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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp50
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.