#include "rasterizer_scene_gles3.h" #include "globals.h" #include "os/os.h" #include "rasterizer_canvas_gles3.h" #ifdef IPHONE_ENABLED // for some reason glClearDepth seems to have been removed in iOS ES3.h #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_transform2d(const Transform2D& p_mtx, float* p_array) { p_array[ 0]=p_mtx.elements[0][0]; p_array[ 1]=p_mtx.elements[0][1]; p_array[ 2]=0; p_array[ 3]=0; p_array[ 4]=p_mtx.elements[1][0]; p_array[ 5]=p_mtx.elements[1][1]; p_array[ 6]=0; p_array[ 7]=0; p_array[ 8]=0; p_array[ 9]=0; p_array[10]=1; p_array[11]=0; p_array[12]=p_mtx.elements[2][0]; p_array[13]=p_mtx.elements[2][1]; p_array[14]=0; p_array[15]=1; } 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 = nearest_power_of_2(p_size); if (p_size==shadow_atlas->size) return; if (shadow_atlas->fbo) { glDeleteTextures(1,&shadow_atlas->depth); glDeleteFramebuffers(1,&shadow_atlas->fbo); shadow_atlas->depth=0; shadow_atlas->fbo=0; print_line("erasing atlas"); } for(int i=0;i<4;i++) { //clear subdivisions shadow_atlas->quadrants[i].shadows.resize(0); shadow_atlas->quadrants[i].shadows.resize( 1<quadrants[i].subdivision ); } //erase shadow atlas reference from lights for (Map::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_COMPONENT, 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); } } 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 = nearest_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;iquadrants[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==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.ptr(); int found_free_idx=-1; //found a free one int found_used_idx=-1; //found existing one, must steal it uint64_t min_pass; // pass of the existing one, try to use the least recently used one (LRU fashion) for(int j=0;jlast_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_passlast_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,nearest_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!=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[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[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[s].version=0; shadow_atlas->quadrants[q].shadows[s].owner=RID(); sh->owner=p_light_intance; sh->alloc_tick=tick; sh->version=p_light_version; //make new key key=new_quadrant<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[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[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; //make new key uint32_t key=new_quadrant<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 = nearest_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;ireflections.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[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; for(int i=0;i<6;i++) { glTexImage2D(GL_TEXTURE_2D, i, internal_format, mmsize, mmsize, 0, format, type, NULL); mmsize>>=1; } 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); mmsize=reflection_atlas->size; 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); uint32_t subdiv = nearest_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;ireflections.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[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[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; for(int i=0;ireflections.size();i++) { if (reflection_atlas->reflections[i].owner==RID()) { best_free=i; break; } if (rpi->render_step<0 && reflection_atlas->reflections[i].last_frameframe.count && (best_used==-1 || reflection_atlas->reflections[i].last_framereflections[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[best_free].owner=p_instance; reflection_atlas->reflections[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;irender_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_skybox(RID p_env, RID p_skybox){ Environment *env=environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->skybox=p_skybox; } void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env,float p_scale) { Environment *env=environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->skybox_scale=p_scale; } 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_skybox_contribution){ Environment *env=environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ambient_color=p_color; env->ambient_energy=p_energy; env->ambient_skybox_contribution=p_skybox_contribution; } 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_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, 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_treshold; env->glow_blend_mode=p_blend_mode; env->glow_hdr_bleed_treshold=p_hdr_bleed_treshold; env->glow_hdr_bleed_scale=p_hdr_bleed_scale; 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_accel,float p_fade,float p_depth_tolerance,bool p_smooth,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_accel=p_accel; env->ssr_fade=p_fade; env->ssr_depth_tolerance=p_depth_tolerance; env->ssr_smooth=p_smooth; env->ssr_roughness=p_roughness; } void RasterizerSceneGLES3::environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur) { 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_color=p_color; env->ssao_filter=p_blur; } 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) { } 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); ERR_FAIL_COND_V(!light_instance->light_ptr,RID()); 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) { 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; } 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); if (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_alpha_pass) { 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_draw!