diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 74 |
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); |