diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 381 |
1 files changed, 271 insertions, 110 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 183fe8c5f8..c7ef5cded4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -34,6 +34,7 @@ #include "core/os/os.h" #include "core/project_settings.h" #include "rasterizer_canvas_gles3.h" +#include "servers/camera/camera_feed.h" #include "servers/visual/visual_server_raster.h" #ifndef GLES_OVER_GL @@ -830,6 +831,12 @@ void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color env->ambient_energy = p_energy; env->ambient_sky_contribution = p_sky_contribution; } +void RasterizerSceneGLES3::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) { + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->camera_feed_id = p_camera_feed_id; +} void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { @@ -1061,12 +1068,11 @@ void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_b if (p_data.is_valid()) { RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data); ERR_FAIL_COND(!gipd); - if (gipd) { - gipi->tex_cache = gipd->tex_id; - gipi->cell_size_cache.x = 1.0 / gipd->width; - gipi->cell_size_cache.y = 1.0 / gipd->height; - gipi->cell_size_cache.z = 1.0 / gipd->depth; - } + + gipi->tex_cache = gipd->tex_id; + gipi->cell_size_cache.x = 1.0 / gipd->width; + gipi->cell_size_cache.y = 1.0 / gipd->height; + gipi->cell_size_cache.z = 1.0 / gipd->depth; } } void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) { @@ -1199,12 +1205,12 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m 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); @@ -1268,10 +1274,18 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m case ShaderLanguage::TYPE_ISAMPLER2DARRAY: case ShaderLanguage::TYPE_USAMPLER2DARRAY: case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + + target = GL_TEXTURE_2D_ARRAY; + tex = storage->resources.white_tex_array; + + //switch (texture_hints[i]) { // TODO + //} + } break; - default: {} + default: { + } } } @@ -1369,17 +1383,17 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4; glEnableVertexAttribArray(8); - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); + glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, NULL); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 4 * 4); + glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4)); glVertexAttribDivisor(9, 1); int color_ofs; if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) { glEnableVertexAttribArray(10); - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 8 * 4); + glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4)); glVertexAttribDivisor(10, 1); color_ofs = 12 * 4; } else { @@ -1398,14 +1412,14 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo } break; case VS::MULTIMESH_COLOR_8BIT: { glEnableVertexAttribArray(11); - glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + color_ofs); + glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); glVertexAttribDivisor(11, 1); custom_data_ofs += 4; } break; case VS::MULTIMESH_COLOR_FLOAT: { glEnableVertexAttribArray(11); - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs); + glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); glVertexAttribDivisor(11, 1); custom_data_ofs += 4 * 4; } break; @@ -1419,13 +1433,13 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo } break; case VS::MULTIMESH_CUSTOM_DATA_8BIT: { glEnableVertexAttribArray(12); - glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + custom_data_ofs); + glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); glVertexAttribDivisor(12, 1); } break; case VS::MULTIMESH_CUSTOM_DATA_FLOAT: { glEnableVertexAttribArray(12); - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + custom_data_ofs); + glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); glVertexAttribDivisor(12, 1); } break; } @@ -1501,24 +1515,25 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) { glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3); + glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4); + glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5); + glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); + glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2); + glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); glVertexAttribDivisor(12, 1); } } break; - default: {} + default: { + } } } @@ -1622,11 +1637,10 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture); - t = t->get_ptr(); //resolve for proxies - if (t->redraw_if_visible) { VisualServerRaster::redraw_request(); } + t = t->get_ptr(); //resolve for proxies #ifdef TOOLS_ENABLED if (t->detect_3d) { @@ -1653,7 +1667,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(VS::ARRAY_NORMAL); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr()); - glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector3) * vertices; } else { @@ -1665,7 +1679,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(VS::ARRAY_TANGENT); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr()); - glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Plane) * vertices; } else { @@ -1677,7 +1691,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr()); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Color) * vertices; } else { @@ -1690,7 +1704,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector2) * vertices; } else { @@ -1702,7 +1716,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs2.