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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp137
1 files changed, 91 insertions, 46 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 7ce1300d07..eee303a2ca 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -33,6 +33,9 @@
#include "core/templates/sort_array.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
+#include "storage/light_storage.h"
+#include "storage/mesh_storage.h"
+#include "storage/texture_storage.h"
#ifdef GLES3_ENABLED
@@ -45,7 +48,7 @@ RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() {
}
RendererSceneRender::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
- RS::InstanceType type = storage->get_base_type(p_base);
+ RS::InstanceType type = RSG::utilities->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
GeometryInstanceGLES3 *ginstance = geometry_instance_alloc.alloc();
@@ -285,16 +288,16 @@ void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
}
}
-void RasterizerSceneGLES3::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
switch (p_notification) {
- case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
- case RendererStorage::DEPENDENCY_CHANGED_MESH:
- case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
- case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ case Dependency::DEPENDENCY_CHANGED_MATERIAL:
+ case Dependency::DEPENDENCY_CHANGED_MESH:
+ case Dependency::DEPENDENCY_CHANGED_PARTICLES:
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
+ case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
} break;
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
@@ -306,7 +309,7 @@ void RasterizerSceneGLES3::_geometry_instance_dependency_changed(RendererStorage
}
}
-void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
}
@@ -376,7 +379,7 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(Geometry
sdcache->surface_index = p_surface;
if (ginstance->data->dirty_dependencies) {
- storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
}
//shadow
@@ -491,7 +494,7 @@ void RasterizerSceneGLES3::_geometry_instance_update(GeometryInstance *p_geometr
}
}
- ginstance->instance_count = 1;
+ ginstance->instance_count = -1;
} break;
@@ -1310,10 +1313,10 @@ void RasterizerSceneGLES3::camera_effects_set_dof_blur(RID p_camera_effects, boo
void RasterizerSceneGLES3::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
}
-void RasterizerSceneGLES3::shadows_quality_set(RS::ShadowQuality p_quality) {
+void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
}
-void RasterizerSceneGLES3::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
+void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
@@ -1609,10 +1612,10 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
correction.set_depth_correction(p_flip_y);
CameraMatrix projection = correction * p_render_data->cam_projection;
//store camera into ubo
- RasterizerStorageGLES3::store_camera(projection, scene_state.ubo.projection_matrix);
- RasterizerStorageGLES3::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RasterizerStorageGLES3::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
- RasterizerStorageGLES3::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
+ GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
+ GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ 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);
scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
@@ -1659,7 +1662,7 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
Basis sky_transform = env->sky_orientation;
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
- RasterizerStorageGLES3::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+ GLES3::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
}
@@ -1902,7 +1905,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
-void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
RENDER_TIMESTAMP("Setup 3D Scene");
@@ -1923,11 +1926,11 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *
render_data.cam_transform = p_camera_data->main_transform;
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
render_data.cam_projection = p_camera_data->main_projection;
- render_data.view_projection[0] = p_camera_data->main_projection;
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
render_data.view_projection[v] = p_camera_data->view_projection[v];
}
@@ -1974,7 +1977,7 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *
if (p_render_buffers.is_valid()) {
clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
} else {
- clear_color = storage->get_default_clear_color();
+ clear_color = texture_storage->get_default_clear_color();
}
Environment *env = environment_owner.get_or_null(p_environment);
@@ -2200,6 +2203,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GLES3::SceneMaterialData *prev_material_data = nullptr;
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.
@@ -2386,12 +2390,11 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
prev_vertex_array_gl = vertex_array_gl;
}
- bool use_index_buffer = false;
+ bool use_index_buffer = index_array_gl != 0;
if (prev_index_array_gl != index_array_gl) {
if (index_array_gl != 0) {
// Bind index each time so we can use LODs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
- use_index_buffer = true;
}
prev_index_array_gl = index_array_gl;
}
@@ -2406,8 +2409,13 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
prev_material_data = material_data;
}
- if (prev_shader != shader) {
- material_storage->shaders.scene_shader.version_bind_shader(shader->version, shader_variant);
+ SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
+ if (inst->instance_count > 0) {
+ instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
+ }
+
+ if (prev_shader != shader || prev_variant != instance_variant) {
+ material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant);
float opaque_prepass_threshold = 0.0;
if (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
@@ -2415,33 +2423,69 @@ 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, shader_variant);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant);
prev_shader = shader;
+ prev_variant = instance_variant;
}
- if (prev_inst != inst) {
+ 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, shader_variant);
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, shader_variant);
+ 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);
if (inst->omni_light_count) {
- glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, shader_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), 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, shader_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), 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, shader_variant);
-
- if (use_index_buffer) {
- glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant);
+ if (inst->instance_count > 0) {
+ // Using MultiMesh.
+ // Bind instance buffers.
+
+ GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
+ uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ glEnableVertexAttribArray(12);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribDivisor(12, 1);
+ glEnableVertexAttribArray(13);
+ glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribDivisor(13, 1);
+ glEnableVertexAttribArray(14);
+ glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8));
+ glVertexAttribDivisor(14, 1);
+
+ if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) {
+ glEnableVertexAttribArray(15);
+ glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float)));
+ glVertexAttribDivisor(15, 1);
+ }
+ if (use_index_buffer) {
+ glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count);
+ } else {
+ glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), inst->instance_count);
+ }
} else {
- glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface));
+ // Using regular Mesh.
+ if (use_index_buffer) {
+ glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
+ } else {
+ glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface));
+ }
+ }
+ if (inst->instance_count > 0) {
+ glDisableVertexAttribArray(12);
+ glDisableVertexAttribArray(13);
+ glDisableVertexAttribArray(14);
+ glDisableVertexAttribArray(15);
}
}
}
@@ -2466,7 +2510,7 @@ RID RasterizerSceneGLES3::render_buffers_create() {
return render_buffers_owner.make_rid(rb);
}
-void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
@@ -2616,12 +2660,10 @@ void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
-RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
+RasterizerSceneGLES3::RasterizerSceneGLES3() {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
- storage = p_storage;
-
{
// Setup Lights
@@ -2811,6 +2853,9 @@ void sky() {
#ifdef GLES_OVER_GL
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
#endif
+
+ // MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black;
+ glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
}
RasterizerSceneGLES3::~RasterizerSceneGLES3() {
@@ -2826,15 +2871,15 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() {
// Scene Shader
GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
GLES3::MaterialStorage::get_singleton()->shaders.cubemap_filter_shader.version_free(scene_globals.cubemap_filter_shader_version);
- storage->free(scene_globals.default_material);
- storage->free(scene_globals.default_shader);
+ RSG::material_storage->material_free(scene_globals.default_material);
+ RSG::material_storage->shader_free(scene_globals.default_shader);
// Sky Shader
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
- storage->free(sky_globals.default_material);
- storage->free(sky_globals.default_shader);
- storage->free(sky_globals.fog_material);
- storage->free(sky_globals.fog_shader);
+ RSG::material_storage->material_free(sky_globals.default_material);
+ RSG::material_storage->shader_free(sky_globals.default_shader);
+ RSG::material_storage->material_free(sky_globals.fog_material);
+ RSG::material_storage->shader_free(sky_globals.fog_shader);
glDeleteBuffers(1, &sky_globals.screen_triangle);
glDeleteVertexArrays(1, &sky_globals.screen_triangle_array);
glDeleteTextures(1, &sky_globals.radical_inverse_vdc_cache_tex);