=p_material->shader->spatial.depth_draw_mode) { switch(p_material->shader->spatial.depth_draw_mode) { case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: { glDepthMask(!p_alpha_pass); } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: { glDepthMask(GL_TRUE); } break; case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: { glDepthMask(GL_FALSE); } break; } state.current_depth_draw=p_material->shader->spatial.depth_draw_mode; } //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); /* if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME]) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); if (p_material->line_width) glLineWidth(p_material->line_width); */ #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.ptr(); ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr(); state.current_main_tex=0; for(int i=0;itexture_owner.getornull( textures[i] ); if (!t) { //check hints 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; } } else { if (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->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { t->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 } else { glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); } t->using_srgb=must_srgb; } } target=t->target; tex = t->tex_id; } glBindTexture(target,tex); if (i==0) { state.current_main_tex=tex; } } return rebind; } void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) { switch(e->instance->base_type) { case VS::INSTANCE_MESH: { RasterizerStorageGLES3::Surface *s = static_cast(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(); } else { glBindVertexArray(s->array_id); // everything is so easy nowadays } } break; case VS::INSTANCE_MULTIMESH: { RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast(e->owner); RasterizerStorageGLES3::Surface *s = static_cast(e->geometry); 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)*4; glEnableVertexAttribArray(8); glVertexAttribPointer(8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0); glVertexAttribDivisor(8,1); glEnableVertexAttribArray(9); glVertexAttribPointer(9,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+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); glVertexAttribDivisor(10,1); color_ofs=12*4; } else { glDisableVertexAttribArray(10); glVertexAttrib4f(10,0,0,1,0); color_ofs=8*4; } 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,((uint8_t*)NULL)+color_ofs); glVertexAttribDivisor(11,1); } break; case VS::MULTIMESH_COLOR_FLOAT: { glEnableVertexAttribArray(11); glVertexAttribPointer(11,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs); glVertexAttribDivisor(11,1); } break; } } break; } } 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(e->geometry); 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(e->owner); RasterizerStorageGLES3::Surface *s = static_cast(e->geometry); int amount = MAX(multi_mesh->size,multi_mesh->visible_instances); 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( 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)) { const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture); 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,0,sizeof(Vector3)*vertices,c.normals.ptr()); glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3)*vertices,((uint8_t*)NULL)+buf_ofs); buf_ofs+=sizeof(Vector3)*vertices; } else { glDisableVertexAttribArray(VS::ARRAY_NORMAL); } if (!c.tangents.empty()) { glEnableVertexAttribArray(VS::ARRAY_TANGENT); glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Plane)*vertices,c.tangents.ptr()); glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane)*vertices,((uint8_t*)NULL)+buf_ofs); buf_ofs+=sizeof(Plane)*vertices; } else { glDisableVertexAttribArray(VS::ARRAY_TANGENT); } if (!c.colors.empty()) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Color)*vertices,c.colors.ptr()); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),((uint8_t*)NULL)+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,0,sizeof(Vector2)*vertices,c.uvs.ptr()); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+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,0,sizeof(Vector2)*vertices,c.uvs2.ptr()); glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs); buf_ofs+=sizeof(Vector2)*vertices; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); } glEnableVertexAttribArray(VS::ARRAY_VERTEX); glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.vertices.ptr()); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),((uint8_t*)NULL)+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; } } 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;ilast_pass!=render_pass) //not visible continue; if (li->light_ptr->type==VS::LIGHT_OMNI) { if (omni_countinstance->layer_mask&li->light_ptr->cull_mask) { omni_indices[omni_count++]=li->light_index; } } if (li->light_ptr->type==VS::LIGHT_SPOT) { if (spot_countinstance->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;ilast_pass!=render_pass) //not visible continue; if (reflection_countreflection_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]); glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-6); 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_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-7); 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_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 ); } } } void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) { if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) { Transform xf=p_instance->transform; if (p_instance->depth_scale) { if (p_projection.matrix[3][3]) { //orthogonal matrix, try to do about the same //with viewport size //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) ); real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) ); float sc = (h*2.0); //consistent with Y-fov xf.basis.scale( Vector3(sc,sc,sc)); } else { //just scale by depth real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin); xf.basis.scale( Vector3(sc,sc,sc)); } } if (p_instance->billboard && storage->frame.current_rt) { Vector3 scale = xf.basis.get_scale(); if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1)); } else { xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1)); } xf.basis.scale(scale); } if (p_instance->billboard_y && storage->frame.current_rt) { Vector3 scale = xf.basis.get_scale(); Vector3 look_at = p_view_transform.get_origin(); look_at.y = 0.0; Vector3 look_at_norm = look_at.normalized(); if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0)); } else { xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0)); } xf.basis.scale(scale); } state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf); } else { state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform); } } void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) { bool front = p_front; if (p_reverse_cull) front=!front; 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) { if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { //p_reverse_cull=!p_reverse_cull; glFrontFace(GL_CCW); } else { glFrontFace(GL_CW); } glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo if (!p_shadow && !p_directional_add) { glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); glBindTexture(GL_TEXTURE_2D,state.brdf_texture); if (p_base_env) { glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); glBindTexture(GL_TEXTURE_2D,p_base_env); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,true); } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); } } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); } state.cull_front=false; glCullFace(GL_BACK); 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; VS::InstanceType prev_base_type = VS::INSTANCE_MAX; int current_blend_mode=-1; int prev_shading=-1; RID prev_skeleton; state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set) bool first=true; storage->info.render_object_count+=p_element_count; for (int i=0;imaterial; RID skeleton = 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&RenderList::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&RenderList::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_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::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::SHADELESS,false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,!p_directional_add); 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); if (p_directional_add || (directional_light && (e->sort_key&RenderList::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_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; } current_blend_mode=desired_blend_mode; } } } if (prev_skeleton!=skeleton) { if (prev_skeleton.is_valid() != skeleton.is_valid()) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,skeleton.is_valid()); rebind=true; } if (skeleton.is_valid()) { RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); if (sk->size) { glBindBufferBase(GL_UNIFORM_BUFFER,7,sk->ubo); } } } if ((prev_base_type==VS::INSTANCE_MULTIMESH) != (e->instance->base_type==VS::INSTANCE_MULTIMESH)) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,e->instance->base_type==VS::INSTANCE_MULTIMESH); rebind=true; } if (material!=prev_material || rebind) { storage->info.render_material_switch_count++; rebind = _setup_material(material,p_alpha_pass); if (rebind) { storage->info.render_shader_rebind_count++; } } if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { _setup_light(e,p_view_transform); } if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) { _setup_geometry(e); storage->info.render_surface_switch_count++; } _set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull); state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0); _setup_transform(e->instance,p_view_transform,p_projection); _render_geometry(e); prev_material=material; prev_base_type=e->instance->base_type; prev_geometry=e->geometry; prev_shading=shading; prev_skeleton=skeleton; first=false; } glFrontFace(GL_CW); 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); } void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow) { 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); /* #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=NULL; } } if (!m) { m=storage->material_owner.getptr( default_material ); } ERR_FAIL_COND(!m); bool has_base_alpha=(m->shader->spatial.uses_alpha); bool has_blend_alpha=m->shader->spatial.blend_mode!=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop; bool has_alpha = has_base_alpha || has_blend_alpha; bool shadow = false; bool mirror = p_instance->mirror; if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) { mirror=!mirror; } if (m->shader->spatial.uses_sss) { state.used_sss=true; } if (p_shadow) { if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) return; //bye if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->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) m = storage->material_owner.getptr(default_material_twosided); else m = storage->material_owner.getptr(default_material); } has_alpha=false; } RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); if (!e) return; e->geometry=p_geometry; e->material=m; 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_shadow && directional_light && (directional_light->light_ptr->cull_mask&e->instance->layer_mask)==0) { e->sort_key|=RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG; } e->sort_key|=uint64_t(e->geometry->index)<sort_key|=uint64_t(e->instance->base_type)<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)<sort_key|=uint64_t(e->instance->depth_layer)<shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { //if nothing exists, add this element as opaque too RenderList::Element *oe = render_list.add_element(); if (!oe) return; copymem(oe,e,sizeof(RenderList::Element)); } if (e->instance->gi_probe_instances.size()) { e->sort_key|=RenderList::SORT_KEY_GI_PROBES_FLAG; } } /* 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; } //e->light_type=0xFF; // no lights! if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) { e->sort_key|=RenderList::SORT_KEY_UNSHADED_FLAG; } } void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) { if (!p_skybox) return; RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_skybox->cubemap); ERR_FAIL_COND(!tex); glActiveTexture(GL_TEXTURE0); 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); float flip_sign = p_vflip?