfo(Variant::INT, "rendering/ssurf_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); + GLOBAL_DEF("rendering/ssurf_scattering/max_size", 1.0); + GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/max_size", PropertyInfo(Variant::INT, "rendering/ssurf_scattering/max_size", PROPERTY_HINT_RANGE, "0.01,8,0.01")); + GLOBAL_DEF("rendering/ssurf_scattering/follow_surface", false); + GLOBAL_DEF("rendering/reflections/high_quality_vct_gi", true); } - exposure_shrink_size=243; - int max_exposure_shrink_size=exposure_shrink_size; + exposure_shrink_size = 243; + int max_exposure_shrink_size = exposure_shrink_size; - while(max_exposure_shrink_size>0) { + while (max_exposure_shrink_size > 0) { RasterizerStorageGLES3::RenderTarget::Exposure e; @@ -5056,41 +4689,33 @@ void RasterizerSceneGLES3::initialize() { glGenTextures(1, &e.color); glBindTexture(GL_TEXTURE_2D, e.color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); exposure_shrink.push_back(e); - max_exposure_shrink_size/=3; + max_exposure_shrink_size /= 3; GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); - - + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } - } void RasterizerSceneGLES3::iteration() { - shadow_filter_mode=ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/gles3/shadow_filter_mode"))); - subsurface_scatter_follow_surface=GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/follow_surface"); - subsurface_scatter_quality=SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/quality"))); - subsurface_scatter_size=GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/max_size"); - + shadow_filter_mode = ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/gles3/shadow_filter_mode"))); + subsurface_scatter_follow_surface = GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/follow_surface"); + subsurface_scatter_quality = SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/quality"))); + subsurface_scatter_size = GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/max_size"); - state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,GlobalConfig::get_singleton()->get("rendering/reflections/high_quality_vct_gi")); + state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GlobalConfig::get_singleton()->get("rendering/reflections/high_quality_vct_gi")); } -void RasterizerSceneGLES3::finalize(){ - - +void RasterizerSceneGLES3::finalize() { } - -RasterizerSceneGLES3::RasterizerSceneGLES3() -{ +RasterizerSceneGLES3::RasterizerSceneGLES3() { } |