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path: root/drivers/gles3/rasterizer_storage_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp287
1 files changed, 230 insertions, 57 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index f7e1fdee9d..14fb36f3b0 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1260,6 +1260,10 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
@@ -1275,87 +1279,200 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &sky->radiance);
- glBindTexture(GL_TEXTURE_2D, sky->radiance);
- GLuint tmp_fb;
+ if (config.use_texture_array_environment) {
- glGenFramebuffers(1, &tmp_fb);
- glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+ //texture3D
+ glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
- int size = p_radiance_size;
+ GLuint tmp_fb;
- int lod = 0;
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
- int mipmaps = 6;
+ int size = p_radiance_size;
- int mm_level = mipmaps;
+ int array_level = 6;
- bool use_float = config.hdr_supported;
+ bool use_float = config.hdr_supported;
- 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;
+ 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 (mm_level) {
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL);
- glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL);
- lod++;
- mm_level--;
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- if (size > 1)
- size >>= 1;
- }
+ GLuint tmp_fb2;
+ GLuint tmp_tex;
+ {
+ //generate another one for rendering, as can't read and write from a single texarray it seems
+ glGenFramebuffers(1, &tmp_fb2);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
+ glGenTextures(1, &tmp_tex);
+ glBindTexture(GL_TEXTURE_2D, tmp_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+#endif
+ }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
+ for (int j = 0; j < array_level; j++) {
- lod = 0;
- mm_level = mipmaps;
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
- size = p_radiance_size;
+ if (j == 0) {
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, true);
- shaders.cubemap_filter.bind();
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
+ shaders.cubemap_filter.bind();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+ } else {
- while (mm_level) {
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
+ shaders.cubemap_filter.bind();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
+ }
+
+ for (int i = 0; i < 2; i++) {
+ glViewport(0, i * size, size, size);
+ glBindVertexArray(resources.quadie_array);
+
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, j / float(array_level - 1));
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindVertexArray(0);
+ }
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, j);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ }
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
+
+ //restore ranges
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
+
+ glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
+
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+ glDeleteFramebuffers(1, &tmp_fb);
+ glDeleteFramebuffers(1, &tmp_fb2);
+ glDeleteTextures(1, &tmp_tex);
+
+ } else {
+ //regular single texture with mipmaps
+ glBindTexture(GL_TEXTURE_2D, sky->radiance);
+
+ GLuint tmp_fb;
+
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+
+ int size = p_radiance_size;
+
+ int lod = 0;
+
+ int mipmaps = 6;
+
+ int mm_level = mipmaps;
+
+ bool use_float = config.hdr_supported;
+
+ 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 (mm_level) {
+
+ glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL);
+ lod++;
+ mm_level--;
+
+ if (size > 1)
+ size >>= 1;
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
+ lod = 0;
+ mm_level = mipmaps;
+
+ size = p_radiance_size;
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
+ shaders.cubemap_filter.bind();
+
+ while (mm_level) {
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
#ifdef DEBUG_ENABLED
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
#endif
- for (int i = 0; i < 2; i++) {
- glViewport(0, i * size, size, size);
- glBindVertexArray(resources.quadie_array);
+ for (int i = 0; i < 2; i++) {
+ glViewport(0, i * size, size, size);
+ glBindVertexArray(resources.quadie_array);
- shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
- shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glBindVertexArray(0);
- }
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindVertexArray(0);
+ }
- if (size > 1)
- size >>= 1;
- lod++;
- mm_level--;
- }
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, false);
+ if (size > 1)
+ size >>= 1;
+ lod++;
+ mm_level--;
+ }
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
- //restore ranges
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
+ //restore ranges
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_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);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_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);
- glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
- glDeleteFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+ glDeleteFramebuffers(1, &tmp_fb);
+ }
}
/* SHADER API */
@@ -1445,6 +1562,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
+ p_shader->canvas_item.uses_screen_texture = false;
+ p_shader->canvas_item.uses_screen_uv = false;
shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
@@ -1455,6 +1574,10 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
+ shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
+
actions = &shaders.actions_canvas;
actions->uniforms = &p_shader->uniforms;
@@ -1747,6 +1870,14 @@ void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_wid
material->line_width = p_width;
}
+void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->next_pass = p_next_material;
+}
+
bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
Material *material = material_owner.get(p_material);
@@ -1755,7 +1886,11 @@ bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
_update_material(material);
}
- return material->is_animated_cache;
+ bool animated = material->is_animated_cache;
+ if (!animated && material->next_pass.is_valid()) {
+ animated = material_is_animated(material->next_pass);
+ }
+ return animated;
}
bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
@@ -1765,7 +1900,13 @@ bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
_update_material(material);
}
- return material->can_cast_shadow_cache;
+ bool casts_shadows = material->can_cast_shadow_cache;
+
+ if (!casts_shadows && material->next_pass.is_valid()) {
+ casts_shadows = material_casts_shadows(material->next_pass);
+ }
+
+ return casts_shadows;
}
void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
@@ -5068,6 +5209,14 @@ void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles, float p_lif
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
}
+
+void RasterizerStorageGLES3::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
+}
+
void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles, float p_time) {
Particles *particles = particles_owner.getornull(p_particles);
@@ -5199,6 +5348,14 @@ void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p
particles->draw_passes[p_pass] = p_mesh;
}
+void RasterizerStorageGLES3::particles_restart(RID p_particles) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
void RasterizerStorageGLES3::particles_request_process(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
@@ -5290,6 +5447,10 @@ void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_de
particles->cycle_number = 0;
particles->random_seed = Math::rand();
} else if (new_phase < particles->phase) {
+ if (particles->one_shot) {
+ particles->emitting = false;
+ shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, false);
+ }
particles->cycle_number++;
}
@@ -5356,6 +5517,17 @@ void RasterizerStorageGLES3::update_particles() {
Particles *particles = particle_update_list.first()->self();
+ if (particles->restart_request) {
+ particles->emitting = true; //restart from zero
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->particle_valid_histories[0] = false;
+ particles->particle_valid_histories[1] = false;
+ particles->restart_request = false;
+ }
+
if (particles->inactive && !particles->emitting) {
particle_update_list.remove(particle_update_list.first());
@@ -6820,6 +6992,7 @@ void RasterizerStorageGLES3::initialize() {
frame.current_rt = NULL;
config.keep_original_textures = false;
config.generate_wireframes = false;
+ config.use_texture_array_environment = GLOBAL_DEF("rendering/quality/texture_array_environments", true);
}
void RasterizerStorageGLES3::finalize() {