-1:1; 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) }; //skybox uv vectors float vw,vh,zn; p_projection.get_viewport_size(vw,vh); zn=p_projection.get_z_near(); float scale=p_scale; for(int i=0;i<4;i++) { Vector3 uv=vertices[i*2+1]; uv.x=(uv.x*2.0-1.0)*vw*scale; uv.y=-(uv.y*2.0-1.0)*vh*scale; 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.skybox_verts); glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*8,vertices); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glBindVertexArray(state.skybox_array); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,true); storage->shaders.copy.bind(); glDrawArrays(GL_TRIANGLE_FAN,0,4); glBindVertexArray(0); glColorMask(1,1,1,1); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false); } void RasterizerSceneGLES3::_setup_environment(Environment *env,const CameraMatrix& p_cam_projection,const Transform& p_cam_transform) { //store camera into ubo store_camera(p_cam_projection,state.ubo_data.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 for(int i=0;i<4;i++) { state.ubo_data.time[i]=storage->frame.time[i]; } //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; state.env_radiance_data.ambient_contribution=env->ambient_skybox_contribution; state.ubo_data.ambient_occlusion_affect_light=env->ssao_light_affect; } 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; } { //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(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(); ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; 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]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; ubo_data.light_params[2]=0; ubo_data.light_params[3]=0; Color shadow_color = li->light_ptr->shadow_color.to_linear(); ubo_data.light_shadow_color[0]=shadow_color.r; ubo_data.light_shadow_color[1]=shadow_color.g; ubo_data.light_shadow_color[2]=shadow_color.b; ubo_data.light_shadow_color[3]=1.0; 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;jdirectional_rect.pos.x; uint32_t y=li->directional_rect.pos.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==0) { } else 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) { } else { y+=height; } } ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split; Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).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_matrix1[16*j]); ubo_data.light_clamp[0]=atlas_rect.pos.x; ubo_data.light_clamp[1]=atlas_rect.pos.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=RenderList::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_countlight_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]; ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; 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[0]=shadow_color.r; ubo_data.light_shadow_color[1]=shadow_color.g; ubo_data.light_shadow_color[2]=shadow_color.b; ubo_data.light_shadow_color[3]=1.0; 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>=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++; #if 0 if (li->light_ptr->shadow_enabled) { li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse(); lights_use_shadow=true; } #endif } 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]; ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; 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[0]=shadow_color.r; ubo_data.light_shadow_color[1]=shadow_color.g; ubo_data.light_shadow_color[2]=shadow_color.b; ubo_data.light_shadow_color[3]=1.0; 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>=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.pos.x; ubo_data.light_clamp[1]=rect.pos.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;ireflection_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; float contrib=0; 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; contrib=p_env->ambient_skybox_contribution; } 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; } 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/2)/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() { glBindVertexArray( storage->resources.quadie_array); glDrawArrays(GL_TRIANGLE_FAN,0,4); glBindVertexArray(0); } void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) { //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,storage->frame.current_rt->buffers.diffuse); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true); if (!env) { //no environment, simply convert from linear to srgb storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true); } else { storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,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::_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_shadow){ current_geometry_index=0; current_material_index=0; state.used_sss=false; //fill list for(int i=0;ibase_type) { case VS::INSTANCE_MESH: { RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base); ERR_CONTINUE(!mesh); int ssize = mesh->surfaces.size(); for (int i=0;imaterials[i].is_valid() ? i : -1; RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; _add_geometry(s,inst,NULL,mat_idx,p_shadow); } //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 i=0;isurfaces[i]; _add_geometry(s,inst,multi_mesh,-1,p_shadow); } } break; case VS::INSTANCE_IMMEDIATE: { } break; } } } 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 (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;iframe.current_rt->effects.ssao.depth_mipmap_fbos.size();i++) { state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START,i==0); 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(); } 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.