summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_scene_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp49
1 files changed, 36 insertions, 13 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 026ec85e6b..b75fdf5f71 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -420,6 +420,11 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
}
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ if (ginstance->data->dirty_dependencies) {
+ mesh_storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ }
+ }
}
ginstance->store_transform_cache = store_transform;
@@ -783,7 +788,7 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
}
Basis sky_transform = environment_get_sky_orientation(p_env);
sky_transform.invert();
- sky_transform = p_transform.basis * sky_transform;
+ sky_transform = sky_transform * p_transform.basis;
bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
if (!success) {
@@ -1316,6 +1321,7 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
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.camera_visible_layers = p_render_data->camera_visible_layers;
if (p_render_data->view_count > 1) {
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
@@ -1700,6 +1706,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
render_data.cam_projection = p_camera_data->main_projection;
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
+ render_data.camera_visible_layers = p_camera_data->visible_layers;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
@@ -1895,7 +1902,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
- uint32_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
+ uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
SceneShaderGLES3::DISABLE_LIGHT_SPOT;
@@ -1936,7 +1943,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glClearBufferfv(GL_COLOR, 0, clear_color.components);
}
RENDER_TIMESTAMP("Render Opaque Pass");
- uint32_t spec_constant_base_flags = 0;
+ uint64_t spec_constant_base_flags = 0;
{
// Specialization Constants that apply for entire rendering pass.
@@ -2007,8 +2014,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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
+ uint64_t prev_spec_constants = 0;
- uint32_t base_spec_constants = p_params->spec_constant_base_flags;
+ // Specializations constants used by all instances in the scene.
+ uint64_t base_spec_constants = p_params->spec_constant_base_flags;
if (p_render_data->view_count > 1) {
base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
@@ -2201,10 +2210,13 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
glBindVertexArray(vertex_array_gl);
}
prev_vertex_array_gl = vertex_array_gl;
+
+ // Invalidate the previous index array
+ prev_index_array_gl = 0;
}
bool use_index_buffer = index_array_gl != 0;
- if (prev_index_array_gl != index_array_gl || prev_vertex_array_gl != vertex_array_gl) {
+ 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);
@@ -2228,8 +2240,18 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
}
- if (prev_shader != shader || prev_variant != instance_variant) {
- bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
+ uint64_t spec_constants = base_spec_constants;
+
+ if (inst->omni_light_count == 0) {
+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
+ }
+
+ if (inst->spot_light_count == 0) {
+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
+ }
+
+ if (prev_shader != shader || prev_variant != instance_variant || spec_constants != prev_spec_constants) {
+ bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, spec_constants);
if (!success) {
continue;
}
@@ -2241,29 +2263,30 @@ 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, instance_variant, base_spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, spec_constants);
prev_shader = shader;
prev_variant = instance_variant;
+ prev_spec_constants = spec_constants;
}
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, instance_variant, base_spec_constants);
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, base_spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, spec_constants);
if (inst->omni_light_count) {
- glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), 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, spec_constants), 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, instance_variant, base_spec_constants), 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, spec_constants), 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, instance_variant, base_spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, spec_constants);
if (inst->instance_count > 0) {
// Using MultiMesh or Particles.
// Bind instance buffers.