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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp9
-rw-r--r--drivers/gles3/shaders/scene.glsl3
-rw-r--r--drivers/gles3/storage/light_storage.h2
-rw-r--r--drivers/gles3/storage/texture_storage.cpp20
-rw-r--r--drivers/gles3/storage/texture_storage.h7
6 files changed, 19 insertions, 24 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index fb338b9849..89b1c1889e 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -803,7 +803,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
light_count++;
- if (light_count == data.max_lights_per_item) {
+ if (light_count == data.max_lights_per_item - 1) {
break;
}
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index e4bcc424b3..9547435607 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1535,8 +1535,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
}
}
- li->gl_id = r_omni_light_count;
-
scene_state.omni_light_sort[r_omni_light_count].instance = li;
scene_state.omni_light_sort[r_omni_light_count].depth = distance;
r_omni_light_count++;
@@ -1560,8 +1558,6 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
}
}
- li->gl_id = r_spot_light_count;
-
scene_state.spot_light_sort[r_spot_light_count].instance = li;
scene_state.spot_light_sort[r_spot_light_count].depth = distance;
r_spot_light_count++;
@@ -1584,8 +1580,11 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
LightData &light_data = (i < r_omni_light_count) ? scene_state.omni_lights[index] : scene_state.spot_lights[index];
RS::LightType type = (i < r_omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
GLES3::LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
+ real_t distance = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].depth : scene_state.spot_light_sort[index].depth;
RID base = li->light;
+ li->gl_id = index;
+
Transform3D light_transform = li->transform;
Vector3 pos = inverse_transform.xform(light_transform.origin);
@@ -1612,13 +1611,11 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0;
float fade_length = 0.0;
- real_t distance = 0.0;
float fade = 1.0;
if (light_storage->light_is_distance_fade_enabled(li->light)) {
fade_begin = light_storage->light_get_distance_fade_begin(li->light);
fade_length = light_storage->light_get_distance_fade_length(li->light);
- distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
if (distance > fade_begin) {
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 951155e287..52ff70f746 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -690,7 +690,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
+ float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
}
diff --git a/drivers/gles3/storage/light_storage.h b/drivers/gles3/storage/light_storage.h
index a304b6a265..8b2bdaf872 100644
--- a/drivers/gles3/storage/light_storage.h
+++ b/drivers/gles3/storage/light_storage.h
@@ -113,7 +113,7 @@ struct ReflectionProbe {
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 extents = Vector3(10, 10, 10);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 8818ab2118..67526bc003 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -1534,18 +1534,6 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const {
return AABB();
}
-/* DECAL INSTANCE API */
-
-RID TextureStorage::decal_instance_create(RID p_decal) {
- return RID();
-}
-
-void TextureStorage::decal_instance_free(RID p_decal_instance) {
-}
-
-void TextureStorage::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
-}
-
/* RENDER TARGET API */
GLuint TextureStorage::system_fbo = 0;
@@ -1608,9 +1596,13 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
+#ifndef IOS_ENABLED
if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rt->color, 0, 0, rt->view_count);
} else {
+#else
+ {
+#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
}
@@ -1635,9 +1627,13 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
+#ifndef IOS_ENABLED
if (use_multiview) {
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, rt->depth, 0, 0, rt->view_count);
} else {
+#else
+ {
+#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
}
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 9ffe16fd16..9d3f407226 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -561,9 +561,10 @@ public:
/* DECAL INSTANCE */
- virtual RID decal_instance_create(RID p_decal) override;
- virtual void decal_instance_free(RID p_decal_instance) override;
- virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
+ virtual RID decal_instance_create(RID p_decal) override { return RID(); }
+ virtual void decal_instance_free(RID p_decal_instance) override {}
+ virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override {}
+ virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) override {}
/* RENDER TARGET API */