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(); //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()); GLint axis[2]={i,1-i}; glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS),1,axis); 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); 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(); } } 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(); 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 //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->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); 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.bind(); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS,subsurface_scatter_size); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY,p_cam_projection.get_fov()); 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); 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->fbo); //copy to front first _copy_screen(); 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(); } if (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); //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); for(int i=0;iframe.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(); 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(); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,false); } //perform SSR state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL,env->ssr_accel>0 && env->ssr_smooth); state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS,env->ssr_accel>0 && env->ssr_roughness); 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::ACCELERATION,env->ssr_accel); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE,env->ssr_depth_tolerance); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE,env->ssr_fade); 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(); 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(); 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(); glDisable(GL_BLEND); //end additive 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(); 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 glReadBuffer(GL_COLOR_ATTACHMENT0); 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) { //no environment, simply return and convert to SRGB 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::DISABLE_ALPHA,true); storage->shaders.copy.bind(); _copy_screen(); storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); //compute luminance 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::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(); 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_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); 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::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(); 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); composite_from=storage->frame.current_rt->effects.mip_maps[0].color; } 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,storage->frame.current_rt->buffers.diffuse); glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[0].fbo); glViewport(0,0,exposure_shrink_size,exposure_shrink_size); _copy_screen(); //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;iget_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(); 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[exposure_shrink.size()-1].fbo,storage->frame.current_rt->exposure.fbo); SWAP(exposure_shrink[exposure_shrink.size()-1].color,storage->frame.current_rt->exposure.color); glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); } int max_glow_level=-1; int glow_mask=0; if (env->glow_enabled) { for(int i=0;iglow_levels&(1<=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<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); 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_TRESHOLD,env->glow_hdr_bleed_treshold); 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(); 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); } 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_REINDHART_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_REINHARDT); 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<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); } 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); } _copy_screen(); //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_REINDHART_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); } 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 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-3); 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-5); 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.shadow_z_offset=0; state.ubo_data.shadow_slope_scale=0; state.ubo_data.shadow_dual_paraboloid_render_side=0; state.ubo_data.shadow_dual_paraboloid_render_zfar=0; _setup_environment(env,p_cam_projection,p_cam_transform); bool fb_cleared=false; glDepthFunc(GL_LEQUAL); if (storage->frame.current_rt && true) { //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); render_list.sort_by_depth(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); fb_cleared=true; render_pass++; } _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); render_list.clear(); bool use_mrt=false; _fill_render_list(p_cull_result,p_cull_count,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 = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled 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 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 { 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,false); Vector 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::SkyBox *skybox=NULL; GLuint env_radiance_tex=0; 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_COLOR) { clear_color = env->bg_color.to_linear(); storage->frame.clear_request=false; } else if (env->bg_mode==VS::ENV_BG_SKYBOX) { skybox = storage->skybox_owner.getornull(env->skybox); if (skybox) { env_radiance_tex=skybox->radiance; } storage->frame.clear_request=false; } else { storage->frame.clear_request=false; } glClearBufferfv(GL_COLOR,0,clear_color.components); // specular 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); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glDisable(GL_BLEND); render_list.sort_by_key(false); 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); } 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;i0) { glEnable(GL_BLEND); } _setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL); _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_SKYBOX) { /* if (use_mrt) { glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters */ _draw_skybox(skybox,p_cam_projection,p_cam_transform,storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale); } //_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); } glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); render_list.sort_by_depth(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;i0,shadow_atlas!