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector2) * vertices; } else { @@ -1712,7 +1726,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(VS::ARRAY_VERTEX); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr()); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size()); } @@ -1741,19 +1755,19 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { if (amount - split > 0) { glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3); + glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3)); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4); + glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4)); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5); + glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5)); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0); + glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0)); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2); + glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2)); glVertexAttribDivisor(12, 1); #ifdef DEBUG_ENABLED @@ -1779,19 +1793,19 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { if (split > 0) { glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3); + glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4); + glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5); + glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); + glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2); + glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); glVertexAttribDivisor(12, 1); #ifdef DEBUG_ENABLED @@ -1825,6 +1839,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { 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); @@ -1840,7 +1855,8 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { } } break; - default: {} + default: { + } } } @@ -2036,7 +2052,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ int current_blend_mode = -1; int prev_shading = -1; - RID prev_skeleton; + RasterizerStorageGLES3::Skeleton *prev_skeleton = NULL; state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set) @@ -2050,7 +2066,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ RenderList::Element *e = p_elements[i]; RasterizerStorageGLES3::Material *material = e->material; - RID skeleton = e->instance->skeleton; + RasterizerStorageGLES3::Skeleton *skeleton = NULL; + if (e->instance->skeleton.is_valid()) { + skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); + } bool rebind = first; @@ -2197,15 +2216,14 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } if (prev_skeleton != skeleton) { - if (prev_skeleton.is_valid() != skeleton.is_valid()) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton.is_valid()); + if ((prev_skeleton == NULL) != (skeleton == NULL)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton != NULL); rebind = true; } - if (skeleton.is_valid()) { - RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); + if (skeleton) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - glBindTexture(GL_TEXTURE_2D, sk->texture); + glBindTexture(GL_TEXTURE_2D, skeleton->texture); } } @@ -2232,6 +2250,11 @@ 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); + if (skeleton) { + state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_TRANSFORM, skeleton->world_transform); + state.scene_shader.set_uniform(SceneShaderGLES3::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform); + } + state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform); _render_geometry(e); @@ -2335,9 +2358,13 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G state.used_screen_texture = true; } + if (p_material->shader->spatial.uses_depth_texture) { + state.used_depth_texture = true; + } + if (p_depth_pass) { - if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) + if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) return; //bye if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { @@ -2354,7 +2381,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G has_alpha = false; } - RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); + RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element(); if (!e) return; @@ -2770,7 +2797,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview; - store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]); + store_camera(shadow_mtx, &ubo_data.shadow.matrix[16 * j]); ubo_data.light_clamp[0] = atlas_rect.position.x; ubo_data.light_clamp[1] = atlas_rect.position.y; @@ -2881,7 +2908,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c Transform proj = (p_camera_inverse_transform * li->transform).inverse(); - store_transform(proj, ubo_data.shadow_matrix1); + store_transform(proj, ubo_data.shadow.matrix1); ubo_data.light_params[3] = 1.0; //means it has shadow ubo_data.light_clamp[0] = float(x) / atlas_size; @@ -2970,7 +2997,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; - store_camera(shadow_mtx, ubo_data.shadow_matrix1); + store_camera(shadow_mtx, ubo_data.shadow.matrix1); } li->light_index = state.spot_light_count; @@ -3106,7 +3133,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, - GL_DEPTH_STENCIL_ATTACHMENT + GL_DEPTH_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); @@ -3151,6 +3178,8 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p current_material_index = 0; state.used_sss = false; state.used_screen_texture = false; + state.used_depth_texture = false; + //fill list for (int i = 0; i < p_cull_count; i++) { @@ -3165,10 +3194,10 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p int ssize = mesh->surfaces.size(); - for (int i = 0; i < ssize; i++) { + for (int j = 0; j < ssize; j++) { - int mat_idx = inst->materials[i].is_valid() ? i : -1; - RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; + int mat_idx = inst->materials[j].is_valid() ? j : -1; + RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; _add_geometry(s, inst, NULL, mat_idx, p_depth_pass, p_shadow_pass); } @@ -3189,9 +3218,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p int ssize = mesh->surfaces.size(); - for (int i = 0; i < ssize; i++) { + for (int j = 0; j < ssize; j++) { - RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; + RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; _add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass); } @@ -3209,9 +3238,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getptr(inst->base); ERR_CONTINUE(!particles); - for (int i = 0; i < particles->draw_passes.size(); i++) { + for (int j = 0; j < particles->draw_passes.size(); j++) { - RID pmesh = particles->draw_passes[i]; + RID pmesh = particles->draw_passes[j]; if (!pmesh.is_valid()) continue; RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.get(pmesh); @@ -3220,15 +3249,16 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p int ssize = mesh->surfaces.size(); - for (int j = 0; j < ssize; j++) { + for (int k = 0; k < ssize; k++) { - RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; + RasterizerStorageGLES3::Surface *s = mesh->surfaces[k]; _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass); } } } break; - default: {} + default: { + } } } } @@ -3266,6 +3296,29 @@ void RasterizerSceneGLES3::_blur_effect_buffer() { } } +void RasterizerSceneGLES3::_prepare_depth_texture() { + if (!state.prepared_depth_texture) { + //resolve depth buffer + 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); + state.prepared_depth_texture = true; + } +} + +void RasterizerSceneGLES3::_bind_depth_texture() { + if (!state.bound_depth_texture) { + ERR_FAIL_COND(!state.prepared_depth_texture); + //bind depth for read + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); + state.bound_depth_texture = true; + } +} + void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) { glDepthMask(GL_FALSE); @@ -3273,6 +3326,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glDisable(GL_CULL_FACE); glDisable(GL_BLEND); + _prepare_depth_texture(); + if (env->ssao_enabled || env->ssr_enabled) { //copy normal and roughness to effect buffer @@ -3605,7 +3660,6 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p if (storage->frame.current_rt->buffers.active) { //transfer to effect buffer if using buffers, also resolve MSAA - glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].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_COLOR_BUFFER_BIT, GL_NEAREST); @@ -3616,10 +3670,14 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p 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); + if (storage->frame.current_rt->external.fbo != 0) { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo); + } else { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]); storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]); storage->shaders.copy.bind(); @@ -3959,7 +4017,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + if (storage->frame.current_rt->external.fbo != 0) { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo); + } else { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, composite_from); @@ -4124,9 +4186,31 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glDepthFunc(GL_LEQUAL); - state.used_contact_shadows = true; + state.used_contact_shadows = false; + state.prepared_depth_texture = false; + state.bound_depth_texture = false; - if (!storage->config.no_depth_prepass && storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too + for (int i = 0; i < p_light_cull_count; i++) { + + ERR_BREAK(i >= RenderList::MAX_LIGHTS); + + LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); + if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) { + state.used_contact_shadows = true; + } + } + + // Do depth prepass if it's explicitly enabled + bool use_depth_prepass = storage->config.use_depth_prepass; + + // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled + use_depth_prepass = use_depth_prepass || state.used_contact_shadows; + + // Never do depth prepass if effects are disabled or if we render overdraws + use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; + use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; + + if (use_depth_prepass) { //pre z pass glDisable(GL_BLEND); @@ -4140,7 +4224,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glColorMask(0, 0, 0, 0); glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT); render_list.clear(); _fill_render_list(p_cull_result, p_cull_count, true, false); @@ -4153,22 +4237,15 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const 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); + _prepare_depth_texture(); + _bind_depth_texture(); } fb_cleared = true; render_pass++; - state.using_contact_shadows = true; + state.used_depth_prepass = true; } else { - state.using_contact_shadows = false; + state.used_depth_prepass = false; } _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); @@ -4215,7 +4292,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } else { - use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled + use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled //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]; @@ -4265,12 +4342,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (!fb_cleared) { - glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); + glClearDepth(1.0f); + glClear(GL_DEPTH_BUFFER_BIT); } Color clear_color(0, 0, 0, 0); RasterizerStorageGLES3::Sky *sky = NULL; + Ref<CameraFeed> feed; GLuint env_radiance_tex = 0; if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { @@ -4305,6 +4384,9 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const clear_color = env->bg_color.to_linear(); storage->frame.clear_request = false; + } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) { + feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id); + storage->frame.clear_request = false; } else { storage->frame.clear_request = false; } @@ -4355,7 +4437,65 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); break; - default: {} + case VS::ENV_BG_CAMERA_FEED: + if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) { + // copy our camera feed to our background + + glDisable(GL_BLEND); + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true); + + if (feed->get_datatype() == CameraFeed::FEED_RGB) { + RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE); + + VS::get_singleton()->texture_bind(camera_RGBA, 0); + } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) { + RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE); + + VS::get_singleton()->texture_bind(camera_YCbCr, 0); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); + + } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) { + RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE); + RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE); + + VS::get_singleton()->texture_bind(camera_Y, 0); + VS::get_singleton()->texture_bind(camera_CbCr, 1); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); + }; + + storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform()); + + _copy_screen(true, true); + + //turn off everything used + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false); + + //restore + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + } else { + // don't have a feed, just show greenscreen :) + clear_color = Color(0.0, 1.0, 0.0, 1.0); + } + break; + default: { + } } } @@ -4415,9 +4555,15 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); if (use_mrt) { + _render_mrts(env, p_cam_projection); } else { - //FIXME: check that this is possible to use + // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular + // - prepare screen texture for any geometry that uses a shader with screen texture + // - prepare depth texture for any geometry that uses a shader with depth texture + + bool framebuffer_dirty = false; + if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) { glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); @@ -4426,12 +4572,25 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); _blur_effect_buffer(); - //restored framebuffer + framebuffer_dirty = true; + } + + if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) { + _prepare_depth_texture(); + framebuffer_dirty = true; + } + + if (framebuffer_dirty) { + // Restore framebuffer glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } } + if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) { + _bind_depth_texture(); + } + if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); @@ -4461,8 +4620,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } _post_process(env, p_cam_projection); - - if (false && shadow_atlas) { + // Needed only for debugging + /* if (shadow_atlas && storage->frame.current_rt) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4472,7 +4631,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const 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 (false && storage->frame.current_rt) { + if (storage->frame.current_rt) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4482,7 +4641,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1)); } - if (false && reflection_atlas && storage->frame.current_rt) { + if (reflection_atlas && storage->frame.current_rt) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4491,7 +4650,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const 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 (false && directional_shadow.fbo) { + if (directional_shadow.fbo) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4501,7 +4660,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const 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 (false && env_radiance_tex) { + if ( env_radiance_tex) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -4512,8 +4671,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const 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)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - + }*/ //disable all stuff } @@ -4539,7 +4697,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ float bias = 0; float normal_bias = 0; - state.using_contact_shadows = false; + state.used_depth_prepass = false; CameraMatrix light_projection; Transform light_transform; @@ -4911,7 +5069,7 @@ void RasterizerSceneGLES3::initialize() { glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, ((uint8_t *)NULL) + sizeof(Vector3)); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3))); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind @@ -5016,7 +5174,7 @@ void RasterizerSceneGLES3::initialize() { state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n"); state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n"); - state.max_ubo_reflections = MIN(RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO)); + state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO)); state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections); @@ -5036,7 +5194,7 @@ void RasterizerSceneGLES3::initialize() { { //reflection cubemaps int max_reflection_cubemap_sampler_size = 512; - int cube_size = max_reflection_cubemap_sampler_size; + int rcube_size = max_reflection_cubemap_sampler_size; glActiveTexture(GL_TEXTURE0); @@ -5046,10 +5204,10 @@ void RasterizerSceneGLES3::initialize() { GLenum format = GL_RGBA; GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; - while (cube_size >= 32) { + while (rcube_size >= 32) { ReflectionCubeMap cube; - cube.size = cube_size; + cube.size = rcube_size; glGenTextures(1, &cube.depth); glBindTexture(GL_TEXTURE_2D, cube.depth); @@ -5088,7 +5246,7 @@ void RasterizerSceneGLES3::initialize() { reflection_cubemaps.push_back(cube); - cube_size >>= 1; + rcube_size >>= 1; } } @@ -5144,12 +5302,15 @@ void RasterizerSceneGLES3::initialize() { glGenTextures(1, &e.color); glBindTexture(GL_TEXTURE_2D, e.color); -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); -#else - glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); -#endif + + if (storage->config.framebuffer_float_supported) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); + } else if (storage->config.framebuffer_half_float_supported) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_HALF_FLOAT, NULL); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_UNSIGNED_INT_2_10_10_10_REV, NULL); + } + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |