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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp74
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp16
-rw-r--r--drivers/gles3/rasterizer_gles3.h2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp172
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h8
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp197
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h13
-rw-r--r--drivers/gles3/shader_gles3.h4
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl5
9 files changed, 347 insertions, 144 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 4817a524f4..30aa22732c 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -332,7 +332,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
#endif
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//color
#ifdef DEBUG_ENABLED
@@ -350,7 +350,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
@@ -362,7 +362,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
@@ -378,12 +378,12 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
glEnableVertexAttribArray(VS::ARRAY_BONES);
//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
- glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
- glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(float) * 4 * p_vertex_count;
} else if (state.using_skeleton) {
@@ -423,7 +423,7 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
//vertex
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//color
@@ -438,7 +438,7 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
@@ -446,7 +446,7 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
@@ -826,6 +826,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
+
RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
if (mesh_data) {
@@ -834,7 +836,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindVertexArray(s->array_id);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+ glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
if (s->index_array_len) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
@@ -845,6 +847,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
glBindVertexArray(0);
}
}
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
+
} break;
case Item::Command::TYPE_MULTIMESH: {
@@ -888,17 +892,17 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
glEnableVertexAttribArray(8);
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9);
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 4 * 4);
+ 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, ((uint8_t *)NULL) + 8 * 4);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
glVertexAttribDivisor(10, 1);
color_ofs = 12 * 4;
} else {
@@ -917,14 +921,14 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} break;
case VS::MULTIMESH_COLOR_8BIT: {
glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + color_ofs);
+ 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, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
glVertexAttribDivisor(11, 1);
custom_data_ofs += 4 * 4;
} break;
@@ -938,13 +942,13 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} break;
case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ 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, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
glVertexAttribDivisor(12, 1);
} break;
}
@@ -1019,19 +1023,19 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ 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, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
@@ -1041,19 +1045,19 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
if (amount - split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
+ 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, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
+ 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, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
+ 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, ((uint8_t *)NULL) + stride * split + 0);
+ 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, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
@@ -1061,19 +1065,19 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
if (split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ 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, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
@@ -2043,7 +2047,7 @@ void RasterizerCanvasGLES3::initialize() {
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (float *)0 + 2);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
@@ -2080,16 +2084,16 @@ void RasterizerCanvasGLES3::initialize() {
}
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL);
if (i & 1) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
}
if (i & 2) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + uv_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
}
glBindVertexArray(0);
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index a4e042ae0e..bdffb1ecdc 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -32,7 +32,6 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "drivers/gl_context/context_gl.h"
RasterizerStorage *RasterizerGLES3::get_storage() {
@@ -253,11 +252,16 @@ void RasterizerGLES3::set_current_render_target(RID p_render_target) {
}
}
-void RasterizerGLES3::restore_render_target() {
+void RasterizerGLES3::restore_render_target(bool p_3d_was_drawn) {
ERR_FAIL_COND(storage->frame.current_rt == NULL);
RasterizerStorageGLES3::RenderTarget *rt = storage->frame.current_rt;
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+ if (p_3d_was_drawn && rt->external.fbo != 0) {
+ // our external render buffer is now leading, render 2d into that.
