diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 152 |
1 files changed, 112 insertions, 40 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 03ff84c093..88f14890ef 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -355,7 +355,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version; if (!should_realloc) { - shadow_atlas->quadrants[q].shadows[s].version = p_light_version; + shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version; //already existing, see if it should redraw or it's just OK return should_redraw; } @@ -365,7 +365,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //find a better place if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) { //found a better place! - ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; + ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow]; if (sh->owner.is_valid()) { //is taken, but is invalid, erasing it shadow_atlas->shadow_owners.erase(sh->owner); @@ -374,8 +374,8 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in } //erase previous - shadow_atlas->quadrants[q].shadows[s].version = 0; - shadow_atlas->quadrants[q].shadows[s].owner = RID(); + shadow_atlas->quadrants[q].shadows.write[s].version = 0; + shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); sh->owner = p_light_intance; sh->alloc_tick = tick; @@ -395,7 +395,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //already existing, see if it should redraw or it's just OK - shadow_atlas->quadrants[q].shadows[s].version = p_light_version; + shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version; return should_redraw; } @@ -405,7 +405,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //find a better place if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) { //found a better place! - ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; + ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow]; if (sh->owner.is_valid()) { //is taken, but is invalid, erasing it shadow_atlas->shadow_owners.erase(sh->owner); @@ -502,7 +502,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); - reflection_atlas->reflections[i].owner = RID(); + reflection_atlas->reflections.write[i].owner = RID(); ERR_CONTINUE(!reflection_probe_instance); reflection_probe_instance->reflection_atlas_index = -1; @@ -574,7 +574,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas, int //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); - reflection_atlas->reflections[i].owner = RID(); + reflection_atlas->reflections.write[i].owner = RID(); ERR_CONTINUE(!reflection_probe_instance); reflection_probe_instance->reflection_atlas_index = -1; @@ -629,7 +629,7 @@ void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner != rpi->self); - reflection_atlas->reflections[rpi->reflection_atlas_index].owner = RID(); + reflection_atlas->reflections.write[rpi->reflection_atlas_index].owner = RID(); rpi->reflection_atlas_index = -1; rpi->atlas = RID(); @@ -701,8 +701,8 @@ bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance victim_rpi->reflection_atlas_index = -1; } - reflection_atlas->reflections[best_free].owner = p_instance; - reflection_atlas->reflections[best_free].last_frame = storage->frame.count; + reflection_atlas->reflections.write[best_free].owner = p_instance; + reflection_atlas->reflections.write[best_free].last_frame = storage->frame.count; rpi->reflection_atlas_index = best_free; rpi->atlas = p_reflection_atlas; @@ -896,7 +896,7 @@ void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_m env->ssr_roughness = p_roughness; } -void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { +void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -908,6 +908,7 @@ void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float env->ssao_intensity2 = p_intensity2; env->ssao_bias = p_bias; env->ssao_light_affect = p_light_affect; + env->ssao_ao_channel_affect = p_ao_channel_affect; env->ssao_color = p_color; env->ssao_filter = p_blur; env->ssao_quality = p_quality; @@ -1007,7 +1008,10 @@ RID RasterizerSceneGLES3::light_instance_create(RID p_light) { light_instance->light = p_light; light_instance->light_ptr = storage->light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light_instance->light_ptr, RID()); + if (!light_instance->light_ptr) { + memdelete(light_instance); + ERR_FAIL_COND_V(!light_instance->light_ptr, RID()); + } light_instance->self = light_instance_owner.make_rid(light_instance); @@ -1189,6 +1193,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m int tc = p_material->textures.size(); RID *textures = p_material->textures.ptrw(); ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw(); + const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr(); state.current_main_tex = 0; @@ -1197,33 +1202,16 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m glActiveTexture(GL_TEXTURE0 + i); GLenum target; - GLuint tex; - - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]); + GLuint tex = 0; - if (!t) { - //check hints - target = GL_TEXTURE_2D; + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]); - switch (texture_hints[i]) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - tex = storage->resources.black_tex; - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - tex = storage->resources.aniso_tex; - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - tex = storage->resources.normal_tex; + if (t) { - } break; - default: { - tex = storage->resources.white_tex; - } break; + if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies + VisualServerRaster::redraw_request(); } - } else { - t = t->get_ptr(); //resolve for proxies #ifdef TOOLS_ENABLED if (t->detect_3d) { @@ -1241,6 +1229,59 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m target = t->target; tex = t->tex_id; + } else { + + switch (texture_types[i]) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + target = GL_TEXTURE_2D; + + switch (texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex = storage->resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex = storage->resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex = storage->resources.normal_tex; + + } break; + default: { + tex = storage->resources.white_tex; + } break; + } + + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + // TODO + } break; + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + + target = GL_TEXTURE_3D; + + switch (texture_hints[i]) { + + // TODO + default: { + tex = storage->resources.white_tex_3d; + } break; + } + + } break; + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + // TODO + } break; + } } glBindTexture(target, tex); @@ -1335,7 +1376,7 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer - int stride = (multi_mesh->xform_floats + multi_mesh->color_floats) * 4; + 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); glVertexAttribDivisor(8, 1); @@ -1356,6 +1397,8 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo color_ofs = 8 * 4; } + int custom_data_ofs = color_ofs; + switch (multi_mesh->color_format) { case VS::MULTIMESH_COLOR_NONE: { @@ -1366,12 +1409,33 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo glEnableVertexAttribArray(11); glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + 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); glVertexAttribDivisor(11, 1); + custom_data_ofs += 4 * 4; + } break; + } + + switch (multi_mesh->custom_data_format) { + + case VS::MULTIMESH_CUSTOM_DATA_NONE: { + glDisableVertexAttribArray(12); + glVertexAttrib4f(12, 1, 1, 1, 1); + } break; + case VS::MULTIMESH_CUSTOM_DATA_8BIT: { + glEnableVertexAttribArray(12); + glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + 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); + glVertexAttribDivisor(12, 1); } break; } @@ -1545,6 +1609,11 @@ 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(); + } + #ifdef TOOLS_ENABLED if (t->detect_3d) { t->detect_3d(t->detect_3d_ud); @@ -2507,6 +2576,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution; state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; + state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect; //fog @@ -3813,8 +3883,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, false); //last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer - SWAP(exposure_shrink[exposure_shrink.size() - 1].fbo, storage->frame.current_rt->exposure.fbo); - SWAP(exposure_shrink[exposure_shrink.size() - 1].color, storage->frame.current_rt->exposure.color); + SWAP(exposure_shrink.write[exposure_shrink.size() - 1].fbo, storage->frame.current_rt->exposure.fbo); + SWAP(exposure_shrink.write[exposure_shrink.size() - 1].color, storage->frame.current_rt->exposure.color); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); @@ -4051,6 +4121,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const state.ubo_data.z_slope_scale = 0; state.ubo_data.shadow_dual_paraboloid_render_side = 0; state.ubo_data.shadow_dual_paraboloid_render_zfar = 0; + state.ubo_data.opaque_prepass_threshold = 0.99; p_cam_projection.get_viewport_size(state.ubo_data.viewport_size[0], state.ubo_data.viewport_size[1]); @@ -4663,6 +4734,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.ubo_data.z_slope_scale = normal_bias; state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction; state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar; + state.ubo_data.opaque_prepass_threshold = 0.1; _setup_environment(NULL, light_projection, light_transform); @@ -4741,7 +4813,7 @@ bool RasterizerSceneGLES3::free(RID p_rid) { uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; - shadow_atlas->quadrants[q].shadows[s].owner = RID(); + shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); shadow_atlas->shadow_owners.erase(p_rid); } @@ -4831,7 +4903,7 @@ void RasterizerSceneGLES3::initialize() { glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); - render_list.max_elements = GLOBAL_DEF("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); + 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) |