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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp3797
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() {
}