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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp74
1 files changed, 48 insertions, 26 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 14c436fd00..ffe9e1c831 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -653,7 +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()) {
@@ -846,7 +846,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl
env->dof_blur_near_amount = p_amount;
env->dof_blur_near_quality = p_quality;
}
-void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -859,6 +859,7 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
env->glow_blend_mode = p_blend_mode;
env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
env->glow_bicubic_upscale = p_bicubic_upscale;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
@@ -934,13 +935,14 @@ 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;
@@ -1189,11 +1191,12 @@ 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);
@@ -1246,14 +1249,11 @@ 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;
@@ -1431,7 +1431,16 @@ 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;
@@ -1443,7 +1452,17 @@ 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
@@ -2205,7 +2224,6 @@ 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);
@@ -2519,7 +2537,7 @@ 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);
@@ -2570,7 +2588,8 @@ 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;
@@ -2579,6 +2598,7 @@ 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;
@@ -3020,20 +3040,17 @@ 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;
- // 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;
}
reflection_ubo.ambient[0] = ambient_linear.r;
reflection_ubo.ambient[1] = ambient_linear.g;
reflection_ubo.ambient[2] = ambient_linear.b;
- reflection_ubo.ambient[3] = 0;
+ reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light
}
int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
@@ -3580,7 +3597,7 @@ 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);
@@ -3882,6 +3899,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
glActiveTexture(GL_TEXTURE0);
if (i == 0) {
@@ -4083,7 +4101,7 @@ 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;
@@ -4278,8 +4296,10 @@ 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:
@@ -4322,6 +4342,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
}
+ 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);
@@ -4855,10 +4879,7 @@ 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
@@ -5057,6 +5078,7 @@ 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);