diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 5390 |
1 files changed, 0 insertions, 5390 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp deleted file mode 100644 index 519fdf2b3b..0000000000 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ /dev/null @@ -1,5390 +0,0 @@ -/*************************************************************************/ -/* rasterizer_scene_gles3.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 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 */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "rasterizer_scene_gles3.h" - -#include "core/math/math_funcs.h" -#include "core/os/os.h" -#include "core/project_settings.h" -#include "rasterizer_canvas_gles3.h" -#include "servers/camera/camera_feed.h" -#include "servers/visual/visual_server_raster.h" - -#ifndef GLES_OVER_GL -#define glClearDepth glClearDepthf -#endif - -static const GLenum _cube_side_enum[6] = { - - GL_TEXTURE_CUBE_MAP_NEGATIVE_X, - GL_TEXTURE_CUBE_MAP_POSITIVE_X, - GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, - GL_TEXTURE_CUBE_MAP_POSITIVE_Y, - GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, - GL_TEXTURE_CUBE_MAP_POSITIVE_Z, - -}; - -static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) { - p_array[0] = p_mtx.basis.elements[0][0]; - p_array[1] = p_mtx.basis.elements[1][0]; - p_array[2] = p_mtx.basis.elements[2][0]; - p_array[3] = 0; - p_array[4] = p_mtx.basis.elements[0][1]; - p_array[5] = p_mtx.basis.elements[1][1]; - p_array[6] = p_mtx.basis.elements[2][1]; - p_array[7] = 0; - p_array[8] = p_mtx.basis.elements[0][2]; - p_array[9] = p_mtx.basis.elements[1][2]; - p_array[10] = p_mtx.basis.elements[2][2]; - p_array[11] = 0; - p_array[12] = p_mtx.origin.x; - p_array[13] = p_mtx.origin.y; - p_array[14] = p_mtx.origin.z; - p_array[15] = 1; -} - -static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - - p_array[i * 4 + j] = p_mtx.matrix[i][j]; - } - } -} - -/* SHADOW ATLAS API */ - -RID RasterizerSceneGLES3::shadow_atlas_create() { - - ShadowAtlas *shadow_atlas = memnew(ShadowAtlas); - shadow_atlas->fbo = 0; - shadow_atlas->depth = 0; - shadow_atlas->size = 0; - shadow_atlas->smallest_subdiv = 0; - - for (int i = 0; i < 4; i++) { - shadow_atlas->size_order[i] = i; - } - - return shadow_atlas_owner.make_rid(shadow_atlas); -} - -void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size) { - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); - ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_COND(p_size < 0); - - p_size = next_power_of_2(p_size); - - if (p_size == shadow_atlas->size) - return; - - // erasing atlas - if (shadow_atlas->fbo) { - glDeleteTextures(1, &shadow_atlas->depth); - glDeleteFramebuffers(1, &shadow_atlas->fbo); - - shadow_atlas->depth = 0; - shadow_atlas->fbo = 0; - } - for (int i = 0; i < 4; i++) { - //clear subdivisions - shadow_atlas->quadrants[i].shadows.resize(0); - shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision); - } - - //erase shadow atlas reference from lights - for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) { - LightInstance *li = light_instance_owner.getornull(E->key()); - ERR_CONTINUE(!li); - li->shadow_atlases.erase(p_atlas); - } - - //clear owners - shadow_atlas->shadow_owners.clear(); - - shadow_atlas->size = p_size; - - if (shadow_atlas->size) { - glGenFramebuffers(1, &shadow_atlas->fbo); - glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); - - // Create a texture for storing the depth - glActiveTexture(GL_TEXTURE0); - glGenTextures(1, &shadow_atlas->depth); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadow_atlas->size, shadow_atlas->size, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, - GL_TEXTURE_2D, shadow_atlas->depth, 0); - - glViewport(0, 0, shadow_atlas->size, shadow_atlas->size); - glClearDepth(0.0f); - glClear(GL_DEPTH_BUFFER_BIT); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - } -} - -void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); - ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_INDEX(p_quadrant, 4); - ERR_FAIL_INDEX(p_subdivision, 16384); - - uint32_t subdiv = next_power_of_2(p_subdivision); - if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer - subdiv <<= 1; - } - - subdiv = int(Math::sqrt((float)subdiv)); - - //obtain the number that will be x*x - - if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) - return; - - //erase all data from quadrant - for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) { - - if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) { - shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); - LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); - ERR_CONTINUE(!li); - li->shadow_atlases.erase(p_atlas); - } - } - - shadow_atlas->quadrants[p_quadrant].shadows.resize(0); - shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv); - shadow_atlas->quadrants[p_quadrant].subdivision = subdiv; - - //cache the smallest subdiv (for faster allocation in light update) - - shadow_atlas->smallest_subdiv = 1 << 30; - - for (int i = 0; i < 4; i++) { - if (shadow_atlas->quadrants[i].subdivision) { - shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision); - } - } - - if (shadow_atlas->smallest_subdiv == 1 << 30) { - shadow_atlas->smallest_subdiv = 0; - } - - //resort the size orders, simple bublesort for 4 elements.. - - int swaps = 0; - do { - swaps = 0; - - for (int i = 0; i < 3; i++) { - if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) { - SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]); - swaps++; - } - } - } while (swaps > 0); -} - -bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) { - - for (int i = p_quadrant_count - 1; i >= 0; i--) { - - int qidx = p_in_quadrants[i]; - - if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) { - return false; - } - - //look for an empty space - int sc = shadow_atlas->quadrants[qidx].shadows.size(); - ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw(); - - int found_free_idx = -1; //found a free one - int found_used_idx = -1; //found existing one, must steal it - uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion) - - for (int j = 0; j < sc; j++) { - if (!sarr[j].owner.is_valid()) { - found_free_idx = j; - break; - } - - LightInstance *sli = light_instance_owner.getornull(sarr[j].owner); - ERR_CONTINUE(!sli); - - if (sli->last_scene_pass != scene_pass) { - - //was just allocated, don't kill it so soon, wait a bit.. - if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) - continue; - - if (found_used_idx == -1 || sli->last_scene_pass < min_pass) { - found_used_idx = j; - min_pass = sli->last_scene_pass; - } - } - } - - if (found_free_idx == -1 && found_used_idx == -1) - continue; //nothing found - - if (found_free_idx == -1 && found_used_idx != -1) { - found_free_idx = found_used_idx; - } - - r_quadrant = qidx; - r_shadow = found_free_idx; - - return true; - } - - return false; -} - -bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); - ERR_FAIL_COND_V(!shadow_atlas, false); - - LightInstance *li = light_instance_owner.getornull(p_light_intance); - ERR_FAIL_COND_V(!li, false); - - if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) { - return false; - } - - uint32_t quad_size = shadow_atlas->size >> 1; - int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage)); - - int valid_quadrants[4]; - int valid_quadrant_count = 0; - int best_size = -1; //best size found - int best_subdiv = -1; //subdiv for the best size - - //find the quadrants this fits into, and the best possible size it can fit into - for (int i = 0; i < 4; i++) { - int q = shadow_atlas->size_order[i]; - int sd = shadow_atlas->quadrants[q].subdivision; - if (sd == 0) - continue; //unused - - int max_fit = quad_size / sd; - - if (best_size != -1 && max_fit > best_size) - break; //too large - - valid_quadrants[valid_quadrant_count++] = q; - best_subdiv = sd; - - if (max_fit >= desired_fit) { - best_size = max_fit; - } - } - - ERR_FAIL_COND_V(valid_quadrant_count == 0, false); - - uint64_t tick = OS::get_singleton()->get_ticks_msec(); - - //see if it already exists - - if (shadow_atlas->shadow_owners.has(p_light_intance)) { - //it does! - uint32_t key = shadow_atlas->shadow_owners[p_light_intance]; - uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; - - bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec); - bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version; - - if (!should_realloc) { - 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; - } - - int new_quadrant, new_shadow; - - //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.write[new_shadow]; - if (sh->owner.is_valid()) { - //is taken, but is invalid, erasing it - shadow_atlas->shadow_owners.erase(sh->owner); - LightInstance *sli = light_instance_owner.get(sh->owner); - sli->shadow_atlases.erase(p_atlas); - } - - //erase previous - 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; - sh->version = p_light_version; - li->shadow_atlases.insert(p_atlas); - - //make new key - key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; - key |= new_shadow; - //update it in map - shadow_atlas->shadow_owners[p_light_intance] = key; - //make it dirty, as it should redraw anyway - return true; - } - - //no better place for this shadow found, keep current - - //already existing, see if it should redraw or it's just OK - - shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version; - - return should_redraw; - } - - int new_quadrant, new_shadow; - - //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.write[new_shadow]; - if (sh->owner.is_valid()) { - //is taken, but is invalid, erasing it - shadow_atlas->shadow_owners.erase(sh->owner); - LightInstance *sli = light_instance_owner.get(sh->owner); - sli->shadow_atlases.erase(p_atlas); - } - - sh->owner = p_light_intance; - sh->alloc_tick = tick; - sh->version = p_light_version; - li->shadow_atlases.insert(p_atlas); - - //make new key - uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT; - key |= new_shadow; - //update it in map - shadow_atlas->shadow_owners[p_light_intance] = key; - //make it dirty, as it should redraw anyway - - return true; - } - - //no place to allocate this light, apologies - - return false; -} - -void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) { - - directional_shadow.light_count = p_count; - directional_shadow.current_light = 0; -} - -int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) { - - ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0); - - int shadow_size; - - if (directional_shadow.light_count == 1) { - shadow_size = directional_shadow.size; - } else { - shadow_size = directional_shadow.size / 2; //more than 4 not supported anyway - } - - LightInstance *light_instance = light_instance_owner.getornull(p_light_intance); - ERR_FAIL_COND_V(!light_instance, 0); - - switch (light_instance->light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: - break; //none - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size /= 2; break; - } - - return shadow_size; -} -////////////////////////////////////////////////////// - -RID RasterizerSceneGLES3::reflection_atlas_create() { - - ReflectionAtlas *reflection_atlas = memnew(ReflectionAtlas); - reflection_atlas->subdiv = 0; - reflection_atlas->color = 0; - reflection_atlas->size = 0; - for (int i = 0; i < 6; i++) { - reflection_atlas->fbo[i] = 0; - } - - return reflection_atlas_owner.make_rid(reflection_atlas); -} - -void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size) { - - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); - ERR_FAIL_COND(!reflection_atlas); - - int size = next_power_of_2(p_size); - - if (size == reflection_atlas->size) - return; - if (reflection_atlas->size) { - for (int i = 0; i < 6; i++) { - glDeleteFramebuffers(1, &reflection_atlas->fbo[i]); - reflection_atlas->fbo[i] = 0; - } - glDeleteTextures(1, &reflection_atlas->color); - reflection_atlas->color = 0; - } - - reflection_atlas->size = size; - - for (int i = 0; i < reflection_atlas->reflections.size(); i++) { - //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.write[i].owner = RID(); - - ERR_CONTINUE(!reflection_probe_instance); - reflection_probe_instance->reflection_atlas_index = -1; - reflection_probe_instance->atlas = RID(); - reflection_probe_instance->render_step = -1; - } - } - - if (reflection_atlas->size) { - - bool use_float = true; - - GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; - GLenum format = GL_RGBA; - GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; - - // Create a texture for storing the color - glActiveTexture(GL_TEXTURE0); - glGenTextures(1, &reflection_atlas->color); - glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); - - int mmsize = reflection_atlas->size; - glTexStorage2DCustom(GL_TEXTURE_2D, 6, internal_format, mmsize, mmsize, format, type); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5); - - for (int i = 0; i < 6; i++) { - glGenFramebuffers(1, &reflection_atlas->fbo[i]); - glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, reflection_atlas->color, i); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); - - glDisable(GL_SCISSOR_TEST); - glViewport(0, 0, mmsize, mmsize); - glClearColor(0, 0, 0, 0); - glClear(GL_COLOR_BUFFER_BIT); //it needs to be cleared, to avoid generating garbage - - mmsize >>= 1; - } - } -} - -void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) { - - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); - ERR_FAIL_COND(!reflection_atlas); - - int subdiv = next_power_of_2(p_subdiv); - if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer - subdiv <<= 1; - } - - subdiv = int(Math::sqrt((float)subdiv)); - - if (reflection_atlas->subdiv == subdiv) - return; - - if (subdiv) { - - for (int i = 0; i < reflection_atlas->reflections.size(); i++) { - //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.write[i].owner = RID(); - - ERR_CONTINUE(!reflection_probe_instance); - reflection_probe_instance->reflection_atlas_index = -1; - reflection_probe_instance->atlas = RID(); - reflection_probe_instance->render_step = -1; - } - } - } - - reflection_atlas->subdiv = subdiv; - - reflection_atlas->reflections.resize(subdiv * subdiv); -} - -//////////////////////////////////////////////////// - -RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) { - - RasterizerStorageGLES3::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!probe, RID()); - - ReflectionProbeInstance *rpi = memnew(ReflectionProbeInstance); - - rpi->probe_ptr = probe; - rpi->self = reflection_probe_instance_owner.make_rid(rpi); - rpi->probe = p_probe; - rpi->reflection_atlas_index = -1; - rpi->render_step = -1; - rpi->last_pass = 0; - - return rpi->self; -} - -void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) { - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND(!rpi); - rpi->transform = p_transform; -} - -void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) { - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND(!rpi); - if (rpi->reflection_atlas_index == -1) - return; - - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas); - ERR_FAIL_COND(!reflection_atlas); - - ERR_FAIL_INDEX(rpi->reflection_atlas_index, reflection_atlas->reflections.size()); - - ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner != rpi->self); - - reflection_atlas->reflections.write[rpi->reflection_atlas_index].owner = RID(); - - rpi->reflection_atlas_index = -1; - rpi->atlas = RID(); - rpi->render_step = -1; -} - -bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) { - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi, false); - - return rpi->reflection_atlas_index == -1 || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS; -} - -bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) { - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi, false); - - return rpi->reflection_atlas_index != -1; -} - -bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi, false); - - rpi->render_step = 0; - - if (rpi->reflection_atlas_index != -1) { - return true; //got one already - } - - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); - ERR_FAIL_COND_V(!reflection_atlas, false); - - if (reflection_atlas->size == 0 || reflection_atlas->subdiv == 0) { - return false; - } - - int best_free = -1; - int best_used = -1; - uint64_t best_used_frame = 0; - - for (int i = 0; i < reflection_atlas->reflections.size(); i++) { - if (reflection_atlas->reflections[i].owner == RID()) { - best_free = i; - break; - } - - if (rpi->render_step < 0 && reflection_atlas->reflections[i].last_frame < storage->frame.count && - (best_used == -1 || reflection_atlas->reflections[i].last_frame < best_used_frame)) { - best_used = i; - best_used_frame = reflection_atlas->reflections[i].last_frame; - } - } - - if (best_free == -1 && best_used == -1) { - return false; // sorry, can not do. Try again next frame. - } - - if (best_free == -1) { - //find best from what is used - best_free = best_used; - - ReflectionProbeInstance *victim_rpi = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[best_free].owner); - ERR_FAIL_COND_V(!victim_rpi, false); - victim_rpi->atlas = RID(); - victim_rpi->reflection_atlas_index = -1; - } - - 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; - rpi->render_step = 0; - - return true; -} - -bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) { - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!rpi, true); - - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas); - ERR_FAIL_COND_V(!reflection_atlas, false); - - ERR_FAIL_COND_V(rpi->render_step >= 6, true); - - glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[rpi->render_step]); - state.cube_to_dp_shader.bind(); - - int target_size = reflection_atlas->size / reflection_atlas->subdiv; - - int cubemap_index = reflection_cubemaps.size() - 1; - - for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) { - //find appropriate cubemap to render to - if (reflection_cubemaps[i].size > target_size * 2) - break; - - cubemap_index = i; - } - - glDisable(GL_BLEND); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, reflection_cubemaps[cubemap_index].cubemap); - glDisable(GL_CULL_FACE); - - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); - storage->shaders.cubemap_filter.bind(); - - int cell_size = reflection_atlas->size / reflection_atlas->subdiv; - for (int i = 0; i < rpi->render_step; i++) { - cell_size >>= 1; //mipmaps! - } - int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size; - int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size; - int width = cell_size; - int height = cell_size; - - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, rpi->render_step == 0); - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS); - for (int i = 0; i < 2; i++) { - - storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i == 0); - storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, rpi->render_step / 5.0); - - uint32_t local_width = width, local_height = height; - uint32_t local_x = x, local_y = y; - - local_height /= 2; - local_y += i * local_height; - - glViewport(local_x, local_y, local_width, local_height); - - _copy_screen(); - } - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); - storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, false); - - rpi->render_step++; - - return rpi->render_step == 6; -} - -/* ENVIRONMENT API */ - -RID RasterizerSceneGLES3::environment_create() { - - Environment *env = memnew(Environment); - - return environment_owner.make_rid(env); -} - -void RasterizerSceneGLES3::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - env->bg_mode = p_bg; -} - -void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->sky = p_sky; -} - -void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->sky_custom_fov = p_scale; -} - -void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->sky_orientation = p_orientation; -} - -void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->bg_color = p_color; -} -void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->bg_energy = p_energy; -} - -void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->canvas_max_layer = p_max_layer; -} -void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_sky_contribution) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->ambient_color = p_color; - env->ambient_energy = p_energy; - env->ambient_sky_contribution = p_sky_contribution; -} -void RasterizerSceneGLES3::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) { - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->camera_feed_id = p_camera_feed_id; -} - -void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->dof_blur_far_enabled = p_enable; - env->dof_blur_far_distance = p_distance; - env->dof_blur_far_transition = p_transition; - env->dof_blur_far_amount = p_amount; - env->dof_blur_far_quality = p_quality; -} - -void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->dof_blur_near_enabled = p_enable; - env->dof_blur_near_distance = p_distance; - env->dof_blur_near_transition = p_transition; - 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, float p_hdr_luminance_cap, bool p_bicubic_upscale) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->glow_enabled = p_enable; - env->glow_levels = p_level_flags; - env->glow_intensity = p_intensity; - env->glow_strength = p_strength; - env->glow_bloom = p_bloom_threshold; - 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) { -} - -void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->ssr_enabled = p_enable; - env->ssr_max_steps = p_max_steps; - env->ssr_fade_in = p_fade_in; - env->ssr_fade_out = p_fade_out; - env->ssr_depth_tolerance = p_depth_tolerance; - 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, 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); - - env->ssao_enabled = p_enable; - env->ssao_radius = p_radius; - env->ssao_intensity = p_intensity; - env->ssao_radius2 = p_radius2; - 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; - env->ssao_bilateral_sharpness = p_bilateral_sharpness; -} - -void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->tone_mapper = p_tone_mapper; - env->tone_mapper_exposure = p_exposure; - env->tone_mapper_exposure_white = p_white; - env->auto_exposure = p_auto_exposure; - env->auto_exposure_speed = p_auto_exp_speed; - env->auto_exposure_min = p_min_luminance; - env->auto_exposure_max = p_max_luminance; - env->auto_exposure_grey = p_auto_exp_scale; -} - -void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->adjustments_enabled = p_enable; - env->adjustments_brightness = p_brightness; - env->adjustments_contrast = p_contrast; - env->adjustments_saturation = p_saturation; - env->color_correction = p_ramp; -} - -void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->fog_enabled = p_enable; - env->fog_color = p_color; - env->fog_sun_color = p_sun_color; - 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_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; -} - -void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { - - Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND(!env); - - env->fog_height_enabled = p_enable; - env->fog_height_min = p_min_height; - env->fog_height_max = p_max_height; - env->fog_height_curve = p_height_curve; -} - -bool RasterizerSceneGLES3::is_environment(RID p_env) { - - return environment_owner.owns(p_env); -} - -VS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) { - - const Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX); - - return env->bg_mode; -} - -int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) { - - const Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, -1); - - return env->canvas_max_layer; -} - -RID RasterizerSceneGLES3::light_instance_create(RID p_light) { - - LightInstance *light_instance = memnew(LightInstance); - - light_instance->last_pass = 0; - light_instance->last_scene_pass = 0; - light_instance->last_scene_shadow_pass = 0; - - light_instance->light = p_light; - light_instance->light_ptr = storage->light_owner.getornull(p_light); - - if (!light_instance->light_ptr) { - memdelete(light_instance); - ERR_FAIL_V_MSG(RID(), "Condition ' !light_instance->light_ptr ' is true."); - } - - light_instance->self = light_instance_owner.make_rid(light_instance); - - return light_instance->self; -} - -void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) { - - LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); - ERR_FAIL_COND(!light_instance); - - light_instance->transform = p_transform; -} - -void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) { - - LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); - ERR_FAIL_COND(!light_instance); - - if (light_instance->light_ptr->type != VS::LIGHT_DIRECTIONAL) { - p_pass = 0; - } - - ERR_FAIL_INDEX(p_pass, 4); - - light_instance->shadow_transform[p_pass].camera = p_projection; - light_instance->shadow_transform[p_pass].transform = p_transform; - light_instance->shadow_transform[p_pass].farplane = p_far; - light_instance->shadow_transform[p_pass].split = p_split; - light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale; -} - -void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { - - LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); - ERR_FAIL_COND(!light_instance); - - light_instance->last_scene_pass = scene_pass; -} - -////////////////////// - -RID RasterizerSceneGLES3::gi_probe_instance_create() { - - GIProbeInstance *gipi = memnew(GIProbeInstance); - - return gi_probe_instance_owner.make_rid(gipi); -} - -void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) { - - GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); - ERR_FAIL_COND(!gipi); - gipi->data = p_data; - gipi->probe = storage->gi_probe_owner.getornull(p_base); - if (p_data.is_valid()) { - RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data); - ERR_FAIL_COND(!gipd); - - gipi->tex_cache = gipd->tex_id; - gipi->cell_size_cache.x = 1.0 / gipd->width; - gipi->cell_size_cache.y = 1.0 / gipd->height; - gipi->cell_size_cache.z = 1.0 / gipd->depth; - } -} -void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) { - - GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); - ERR_FAIL_COND(!gipi); - gipi->transform_to_data = p_xform; -} - -void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) { - - GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); - ERR_FAIL_COND(!gipi); - gipi->bounds = p_bounds; -} - -//////////////////////////// -//////////////////////////// -//////////////////////////// - -bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass) { - - /* this is handled outside - if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) { - glDisable(GL_CULL_FACE); - } else { - glEnable(GL_CULL_FACE); - } */ - - if (state.current_line_width != p_material->line_width) { - //glLineWidth(MAX(p_material->line_width,1.0)); - state.current_line_width = p_material->line_width; - } - - if (state.current_depth_test != (!p_material->shader->spatial.no_depth_test)) { - if (p_material->shader->spatial.no_depth_test) { - glDisable(GL_DEPTH_TEST); - - } else { - glEnable(GL_DEPTH_TEST); - } - - state.current_depth_test = !p_material->shader->spatial.no_depth_test; - } - - if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) { - switch (p_material->shader->spatial.depth_draw_mode) { - case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: { - glDepthMask(p_depth_pass); - // If some transparent objects write to depth, we need to re-copy depth texture when we need it - if (p_alpha_pass && !state.used_depth_prepass) { - state.prepared_depth_texture = false; - } - } break; - case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: { - - glDepthMask(!p_alpha_pass); - } break; - case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: { - glDepthMask(GL_TRUE); - // If some transparent objects write to depth, we need to re-copy depth texture when we need it - if (p_alpha_pass) { - state.prepared_depth_texture = false; - } - } break; - case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: { - glDepthMask(GL_FALSE); - } break; - } - - state.current_depth_draw = p_material->shader->spatial.depth_draw_mode; - } - -#if 0 - //blend mode - if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) { - - switch(p_material->shader->spatial.blend_mode) { - - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { - - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); - - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { - - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - } break; - } - - state.current_blend_mode=p_material->shader->spatial.blend_mode; - - } -#endif - //material parameters - - state.scene_shader.set_custom_shader(p_material->shader->custom_code_id); - bool rebind = state.scene_shader.bind(); - - if (p_material->ubo_id) { - - glBindBufferBase(GL_UNIFORM_BUFFER, 1, p_material->ubo_id); - } - - 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; - - for (int i = 0; i < tc; i++) { - - glActiveTexture(GL_TEXTURE0 + i); - - GLenum target = GL_TEXTURE_2D; - GLuint tex = 0; - - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]); - - if (t) { - - 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); - } -#endif - -#ifdef TOOLS_ENABLED - if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) { - t->detect_normal(t->detect_normal_ud); - } -#endif - if (t->render_target) - t->render_target->used_in_frame = true; - - 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; - tex = storage->resources.white_tex_3d; - - //switch (texture_hints[i]) { - // TODO - //} - - } break; - - case ShaderLanguage::TYPE_ISAMPLER2DARRAY: - case ShaderLanguage::TYPE_USAMPLER2DARRAY: - case ShaderLanguage::TYPE_SAMPLER2DARRAY: { - - target = GL_TEXTURE_2D_ARRAY; - tex = storage->resources.white_tex_array; - - //switch (texture_hints[i]) { - // TODO - //} - - } break; - - default: { - } - } - } - - glBindTexture(target, tex); - - if (t && storage->config.srgb_decode_supported) { - //if SRGB decode extension is present, simply switch the texture to whathever is needed - bool must_srgb = false; - - if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) { - must_srgb = true; - } - - if (t->using_srgb != must_srgb) { - if (must_srgb) { - glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT); -#ifdef TOOLS_ENABLED - if (t->detect_srgb) { - t->detect_srgb(t->detect_srgb_ud); - } -#endif - - } else { - glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT); - } - t->using_srgb = must_srgb; - } - } - - if (i == 0) { - state.current_main_tex = tex; - } - } - - return rebind; -} - -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) { - - case VS::INSTANCE_MESH: { - - RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); - - if (s->blend_shapes.size() && e->instance->blend_values.size()) { - //blend shapes, use transform feedback - storage->mesh_render_blend_shapes(s, e->instance->blend_values.ptr()); - //rebind shader - state.scene_shader.bind(); -#ifdef DEBUG_ENABLED - } else if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { - glBindVertexArray(s->array_wireframe_id); // everything is so easy nowadays -#endif - } else { - glBindVertexArray(s->array_id); // everything is so easy nowadays - } - - } break; - - case VS::INSTANCE_MULTIMESH: { - - RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner); - RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); -#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 instancing array ID - } else -#endif - { - glBindVertexArray(s->instancing_array_id); // use the instancing array ID - } - - glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer - - 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, NULL); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4)); - glVertexAttribDivisor(9, 1); - - int color_ofs; - - if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) { - glEnableVertexAttribArray(10); - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4)); - glVertexAttribDivisor(10, 1); - color_ofs = 12 * 4; - } else { - glDisableVertexAttribArray(10); - glVertexAttrib4f(10, 0, 0, 1, 0); - color_ofs = 8 * 4; - } - - int custom_data_ofs = color_ofs; - - switch (multi_mesh->color_format) { - - case VS::MULTIMESH_COLOR_NONE: { - glDisableVertexAttribArray(11); - glVertexAttrib4f(11, 1, 1, 1, 1); - } break; - case VS::MULTIMESH_COLOR_8BIT: { - glEnableVertexAttribArray(11); - glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(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, CAST_INT_TO_UCHAR_PTR(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, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); - glVertexAttribDivisor(12, 1); - - } break; - case VS::MULTIMESH_CUSTOM_DATA_FLOAT: { - glEnableVertexAttribArray(12); - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); - glVertexAttribDivisor(12, 1); - } break; - } - - } 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; -#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 particle_writer = particle_vector.write(); - particle_array = particle_writer.ptr(); - glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), particle_array); -#endif - - 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); - -#ifndef __EMSCRIPTEN__ - glUnmapBuffer(GL_ARRAY_BUFFER); -#else - particle_writer.release(); - 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 - } else -#endif - { - - glBindVertexArray(s->instancing_array_id); // use the instancing array ID - } - glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer - - } else { -#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 - } else -#endif - { - 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, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); - } - - } break; - default: { - } - } -} - -static const GLenum gl_primitive[] = { - GL_POINTS, - GL_LINES, - GL_LINE_STRIP, - GL_LINE_LOOP, - GL_TRIANGLES, - GL_TRIANGLE_STRIP, - GL_TRIANGLE_FAN -}; - -void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { - - switch (e->instance->base_type) { - - case VS::INSTANCE_MESH: { - - RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); - -#ifdef DEBUG_ENABLED - - if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { - - glDrawElements(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0); - storage->info.render.vertices_count += s->index_array_len; - } else -#endif - if (s->index_array_len > 0) { - - glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); - - storage->info.render.vertices_count += s->index_array_len; - - } else { - - glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); - - storage->info.render.vertices_count += s->array_len; - } - - } break; - case VS::INSTANCE_MULTIMESH: { - - RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner); - RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); - - int amount = MIN(multi_mesh->size, multi_mesh->visible_instances); - - if (amount == -1) { - amount = multi_mesh->size; - } -#ifdef DEBUG_ENABLED - - if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { - - glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount); - storage->info.render.vertices_count += s->index_array_len * amount; - } else -#endif - 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; - case VS::INSTANCE_IMMEDIATE: { - - bool restore_tex = false; - const RasterizerStorageGLES3::Immediate *im = static_cast<const RasterizerStorageGLES3::Immediate *>(e->geometry); - - if (im->building) { - return; - } - - glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); - glBindVertexArray(state.immediate_array); - - for (const List<RasterizerStorageGLES3::Immediate::Chunk>::Element *E = im->chunks.front(); E; E = E->next()) { - - const RasterizerStorageGLES3::Immediate::Chunk &c = E->get(); - if (c.vertices.empty()) { - continue; - } - - int vertices = c.vertices.size(); - uint32_t buf_ofs = 0; - - storage->info.render.vertices_count += vertices; - - if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) { - - RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture); - - if (t->redraw_if_visible) { - VisualServerRaster::redraw_request(); - } - t = t->get_ptr(); //resolve for proxies - -#ifdef TOOLS_ENABLED - if (t->detect_3d) { - t->detect_3d(t->detect_3d_ud); - } -#endif - - if (t->render_target) { - t->render_target->used_in_frame = true; - } - - glActiveTexture(GL_TEXTURE0); - glBindTexture(t->target, t->tex_id); - restore_tex = true; - - } else if (restore_tex) { - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, state.current_main_tex); - restore_tex = false; - } - - if (!c.normals.empty()) { - - glEnableVertexAttribArray(VS::ARRAY_NORMAL); - glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr()); - glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); - buf_ofs += sizeof(Vector3) * vertices; - - } else { - - glDisableVertexAttribArray(VS::ARRAY_NORMAL); - } - - if (!c.tangents.empty()) { - - glEnableVertexAttribArray(VS::ARRAY_TANGENT); - glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr()); - glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs)); - buf_ofs += sizeof(Plane) * vertices; - - } else { - - glDisableVertexAttribArray(VS::ARRAY_TANGENT); - } - - if (!c.colors.empty()) { - - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr()); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs)); - buf_ofs += sizeof(Color) * vertices; - - } else { - - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } - - if (!c.uvs.empty()) { - - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); - buf_ofs += sizeof(Vector2) * vertices; - - } else { - - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } - - if (!c.uvs2.empty()) { - - glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); - glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs2.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); - buf_ofs += sizeof(Vector2) * vertices; - - } else { - - glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); - } - - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr()); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); - glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size()); - } - - if (restore_tex) { - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, state.current_main_tex); - 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, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0)); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); -#ifdef DEBUG_ENABLED - - if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { - - glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount - split); - storage->info.render.vertices_count += s->index_array_len * (amount - split); - } else -#endif - 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, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); -#ifdef DEBUG_ENABLED - - if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { - - glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, split); - storage->info.render.vertices_count += s->index_array_len * split; - } else -#endif - 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 { - -#ifdef DEBUG_ENABLED - - if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { - - glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount); - storage->info.render.vertices_count += s->index_array_len * amount; - } else -#endif - - 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; - default: { - } - } -} - -void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform &p_view_transform) { - - int omni_indices[16]; - int omni_count = 0; - int spot_indices[16]; - int spot_count = 0; - int reflection_indices[16]; - int reflection_count = 0; - - int maxobj = MIN(16, state.max_forward_lights_per_object); - - int lc = e->instance->light_instances.size(); - if (lc) { - - const RID *lights = e->instance->light_instances.ptr(); - - for (int i = 0; i < lc; i++) { - LightInstance *li = light_instance_owner.getptr(lights[i]); - if (li->last_pass != render_pass) //not visible - continue; - - if (li->light_ptr->type == VS::LIGHT_OMNI) { - if (omni_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { - omni_indices[omni_count++] = li->light_index; - } - } - - if (li->light_ptr->type == VS::LIGHT_SPOT) { - if (spot_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { - spot_indices[spot_count++] = li->light_index; - } - } - } - } - - state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, omni_count); - - if (omni_count) { - glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES), omni_count, omni_indices); - } - - state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, spot_count); - if (spot_count) { - glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES), spot_count, spot_indices); - } - - int rc = e->instance->reflection_probe_instances.size(); - - if (rc) { - - const RID *reflections = e->instance->reflection_probe_instances.ptr(); - - for (int i = 0; i < rc; i++) { - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getptr(reflections[i]); - if (rpi->last_pass != render_pass) //not visible - continue; - - if (reflection_count < maxobj) { - reflection_indices[reflection_count++] = rpi->reflection_index; - } - } - } - - state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT, reflection_count); - if (reflection_count) { - glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES), reflection_count, reflection_indices); - } - - int gi_probe_count = e->instance->gi_probe_instances.size(); - if (gi_probe_count) { - const RID *ridp = e->instance->gi_probe_instances.ptr(); - - GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); - - float bias_scale = e->instance->baked_light ? 1 : 0; - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); - glBindTexture(GL_TEXTURE_3D, gipi->tex_cache); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe ? gipi->probe->dynamic_range * gipi->probe->energy : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias * bias_scale : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS1, gipi->probe ? gipi->probe->normal_bias * bias_scale : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe ? !gipi->probe->interior : false); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache); - if (gi_probe_count > 1) { - - GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]); - - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10); - glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe ? gipi2->probe->dynamic_range * gipi2->probe->energy : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias * bias_scale : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS2, gipi2->probe ? gipi2->probe->normal_bias * bias_scale : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe ? !gipi2->probe->interior : false); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true); - } else { - - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false); - } - } else if (!e->instance->lightmap_capture_data.empty()) { - - glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES3::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr()); - state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_CAPTURE_SKY, false); - - } else if (e->instance->lightmap.is_valid()) { - RasterizerStorageGLES3::Texture *lightmap = storage->texture_owner.getornull(e->instance->lightmap); - RasterizerStorageGLES3::LightmapCapture *capture = storage->lightmap_capture_data_owner.getornull(e->instance->lightmap_capture->base); - - if (lightmap && capture) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); - glBindTexture(GL_TEXTURE_2D, lightmap->tex_id); - state.scene_shader.set_uniform(SceneShaderGLES3::LIGHTMAP_ENERGY, capture->energy); - } - } -} - -void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) { - - bool front = p_front; - if (p_reverse_cull) - front = !front; - - if (p_disabled != state.cull_disabled) { - if (p_disabled) - glDisable(GL_CULL_FACE); - else - glEnable(GL_CULL_FACE); - - state.cull_disabled = p_disabled; - } - - if (front != state.cull_front) { - - glCullFace(front ? GL_FRONT : GL_BACK); - state.cull_front = front; - } -} - -void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { - - glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo - - bool use_radiance_map = false; - if (!p_shadow && !p_directional_add) { - glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info - - if (p_base_env) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); - if (storage->config.use_texture_array_environment) { - glBindTexture(GL_TEXTURE_2D_ARRAY, p_base_env); - } else { - glBindTexture(GL_TEXTURE_2D, p_base_env); - } - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment); - use_radiance_map = true; - } else { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false); - } - } else { - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false); - } - - state.cull_front = false; - state.cull_disabled = false; - glCullFace(GL_BACK); - glEnable(GL_CULL_FACE); - - state.current_depth_test = true; - glEnable(GL_DEPTH_TEST); - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false); - - state.current_blend_mode = -1; - state.current_line_width = -1; - state.current_depth_draw = -1; - - RasterizerStorageGLES3::Material *prev_material = NULL; - RasterizerStorageGLES3::Geometry *prev_geometry = NULL; - RasterizerStorageGLES3::GeometryOwner *prev_owner = NULL; - VS::InstanceType prev_base_type = VS::INSTANCE_MAX; - - int current_blend_mode = -1; - - int prev_shading = -1; - RasterizerStorageGLES3::Skeleton *prev_skeleton = NULL; - - 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.draw_call_count += p_element_count; - bool prev_opaque_prepass = false; - - for (int i = 0; i < p_element_count; i++) { - - RenderList::Element *e = p_elements[i]; - RasterizerStorageGLES3::Material *material = e->material; - RasterizerStorageGLES3::Skeleton *skeleton = NULL; - if (e->instance->skeleton.is_valid()) { - skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); - } - - bool rebind = first; - - int shading = (e->sort_key >> RenderList::SORT_KEY_SHADING_SHIFT) & RenderList::SORT_KEY_SHADING_MASK; - - if (!p_shadow) { - - if (p_directional_add) { - if (e->sort_key & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) { - continue; - } - - shading &= ~1; //ignore the ignore directional for base pass - } - - if (shading != prev_shading) { - - if (e->sort_key & SORT_KEY_UNSHADED_FLAG) { - - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false); - - //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); - } else { - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, e->instance->gi_probe_instances.size() > 0); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, e->instance->lightmap.is_valid() && e->instance->gi_probe_instances.size() == 0); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, !e->instance->lightmap_capture_data.empty() && !e->instance->lightmap.is_valid() && e->instance->gi_probe_instances.size() == 0); - - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false); - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, !p_directional_add); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, (e->sort_key & SORT_KEY_VERTEX_LIT_FLAG)); - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, state.used_contact_shadows); - - if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true); - - if (p_directional_shadows && directional_light->light_ptr->shadow) { - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, true); - - switch (directional_light->light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: - break; //none - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, true); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits); - break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, true); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits); - break; - } - } - } - } - - rebind = true; - } - - if (p_alpha_pass || p_directional_add) { - int desired_blend_mode; - if (p_directional_add) { - desired_blend_mode = RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD; - } else { - desired_blend_mode = material->shader->spatial.blend_mode; - } - - if (desired_blend_mode != current_blend_mode) { - - switch (desired_blend_mode) { - - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { - - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE); - - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { - - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO); - } else { - glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE); - } - - } break; - } - - current_blend_mode = desired_blend_mode; - } - } - } - - bool use_opaque_prepass = e->sort_key & RenderList::SORT_KEY_OPAQUE_PRE_PASS; - - if (use_opaque_prepass != prev_opaque_prepass) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, use_opaque_prepass); - rebind = true; - } - - bool use_instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH || e->instance->base_type == VS::INSTANCE_PARTICLES; - - if (use_instancing != prev_use_instancing) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, use_instancing); - rebind = true; - } - - if (prev_skeleton != skeleton) { - if ((prev_skeleton == NULL) != (skeleton == NULL)) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton != NULL); - rebind = true; - } - - if (skeleton) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - glBindTexture(GL_TEXTURE_2D, skeleton->texture); - } - } - - if (material != prev_material || rebind) { - - storage->info.render.material_switch_count++; - - rebind = _setup_material(material, use_opaque_prepass, p_alpha_pass); - - if (rebind) { - storage->info.render.shader_rebind_count++; - } - } - - if (!