=NULL); } } if (probe) { //rendering a probe, do no more! return; } _post_process(env,p_cam_projection); if (false && shadow_atlas) { //_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 (false && 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 (false && 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 (false && 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 (false && 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); 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 0 if (use_fb) { for(int i=0;ifx_enabled[VS::ENV_FX_HDR]) { int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]; switch(hdr_tm) { case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: { } break; case VS::ENV_FX_HDR_TONE_MAPPER_LOG: { copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: { copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: { copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true); } break; } _process_hdr(); } if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { _process_glow_bloom(); int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; if (glow_transfer_mode==1) copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true); if (glow_transfer_mode==2) copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true); } glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); Size2 size; if (current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo); glViewport( 0,0,viewport.width,viewport.height); size=Size2(viewport.width,viewport.height); } else { glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); size=Size2(viewport.width,viewport.height); } //time to copy!!! copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); copy_shader.bind(); //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1); } if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); } if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]) copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y)); if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) { Vector3 bcs; bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]; bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]; bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs); } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, framebuffer.color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); _copy_screen_quad(); copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false); copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false); copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false); copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false); if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) { _debug_luminances(); } } current_env=NULL; current_debug=VS::SCENARIO_DEBUG_DISABLED; if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) { _debug_shadows(); } //_debug_luminances(); //_debug_samplers(); if (using_canvas_bg) { using_canvas_bg=false; glColorMask(1,1,1,1); //don't touch alpha } #endif } 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,vp_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; 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.pos.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.pos.x+=light_instance->directional_rect.size.x; } if (light_instance->light_directional_index/2) { light_instance->directional_rect.pos.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.pos.x; y=light_instance->directional_rect.pos.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==0) { } else 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; } } 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]; fbo=directional_shadow.fbo; vp_height=directional_shadow.size; } 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; vp_height=shadow_atlas->size; 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(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]; } } //todo hacer que se redibuje cuando corresponde render_list.clear(); _fill_render_list(p_cull_result,p_cull_count,true); render_list.sort_by_depth(false); //shadow is front to back for performance glDepthMask(true); glColorMask(1,1,1,1); glDisable(GL_BLEND); glDisable(GL_DITHER); glEnable(GL_DEPTH_TEST); glBindFramebuffer(GL_FRAMEBUFFER,fbo); 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.shadow_z_offset=bias; state.ubo_data.shadow_slope_scale=normal_bias; state.ubo_data.shadow_dual_paraboloid_render_side=dp_direction; state.ubo_data.shadow_dual_paraboloid_render_zfar=zfar; _setup_environment(NULL,light_projection,light_transform); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); _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::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[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 { return false; } return true; } // http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) { bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); return float(bits) * 2.3283064365386963e-10f; // / 0x100000000 } static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) { return