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+ }
glViewport(0, 0, rt->width, rt->height);
}
@@ -339,7 +343,11 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
#if 1
Size2 win_size = OS::get_singleton()->get_window_size();
- glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
+ if (rt->external.fbo != 0) {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
+ }
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 7541c55c82..ad0d004c9d 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -56,7 +56,7 @@ public:
virtual void initialize();
virtual void begin_frame(double frame_step);
virtual void set_current_render_target(RID p_render_target);
- virtual void restore_render_target();
+ virtual void restore_render_target(bool p_3d_was_drawn);
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 309f8b506c..56a6c51460 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1278,7 +1278,8 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
} break;
- default: {}
+ default: {
+ }
}
}
@@ -1376,17 +1377,17 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
glEnableVertexAttribArray(8);
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9);
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 4 * 4);
+ 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, ((uint8_t *)NULL) + 8 * 4);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
glVertexAttribDivisor(10, 1);
color_ofs = 12 * 4;
} else {
@@ -1405,14 +1406,14 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
} break;
case VS::MULTIMESH_COLOR_8BIT: {
glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + color_ofs);
+ 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, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
glVertexAttribDivisor(11, 1);
custom_data_ofs += 4 * 4;
} break;
@@ -1426,13 +1427,13 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
} break;
case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ 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, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
glVertexAttribDivisor(12, 1);
} break;
}
@@ -1508,24 +1509,25 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ 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, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -1659,7 +1661,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector3) * vertices;
} else {
@@ -1671,7 +1673,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Plane) * vertices;
} else {
@@ -1683,7 +1685,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Color) * vertices;
} else {
@@ -1696,7 +1698,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector2) * vertices;
} else {
@@ -1708,7 +1710,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector2) * vertices;
} else {
@@ -1718,7 +1720,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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), ((uint8_t *)NULL) + buf_ofs);
+ 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());
}
@@ -1747,19 +1749,19 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
if (amount - split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
+ 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, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
+ 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, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
+ 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, ((uint8_t *)NULL) + stride * split + 0);
+ 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, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
+ 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
@@ -1785,19 +1787,19 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
if (split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ 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, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
#ifdef DEBUG_ENABLED
@@ -1847,7 +1849,8 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2349,6 +2352,10 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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)
@@ -3165,6 +3172,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
current_material_index = 0;
state.used_sss = false;
state.used_screen_texture = false;
+ state.used_depth_texture = false;
//fill list
@@ -3243,7 +3251,8 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
}
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -3281,14 +3290,8 @@ void RasterizerSceneGLES3::_blur_effect_buffer() {
}
}
-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);
-
- if (!state.used_depth_prepass_and_resolved) {
+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);
@@ -3296,7 +3299,28 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
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) {
@@ -3640,10 +3664,14 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) { //no post process on small render targets
//no environment or transparent render, simply return and convert to SRGB
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ 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, true);
+ 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();
@@ -3983,7 +4011,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ 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);
@@ -4149,7 +4181,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDepthFunc(GL_LEQUAL);
state.used_contact_shadows = false;
- state.used_depth_prepass_and_resolved = false;
+ state.prepared_depth_texture = false;
+ state.bound_depth_texture = false;
for (int i = 0; i < p_light_cull_count; i++) {
@@ -4161,7 +4194,17 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
}
- if (!storage->config.no_depth_prepass && storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]) { //detect with state.used_contact_shadows too
+ // 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);
@@ -4188,16 +4231,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
if (state.used_contact_shadows) {
- 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);
- //bind depth for read
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
- state.used_depth_prepass_and_resolved = true;
+ _prepare_depth_texture();
+ _bind_depth_texture();
}
fb_cleared = true;
@@ -4392,7 +4427,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
break;
- default: {}
+ default: {
+ }
}
}
@@ -4455,7 +4491,12 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
_render_mrts(env, p_cam_projection);
} else {
- //FIXME: check that this is possible to use
+ // 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);
@@ -4464,12 +4505,25 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
_blur_effect_buffer();
- //restored framebuffer
+ 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);
@@ -4949,7 +5003,7 @@ void RasterizerSceneGLES3::initialize() {
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, ((uint8_t *)NULL) + sizeof(Vector3));
+ 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
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 56e378d7fa..59e23e5ac9 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -206,7 +206,10 @@ public:
bool used_screen_texture;
bool used_depth_prepass;
- bool used_depth_prepass_and_resolved;
+
+ bool used_depth_texture;
+ bool prepared_depth_texture;
+ bool bound_depth_texture;
VS::ViewportDebugDraw debug_draw;
} state;
@@ -848,6 +851,9 @@ public:
void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
+ void _prepare_depth_texture();
+ void _bind_depth_texture();
