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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.cpp483
1 files changed, 162 insertions, 321 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 7152b49d27..913aa62452 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -887,17 +887,16 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
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_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) {
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_fade_in = p_fade_in;
+ env->ssr_fade_out = p_fade_out;
env->ssr_depth_tolerance = p_depth_tolerance;
- env->ssr_smooth = p_smooth;
env->ssr_roughness = p_roughness;
}
@@ -1004,7 +1003,7 @@ void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, co
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, float p_bias_scale) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -1019,6 +1018,7 @@ void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_insta
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;
+ light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
}
void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
@@ -1207,6 +1207,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
tex = storage->resources.normal_tex;
+
} break;
default: {
tex = storage->resources.white_tex;
@@ -1220,6 +1221,15 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
t->detect_3d(t->detect_3d_ud);
}
#endif
+
+#ifdef TOOLS_ENABLED
+ if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
+ t->detect_normal(t->detect_normal_ud);
+ }
+#endif
+ if (t->render_target)
+ t->render_target->used_in_frame = true;
+
if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb = false;
@@ -1290,8 +1300,11 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
storage->mesh_render_blend_shapes(s, e->instance->blend_values.ptr());
//rebind shader
state.scene_shader.bind();
+#ifdef DEBUG_ENABLED
+ } else if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+ glBindVertexArray(s->array_wireframe_id); // everything is so easy nowadays
+#endif
} else {
-
glBindVertexArray(s->array_id); // everything is so easy nowadays
}
@@ -1301,7 +1314,16 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
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
+#ifdef DEBUG_ENABLED
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) {
+
+ glBindVertexArray(s->instancing_array_wireframe_id); // use the instancing array ID
+ } else
+#endif
+ {
+ glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ }
+
glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats) * 4;
@@ -1366,13 +1388,26 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
sorter.sort(particle_array, particles->amount);
glUnmapBuffer(GL_ARRAY_BUFFER);
+#ifdef DEBUG_ENABLED
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) {
+ glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID
+ } else
+#endif
+ {
- glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ }
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer
} else {
-
- glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+#ifdef DEBUG_ENABLED
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) {
+ glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID
+ } else
+#endif
+ {
+ glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ }
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //modify the buffer
}
@@ -1421,17 +1456,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
- if (s->index_array_len > 0) {
+#ifdef DEBUG_ENABLED
+
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElements(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0);
+ storage->info.render.vertices_count += s->index_array_len;
+ } else
+#endif
+ 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);
- 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;
+ storage->info.render.vertices_count += s->array_len;
}
} break;
@@ -1442,17 +1485,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
int amount = MAX(multi_mesh->size, multi_mesh->visible_instances);
- if (s->index_array_len > 0) {
+#ifdef DEBUG_ENABLED
+
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount);
+ storage->info.render.vertices_count += s->index_array_len * amount;
+ } else
+#endif
+ 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);
- 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;
+ storage->info.render.vertices_count += s->array_len * amount;
}
} break;
@@ -1478,7 +1529,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
int vertices = c.vertices.size();
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)) {
@@ -1600,18 +1651,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);
+#ifdef DEBUG_ENABLED
- if (s->index_array_len > 0) {
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount - split);
+ storage->info.render.vertices_count += s->index_array_len * (amount - split);
+ } else
+#endif
+ 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 - split);
- storage->info.render_vertices_count += s->index_array_len * (amount - split);
+ storage->info.render.vertices_count += s->index_array_len * (amount - split);
} else {
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount - split);
- storage->info.render_vertices_count += s->array_len * (amount - split);
+ storage->info.render.vertices_count += s->array_len * (amount - split);
}
}
@@ -1631,34 +1689,49 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);
+#ifdef DEBUG_ENABLED
- if (s->index_array_len > 0) {
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, split);
+ storage->info.render.vertices_count += s->index_array_len * split;
+ } else
+#endif
+ 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, split);
- storage->info.render_vertices_count += s->index_array_len * split;
+ storage->info.render.vertices_count += s->index_array_len * split;
} else {
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, split);
- storage->info.render_vertices_count += s->array_len * split;
+ storage->info.render.vertices_count += s->array_len * split;
}
}
} else {
- if (s->index_array_len > 0) {
+#ifdef DEBUG_ENABLED
+
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount);
+ storage->info.render.vertices_count += s->index_array_len * amount;
+ } else
+#endif
+ 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);
- 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;
+ storage->info.render.vertices_count += s->array_len * amount;
}
}
@@ -1827,7 +1900,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
bool first = true;
