diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 84 |
1 files changed, 63 insertions, 21 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index c0af9b3bcf..b504ef819f 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -148,6 +148,9 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ glClearDepth(0.0f); glClear(GL_DEPTH_BUFFER_BIT); + glBindFramebuffer(GL_FRAMEBUFFER,0); + + } } @@ -557,6 +560,8 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas,int p_size) } + + void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv) { ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); @@ -1081,6 +1086,18 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m state.current_line_width=p_material->line_width; } + if (state.current_depth_test!=(!p_material->shader->spatial.ontop)) { + if (p_material->shader->spatial.ontop) { + glDisable(GL_DEPTH_TEST); + + } else { + glEnable(GL_DEPTH_TEST); + + } + + state.current_depth_test=!p_material->shader->spatial.ontop; + } + if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) { switch(p_material->shader->spatial.depth_draw_mode) { case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: @@ -1204,6 +1221,11 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m } else { +#ifdef TOOLS_ENABLED + if (t->detect_3d) { + t->detect_3d(t->detect_3d_ud); + } +#endif if (storage->config.srgb_decode_supported) { //if SRGB decode extension is present, simply switch the texture to whathever is needed bool must_srgb=false; @@ -1216,9 +1238,8 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m if (must_srgb) { glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); #ifdef TOOLS_ENABLED - if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { - t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; - //notify that texture must be set to linear beforehand, so it works in other platforms when exported + if (t->detect_srgb) { + t->detect_srgb(t->detect_srgb_ud); } #endif @@ -1714,6 +1735,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e state.cull_front=false; glCullFace(GL_BACK); + state.current_depth_test=true; + glEnable(GL_DEPTH_TEST); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false); state.current_blend_mode=-1; @@ -2297,10 +2321,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform& ubo_data.light_params[3]=0; Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color[0]=shadow_color.r; - ubo_data.light_shadow_color[1]=shadow_color.g; - ubo_data.light_shadow_color[2]=shadow_color.b; - ubo_data.light_shadow_color[3]=1.0; + ubo_data.light_shadow_color_contact[0]=shadow_color.r; + ubo_data.light_shadow_color_contact[1]=shadow_color.g; + ubo_data.light_shadow_color_contact[2]=shadow_color.b; + ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (p_use_shadows && li->light_ptr->shadow) { @@ -2456,10 +2480,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu ubo_data.light_params[3]=0; Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color[0]=shadow_color.r; - ubo_data.light_shadow_color[1]=shadow_color.g; - ubo_data.light_shadow_color[2]=shadow_color.b; - ubo_data.light_shadow_color[3]=1.0; + ubo_data.light_shadow_color_contact[0]=shadow_color.r; + ubo_data.light_shadow_color_contact[1]=shadow_color.g; + ubo_data.light_shadow_color_contact[2]=shadow_color.b; + ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information @@ -2549,10 +2573,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu ubo_data.light_params[3]=0; Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color[0]=shadow_color.r; - ubo_data.light_shadow_color[1]=shadow_color.g; - ubo_data.light_shadow_color[2]=shadow_color.b; - ubo_data.light_shadow_color[3]=1.0; + ubo_data.light_shadow_color_contact[0]=shadow_color.r; + ubo_data.light_shadow_color_contact[1]=shadow_color.g; + ubo_data.light_shadow_color_contact[2]=shadow_color.b; + ubo_data.light_shadow_color_contact[3]=li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information @@ -3736,14 +3760,20 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C state.ubo_data.shadow_dual_paraboloid_render_side=0; state.ubo_data.shadow_dual_paraboloid_render_zfar=0; + if (storage->frame.current_rt) { + state.ubo_data.screen_pixel_size[0]=1.0/storage->frame.current_rt->width; + state.ubo_data.screen_pixel_size[1]=1.0/storage->frame.current_rt->height; + } + _setup_environment(env,p_cam_projection,p_cam_transform); bool fb_cleared=false; glDepthFunc(GL_LEQUAL); + state.used_contact_shadows=true; - if (storage->frame.current_rt && true) { + if (storage->frame.current_rt && true) { //detect with state.used_contact_shadows too //pre z pass @@ -3770,6 +3800,19 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C glColorMask(1,1,1,1); + if (state.used_contact_shadows) { + + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + //bind depth for read + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-8); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + } + fb_cleared=true; render_pass++; } @@ -4403,18 +4446,18 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa render_list.sort_by_depth(false); //shadow is front to back for performance - glDepthMask(true); - glColorMask(1,1,1,1); glDisable(GL_BLEND); glDisable(GL_DITHER); glEnable(GL_DEPTH_TEST); glBindFramebuffer(GL_FRAMEBUFFER,fbo); + glDepthMask(true); + glColorMask(0,0,0,0); + if (custom_vp_size) { glViewport(0,0,custom_vp_size,custom_vp_size); glScissor(0,0,custom_vp_size,custom_vp_size); - } else { glViewport(x,y,width,height); glScissor(x,y,width,height); @@ -4434,7 +4477,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); - _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,!flip_facing,false,true,false,false); + _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,flip_facing,false,true,false,false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,false); @@ -5009,5 +5052,4 @@ void RasterizerSceneGLES3::finalize(){ RasterizerSceneGLES3::RasterizerSceneGLES3() { - } |