Vector2(float(i) / float(N), radicalInverse_VdC(i)); } static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) { float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] // Compute distribution direction float Phi = 2.0f * Math_PI * Xi.x; float CosTheta = Math::sqrt((float)(1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y)); float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta)); // Convert to spherical direction Vector3 H; H.x = SinTheta * Math::cos(Phi); H.y = SinTheta * Math::sin(Phi); H.z = CosTheta; Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0); Vector3 TangentX = UpVector.cross(N); TangentX.normalize(); Vector3 TangentY = N.cross(TangentX); // Tangent to world space return TangentX * H.x + TangentY * H.y + N * H.z; } static _FORCE_INLINE_ float GGX(float NdotV, float a) { float k = a / 2.0; return NdotV / (NdotV * (1.0 - k) + k); } // http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL) { return GGX(nDotL, a * a) * GGX(nDotV, a * a); } void RasterizerSceneGLES3::_generate_brdf() { int brdf_size=GLOBAL_DEF("rendering/gles3/brdf_texture_size",64); PoolVector brdf; brdf.resize(brdf_size*brdf_size*2); PoolVector::Write w = brdf.write(); for(int i=0;i 0.0 ) { float G = G_Smith( Roughness, NoV, NoL ); float G_Vis = G * VoH / (NoH * NoV); float Fc = pow(1.0 - VoH, 5.0); A += (1.0 - Fc) * G_Vis; B += Fc * G_Vis; } } A/=512.0; B/=512.0; int tofs = ((brdf_size-j-1)*brdf_size+i)*2; w[tofs+0]=CLAMP(A*255,0,255); w[tofs+1]=CLAMP(B*255,0,255); } } //set up brdf texture glGenTextures(1, &state.brdf_texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,state.brdf_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE,w.ptr()); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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); glBindTexture(GL_TEXTURE_2D,0); } void RasterizerSceneGLES3::initialize() { render_pass=0; state.scene_shader.init(); default_shader = storage->shader_create(VS::SHADER_SPATIAL); default_material = storage->material_create(); storage->material_set_shader(default_material,default_shader); default_shader_twosided = storage->shader_create(VS::SHADER_SPATIAL); default_material_twosided = storage->material_create(); storage->shader_set_code(default_shader_twosided,"render_mode cull_disabled;\n"); storage->material_set_shader(default_material_twosided,default_shader_twosided); 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("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS); if (render_list.max_elements>1000000) render_list.max_elements=1000000; if (render_list.max_elements<1024) render_list.max_elements=1024; { //quad buffers glGenBuffers(1,&state.skybox_verts); glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); glBufferData(GL_ARRAY_BUFFER,sizeof(Vector3)*8,NULL,GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glGenVertexArrays(1,&state.skybox_array); glBindVertexArray(state.skybox_array); glBindBuffer(GL_ARRAY_BUFFER,state.skybox_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)); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind } render_list.init(); state.cube_to_dp_shader.init(); _generate_brdf(); 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_COMPONENT, 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=nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size",2048)); 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_COMPONENT, directional_shadow.size, directional_shadow.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); 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(RenderList::MAX_LIGHTS,max_ubo_size/ubo_light_size); print_line("max ubo light: "+itos(state.max_ubo_lights)); 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(RenderList::MAX_REFLECTIONS,max_ubo_size/sizeof(ReflectionProbeDataUBO)); print_line("max ubo reflections: "+itos(state.max_ubo_reflections)+" ubo size: "+itos(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"); } GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1); GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13")); shadow_filter_mode=SHADOW_FILTER_NEAREST; { //reflection cubemaps int max_reflection_cubemap_sampler_size=512; int cube_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(cube_size>=32) { ReflectionCubeMap cube; cube.size=cube_size; glGenTextures(1,&cube.depth); glBindTexture(GL_TEXTURE_2D,cube.depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 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); cube_size>>=1; } } { uint32_t immediate_buffer_size=GLOBAL_DEF("rendering/buffers/immediate_buffer_size_kb",2048); 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/ssurf_scattering/quality",1); GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/quality",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/quality",PROPERTY_HINT_ENUM,"Low,Medium,High")); GLOBAL_DEF("rendering/ssurf_scattering/max_size",1.0); GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/max_size",PropertyInfo(Variant::INT,"rendering/ssurf_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01")); GLOBAL_DEF("rendering/ssurf_scattering/follow_surface",false); GLOBAL_DEF("rendering/reflections/high_quality_vct_gi",true); } 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); glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, 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); } } void RasterizerSceneGLES3::iteration() { shadow_filter_mode=ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/gles3/shadow_filter_mode"))); subsurface_scatter_follow_surface=GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/follow_surface"); subsurface_scatter_quality=SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/quality"))); subsurface_scatter_size=GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/max_size"); state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,GlobalConfig::get_singleton()->get("rendering/reflections/high_quality_vct_gi")); } void RasterizerSceneGLES3::finalize(){ } RasterizerSceneGLES3::RasterizerSceneGLES3() { }