(e->sort_key & 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, p_view_transform); - storage->info.render.surface_switch_count++; - } - - _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::WORLD_TRANSFORM, e->instance->transform); - - _render_geometry(e); - - prev_material = material; - prev_base_type = e->instance->base_type; - prev_geometry = e->geometry; - prev_owner = e->owner; - prev_shading = shading; - prev_skeleton = skeleton; - prev_use_instancing = use_instancing; - prev_opaque_prepass = use_opaque_prepass; - first = false; - } - - glBindVertexArray(0); - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false); - state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHTMAP_CAPTURE, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false); -} - -void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass) { - - RasterizerStorageGLES3::Material *m = NULL; - RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material); - - if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { - m_src = default_overdraw_material; - } - - /* -#ifdef DEBUG_ENABLED - if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { - m_src=overdraw_material; - } - -#endif -*/ - - if (m_src.is_valid()) { - m = storage->material_owner.getornull(m_src); - - if (!m->shader || !m->shader->valid) { - m = NULL; - } - } - - if (!m) { - m = storage->material_owner.getptr(default_material); - } - - ERR_FAIL_COND(!m); - - _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass, p_shadow_pass); - - while (m->next_pass.is_valid()) { - m = storage->material_owner.getornull(m->next_pass); - if (!m || !m->shader || !m->shader->valid) - break; - _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_depth_pass, p_shadow_pass); - } -} - -void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass) { - - bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.uses_depth_texture; - bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX; - bool has_alpha = has_base_alpha || has_blend_alpha; - - bool mirror = p_instance->mirror; - bool no_cull = false; - - if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) { - no_cull = true; - mirror = false; - } else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) { - mirror = !mirror; - } - - if (p_material->shader->spatial.uses_sss) { - state.used_sss = true; - } - - if (p_material->shader->spatial.uses_screen_texture) { - state.used_screen_texture = true; - } - - if (p_material->shader->spatial.uses_depth_texture) { - state.used_depth_texture = true; - } - - if (p_depth_pass) { - - if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) - return; //bye - - if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->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) { - p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided); - no_cull = true; - mirror = false; - } else { - p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material); - } - } - - has_alpha = false; - } - - RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element(); - - if (!e) - return; - - e->geometry = p_geometry; - e->material = p_material; - e->instance = p_instance; - e->owner = p_owner; - e->sort_key = 0; - - if (e->geometry->last_pass != render_pass) { - e->geometry->last_pass = render_pass; - e->geometry->index = current_geometry_index++; - } - - if (!p_depth_pass && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) { - e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG; - } - - e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; - e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT; - - if (e->material->last_pass != render_pass) { - e->material->last_pass = render_pass; - e->material->index = current_material_index++; - } - - e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; - e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT; - - if (!p_depth_pass) { - - if (e->instance->gi_probe_instances.size()) { - e->sort_key |= SORT_KEY_GI_PROBES_FLAG; - } - - if (e->instance->lightmap.is_valid()) { - e->sort_key |= SORT_KEY_LIGHTMAP_FLAG; - } - - if (!e->instance->lightmap_capture_data.empty()) { - e->sort_key |= SORT_KEY_LIGHTMAP_CAPTURE_FLAG; - } - - e->sort_key |= (uint64_t(p_material->render_priority) + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT; - } - - /* - if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE) - e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; - */ - - if (mirror) { - e->sort_key |= RenderList::SORT_KEY_MIRROR_FLAG; - } - - if (no_cull) { - e->sort_key |= RenderList::SORT_KEY_CULL_DISABLED_FLAG; - } - - //e->light_type=0xFF; // no lights! - - if (p_depth_pass || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - e->sort_key |= SORT_KEY_UNSHADED_FLAG; - } - - if (p_depth_pass && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { - e->sort_key |= RenderList::SORT_KEY_OPAQUE_PRE_PASS; - } - - if (!p_depth_pass && (p_material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) { - - e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG; - } - - if (p_material->shader->spatial.uses_time) { - VisualServerRaster::redraw_request(); - } -} - -void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) { - - ERR_FAIL_COND(!p_sky); - - RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_sky->panorama); - - ERR_FAIL_COND(!tex); - glActiveTexture(GL_TEXTURE0); - - tex = tex->get_ptr(); //resolve for proxies - - glBindTexture(tex->target, tex->tex_id); - - if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) { - - glTexParameteri(tex->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT); - tex->using_srgb = true; -#ifdef TOOLS_ENABLED - if (!(tex->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { - tex->flags |= VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; - //notify that texture must be set to linear beforehand, so it works in other platforms when exported - } -#endif - } - - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthFunc(GL_LEQUAL); - glColorMask(1, 1, 1, 1); - - // Camera - CameraMatrix camera; - - if (p_custom_fov) { - - float near_plane = p_projection.get_z_near(); - float far_plane = p_projection.get_z_far(); - float aspect = p_projection.get_aspect(); - - camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane); - - } else { - camera = p_projection; - } - - float flip_sign = p_vflip ? -1 : 1; - - /* - If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR). - To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced. - It also means the uv coordinates are ignored in this mode and we don't need our loop. - */ - bool asymmetrical = ((camera.matrix[2][0] != 0.0) || (camera.matrix[2][1] != 0.0)); - - Vector3 vertices[8] = { - Vector3(-1, -1 * flip_sign, 1), - Vector3(0, 1, 0), - Vector3(1, -1 * flip_sign, 1), - Vector3(1, 1, 0), - Vector3(1, 1 * flip_sign, 1), - Vector3(1, 0, 0), - Vector3(-1, 1 * flip_sign, 1), - Vector3(0, 0, 0) - }; - - if (!asymmetrical) { - float vw, vh, zn; - camera.get_viewport_size(vw, vh); - zn = p_projection.get_z_near(); - - for (int i = 0; i < 4; i++) { - Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw; - uv.y = -(uv.y * 2.0 - 1.0) * vh; - uv.z = -zn; - vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); - vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; - } - } - - glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - - glBindVertexArray(state.sky_array); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, asymmetrical); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, !asymmetrical); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true); - storage->shaders.copy.bind(); - - storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy); - - // don't know why but I always have problems setting a uniform mat3, so we're using a transform - storage->shaders.copy.set_uniform(CopyShaderGLES3::SKY_TRANSFORM, Transform(p_sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse()); - - if (asymmetrical) { - // pack the bits we need from our projection matrix - storage->shaders.copy.set_uniform(CopyShaderGLES3::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]); - ///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here. - storage->shaders.copy.set_uniform(CopyShaderGLES3::PANO_TRANSFORM, p_transform); - } - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - glBindVertexArray(0); - glColorMask(1, 1, 1, 1); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_ASYM_PANO, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, false); - 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, bool p_no_fog) { - Transform sky_orientation; - - //store camera into ubo - store_camera(p_cam_projection, state.ubo_data.projection_matrix); - store_camera(p_cam_projection.inverse(), state.ubo_data.inv_projection_matrix); - store_transform(p_cam_transform, state.ubo_data.camera_matrix); - store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix); - - //time global variables - state.ubo_data.time = storage->frame.time[0]; - - state.ubo_data.z_far = p_cam_projection.get_z_far(); - //bg and ambient - if (env) { - state.ubo_data.bg_energy = env->bg_energy; - state.ubo_data.ambient_energy = env->ambient_energy; - Color linear_ambient_color = env->ambient_color.to_linear(); - state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; - state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; - state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; - state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; - - Color bg_color; - - switch (env->bg_mode) { - case VS::ENV_BG_CLEAR_COLOR: { - bg_color = storage->frame.clear_request_color.to_linear(); - } break; - case VS::ENV_BG_COLOR: { - bg_color = env->bg_color.to_linear(); - } break; - default: { - bg_color = Color(0, 0, 0, 1); - } break; - } - - state.ubo_data.bg_color[0] = bg_color.r; - state.ubo_data.bg_color[1] = bg_color.g; - state.ubo_data.bg_color[2] = bg_color.b; - state.ubo_data.bg_color[3] = bg_color.a; - - //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe? - sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse(); - - 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 - - Color linear_fog = env->fog_color.to_linear(); - 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] = (!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; - state.ubo_data.fog_sun_color_amount[1] = linear_sun.g; - state.ubo_data.fog_sun_color_amount[2] = linear_sun.b; - 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; - state.ubo_data.fog_height_enabled = env->fog_height_enabled; - state.ubo_data.fog_height_min = env->fog_height_min; - state.ubo_data.fog_height_max = env->fog_height_max; - state.ubo_data.fog_height_curve = env->fog_height_curve; - - } else { - state.ubo_data.bg_energy = 1.0; - state.ubo_data.ambient_energy = 1.0; - //use from clear color instead, since there is no ambient - Color linear_ambient_color = storage->frame.clear_request_color.to_linear(); - state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; - state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; - state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; - state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; - - state.ubo_data.bg_color[0] = linear_ambient_color.r; - state.ubo_data.bg_color[1] = linear_ambient_color.g; - state.ubo_data.bg_color[2] = linear_ambient_color.b; - state.ubo_data.bg_color[3] = linear_ambient_color.a; - - state.env_radiance_data.ambient_contribution = 0; - state.ubo_data.ambient_occlusion_affect_light = 0; - - state.ubo_data.fog_color_enabled[3] = 0.0; - } - - { - //directional shadow - - state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size; - state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size; - - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); - glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); - } - - glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - //fill up environment - - store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform); - - glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data); - glBindBuffer(GL_UNIFORM_BUFFER, 0); -} - -void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) { - - LightInstance *li = directional_lights[p_index]; - - LightDataUBO ubo_data; //used for filling - - float sign = li->light_ptr->negative ? -1 : 1; - - Color linear_col = li->light_ptr->color.to_linear(); - //compensate normalized diffuse range by multiplying by PI - ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[3] = 0; - - //omni, keep at 0 - ubo_data.light_pos_inv_radius[0] = 0.0; - ubo_data.light_pos_inv_radius[1] = 0.0; - ubo_data.light_pos_inv_radius[2] = 0.0; - ubo_data.light_pos_inv_radius[3] = 0.0; - - Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0, 0, -1))).normalized(); - ubo_data.light_direction_attenuation[0] = direction.x; - ubo_data.light_direction_attenuation[1] = direction.y; - ubo_data.light_direction_attenuation[2] = direction.z; - ubo_data.light_direction_attenuation[3] = 1.0; - - ubo_data.light_params[0] = 0; - ubo_data.light_params[1] = 0; - ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - ubo_data.light_params[3] = 0; - - Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color_contact[0] = shadow_color.r; - ubo_data.light_shadow_color_contact[1] = shadow_color.g; - ubo_data.light_shadow_color_contact[2] = shadow_color.b; - ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; - - if (p_use_shadows && li->light_ptr->shadow) { - - int shadow_count = 0; - - switch (li->light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { - shadow_count = 1; - } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { - shadow_count = 2; - } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { - shadow_count = 4; - } break; - } - - for (int j = 0; j < shadow_count; j++) { - - uint32_t x = li->directional_rect.position.x; - uint32_t y = li->directional_rect.position.y; - uint32_t width = li->directional_rect.size.x; - uint32_t height = li->directional_rect.size.y; - - if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { - - width /= 2; - height /= 2; - - if (j == 1) { - x += width; - } else if (j == 2) { - y += height; - } else if (j == 3) { - x += width; - y += height; - } - - } else if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - - height /= 2; - - if (j != 0) { - y += height; - } - } - - ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split; - - Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).affine_inverse(); - - CameraMatrix bias; - bias.set_light_bias(); - CameraMatrix rectm; - Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size); - rectm.set_light_atlas_rect(atlas_rect); - - CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview; - - store_camera(shadow_mtx, &ubo_data.shadow.matrix[16 * j]); - - ubo_data.light_clamp[0] = atlas_rect.position.x; - ubo_data.light_clamp[1] = atlas_rect.position.y; - ubo_data.light_clamp[2] = atlas_rect.size.x; - ubo_data.light_clamp[3] = atlas_rect.size.y; - } - } - - glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - directional_light = li; - - glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo); -} - -void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) { - - state.omni_light_count = 0; - state.spot_light_count = 0; - state.directional_light_count = 0; - - directional_light = NULL; - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - - for (int i = 0; i < p_light_cull_count; i++) { - - ERR_BREAK(i >= render_list.max_lights); - - LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); - - LightDataUBO ubo_data; //used for filling - - switch (li->light_ptr->type) { - - case VS::LIGHT_DIRECTIONAL: { - - if (state.directional_light_count < RenderList::MAX_DIRECTIONAL_LIGHTS) { - directional_lights[state.directional_light_count++] = li; - } - - } break; - case VS::LIGHT_OMNI: { - - float sign = li->light_ptr->negative ? -1 : 1; - - Color linear_col = li->light_ptr->color.to_linear(); - ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[3] = 0; - - Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); - - //directional, keep at 0 - ubo_data.light_pos_inv_radius[0] = pos.x; - ubo_data.light_pos_inv_radius[1] = pos.y; - ubo_data.light_pos_inv_radius[2] = pos.z; - ubo_data.light_pos_inv_radius[3] = 1.0 / MAX(0.001, li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); - - ubo_data.light_direction_attenuation[0] = 0; - ubo_data.light_direction_attenuation[1] = 0; - ubo_data.light_direction_attenuation[2] = 0; - ubo_data.light_direction_attenuation[3] = li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; - - ubo_data.light_params[0] = 0; - ubo_data.light_params[1] = 0; - ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - ubo_data.light_params[3] = 0; - - Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color_contact[0] = shadow_color.r; - ubo_data.light_shadow_color_contact[1] = shadow_color.g; - ubo_data.light_shadow_color_contact[2] = shadow_color.b; - ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; - - if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { - // fill in the shadow information - - uint32_t key = shadow_atlas->shadow_owners[li->self]; - - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - - ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size()); - - uint32_t atlas_size = shadow_atlas->size; - uint32_t quadrant_size = atlas_size >> 1; - - uint32_t x = (quadrant & 1) * quadrant_size; - uint32_t y = (quadrant >> 1) * quadrant_size; - - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - - uint32_t width = shadow_size; - uint32_t height = shadow_size; - - if (li->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { - - height /= 2; - } else { - width /= 2; - } - - Transform proj = (p_camera_inverse_transform * li->transform).inverse(); - - store_transform(proj, ubo_data.shadow.matrix1); - - ubo_data.light_params[3] = 1.0; //means it has shadow - ubo_data.light_clamp[0] = float(x) / atlas_size; - ubo_data.light_clamp[1] = float(y) / atlas_size; - ubo_data.light_clamp[2] = float(width) / atlas_size; - ubo_data.light_clamp[3] = float(height) / atlas_size; - } - - li->light_index = state.omni_light_count; - copymem(&state.omni_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size); - state.omni_light_count++; - - } break; - case VS::LIGHT_SPOT: { - - float sign = li->light_ptr->negative ? -1 : 1; - - Color linear_col = li->light_ptr->color.to_linear(); - ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI; - ubo_data.light_color_energy[3] = 0; - - Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); - - //directional, keep at 0 - ubo_data.light_pos_inv_radius[0] = pos.x; - ubo_data.light_pos_inv_radius[1] = pos.y; - ubo_data.light_pos_inv_radius[2] = pos.z; - ubo_data.light_pos_inv_radius[3] = 1.0 / MAX(0.001, li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); - - Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0, 0, -1))).normalized(); - ubo_data.light_direction_attenuation[0] = direction.x; - ubo_data.light_direction_attenuation[1] = direction.y; - ubo_data.light_direction_attenuation[2] = direction.z; - ubo_data.light_direction_attenuation[3] = li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; - - ubo_data.light_params[0] = li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; - ubo_data.light_params[1] = Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE])); - ubo_data.light_params[2] = li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - ubo_data.light_params[3] = 0; - - Color shadow_color = li->light_ptr->shadow_color.to_linear(); - ubo_data.light_shadow_color_contact[0] = shadow_color.r; - ubo_data.light_shadow_color_contact[1] = shadow_color.g; - ubo_data.light_shadow_color_contact[2] = shadow_color.b; - ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; - - if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { - // fill in the shadow information - - uint32_t key = shadow_atlas->shadow_owners[li->self]; - - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - - ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size()); - - uint32_t atlas_size = shadow_atlas->size; - uint32_t quadrant_size = atlas_size >> 1; - - uint32_t x = (quadrant & 1) * quadrant_size; - uint32_t y = (quadrant >> 1) * quadrant_size; - - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - - uint32_t width = shadow_size; - uint32_t height = shadow_size; - - Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size); - - ubo_data.light_params[3] = 1.0; //means it has shadow - ubo_data.light_clamp[0] = rect.position.x; - ubo_data.light_clamp[1] = rect.position.y; - ubo_data.light_clamp[2] = rect.size.x; - ubo_data.light_clamp[3] = rect.size.y; - - Transform modelview = (p_camera_inverse_transform * li->transform).inverse(); - - CameraMatrix bias; - bias.set_light_bias(); - CameraMatrix rectm; - rectm.set_light_atlas_rect(rect); - - CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; - - store_camera(shadow_mtx, ubo_data.shadow.matrix1); - } - - li->light_index = state.spot_light_count; - copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size); - state.spot_light_count++; - -#if 0 - if (li->light_ptr->shadow_enabled) { - CameraMatrix bias; - bias.set_light_bias(); - Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); - li->shadow_projection[0] = bias * li->projection * modelview; - lights_use_shadow=true; - } -#endif - } break; - } - - li->last_pass = render_pass; - - //update UBO for forward rendering, blit to texture for clustered - } - - if (state.omni_light_count) { - - glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count * state.ubo_light_size, state.omni_array_tmp); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - } - - glBindBufferBase(GL_UNIFORM_BUFFER, 4, state.omni_array_ubo); - - if (state.spot_light_count) { - - glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count * state.ubo_light_size, state.spot_array_tmp); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - } - - glBindBufferBase(GL_UNIFORM_BUFFER, 5, state.spot_array_ubo); -} - -void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env) { - - state.reflection_probe_count = 0; - - for (int i = 0; i < p_reflection_probe_cull_count; i++) { - - ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]); - ERR_CONTINUE(!rpi); - - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); - ERR_CONTINUE(!reflection_atlas); - - ERR_CONTINUE(rpi->reflection_atlas_index < 0); - - if (state.reflection_probe_count >= state.max_ubo_reflections) - break; - - rpi->last_pass = render_pass; - - ReflectionProbeDataUBO reflection_ubo; - - reflection_ubo.box_extents[0] = rpi->probe_ptr->extents.x; - reflection_ubo.box_extents[1] = rpi->probe_ptr->extents.y; - reflection_ubo.box_extents[2] = rpi->probe_ptr->extents.z; - reflection_ubo.box_extents[3] = 0; - - reflection_ubo.box_ofs[0] = rpi->probe_ptr->origin_offset.x; - reflection_ubo.box_ofs[1] = rpi->probe_ptr->origin_offset.y; - reflection_ubo.box_ofs[2] = rpi->probe_ptr->origin_offset.z; - reflection_ubo.box_ofs[3] = 0; - - reflection_ubo.params[0] = rpi->probe_ptr->intensity; - reflection_ubo.params[1] = 0; - reflection_ubo.params[2] = rpi->probe_ptr->interior ? 1.0 : 0.0; - reflection_ubo.params[3] = rpi->probe_ptr->box_projection ? 1.0 : 0.0; - - if (rpi->probe_ptr->interior) { - Color ambient_linear = rpi->probe_ptr->interior_ambient.to_linear(); - reflection_ubo.ambient[0] = ambient_linear.r * rpi->probe_ptr->interior_ambient_energy; - reflection_ubo.ambient[1] = ambient_linear.g * rpi->probe_ptr->interior_ambient_energy; - reflection_ubo.ambient[2] = ambient_linear.b * rpi->probe_ptr->interior_ambient_energy; - reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib; - } else { - Color ambient_linear; - 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; - } - - 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; //not used in exterior mode, since it just blends with regular ambient light - } - - int cell_size = reflection_atlas->size / reflection_atlas->subdiv; - int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size; - int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size; - int width = cell_size; - int height = cell_size; - - reflection_ubo.atlas_clamp[0] = float(x) / reflection_atlas->size; - reflection_ubo.atlas_clamp[1] = float(y) / reflection_atlas->size; - reflection_ubo.atlas_clamp[2] = float(width) / reflection_atlas->size; - reflection_ubo.atlas_clamp[3] = float(height) / reflection_atlas->size; - - Transform proj = (p_camera_inverse_transform * rpi->transform).inverse(); - store_transform(proj, reflection_ubo.local_matrix); - - rpi->reflection_index = state.reflection_probe_count; - copymem(&state.reflection_array_tmp[rpi->reflection_index * sizeof(ReflectionProbeDataUBO)], &reflection_ubo, sizeof(ReflectionProbeDataUBO)); - state.reflection_probe_count++; - } - - if (state.reflection_probe_count) { - - glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count * sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - } - - glBindBufferBase(GL_UNIFORM_BUFFER, 6, state.reflection_array_ubo); -} - -void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalidate_depth) { - -#ifndef GLES_OVER_GL - if (p_invalidate_color) { - - GLenum attachments[2] = { - GL_COLOR_ATTACHMENT0, - GL_DEPTH_ATTACHMENT - }; - - glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); - } -#endif - - glBindVertexArray(storage->resources.quadie_array); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - glBindVertexArray(0); -} - -void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) { - - //copy to front buffer - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - - glDepthMask(GL_FALSE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthFunc(GL_LEQUAL); - glColorMask(1, 1, 1, 1); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, p_texture); - - glViewport(0, 0, storage->frame.current_rt->width * 0.5, storage->frame.current_rt->height * 0.5); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); - storage->shaders.copy.bind(); - - _copy_screen(); - - //turn off everything used - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); -} - -void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) { - - current_geometry_index = 0; - current_material_index = 0; - state.used_sss = false; - state.used_screen_texture = false; - state.used_depth_texture = false; - - //fill list - - for (int i = 0; i < p_cull_count; i++) { - - InstanceBase *inst = p_cull_result[i]; - switch (inst->base_type) { - - case VS::INSTANCE_MESH: { - - RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base); - ERR_CONTINUE(!mesh); - - int ssize = mesh->surfaces.size(); - - for (int j = 0; j < ssize; j++) { - - int mat_idx = inst->materials[j].is_valid() ? j : -1; - RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; - _add_geometry(s, inst, NULL, mat_idx, p_depth_pass, p_shadow_pass); - } - - //mesh->last_pass=frame; - - } break; - case VS::INSTANCE_MULTIMESH: { - - RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(inst->base); - ERR_CONTINUE(!multi_mesh); - - if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0) - continue; - - RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh); - 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, multi_mesh, -1, p_depth_pass, p_shadow_pass); - } - - } break; - case VS::INSTANCE_IMMEDIATE: { - - RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getptr(inst->base); - ERR_CONTINUE(!immediate); - - _add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass); - - } break; - case VS::INSTANCE_PARTICLES: { - - RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getptr(inst->base); - ERR_CONTINUE(!particles); - - for (int j = 0; j < particles->draw_passes.size(); j++) { - - RID pmesh = particles->draw_passes[j]; - 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 k = 0; k < ssize; k++) { - - RasterizerStorageGLES3::Surface *s = mesh->surfaces[k]; - _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass); - } - } - - } break; - default: { - } - } - } -} - -void RasterizerSceneGLES3::_blur_effect_buffer() { - - //blur diffuse into effect mipmaps using separatable convolution - //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { - - int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; - int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; - glViewport(0, 0, vp_w, vp_h); - //horizontal pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); - state.effect_blur_shader.bind(); - 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)); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); - _copy_screen(true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); - - //vertical pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); - state.effect_blur_shader.bind(); - 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)); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger - _copy_screen(true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); - } -} - -void RasterizerSceneGLES3::_prepare_depth_texture() { - if (!state.prepared_depth_texture) { - //resolve depth buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - state.prepared_depth_texture = true; - } -} - -void RasterizerSceneGLES3::_bind_depth_texture() { - if (!state.bound_depth_texture) { - ERR_FAIL_COND(!state.prepared_depth_texture); - //bind depth for read - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - state.bound_depth_texture = true; - } -} - -void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) { - - glDepthMask(GL_FALSE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - - _prepare_depth_texture(); - - if (env->ssao_enabled || env->ssr_enabled) { - - //copy normal and roughness to effect buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT2); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); - } - - if (env->ssao_enabled) { - //copy diffuse to front buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - - //copy from depth, convert to linear - GLint ss[2]; - ss[0] = storage->frame.current_rt->width; - ss[1] = storage->frame.current_rt->height; - - for (int i = 0; i < storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size(); i++) { - - state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START, i == 0); - state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); - state.ssao_minify_shader.bind(); - state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP, MAX(0, i - 1)); - glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE), 1, ss); - ss[0] >>= 1; - ss[1] >>= 1; - - glActiveTexture(GL_TEXTURE0); - if (i == 0) { - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - } else { - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth); - } - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first - glViewport(0, 0, ss[0], ss[1]); - - _copy_screen(true); - } - ss[0] = storage->frame.current_rt->width; - ss[1] = storage->frame.current_rt->height; - - glViewport(0, 0, ss[0], ss[1]); - - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_GREATER); - // do SSAO! - state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2, env->ssao_radius2 > 0.001); - state.ssao_shader.set_conditional(SsaoShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); - state.ssao_shader.set_conditional(SsaoShaderGLES3::SSAO_QUALITY_LOW, env->ssao_quality == VS::ENV_SSAO_QUALITY_LOW); - state.ssao_shader.set_conditional(SsaoShaderGLES3::SSAO_QUALITY_HIGH, env->ssao_quality == VS::ENV_SSAO_QUALITY_HIGH); - state.ssao_shader.bind(); - state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE), 1, ss); - float radius = env->ssao_radius; - state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS, radius); - float intensity = env->ssao_intensity; - state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6, intensity / pow(radius, 6.0f)); - - if (env->ssao_radius2 > 0.001) { - - float radius2 = env->ssao_radius2; - state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2, radius2); - float intensity2 = env->ssao_intensity2; - state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62, intensity2 / pow(radius2, 6.0f)); - } - - float proj_info[4] = { - -2.0f / (ss[0] * p_cam_projection.matrix[0][0]), - -2.0f / (ss[1] * p_cam_projection.matrix[1][1]), - (1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0], - (1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1] - }; - - glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO), 1, proj_info); - float pixels_per_meter = float(p_cam_projection.get_pixels_per_meter(ss[0])); - - state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE, pixels_per_meter); - state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS, env->ssao_bias); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first - Color white(1, 1, 1, 1); - glClearBufferfv(GL_COLOR, 0, white.components); // specular - - _copy_screen(true); - - //do the batm, i mean blur - - state.ssao_blur_shader.bind(); - - if (env->ssao_filter) { - for (int i = 0; i < 2; i++) { - - state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::EDGE_SHARPNESS, env->ssao_bilateral_sharpness); - state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::FILTER_SCALE, int(env->ssao_filter)); - - GLint axis[2] = { i, 1 - i }; - glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS), 1, axis); - glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::SCREEN_SIZE), 1, ss); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[i]); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[1 - i]); - if (i == 0) { - glClearBufferfv(GL_COLOR, 0, white.components); // specular - } - _copy_screen(true); - } - } - - glDisable(GL_DEPTH_TEST); - glDepthFunc(GL_LEQUAL); - - // just copy diffuse while applying SSAO - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, true); - state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR, env->ssao_color); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level - _copy_screen(true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, false); - - } else { - - //copy diffuse to effect buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - } - - if (state.used_sss) { //sss enabled - //copy diffuse while performing sss - - Plane p = p_cam_projection.xform4(Plane(1, 0, -1, 1)); - p.normal /= p.d; - float unit_size = p.normal.x; - - //copy normal and roughness to effect buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT3); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_LINEAR); - - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_HIGH); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE, subsurface_scatter_follow_surface); - state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_STRENGTH_WEIGHTING, subsurface_scatter_weight_samples); - state.sss_shader.bind(); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS, subsurface_scatter_size); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::UNIT_SIZE, unit_size); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(1, 0)); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD) - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first - - _copy_screen(true); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1)); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level - _copy_screen(true); - - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - } - - if (env->ssr_enabled) { - - //blur diffuse into effect mipmaps using separatable convolution - //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - _blur_effect_buffer(); - - //perform SSR - - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness); - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); - - state.ssr_shader.bind(); - - int ssr_w = storage->frame.current_rt->effects.mip_maps[1].sizes[0].width; - int ssr_h = storage->frame.current_rt->effects.mip_maps[1].sizes[0].height; - - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PIXEL_SIZE, Vector2(1.0 / (ssr_w * 0.5), 1.0 / (ssr_h * 0.5))); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PROJECTION, p_cam_projection); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::INVERSE_PROJECTION, p_cam_projection.inverse()); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::VIEWPORT_SIZE, Size2(ssr_w, ssr_h)); - //state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass)); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size())); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo); - glViewport(0, 0, ssr_w, ssr_h); - - _copy_screen(true); - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - } - - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT1); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); - //glDrawBuffer(GL_COLOR_ATTACHMENT0); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); - glReadBuffer(GL_COLOR_ATTACHMENT0); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - - //copy reflection over diffuse, resolving SSR if needed - state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled); - state.resolve_shader.bind(); - state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - if (env->ssr_enabled) { - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); - } - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_ONE, GL_ONE); //use additive to accumulate one over the other - - _copy_screen(true); - - glDisable(GL_BLEND); //end additive - - if (state.used_screen_texture) { - _blur_effect_buffer(); - //restored framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - } - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true); - state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0)); - - { - GLuint db = GL_COLOR_ATTACHMENT0; - glDrawBuffers(1, &db); - } - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - - _copy_screen(true); - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, false); -} - -void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p_cam_projection) { - - //copy to front buffer - - glDepthMask(GL_FALSE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthFunc(GL_LEQUAL); - glColorMask(1, 1, 1, 1); - - //turn off everything used - - //copy specular to front buffer - //copy diffuse to effect buffer - - if (storage->frame.current_rt->buffers.active) { - //transfer to effect buffer if using buffers, also resolve MSAA - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - } - - 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 - if (storage->frame.current_rt->external.fbo != 0) { - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo); - } else { - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - } - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]); - storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]); - storage->shaders.copy.bind(); - - _copy_screen(true); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //compute luminance - storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, false); - - return; - } - - //order of operation - //1) DOF Blur (first blur, then copy to buffer applying the blur) - //2) Motion Blur - //3) Bloom - //4) Tonemap - //5) Adjustments - - GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color; - - if (env->dof_blur_far_enabled) { - - //blur diffuse into effect mipmaps using separatable convolution - //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - - int vp_h = storage->frame.current_rt->height; - int vp_w = storage->frame.current_rt->width; - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); - - state.effect_blur_shader.bind(); - int qsteps[3] = { 4, 10, 20 }; - - float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality]; - - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_far_distance); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(1, 0)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius); - 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::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, composite_from); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first - - _copy_screen(true); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1)); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level - _copy_screen(); - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, false); - - composite_from = storage->frame.current_rt->effects.mip_maps[0].color; - } - - if (env->dof_blur_near_enabled) { - - //blur diffuse into effect mipmaps using separatable convolution - //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - - int vp_h = storage->frame.current_rt->height; - int vp_w = storage->frame.current_rt->width; - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, true); - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); - - state.effect_blur_shader.bind(); - int qsteps[3] = { 4, 10, 20 }; - - float radius = (env->dof_blur_near_amount * env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality]; - - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_near_distance); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(1, 0)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius); - 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::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, composite_from); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first - - _copy_screen(); - //manually do the blend if this is the first operation resolving from the diffuse buffer - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE, composite_from == storage->frame.current_rt->buffers.diffuse); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, false); - state.effect_blur_shader.bind(); - - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_near_distance); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius); - 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::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level - - if (composite_from != storage->frame.current_rt->buffers.diffuse) { - - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - } else { - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse); - } - - _copy_screen(true); - - if (composite_from != storage->frame.current_rt->buffers.diffuse) { - - glDisable(GL_BLEND); - } - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, false); - - composite_from = storage->frame.current_rt->effects.mip_maps[0].color; - } - - if (env->dof_blur_near_enabled || env->dof_blur_far_enabled) { - //these needed to disable filtering, reenamble - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - - if (env->auto_exposure) { - - //compute auto exposure - //first step, copy from image to luminance buffer - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, true); - state.exposure_shader.bind(); - int ss[2] = { - storage->frame.current_rt->width, - storage->frame.current_rt->height, - }; - int ds[2] = { - exposure_shrink_size, - exposure_shrink_size, - }; - - glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss); - glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, composite_from); - - glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo); - glViewport(0, 0, exposure_shrink_size, exposure_shrink_size); - - _copy_screen(true); - - //second step, shrink to 2x2 pixels - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, false); - state.exposure_shader.bind(); - //shrink from second to previous to last level - - int s_size = exposure_shrink_size / 3; - for (int i = 1; i < exposure_shrink.size() - 1; i++) { - - glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[i].fbo); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, exposure_shrink[i - 1].color); - - _copy_screen(); - - glViewport(0, 0, s_size, s_size); - - s_size /= 3; - } - //third step, shrink to 1x1 pixel taking in consideration the previous exposure - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, true); - - uint64_t tick = OS::get_singleton()->get_ticks_usec(); - uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick == 0 ? 0 : tick - storage->frame.current_rt->last_exposure_tick; - storage->frame.current_rt->last_exposure_tick = tick; - - if (tick_diff == 0 || tick_diff > 1000000) { - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, true); - } - - state.exposure_shader.bind(); - - glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[exposure_shrink.size() - 1].fbo); - glViewport(0, 0, 1, 1); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, exposure_shrink[exposure_shrink.size() - 2].color); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); //read from previous - - state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST, env->auto_exposure_speed * (tick_diff / 1000000.0)); - state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE, env->auto_exposure_max); - state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE, env->auto_exposure_min); - - _copy_screen(true); - - state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, false); - 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.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); - - VisualServerRaster::redraw_request(); //if using auto exposure, redraw must happen - } - - int max_glow_level = -1; - int glow_mask = 0; - - if (env->glow_enabled) { - - for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) { - if (env->glow_levels & (1 << i)) { - - if (i >= storage->frame.current_rt->effects.mip_maps[1].sizes.size()) { - max_glow_level = storage->frame.current_rt->effects.mip_maps[1].sizes.size() - 1; - glow_mask |= 1 << max_glow_level; - - } else { - max_glow_level = i; - glow_mask |= (1 << i); - } - } - } - - //blur diffuse into effect mipmaps using separatable convolution - //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - - for (int i = 0; i < (max_glow_level + 1); i++) { - - int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; - int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; - glViewport(0, 0, vp_w, vp_h); - //horizontal pass - if (i == 0) { - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, env->auto_exposure); - } - - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, true); - state.effect_blur_shader.bind(); - 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) { - glBindTexture(GL_TEXTURE_2D, composite_from); - - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE, env->tone_mapper_exposure); - if (env->auto_exposure) { - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); - } - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); - - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale); - - } else { - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger - } - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); - _copy_screen(true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, false); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, false); - - //vertical pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, true); - state.effect_blur_shader.bind(); - 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); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger - _copy_screen(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, false); - } - - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - } - - if (storage->frame.current_rt->external.fbo != 0) { - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo); - } else { - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - } - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, composite_from); - - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARD); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]); - - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale); - - if (max_glow_level >= 0) { - - for (int i = 0; i < (max_glow_level + 1); i++) { - - if (glow_mask & (1 << i)) { - if (i == 0) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, true); - } - if (i == 1) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, true); - } - if (i == 2) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, true); - } - if (i == 3) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4, true); - } - if (i == 4) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5, true); - } - if (i == 5) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6, true); - } - if (i == 6) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7, true); - } - } - } - - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - } - - if (env->adjustments_enabled) { - - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, true); - RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction); - if (tex) { - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true); - glActiveTexture(GL_TEXTURE3); - glBindTexture(tex->target, tex->tex_id); - } - } - - state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]); - state.tonemap_shader.bind(); - - state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure); - state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE, env->tone_mapper_exposure_white); - - if (max_glow_level >= 0) { - - state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY, env->glow_intensity); - int ss[2] = { - storage->frame.current_rt->width, - storage->frame.current_rt->height, - }; - glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE), 1, ss); - } - - if (env->auto_exposure) { - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); - state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); - } - - if (env->adjustments_enabled) { - - state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation)); - } - - _copy_screen(true, true); - - //turn off everything used - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, false); - state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, false); -} - -void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { - - //first of all, make a new render pass - render_pass++; - - //fill up ubo - - storage->info.render.object_count += p_cull_count; - - Environment *env = environment_owner.getornull(p_environment); - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); - - if (shadow_atlas && shadow_atlas->size) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); - state.ubo_data.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size; - state.ubo_data.