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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp277
1 files changed, 208 insertions, 69 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index d3936801dd..9cb44349bf 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -6,6 +6,7 @@
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 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 */
@@ -1215,7 +1216,26 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
return rebind;
}
-void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) {
+struct RasterizerGLES3Particle {
+
+ float color[4];
+ float velocity_active[4];
+ float custom[4];
+ float xform_1[4];
+ float xform_2[4];
+ float xform_3[4];
+};
+
+struct RasterizerGLES3ParticleSort {
+
+ Vector3 z_dir;
+ bool operator()(const RasterizerGLES3Particle &p_a, const RasterizerGLES3Particle &p_b) const {
+
+ return z_dir.dot(Vector3(p_a.xform_1[3], p_a.xform_2[3], p_a.xform_3[3])) < z_dir.dot(Vector3(p_b.xform_1[3], p_b.xform_2[3], p_b.xform_3[3]));
+ }
+};
+
+void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transform &p_view_transform) {
switch (e->instance->base_type) {
@@ -1283,6 +1303,61 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) {
}
} break;
+ case VS::INSTANCE_PARTICLES: {
+
+ RasterizerStorageGLES3::Particles *particles = static_cast<RasterizerStorageGLES3::Particles *>(e->owner);
+ RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
+
+ 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);
+
+ SortArray<RasterizerGLES3Particle, RasterizerGLES3ParticleSort> sorter;
+
+ if (particles->use_local_coords) {
+ sorter.compare.z_dir = e->instance->transform.affine_inverse().xform(p_view_transform.basis.get_axis(2)).normalized();
+ } else {
+ sorter.compare.z_dir = p_view_transform.basis.get_axis(2).normalized();
+ }
+
+ sorter.sort(particle_array, particles->amount);
+
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+
+ 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
+ glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //modify the buffer
+ }
+
+ int stride = sizeof(float) * 4 * 6;
+
+ //transform
+
+ 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);
+ glVertexAttribDivisor(8, 1);
+ glEnableVertexAttribArray(9); //xform y
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 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);
+ glVertexAttribDivisor(10, 1);
+ glEnableVertexAttribArray(11); //color
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribDivisor(11, 1);
+ glEnableVertexAttribArray(12); //custom
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribDivisor(12, 1);
+ }
+
+ } break;
}
}
@@ -1451,6 +1526,101 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
restore_tex = false;
}
} break;
+ case VS::INSTANCE_PARTICLES: {
+
+ RasterizerStorageGLES3::Particles *particles = static_cast<RasterizerStorageGLES3::Particles *>(e->owner);
+ RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
+
+ if (!particles->use_local_coords) //not using local coordinates? then clear transform..
+ state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, Transform());
+
+ int amount = particles->amount;
+
+ if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_LIFETIME) {
+ //split
+
+ int stride = sizeof(float) * 4 * 6;
+ int split = int(Math::ceil(particles->phase * particles->amount));
+
+ 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);
+ glVertexAttribDivisor(8, 1);
+ glEnableVertexAttribArray(9); //xform y
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 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);
+ glVertexAttribDivisor(10, 1);
+ glEnableVertexAttribArray(11); //color
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 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);
+ glVertexAttribDivisor(12, 1);
+
+ 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);
+
+ } else {
+
+ glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount - split);
+
+ storage->info.render_vertices_count += s->array_len * (amount - split);
+ }
+ }
+
+ if (split > 0) {
+ glEnableVertexAttribArray(8); //xform x
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 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);
+ glVertexAttribDivisor(9, 1);
+ glEnableVertexAttribArray(10); //xform z
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ glVertexAttribDivisor(10, 1);
+ glEnableVertexAttribArray(11); //color
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribDivisor(11, 1);
+ glEnableVertexAttribArray(12); //custom
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribDivisor(12, 1);
+
+ 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;
+
+ } else {
+
+ glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, split);
+
+ storage->info.render_vertices_count += s->array_len * split;
+ }
+ }
+
+ } else {
+
+ 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;
+
+ } else {
+
+ glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
+
+ storage->info.render_vertices_count += s->array_len * amount;
+ }
+ }
+
+ } break;
}
}
@@ -1556,61 +1726,6 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
}
}