+
virtual void 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);
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
virtual bool free(RID p_rid);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 1fa4eacd95..be44d62efc 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -642,7 +642,8 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_
p_flags &= ~VS::TEXTURE_FLAG_FILTER;
}
} break;
- default: {}
+ default: {
+ }
}
#endif
@@ -2751,7 +2752,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[14] = v.origin.z;
gui[15] = 1;
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2919,7 +2921,8 @@ _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type,
gui[i] = value[i].real;
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2962,7 +2965,8 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
zeromem(data, 64);
} break;
- default: {}
+ default: {
+ }
}
}
@@ -3466,9 +3470,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
continue;
if (attribs[i].integer) {
- glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
+ glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
} else {
- glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
+ glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
}
glEnableVertexAttribArray(attribs[i].index);
}
@@ -3571,9 +3575,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
continue;
if (attribs[i].integer) {
- glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
+ glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
} else {
- glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
+ glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
}
glEnableVertexAttribArray(attribs[i].index);
}
@@ -3616,9 +3620,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
continue;
if (attribs[j].integer) {
- glVertexAttribIPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].stride, ((uint8_t *)0) + attribs[j].offset);
+ glVertexAttribIPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset));
} else {
- glVertexAttribPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].normalized, attribs[j].stride, ((uint8_t *)0) + attribs[j].offset);
+ glVertexAttribPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].normalized, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset));
}
glEnableVertexAttribArray(attribs[j].index);
}
@@ -4131,7 +4135,7 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p
for (int ti = 0; ti < mtc; ti++) {
float weight = p_weights[ti];
- if (weight < 0.001) //not bother with this one
+ if (weight < 0.00001) //not bother with this one
continue;
glBindVertexArray(s->blend_shapes[ti].array_id);
@@ -4149,44 +4153,44 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p
case VS::ARRAY_VERTEX: {
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
- glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} else {
- glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
}
} break;
case VS::ARRAY_NORMAL: {
- glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
} break;
case VS::ARRAY_TANGENT: {
- glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_COLOR: {
- glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_TEX_UV: {
- glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_TEX_UV2: {
- glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_BONES: {
- glVertexAttribIPointer(i + 8, 4, GL_UNSIGNED_INT, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribIPointer(i + 8, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_WEIGHTS: {
- glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
@@ -4219,44 +4223,44 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p
case VS::ARRAY_VERTEX: {
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
- glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} else {
- glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
}
} break;
case VS::ARRAY_NORMAL: {
- glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
} break;
case VS::ARRAY_TANGENT: {
- glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_COLOR: {
- glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_TEX_UV: {
- glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_TEX_UV2: {
- glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_BONES: {
- glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_WEIGHTS: {
- glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
+ glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
@@ -5246,7 +5250,8 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param
light->version++;
light->instance_change_notify(true, false);
} break;
- default: {}
+ default: {
+ }
}
light->param[p_param] = p_value;
@@ -5448,7 +5453,8 @@ AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
return AABB();
} break;
- default: {}
+ default: {
+ }
}
ERR_FAIL_V(AABB());
@@ -6080,7 +6086,7 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount)
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
- glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16));
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
}
}
@@ -6094,7 +6100,7 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount)
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
- glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16));
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
}
particles->particle_valid_histories[i] = false;
}
@@ -6172,7 +6178,7 @@ void RasterizerStorageGLES3::_particles_update_histories(Particles *particles) {
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
- glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16));
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
}
particles->particle_valid_histories[i] = false;
@@ -6794,6 +6800,24 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
glDeleteTextures(1, &rt->exposure.color);
rt->exposure.fbo = 0;
}
+
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ }
+
Texture *tex = texture_owner.get(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
@@ -7249,7 +7273,99 @@ RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
- return rt->texture;
+ if (rt->external.fbo == 0) {
+ return rt->texture;
+ } else {
+ return rt->external.texture;
+ }
+}
+
+void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ if (p_texture_id == 0) {
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ }
+ } else {
+ Texture *t;
+
+ if (rt->external.fbo == 0) {
+ // create our fbo
+ glGenFramebuffers(1, &rt->external.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // allocate a texture
+ t = memnew(Texture);
+
+ t->type = VS::TEXTURE_TYPE_2D;
+ t->flags = 0;
+ t->width = 0;
+ t->height = 0;
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->format = Image::FORMAT_RGBA8;
+ t->target = GL_TEXTURE_2D;
+ t->gl_format_cache = 0;
+ t->gl_internal_format_cache = 0;
+ t->gl_type_cache = 0;
+ t->data_size = 0;
+ t->compressed = false;
+ t->srgb = false;
+ t->total_data_size = 0;
+ t->ignore_mipmaps = false;
+ t->mipmaps = 1;
+ t->active = true;
+ t->tex_id = 0;
+ t->render_target = rt;
+
+ rt->external.texture = texture_owner.make_rid(t);
+ } else {
+ // bind our frame buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // find our texture
+ t = texture_owner.get(rt->external.texture);
+ }
+
+ // set our texture
+ t->tex_id = p_texture_id;
+
+ // size shouldn't be different
+ t->width = rt->width;
+ t->height = rt->height;
+ t->alloc_height = rt->width;
+ t->alloc_width = rt->height;
+
+ // is there a point to setting the internal formats? we don't know them..
