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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp184
1 files changed, 79 insertions, 105 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 88f14890ef..b707189d74 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -29,9 +29,10 @@
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
-#include "math_funcs.h"
-#include "os/os.h"
-#include "project_settings.h"
+
+#include "core/math/math_funcs.h"
+#include "core/os/os.h"
+#include "core/project_settings.h"
#include "rasterizer_canvas_gles3.h"
#include "servers/visual/visual_server_raster.h"
@@ -50,26 +51,6 @@ 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_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];
@@ -672,7 +653,7 @@ bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance
int best_free = -1;
int best_used = -1;
- uint64_t best_used_frame;
+ uint64_t best_used_frame = 0;
for (int i = 0; i < reflection_atlas->reflections.size(); i++) {
if (reflection_atlas->reflections[i].owner == RID()) {
@@ -953,13 +934,14 @@ void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const C
env->fog_sun_amount = p_sun_amount;
}
-void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
+void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->fog_depth_enabled = p_enable;
env->fog_depth_begin = p_depth_begin;
+ env->fog_depth_end = p_depth_end;
env->fog_depth_curve = p_depth_curve;
env->fog_transmit_enabled = p_transmit;
env->fog_transmit_curve = p_transmit_curve;
@@ -1201,18 +1183,19 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
glActiveTexture(GL_TEXTURE0 + i);
- GLenum target;
+ GLenum target = GL_TEXTURE_2D;
GLuint tex = 0;
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]);
if (t) {
+ t = t->get_ptr(); //resolve for proxies
+
if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies
VisualServerRaster::redraw_request();
}
- t = t->get_ptr(); //resolve for proxies
#ifdef TOOLS_ENABLED
if (t->detect_3d) {
t->detect_3d(t->detect_3d_ud);
@@ -1265,14 +1248,11 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
case ShaderLanguage::TYPE_SAMPLER3D: {
target = GL_TEXTURE_3D;
+ tex = storage->resources.white_tex_3d;
- switch (texture_hints[i]) {
-
- // TODO
- default: {
- tex = storage->resources.white_tex_3d;
- } break;
- }
+ //switch (texture_hints[i]) {
+ // TODO
+ //}
} break;
@@ -1281,6 +1261,8 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
// TODO
} break;
+
+ default: {}
}
}
@@ -1448,7 +1430,16 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->particle_valid_histories[1]) {
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer, this was used 2 frames ago so it should be good enough for flushing
- RasterizerGLES3Particle *particle_array = (RasterizerGLES3Particle *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
+ RasterizerGLES3Particle *particle_array;
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<RasterizerGLES3Particle *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+#else
+ PoolVector<RasterizerGLES3Particle> particle_vector;
+ particle_vector.resize(particles->amount);
+ PoolVector<RasterizerGLES3Particle>::Write w = particle_vector.write();
+ particle_array = w.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), particle_array);
+#endif
SortArray<RasterizerGLES3Particle, RasterizerGLES3ParticleSort> sorter;
@@ -1460,7 +1451,17 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
sorter.sort(particle_array, particles->amount);
+#ifndef __EMSCRIPTEN__
glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ w = PoolVector<RasterizerGLES3Particle>::Write();
+ particle_array = NULL;
+ {
+ PoolVector<RasterizerGLES3Particle>::Read r = particle_vector.read();
+ glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), r.ptr());
+ }
+ particle_vector = PoolVector<RasterizerGLES3Particle>();
+#endif
#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
@@ -1508,6 +1509,7 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
}
} break;
+ default: {}
}
}
@@ -1556,8 +1558,11 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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);
+ int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
+ if (amount == -1) {
+ amount = multi_mesh->size;
+ }
#ifdef DEBUG_ENABLED
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
@@ -1826,6 +1831,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
} break;
+ default: {}
}
}
@@ -2217,7 +2223,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_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::WORLD_TRANSFORM, e->instance->transform);
_render_geometry(e);
@@ -2363,14 +2368,15 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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_depth_pass) {
+ 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_OPAQUE_DEPTH_LAYER_SHIFT;
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ if (!p_depth_pass) {
if (e->instance->gi_probe_instances.size()) {
e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
@@ -2385,9 +2391,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
}
e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
- } else {
- e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
}
/*
@@ -2533,7 +2536,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, 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, bool p_no_fog) {
//store camera into ubo
store_camera(p_cam_projection, state.ubo_data.projection_matrix);
@@ -2584,7 +2587,8 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.fog_color_enabled[0] = linear_fog.r;
state.ubo_data.fog_color_enabled[1] = linear_fog.g;
state.ubo_data.fog_color_enabled[2] = linear_fog.b;
- state.ubo_data.fog_color_enabled[3] = env->fog_enabled ? 1.0 : 0.0;
+ state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
+ state.ubo_data.fog_density = linear_fog.a;