-void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance, const Transform &p_view_transform, const CameraMatrix &p_projection) {
-
- if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) {
-
- Transform xf = p_instance->transform;
- if (p_instance->depth_scale) {
-
- if (p_projection.matrix[3][3]) {
- //orthogonal matrix, try to do about the same
- //with viewport size
- //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
- real_t h = Math::abs(1.0 / (2.0 * p_projection.matrix[1][1]));
- float sc = (h * 2.0); //consistent with Y-fov
- xf.basis.scale(Vector3(sc, sc, sc));
- } else {
- //just scale by depth
- real_t sc = Plane(p_view_transform.origin, -p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin);
- xf.basis.scale(Vector3(sc, sc, sc));
- }
- }
-
- if (p_instance->billboard && storage->frame.current_rt) {
-
- Vector3 scale = xf.basis.get_scale();
-
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
- xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
- } else {
- xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
- }
-
- xf.basis.scale(scale);
- }
-
- if (p_instance->billboard_y && storage->frame.current_rt) {
-
- Vector3 scale = xf.basis.get_scale();
- Vector3 look_at = p_view_transform.get_origin();
- look_at.y = 0.0;
- Vector3 look_at_norm = look_at.normalized();
-
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
- xf.set_look_at(xf.origin, xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
- } else {
- xf.set_look_at(xf.origin, xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
- }
- xf.basis.scale(scale);
- }
- state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf);
-
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform);
- }
-}
-
void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_reverse_cull) {
bool front = p_front;
@@ -1677,6 +1792,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set)
bool first = true;
+ bool prev_use_instancing = false;
storage->info.render_object_count += p_element_count;
@@ -1804,10 +1920,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
}
+ bool use_instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH || e->instance->base_type == VS::INSTANCE_PARTICLES;
-
- if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) {
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH);
+ if (use_instancing != prev_use_instancing) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, use_instancing);
rebind = true;
}
@@ -1820,7 +1936,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (skeleton.is_valid()) {
RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
- glBindTexture(GL_TEXTURE_2D,sk->texture);
+ glBindTexture(GL_TEXTURE_2D, sk->texture);
}
}
@@ -1835,23 +1951,20 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
}
-
-
if (!(e->sort_key & RenderList::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);
+ _setup_geometry(e, p_view_transform);
storage->info.render_surface_switch_count++;
}
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull);
state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0);
-
- _setup_transform(e->instance, p_view_transform, p_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
_render_geometry(e);
@@ -1861,6 +1974,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
prev_owner = e->owner;
prev_shading = shading;
prev_skeleton = skeleton;
+ prev_use_instancing = use_instancing;
first = false;
}
@@ -1930,7 +2044,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
return; //bye
- if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ if (!m->shader->spatial.writes_modelview_or_projection && !m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
//shader does not use discard and does not write a vertex position, use generic material
if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
m = storage->material_owner.getptr(default_material_twosided);
@@ -2730,6 +2844,30 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
case VS::INSTANCE_IMMEDIATE: {
} break;
+ case VS::INSTANCE_PARTICLES: {
+
+ RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getptr(inst->base);
+ ERR_CONTINUE(!particles);
+
+ for (int i = 0; i < particles->draw_passes.size(); i++) {
+
+ RID pmesh = particles->draw_passes[i];
+ if (!pmesh.is_valid())
+ continue;
+ RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.get(pmesh);
+ if (!mesh)
+ continue; //mesh not assigned
+
+ int ssize = mesh->surfaces.size();
+
+ for (int j = 0; j < ssize; j++) {
+
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[j];
+ _add_geometry(s, inst, particles, -1, p_shadow);
+ }
+ }
+
+ } break;
}
}
}
@@ -4419,13 +4557,14 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.init();
- default_shader = storage->shader_create(VS::SHADER_SPATIAL);
+ 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_shader_twosided = storage->shader_create(VS::SHADER_SPATIAL);
+ default_shader_twosided = storage->shader_create();
default_material_twosided = storage->material_create();
- storage->shader_set_code(default_shader_twosided, "render_mode cull_disabled;\n");
+ 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);
glGenBuffers(1, &state.scene_ubo);