+
+ // set our texture as the destination for our framebuffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+
+ // check status and unbind
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("framebuffer fail, status: %x\n", status);
+ }
+
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
}
void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
@@ -7269,7 +7385,8 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT
_render_target_allocate(rt);
} break;
- default: {}
+ default: {
+ }
}
}
bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
@@ -7997,7 +8114,7 @@ void RasterizerStorageGLES3::initialize() {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
glEnableVertexAttribArray(0);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glEnableVertexAttribArray(4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
@@ -8042,8 +8159,8 @@ void RasterizerStorageGLES3::initialize() {
String renderer = (const char *)glGetString(GL_RENDERER);
- config.no_depth_prepass = !bool(GLOBAL_GET("rendering/quality/depth_prepass/enable"));
- if (!config.no_depth_prepass) {
+ config.use_depth_prepass = bool(GLOBAL_GET("rendering/quality/depth_prepass/enable"));
+ if (config.use_depth_prepass) {
String vendors = GLOBAL_GET("rendering/quality/depth_prepass/disable_for_vendors");
Vector<String> vendor_match = vendors.split(",");
@@ -8053,7 +8170,7 @@ void RasterizerStorageGLES3::initialize() {
continue;
if (renderer.findn(v) != -1) {
- config.no_depth_prepass = true;
+ config.use_depth_prepass = false;
}
}
}
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 2994bfb074..92916ed808 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -103,7 +103,7 @@ public:
bool keep_original_textures;
- bool no_depth_prepass;
+ bool use_depth_prepass;
bool force_vertex_shading;
} config;
@@ -1345,6 +1345,15 @@ public:
fbo(0) {}
} exposure;
+ // External FBO to render our final result to (mostly used for ARVR)
+ struct External {
+ GLuint fbo;
+ RID texture;
+
+ External() :
+ fbo(0) {}
+ } external;
+
uint64_t last_exposure_tick;
int width, height;
@@ -1366,6 +1375,7 @@ public:
msaa(VS::VIEWPORT_MSAA_DISABLED) {
exposure.fbo = 0;
buffers.fbo = 0;
+ external.fbo = 0;
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
flags[i] = false;
}
@@ -1383,6 +1393,7 @@ public:
virtual RID render_target_create();
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
+ virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
virtual bool render_target_was_used(RID p_render_target);
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 1ed30986bf..be2c34ba07 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -289,7 +289,9 @@ private:
glUniformMatrix4fv(p_uniform, 1, false, matrix);
} break;
- default: { ERR_FAIL(); } // do nothing
+ default: {
+ ERR_FAIL();
+ } // do nothing
}
}
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index fc15ca31b1..ff5a9f326f 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -117,12 +117,13 @@ void main() {
#ifdef GAUSSIAN_HORIZONTAL
vec2 pix_size = pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
+ // sigma 2
vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
frag_color = color;
#endif