bool prev_use_instancing = false;
- storage->info.render_object_count += p_element_count;
+ storage->info.render.draw_call_count += p_element_count;
for (int i = 0; i < p_element_count; i++) {
@@ -1842,7 +1915,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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 & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) {
continue;
}
@@ -1851,7 +1924,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (shading != prev_shading) {
- if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) {
+ if (e->sort_key & SORT_KEY_UNSHADED_FLAG) {
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false);
@@ -1880,7 +1953,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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)) {
+ if (p_directional_add || (directional_light && (e->sort_key & 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) {
@@ -1975,23 +2048,23 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (material != prev_material || rebind) {
- storage->info.render_material_switch_count++;
+ storage->info.render.material_switch_count++;
rebind = _setup_material(material, p_alpha_pass);
if (rebind) {
- storage->info.render_shader_rebind_count++;
+ storage->info.render.shader_rebind_count++;
}
}
- if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
+ if (!(e->sort_key & 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) {
_setup_geometry(e, p_view_transform);
- storage->info.render_surface_switch_count++;
+ storage->info.render.surface_switch_count++;
}
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull);
@@ -2034,6 +2107,10 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
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);
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ m_src = default_overdraw_material;
+ }
+
/*
#ifdef DEBUG_ENABLED
if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
@@ -2046,7 +2123,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
if (m_src.is_valid()) {
m = storage->material_owner.getornull(m_src);
- if (!m->shader) {
+ if (!m->shader || !m->shader->valid) {
m = NULL;
}
}
@@ -2109,7 +2186,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
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 |= SORT_KEY_NO_DIRECTIONAL_FLAG;
}
e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
@@ -2137,7 +2214,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
if (e->instance->gi_probe_instances.size()) {
- e->sort_key |= RenderList::SORT_KEY_GI_PROBES_FLAG;
+ e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
}
}
@@ -2152,9 +2229,9 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
//e->light_type=0xFF; // no lights!
- if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
+ if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG;
+ e->sort_key |= SORT_KEY_UNSHADED_FLAG;
}
}
@@ -2247,9 +2324,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
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];
- }
+ state.ubo_data.time = storage->frame.time[0];
state.ubo_data.z_far = p_cam_projection.get_z_far();
//bg and ambient
@@ -3183,8 +3258,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//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::REFLECT_ROUGHNESS, env->ssr_roughness);
state.ssr_shader.bind();
@@ -3200,9 +3274,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//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::DISTANCE_FADE, env->ssr_fade_out);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
@@ -3745,6 +3819,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//fill up ubo
+ storage->info.render.object_count += p_cull_count;
+
Environment *env = environment_owner.getornull(p_environment);
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
@@ -3771,8 +3847,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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.z_offset = 0;
+ state.ubo_data.z_slope_scale = 0;
state.ubo_data.shadow_dual_paraboloid_render_side = 0;
state.ubo_data.shadow_dual_paraboloid_render_zfar = 0;
@@ -3789,7 +3865,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
state.used_contact_shadows = true;
- if (storage->frame.current_rt && true) { //detect with state.used_contact_shadows too
+ if (storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too
//pre z pass
glDisable(GL_BLEND);
@@ -3880,6 +3956,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//effects disabled and transparency also prevent using MRTs
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
+ use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@@ -3928,8 +4005,13 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
RasterizerStorageGLES3::Sky *sky = NULL;
GLuint env_radiance_tex = 0;
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+ } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+
} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {
@@ -3992,7 +4074,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDrawBuffers(1, &gldb);
}
- if (env && env->bg_mode == VS::ENV_BG_SKY && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ if (env && env->bg_mode == VS::ENV_BG_SKY && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
/*
if (use_mrt) {
@@ -4088,151 +4170,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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) {
-
-
-
- for(int i=0;i<VS::ARRAY_MAX;i++) {
- glDisableVertexAttribArray(i);
- }
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_SCISSOR_TEST);
- glDepthMask(false);
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
- int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
- switch(hdr_tm) {
- case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
-
-
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
-
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
-
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
- } break;
- }
-
-
- _process_hdr();
- }
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- _process_glow_bloom();
- int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
- if (glow_transfer_mode==1)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
- if (glow_transfer_mode==2)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
-
- Size2 size;
- if (current_rt) {
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
- glViewport( 0,0,viewport.width,viewport.height);
- size=Size2(viewport.width,viewport.height);
- } else {
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
- size=Size2(viewport.width,viewport.height);
- }
-
- //time to copy!!!