Color linear_sun = env->fog_sun_color.to_linear();
state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
@@ -2593,6 +2597,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
state.ubo_data.fog_depth_begin = env->fog_depth_begin;
+ state.ubo_data.fog_depth_end = env->fog_depth_end;
state.ubo_data.fog_depth_curve = env->fog_depth_curve;
state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
@@ -2737,7 +2742,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split;
- Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
+ Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).affine_inverse();
CameraMatrix bias;
bias.set_light_bias();
@@ -3034,13 +3039,14 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib;
} else {
Color ambient_linear;
- float contrib = 0;
+ // FIXME: contrib was retrieved but never used, is it meant to be set as ambient[3]? (GH-20361)
+ //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_sky_contribution;
+ //contrib = p_env->ambient_sky_contribution;
}
reflection_ubo.ambient[0] = ambient_linear.r;
@@ -3097,40 +3103,6 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida
glBindVertexArray(0);
}
-void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) {
-
- //copy to front buffer
- 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);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse);
-
- 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);
- } else {
- /* FIXME: Why are both statements equal? */
- 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);
-}
-
void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) {
//copy to front buffer
@@ -3164,7 +3136,6 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
current_material_index = 0;
state.used_sss = false;
state.used_screen_texture = false;
-
//fill list
for (int i = 0; i < p_cull_count; i++) {
@@ -3242,6 +3213,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
}
} break;
+ default: {}
}
}
}
@@ -3627,7 +3599,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
- if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) { //no post process on small render targets
//no environment or transparent render, simply return and convert to SRGB
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glActiveTexture(GL_TEXTURE0);
@@ -3978,7 +3950,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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_REINHARD_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARD);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure);
@@ -4065,7 +4037,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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_REINHARD_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);
@@ -4130,7 +4102,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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, p_reflection_probe.is_valid());
bool fb_cleared = false;
@@ -4325,10 +4297,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
}
+ VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.
+
if (env) {
- switch (env->bg_mode) {
+ switch (bg_mode) {
case VS::ENV_BG_COLOR_SKY:
-
case VS::ENV_BG_SKY:
sky = storage->sky_owner.getornull(env->sky);
@@ -4366,9 +4339,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
break;
+ default: {}
}
}
+ if (probe && probe->probe_ptr->interior) {
+ env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
+ }
+
state.texscreen_copied = false;
glBlendEquation(GL_FUNC_ADD);
@@ -4534,7 +4512,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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;
float dp_direction = 0.0;
float zfar = 0;
@@ -4616,7 +4594,6 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
fbo = directional_shadow.fbo;
- vp_height = directional_shadow.size;
} else {
//set from shadow atlas
@@ -4626,7 +4603,6 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
fbo = shadow_atlas->fbo;
- vp_height = shadow_atlas->size;
uint32_t key = shadow_atlas->shadow_owners[p_light];
@@ -4904,10 +4880,7 @@ void RasterizerSceneGLES3::initialize() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/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;
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,1000000,1"));
{
//quad buffers
@@ -5106,6 +5079,7 @@ void RasterizerSceneGLES3::initialize() {
{
uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/immediate_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/immediate_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
glGenBuffers(1, &state.immediate_buffer);
glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
@@ -5180,13 +5154,13 @@ void RasterizerSceneGLES3::initialize() {
void RasterizerSceneGLES3::iteration() {
- shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode")));
- subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface");
- subsurface_scatter_weight_samples = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/weight_samples");
- subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality")));
- subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale");
+ shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
+ subsurface_scatter_follow_surface = GLOBAL_GET("rendering/quality/subsurface_scattering/follow_surface");
+ subsurface_scatter_weight_samples = GLOBAL_GET("rendering/quality/subsurface_scattering/weight_samples");
+ subsurface_scatter_quality = SubSurfaceScatterQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/quality")));
+ subsurface_scatter_size = GLOBAL_GET("rendering/quality/subsurface_scattering/scale");
- state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, ProjectSettings::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality"));
+ state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GLOBAL_GET("rendering/quality/voxel_cone_tracing/high_quality"));
}
void RasterizerSceneGLES3::finalize() {