diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 50 |
1 files changed, 38 insertions, 12 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index d6486801e7..6e9d4e5963 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1189,8 +1189,8 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const distance = 1.0; } - uint32_t indices; - surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); + uint32_t indices = 0; + surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, indices); /* if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); @@ -1273,6 +1273,19 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix); + if (p_render_data->view_count > 1) { + for (uint32_t v = 0; v < p_render_data->view_count; v++) { + projection = correction * p_render_data->view_projection[v]; + GLES3::MaterialStorage::store_camera(projection, scene_state.multiview_ubo.projection_matrix_view[v]); + GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.multiview_ubo.inv_projection_matrix_view[v]); + + scene_state.multiview_ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; + scene_state.multiview_ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; + scene_state.multiview_ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; + scene_state.multiview_ubo.eye_offset[v][3] = 0.0; + } + } + scene_state.ubo.directional_light_count = p_render_data->directional_light_count; scene_state.ubo.z_far = p_render_data->z_far; @@ -1374,6 +1387,15 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); + + if (p_render_data->view_count > 1) { + if (scene_state.multiview_buffer == 0) { + glGenBuffers(1, &scene_state.multiview_buffer); + } + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer); + glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::MultiviewUBO), &scene_state.multiview_ubo, GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } } // Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer @@ -1916,8 +1938,14 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, GLES3::SceneShaderData *prev_shader = nullptr; GeometryInstanceGLES3 *prev_inst = nullptr; SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR; + SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized - SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized. + // @todo Get this from p_params->spec_constant_base_flags instead of hardcoding it. + uint32_t base_spec_constants = 0; + + if (p_render_data->view_count > 1) { + base_spec_constants |= 1 << SPEC_CONSTANT_USE_MULTIVIEW; + } switch (p_pass_mode) { case PASS_MODE_COLOR: @@ -1957,8 +1985,6 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, continue; } - //uint32_t base_spec_constants = p_params->spec_constant_base_flags; - GLES3::SceneShaderData *shader; GLES3::SceneMaterialData *material_data; void *mesh_surface; @@ -2128,7 +2154,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, } if (prev_shader != shader || prev_variant != instance_variant) { - material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant); + material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants); float opaque_prepass_threshold = 0.0; if constexpr (p_pass_mode == PASS_MODE_DEPTH) { opaque_prepass_threshold = 0.99; @@ -2136,7 +2162,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, opaque_prepass_threshold = 0.1; } - material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, base_spec_constants); prev_shader = shader; prev_variant = instance_variant; @@ -2144,21 +2170,21 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) { // Rebind the light indices. - material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant); - material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, base_spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, base_spec_constants); if (inst->omni_light_count) { - glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant), inst->omni_light_count, inst->omni_light_gl_cache.ptr()); + glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr()); } if (inst->spot_light_count) { - glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant), inst->spot_light_count, inst->spot_light_gl_cache.ptr()); + glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr()); } prev_inst = inst; } - material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, base_spec_constants); if (inst->instance_count > 0) { // Using MultiMesh. // Bind instance buffers. |