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
-
- copy_shader.bind();
- //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
-
- }
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
-
- }
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
-
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
-
- Vector3 bcs;
- bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
- bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
- bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
- copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, framebuffer.color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
-
- _copy_screen_quad();
-
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
-
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
-
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
- _debug_luminances();
- }
- }
-
- current_env=NULL;
- current_debug=VS::SCENARIO_DEBUG_DISABLED;
- if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
- _debug_shadows();
- }
- //_debug_luminances();
- //_debug_samplers();
-
- if (using_canvas_bg) {
- using_canvas_bg=false;
- glColorMask(1,1,1,1); //don't touch alpha
- }
-#endif
}
void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@@ -4322,8 +4259,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
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];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
fbo = directional_shadow.fbo;
vp_height = directional_shadow.size;
@@ -4441,8 +4378,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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.z_offset = bias;
+ state.ubo_data.z_slope_scale = normal_bias;
state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction;
state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar;
@@ -4554,136 +4491,39 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
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
-}
-
-static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) {
- 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;
-}
-
-static _FORCE_INLINE_ float GGX(float NdotV, float a) {
- float k = a / 2.0;
- return NdotV / (NdotV * (1.0 - k) + k);
-}
+void RasterizerSceneGLES3::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL) {
- return GGX(nDotL, a * a) * GGX(nDotV, a * a);
+ state.debug_draw = p_debug_draw;
}
-void RasterizerSceneGLES3::_generate_brdf() {
-
- int brdf_size = GLOBAL_DEF("rendering/gles3/brdf_texture_size", 64);
-
- PoolVector<uint8_t> brdf;
- 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++) {
-
- 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.y = 0.0;
- V.z = NoV;
-
- Vector3 N = Vector3(0.0, 0.0, 1.0);
-
- float A = 0;
- float B = 0;
-
- 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;
+void RasterizerSceneGLES3::initialize() {
- 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);
+ render_pass = 0;
- 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);
+ state.scene_shader.init();
- A += (1.0 - Fc) * G_Vis;
- B += Fc * G_Vis;
- }
- }
+ {
+ //default material and shader
- A /= 512.0;
- B /= 512.0;
+ default_shader = storage->shader_create();
+ storage->shader_set_code(default_shader, "shader_type spatial;\n");
+ default_material = storage->material_create();
+ storage->material_set_shader(default_material, default_shader);
- 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);
- }
+ default_shader_twosided = storage->shader_create();
+ default_material_twosided = storage->material_create();
+ storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n");
+ storage->material_set_shader(default_material_twosided, default_shader_twosided);
}
- //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());
- 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);
-}
-
-void RasterizerSceneGLES3::initialize() {
-
- render_pass = 0;
-
- state.scene_shader.init();
-
- default_shader = storage->shader_create();
- storage->shader_set_code(default_shader, "shader_type spatial;\n");
- default_material = storage->material_create();
- storage->material_set_shader(default_material, default_shader);
+ {
+ //default material and shader
- default_shader_twosided = storage->shader_create();
- default_material_twosided = storage->material_create();
- storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n");
- storage->material_set_shader(default_material_twosided, default_shader_twosided);
+ default_overdraw_shader = storage->shader_create();
+ storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ default_overdraw_material = storage->material_create();
+ storage->material_set_shader(default_overdraw_material, default_overdraw_shader);
+ }
glGenBuffers(1, &state.scene_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
@@ -4721,7 +4561,6 @@ void RasterizerSceneGLES3::initialize() {
}
render_list.init();
state.cube_to_dp_shader.init();
- _generate_brdf();
shadow_atlas_realloc_tolerance_msec = 500;
@@ -4770,7 +4609,7 @@ void RasterizerSceneGLES3::initialize() {
{
//directional light shadow
directional_shadow.light_count = 0;
- directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 2048));
+ directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096));
glGenFramebuffers(1, &directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
glGenTextures(1, &directional_shadow.depth);
@@ -4968,6 +4807,8 @@ void RasterizerSceneGLES3::initialize() {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
}
+
+ state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
}
void RasterizerSceneGLES3::iteration() {