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size; - } - - if (reflection_atlas && reflection_atlas->size) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); - glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); - } - - if (p_reflection_probe.is_valid()) { - state.ubo_data.reflection_multiplier = 0.0; - } else { - state.ubo_data.reflection_multiplier = 1.0; - } - - state.ubo_data.subsurface_scatter_width = subsurface_scatter_size; - - state.ubo_data.z_offset = 0; - 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]); - - if (storage->frame.current_rt) { - state.ubo_data.screen_pixel_size[0] = 1.0 / storage->frame.current_rt->width; - state.ubo_data.screen_pixel_size[1] = 1.0 / storage->frame.current_rt->height; - } - - _setup_environment(env, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid()); - - bool fb_cleared = false; - - glDepthFunc(GL_LEQUAL); - - state.used_contact_shadows = false; - state.prepared_depth_texture = false; - state.bound_depth_texture = false; - - for (int i = 0; i < p_light_cull_count; i++) { - - ERR_BREAK(i >= render_list.max_lights); - - LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); - if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) { - state.used_contact_shadows = true; - } - } - - // Do depth prepass if it's explicitly enabled - bool use_depth_prepass = storage->config.use_depth_prepass; - - // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled - use_depth_prepass = use_depth_prepass || state.used_contact_shadows; - - // Never do depth prepass if effects are disabled or if we render overdraws - use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; - use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; - - if (use_depth_prepass) { - //pre z pass - - glDisable(GL_BLEND); - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glDisable(GL_SCISSOR_TEST); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glDrawBuffers(0, NULL); - - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - - glColorMask(0, 0, 0, 0); - glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT); - - render_list.clear(); - _fill_render_list(p_cull_result, p_cull_count, true, false); - render_list.sort_by_key(false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); - - glColorMask(1, 1, 1, 1); - - if (state.used_contact_shadows) { - - _prepare_depth_texture(); - _bind_depth_texture(); - } - - fb_cleared = true; - render_pass++; - state.used_depth_prepass = true; - } else { - state.used_depth_prepass = false; - } - - _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); - _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env); - - bool use_mrt = false; - - render_list.clear(); - _fill_render_list(p_cull_result, p_cull_count, false, false); - // - - glEnable(GL_BLEND); - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glDisable(GL_SCISSOR_TEST); - - //rendering to a probe cubemap side - ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe); - GLuint current_fbo; - - if (probe) { - - ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas); - ERR_FAIL_COND(!ref_atlas); - - int target_size = ref_atlas->size / ref_atlas->subdiv; - - int cubemap_index = reflection_cubemaps.size() - 1; - - for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) { - //find appropriate cubemap to render to - if (reflection_cubemaps[i].size > target_size * 2) - break; - - cubemap_index = i; - } - - current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass]; - use_mrt = false; - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); - - glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size); - glBindFramebuffer(GL_FRAMEBUFFER, current_fbo); - - } else { - - use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled - //effects disabled and transparency also prevent using MRTs - use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; - use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; - use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; - use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS); - - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - - if (use_mrt) { - - current_fbo = storage->frame.current_rt->buffers.fbo; - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true); - - Vector<GLenum> draw_buffers; - draw_buffers.push_back(GL_COLOR_ATTACHMENT0); - draw_buffers.push_back(GL_COLOR_ATTACHMENT1); - draw_buffers.push_back(GL_COLOR_ATTACHMENT2); - if (state.used_sss) { - draw_buffers.push_back(GL_COLOR_ATTACHMENT3); - } - glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); - - Color black(0, 0, 0, 0); - glClearBufferfv(GL_COLOR, 1, black.components); // specular - glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough - if (state.used_sss) { - glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough - } - - } else { - - if (storage->frame.current_rt->buffers.active) { - current_fbo = storage->frame.current_rt->buffers.fbo; - } else { - if (storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0) { - ERR_PRINT_ONCE("Can't use canvas background mode in a render target configured without sampling"); - return; - } - current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo; - } - - glBindFramebuffer(GL_FRAMEBUFFER, current_fbo); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); - - Vector<GLenum> draw_buffers; - draw_buffers.push_back(GL_COLOR_ATTACHMENT0); - glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); - } - } - - if (!fb_cleared) { - glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT); - } - - Color clear_color(0, 0, 0, 0); - - RasterizerStorageGLES3::Sky *sky = NULL; - Ref<CameraFeed> feed; - GLuint env_radiance_tex = 0; - - if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { - clear_color = Color(0, 0, 0, 0); - storage->frame.clear_request = false; - } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - clear_color = Color(0, 0, 0, 0); - storage->frame.clear_request = false; - - } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) { - - if (storage->frame.clear_request) { - - clear_color = storage->frame.clear_request_color.to_linear(); - storage->frame.clear_request = false; - } - - } else if (env->bg_mode == VS::ENV_BG_CANVAS) { - - clear_color = env->bg_color.to_linear(); - storage->frame.clear_request = false; - } else if (env->bg_mode == VS::ENV_BG_COLOR) { - - clear_color = env->bg_color.to_linear(); - storage->frame.clear_request = false; - } else if (env->bg_mode == VS::ENV_BG_SKY) { - - storage->frame.clear_request = false; - - } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) { - - clear_color = env->bg_color.to_linear(); - storage->frame.clear_request = false; - - } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) { - feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id); - storage->frame.clear_request = false; - } else { - storage->frame.clear_request = false; - } - - if (!env || env->bg_mode != VS::ENV_BG_KEEP) { - 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 (bg_mode) { - case VS::ENV_BG_COLOR_SKY: - case VS::ENV_BG_SKY: - - sky = storage->sky_owner.getornull(env->sky); - - if (sky) { - env_radiance_tex = sky->radiance; - } - break; - case VS::ENV_BG_CANVAS: - //copy canvas to 3d buffer and convert it to linear - - glDisable(GL_BLEND); - glDepthMask(GL_FALSE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true); - - storage->shaders.copy.bind(); - - _copy_screen(true, true); - - //turn off everything used - storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); - - //restore - glEnable(GL_BLEND); - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - break; - case VS::ENV_BG_CAMERA_FEED: - if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) { - // copy our camera feed to our background - - glDisable(GL_BLEND); - glDepthMask(GL_FALSE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); - storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true); - - if (feed->get_datatype() == CameraFeed::FEED_RGB) { - RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE); - - VS::get_singleton()->texture_bind(camera_RGBA, 0); - } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) { - RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE); - - VS::get_singleton()->texture_bind(camera_YCbCr, 0); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); - - } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) { - RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE); - RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE); - - VS::get_singleton()->texture_bind(camera_Y, 0); - VS::get_singleton()->texture_bind(camera_CbCr, 1); - - storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true); - storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); - }; - - storage->shaders.copy.bind(); - storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform()); - - _copy_screen(true, true); - - //turn off everything used - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false); - - //restore - glEnable(GL_BLEND); - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - } else { - // don't have a feed, just show greenscreen :) - clear_color = Color(0.0, 1.0, 0.0, 1.0); - } - break; - default: { - } - } - } - - 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); - - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - } - - render_list.sort_by_key(false); - - if (state.directional_light_count == 0) { - directional_light = NULL; - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL); - } else { - for (int i = 0; i < state.directional_light_count; i++) { - directional_light = directional_lights[i]; - if (i > 0) { - glEnable(GL_BLEND); - } - _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL); - } - } - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); - - if (use_mrt) { - GLenum gldb = GL_COLOR_ATTACHMENT0; - glDrawBuffers(1, &gldb); - } - - if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) { - - /* - if (use_mrt) { - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters - */ - - if (sky && sky->panorama.is_valid()) - _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); - } - - //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); - //glColorMask(1,1,1,1); - - //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); - - if (use_mrt) { - - _render_mrts(env, p_cam_projection); - } else { - // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular - // - prepare screen texture for any geometry that uses a shader with screen texture - // - prepare depth texture for any geometry that uses a shader with depth texture - - bool framebuffer_dirty = false; - - if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) { - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - _blur_effect_buffer(); - framebuffer_dirty = true; - } - - if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) { - _prepare_depth_texture(); - framebuffer_dirty = true; - } - - if (framebuffer_dirty) { - // Restore framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - } - } - - if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) { - _bind_depth_texture(); - } - - if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - } - - glEnable(GL_BLEND); - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glDisable(GL_SCISSOR_TEST); - - render_list.sort_by_reverse_depth_and_priority(true); - - if (state.directional_light_count == 0) { - directional_light = NULL; - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL); - } else { - for (int i = 0; i < state.directional_light_count; i++) { - directional_light = directional_lights[i]; - _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL); - } - } - - if (probe) { - //rendering a probe, do no more! - return; - } - - if (env && (env->dof_blur_far_enabled || env->dof_blur_near_enabled) && storage->frame.current_rt && storage->frame.current_rt->buffers.active) - _prepare_depth_texture(); - _post_process(env, p_cam_projection); - // Needed only for debugging - /* if (shadow_atlas && storage->frame.current_rt) { - - //_copy_texture_to_front_buffer(shadow_atlas->depth); - storage->canvas->canvas_begin(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); - } - - if (storage->frame.current_rt) { - - //_copy_texture_to_front_buffer(shadow_atlas->depth); - storage->canvas->canvas_begin(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color); - //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); - storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1)); - } - - if (reflection_atlas && storage->frame.current_rt) { - - //_copy_texture_to_front_buffer(shadow_atlas->depth); - storage->canvas->canvas_begin(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); - storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); - } - - if (directional_shadow.fbo) { - - //_copy_texture_to_front_buffer(shadow_atlas->depth); - storage->canvas->canvas_begin(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); - } - - if ( env_radiance_tex) { - - //_copy_texture_to_front_buffer(shadow_atlas->depth); - storage->canvas->canvas_begin(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, env_radiance_tex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - }*/ - //disable all stuff -} - -void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { - - render_pass++; - - directional_light = NULL; - - LightInstance *light_instance = light_instance_owner.getornull(p_light); - ERR_FAIL_COND(!light_instance); - RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light); - ERR_FAIL_COND(!light); - - uint32_t x, y, width, height; - - float dp_direction = 0.0; - float zfar = 0; - bool flip_facing = false; - int custom_vp_size = 0; - GLuint fbo; - int current_cubemap = -1; - float bias = 0; - float normal_bias = 0; - - state.used_depth_prepass = false; - - CameraMatrix light_projection; - Transform light_transform; - - if (light->type == VS::LIGHT_DIRECTIONAL) { - //set pssm stuff - if (light_instance->last_scene_shadow_pass != scene_pass) { - //assign rect if unassigned - light_instance->light_directional_index = directional_shadow.current_light; - light_instance->last_scene_shadow_pass = scene_pass; - directional_shadow.current_light++; - - if (directional_shadow.light_count == 1) { - light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size); - } else if (directional_shadow.light_count == 2) { - light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2); - if (light_instance->light_directional_index == 1) { - light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; - } - } else { //3 and 4 - light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2); - if (light_instance->light_directional_index & 1) { - light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; - } - if (light_instance->light_directional_index / 2) { - light_instance->directional_rect.position.y += light_instance->directional_rect.size.y; - } - } - } - - light_projection = light_instance->shadow_transform[p_pass].camera; - light_transform = light_instance->shadow_transform[p_pass].transform; - - x = light_instance->directional_rect.position.x; - y = light_instance->directional_rect.position.y; - width = light_instance->directional_rect.size.x; - height = light_instance->directional_rect.size.y; - - if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { - - width /= 2; - height /= 2; - - if (p_pass == 1) { - x += width; - } else if (p_pass == 2) { - y += height; - } else if (p_pass == 3) { - x += width; - y += height; - } - - } else if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - - height /= 2; - - if (p_pass == 0) { - - } else { - y += height; - } - } - - float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]); - zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult; - normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult; - fbo = directional_shadow.fbo; - - } else { - //set from shadow atlas - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - ERR_FAIL_COND(!shadow_atlas); - ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); - - fbo = shadow_atlas->fbo; - - uint32_t key = shadow_atlas->shadow_owners[p_light]; - - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - - ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size()); - - uint32_t quadrant_size = shadow_atlas->size >> 1; - - x = (quadrant & 1) * quadrant_size; - y = (quadrant >> 1) * quadrant_size; - - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - - width = shadow_size; - height = shadow_size; - - if (light->type == VS::LIGHT_OMNI) { - - if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE) { - - int cubemap_index = shadow_cubemaps.size() - 1; - - for (int i = shadow_cubemaps.size() - 1; i >= 0; i--) { - //find appropriate cubemap to render to - if (shadow_cubemaps[i].size > shadow_size * 2) - break; - - cubemap_index = i; - } - - fbo = shadow_cubemaps[cubemap_index].fbo_id[p_pass]; - light_projection = light_instance->shadow_transform[0].camera; - light_transform = light_instance->shadow_transform[0].transform; - custom_vp_size = shadow_cubemaps[cubemap_index].size; - zfar = light->param[VS::LIGHT_PARAM_RANGE]; - - current_cubemap = cubemap_index; - - } else { - - light_projection = light_instance->shadow_transform[0].camera; - light_transform = light_instance->shadow_transform[0].transform; - - if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { - - height /= 2; - y += p_pass * height; - } else { - width /= 2; - x += p_pass * width; - } - - dp_direction = p_pass == 0 ? 1.0 : -1.0; - flip_facing = (p_pass == 1); - zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; - - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, true); - } - - } else if (light->type == VS::LIGHT_SPOT) { - - light_projection = light_instance->shadow_transform[0].camera; - light_transform = light_instance->shadow_transform[0].transform; - - dp_direction = 1.0; - flip_facing = false; - zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; - normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; - } - } - - render_list.clear(); - _fill_render_list(p_cull_result, p_cull_count, true, true); - - render_list.sort_by_depth(false); //shadow is front to back for performance - - glDisable(GL_BLEND); - glDisable(GL_DITHER); - glEnable(GL_DEPTH_TEST); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glDepthMask(true); - glColorMask(0, 0, 0, 0); - - if (custom_vp_size) { - glViewport(0, 0, custom_vp_size, custom_vp_size); - glScissor(0, 0, custom_vp_size, custom_vp_size); - - } else { - glViewport(x, y, width, height); - glScissor(x, y, width, height); - } - - glEnable(GL_SCISSOR_TEST); - glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT); - glDisable(GL_SCISSOR_TEST); - - state.ubo_data.z_offset = bias; - 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); - - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); - - if (light->reverse_cull) { - flip_facing = !flip_facing; - } - _render_list(render_list.elements, render_list.element_count, light_transform, light_projection, 0, flip_facing, false, true, false, false); - - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, false); - - if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) { - //convert the chosen cubemap to dual paraboloid! - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - - glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); - state.cube_to_dp_shader.bind(); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); - glDisable(GL_CULL_FACE); - - for (int i = 0; i < 2; i++) { - - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP, i == 1); - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR, light_projection.get_z_near()); - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR, light_projection.get_z_far()); - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS, light->param[VS::LIGHT_PARAM_SHADOW_BIAS]); - - uint32_t local_width = width, local_height = height; - uint32_t local_x = x, local_y = y; - if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { - - local_height /= 2; - local_y += i * local_height; - } else { - local_width /= 2; - local_x += i * local_width; - } - - glViewport(local_x, local_y, local_width, local_height); - glScissor(local_x, local_y, local_width, local_height); - glEnable(GL_SCISSOR_TEST); - glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT); - glDisable(GL_SCISSOR_TEST); - //glDisable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - - _copy_screen(); - } - } - - glColorMask(1, 1, 1, 1); -} - -void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) { - scene_pass = p_pass; -} - -bool RasterizerSceneGLES3::free(RID p_rid) { - - if (light_instance_owner.owns(p_rid)) { - - LightInstance *light_instance = light_instance_owner.getptr(p_rid); - - //remove from shadow atlases.. - for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get()); - ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); - uint32_t key = shadow_atlas->shadow_owners[p_rid]; - uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; - uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; - - shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); - shadow_atlas->shadow_owners.erase(p_rid); - } - - light_instance_owner.free(p_rid); - memdelete(light_instance); - - } else if (shadow_atlas_owner.owns(p_rid)) { - - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid); - shadow_atlas_set_size(p_rid, 0); - shadow_atlas_owner.free(p_rid); - memdelete(shadow_atlas); - } else if (reflection_atlas_owner.owns(p_rid)) { - - ReflectionAtlas *reflection_atlas = reflection_atlas_owner.get(p_rid); - reflection_atlas_set_size(p_rid, 0); - reflection_atlas_owner.free(p_rid); - memdelete(reflection_atlas); - } else if (reflection_probe_instance_owner.owns(p_rid)) { - - ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid); - - reflection_probe_release_atlas_index(p_rid); - reflection_probe_instance_owner.free(p_rid); - memdelete(reflection_instance); - - } else if (environment_owner.owns(p_rid)) { - - Environment *environment = environment_owner.get(p_rid); - - environment_owner.free(p_rid); - memdelete(environment); - - } else if (gi_probe_instance_owner.owns(p_rid)) { - - GIProbeInstance *gi_probe_instance = gi_probe_instance_owner.get(p_rid); - - gi_probe_instance_owner.free(p_rid); - memdelete(gi_probe_instance); - - } else { - return false; - } - - return true; -} - -void RasterizerSceneGLES3::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) { - - state.debug_draw = p_debug_draw; -} - -void RasterizerSceneGLES3::initialize() { - - render_pass = 0; - - state.scene_shader.init(); - - { - //default material and shader - - 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(); - default_material_twosided = storage->material_create(); - 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); - - //default for shaders using world coordinates (typical for triplanar) - - default_worldcoord_shader = storage->shader_create(); - storage->shader_set_code(default_worldcoord_shader, "shader_type spatial; render_mode world_vertex_coords;\n"); - default_worldcoord_material = storage->material_create(); - storage->material_set_shader(default_worldcoord_material, default_worldcoord_shader); - - default_worldcoord_shader_twosided = storage->shader_create(); - default_worldcoord_material_twosided = storage->material_create(); - storage->shader_set_code(default_worldcoord_shader_twosided, "shader_type spatial; render_mode cull_disabled,world_vertex_coords;\n"); - storage->material_set_shader(default_worldcoord_material_twosided, default_worldcoord_shader_twosided); - } - - { - //default material and shader - - default_overdraw_shader = storage->shader_create(); - storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); - default_overdraw_material = storage->material_create(); - storage->material_set_shader(default_overdraw_material, default_overdraw_shader); - } - - glGenBuffers(1, &state.scene_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - glGenBuffers(1, &state.env_radiance_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); - 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_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); - 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")); - render_list.max_lights = GLOBAL_DEF("rendering/limits/rendering/max_renderable_lights", (int)RenderList::DEFAULT_MAX_LIGHTS); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_lights", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_lights", PROPERTY_HINT_RANGE, "16,4096,1")); - render_list.max_reflections = GLOBAL_DEF("rendering/limits/rendering/max_renderable_reflections", (int)RenderList::DEFAULT_MAX_REFLECTIONS); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_reflections", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_reflections", PROPERTY_HINT_RANGE, "8,1024,1")); - - { - //quad buffers - - glGenBuffers(1, &state.sky_verts); - glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); - glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - - glGenVertexArrays(1, &state.sky_array); - glBindVertexArray(state.sky_array); - glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3))); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - } - render_list.init(); - state.cube_to_dp_shader.init(); - - shadow_atlas_realloc_tolerance_msec = 500; - - int max_shadow_cubemap_sampler_size = 512; - - int cube_size = max_shadow_cubemap_sampler_size; - - glActiveTexture(GL_TEXTURE0); - - while (cube_size >= 32) { - - ShadowCubeMap cube; - cube.size = cube_size; - - glGenTextures(1, &cube.cubemap); - glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); - //gen cubemap first - for (int i = 0; i < 6; i++) { - - glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - } - - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - // Remove artifact on the edges of the shadowmap - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - - //gen renderbuffers second, because it needs a complete cubemap - for (int i = 0; i < 6; i++) { - - glGenFramebuffers(1, &cube.fbo_id[i]); - glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _cube_side_enum[i], cube.cubemap, 0); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); - } - - shadow_cubemaps.push_back(cube); - - cube_size >>= 1; - } - - { - //directional light shadow - directional_shadow.light_count = 0; - directional_shadow.size = next_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size")); - glGenFramebuffers(1, &directional_shadow.fbo); - glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo); - glGenTextures(1, &directional_shadow.depth); - glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0); - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - ERR_PRINT("Directional shadow framebuffer status invalid"); - } - } - - { - //spot and omni ubos - - int max_ubo_size; - glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size); - const int ubo_light_size = 160; - state.ubo_light_size = ubo_light_size; - state.max_ubo_lights = MIN(render_list.max_lights, max_ubo_size / ubo_light_size); - - state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights); - state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights); - - glGenBuffers(1, &state.spot_array_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); - glBufferData(GL_UNIFORM_BUFFER, ubo_light_size * state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - glGenBuffers(1, &state.omni_array_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); - glBufferData(GL_UNIFORM_BUFFER, ubo_light_size * state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - glGenBuffers(1, &state.directional_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - state.max_forward_lights_per_object = 8; - - state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n"); - state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n"); - - state.max_ubo_reflections = MIN(render_list.max_reflections, max_ubo_size / (int)sizeof(ReflectionProbeDataUBO)); - - state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections); - - glGenBuffers(1, &state.reflection_array_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections, NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS " + itos(state.max_ubo_reflections) + "\n"); - - state.max_skeleton_bones = MIN(2048, max_ubo_size / (12 * sizeof(float))); - state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES " + itos(state.max_skeleton_bones) + "\n"); - } - - shadow_filter_mode = SHADOW_FILTER_NEAREST; - - { //reflection cubemaps - int max_reflection_cubemap_sampler_size = 512; - - int rcube_size = max_reflection_cubemap_sampler_size; - - glActiveTexture(GL_TEXTURE0); - - bool use_float = true; - - GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; - GLenum format = GL_RGBA; - GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; - - while (rcube_size >= 32) { - - ReflectionCubeMap cube; - cube.size = rcube_size; - - glGenTextures(1, &cube.depth); - glBindTexture(GL_TEXTURE_2D, cube.depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glGenTextures(1, &cube.cubemap); - glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); - //gen cubemap first - for (int i = 0; i < 6; i++) { - - glTexImage2D(_cube_side_enum[i], 0, internal_format, cube.size, cube.size, 0, format, type, NULL); - } - - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - // Remove artifact on the edges of the reflectionmap - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - - //gen renderbuffers second, because it needs a complete cubemap - for (int i = 0; i < 6; i++) { - - glGenFramebuffers(1, &cube.fbo_id[i]); - glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], cube.cubemap, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, cube.depth, 0); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); - } - - reflection_cubemaps.push_back(cube); - - rcube_size >>= 1; - } - } - - { - - 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); - glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size * 1024, NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, 0); - - glGenVertexArrays(1, &state.immediate_array); - } - -#ifdef GLES_OVER_GL - //"desktop" opengl needs this. - glEnable(GL_PROGRAM_POINT_SIZE); - -#endif - - state.resolve_shader.init(); - state.ssr_shader.init(); - state.effect_blur_shader.init(); - state.sss_shader.init(); - state.ssao_minify_shader.init(); - state.ssao_shader.init(); - state.ssao_blur_shader.init(); - state.exposure_shader.init(); - state.tonemap_shader.init(); - - { - GLOBAL_DEF("rendering/quality/subsurface_scattering/quality", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); - GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01")); - GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false); - GLOBAL_DEF("rendering/quality/subsurface_scattering/weight_samples", true); - - GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", false); - } - - exposure_shrink_size = 243; - int max_exposure_shrink_size = exposure_shrink_size; - - while (max_exposure_shrink_size > 0) { - - RasterizerStorageGLES3::RenderTarget::Exposure e; - - glGenFramebuffers(1, &e.fbo); - glBindFramebuffer(GL_FRAMEBUFFER, e.fbo); - - glGenTextures(1, &e.color); - glBindTexture(GL_TEXTURE_2D, e.color); - - if (storage->config.framebuffer_float_supported) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); - } else if (storage->config.framebuffer_half_float_supported) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_HALF_FLOAT, NULL); - } else { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_UNSIGNED_INT_2_10_10_10_REV, NULL); - } - - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - exposure_shrink.push_back(e); - max_exposure_shrink_size /= 3; - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); - } - - state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED; - - glFrontFace(GL_CW); -} - -void RasterizerSceneGLES3::iteration() { - - shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode"))); - subsurface_scatter_follow_surface = GLOBAL_GET("rendering/quality/subsurface_scattering/follow_surface"); - subsurface_scatter_weight_samples = GLOBAL_GET("rendering/quality/subsurface_scattering/weight_samples"); - subsurface_scatter_quality = SubSurfaceScatterQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/quality"))); - subsurface_scatter_size = GLOBAL_GET("rendering/quality/subsurface_scattering/scale"); - - state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GLOBAL_GET("rendering/quality/voxel_cone_tracing/high_quality")); -} - -void RasterizerSceneGLES3::finalize() { -} - -RasterizerSceneGLES3::RasterizerSceneGLES3() { -} - -RasterizerSceneGLES3::~RasterizerSceneGLES3() { - - memdelete(default_material.get_data()); - memdelete(default_material_twosided.get_data()); - memdelete(default_shader.get_data()); - memdelete(default_shader_twosided.get_data()); - - memdelete(default_worldcoord_material.get_data()); - memdelete(default_worldcoord_material_twosided.get_data()); - memdelete(default_worldcoord_shader.get_data()); - memdelete(default_worldcoord_shader_twosided.get_data()); - - memdelete(default_overdraw_material.get_data()); - memdelete(default_overdraw_shader.get_data()); - - memfree(state.spot_array_tmp); - memfree(state.omni_array_tmp); - memfree(state.reflection_array_tmp); -} |