/*************************************************************************/ /* rasterizer_storage_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_scene_gles3.h" #include "os/os.h" #include "project_settings.h" #include "rasterizer_canvas_gles3.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, }; static _FORCE_INLINE_ void store_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; // erasing atlas if (shadow_atlas->fbo) { glDeleteTextures(1, &shadow_atlas->depth); glDeleteFramebuffers(1, &shadow_atlas->fbo); shadow_atlas->depth = 0; shadow_atlas->fbo = 0; } for (int i = 0; i < 4; i++) { //clear subdivisions shadow_atlas->quadrants[i].shadows.resize(0); shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision); } //erase shadow atlas reference from lights for (Map::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) { LightInstance *li = light_instance_owner.getornull(E->key()); ERR_CONTINUE(!li); li->shadow_atlases.erase(p_atlas); } //clear owners shadow_atlas->shadow_owners.clear(); shadow_atlas->size = p_size; if (shadow_atlas->size) { glGenFramebuffers(1, &shadow_atlas->fbo); glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); // Create a texture for storing the depth glActiveTexture(GL_TEXTURE0); glGenTextures(1, &shadow_atlas->depth); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadow_atlas->depth, 0); glViewport(0, 0, shadow_atlas->size, shadow_atlas->size); glClearDepth(0.0f); glClear(GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, 0); } } void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_INDEX(p_quadrant, 4); ERR_FAIL_INDEX(p_subdivision, 16384); uint32_t subdiv = 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; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) { if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) { shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); ERR_CONTINUE(!li); li->shadow_atlases.erase(p_atlas); } } shadow_atlas->quadrants[p_quadrant].shadows.resize(0); shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv); shadow_atlas->quadrants[p_quadrant].subdivision = subdiv; //cache the smallest subdiv (for faster allocation in light update) shadow_atlas->smallest_subdiv = 1 << 30; for (int i = 0; i < 4; i++) { if (shadow_atlas->quadrants[i].subdivision) { shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision); } } if (shadow_atlas->smallest_subdiv == 1 << 30) { shadow_atlas->smallest_subdiv = 0; } //resort the size orders, simple bublesort for 4 elements.. int swaps = 0; do { swaps = 0; for (int i = 0; i < 3; i++) { if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) { SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]); swaps++; } } } while (swaps > 0); } bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) { for (int i = p_quadrant_count - 1; i >= 0; i--) { int qidx = p_in_quadrants[i]; if (shadow_atlas->quadrants[qidx].subdivision == 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; j < sc; j++) { if (!sarr[j].owner.is_valid()) { found_free_idx = j; break; } LightInstance *sli = light_instance_owner.getornull(sarr[j].owner); ERR_CONTINUE(!sli); if (sli->last_scene_pass != scene_pass) { //was just allocated, don't kill it so soon, wait a bit.. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) continue; if (found_used_idx == -1 || sli->last_scene_pass < min_pass) { found_used_idx = j; min_pass = sli->last_scene_pass; } } } if (found_free_idx == -1 && found_used_idx == -1) continue; //nothing found if (found_free_idx == -1 && found_used_idx != -1) { found_free_idx = found_used_idx; } r_quadrant = qidx; r_shadow = found_free_idx; return true; } return false; } bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); ERR_FAIL_COND_V(!shadow_atlas, false); LightInstance *li = light_instance_owner.getornull(p_light_intance); ERR_FAIL_COND_V(!li, false); if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) { return false; } uint32_t quad_size = shadow_atlas->size >> 1; int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, 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 << ShadowAtlas::QUADRANT_SHIFT; key |= new_shadow; //update it in map shadow_atlas->shadow_owners[p_light_intance] = key; //make it dirty, as it should redraw anyway return true; } //no better place for this shadow found, keep current //already existing, see if it should redraw or it's just OK shadow_atlas->quadrants[q].shadows[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 << ShadowAtlas::QUADRANT_SHIFT; key |= new_shadow; //update it in map shadow_atlas->shadow_owners[p_light_intance] = key; //make it dirty, as it should redraw anyway return true; } //no place to allocate this light, apologies return false; } void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) { directional_shadow.light_count = p_count; directional_shadow.current_light = 0; } int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) { ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0); int shadow_size; if (directional_shadow.light_count == 1) { shadow_size = directional_shadow.size; } else { shadow_size = directional_shadow.size / 2; //more than 4 not supported anyway } LightInstance *light_instance = light_instance_owner.getornull(p_light_intance); ERR_FAIL_COND_V(!light_instance, 0); switch (light_instance->light_ptr->directional_shadow_mode) { case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size /= 2; break; } return shadow_size; } ////////////////////////////////////////////////////// RID RasterizerSceneGLES3::reflection_atlas_create() { ReflectionAtlas *reflection_atlas = memnew(ReflectionAtlas); reflection_atlas->subdiv = 0; reflection_atlas->color = 0; reflection_atlas->size = 0; for (int i = 0; i < 6; i++) { reflection_atlas->fbo[i] = 0; } return reflection_atlas_owner.make_rid(reflection_atlas); } void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size) { ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); ERR_FAIL_COND(!reflection_atlas); int size = 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; i < reflection_atlas->reflections.size(); i++) { //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); reflection_atlas->reflections[i].owner = RID(); ERR_CONTINUE(!reflection_probe_instance); reflection_probe_instance->reflection_atlas_index = -1; reflection_probe_instance->atlas = RID(); reflection_probe_instance->render_step = -1; } } if (reflection_atlas->size) { bool use_float = true; GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; GLenum format = GL_RGBA; GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; // Create a texture for storing the color glActiveTexture(GL_TEXTURE0); glGenTextures(1, &reflection_atlas->color); glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); int mmsize = reflection_atlas->size; glTexStorage2DCustom(GL_TEXTURE_2D, 6, internal_format, mmsize, mmsize, format, type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5); for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &reflection_atlas->fbo[i]); glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, reflection_atlas->color, i); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); glDisable(GL_SCISSOR_TEST); glViewport(0, 0, mmsize, mmsize); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); //it needs to be cleared, to avoid generating garbage mmsize >>= 1; } } } void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) { ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); ERR_FAIL_COND(!reflection_atlas); 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; i < reflection_atlas->reflections.size(); i++) { //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); reflection_atlas->reflections[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; i < reflection_atlas->reflections.size(); i++) { if (reflection_atlas->reflections[i].owner == RID()) { best_free = i; break; } if (rpi->render_step < 0 && reflection_atlas->reflections[i].last_frame < storage->frame.count && (best_used == -1 || reflection_atlas->reflections[i].last_frame < best_used_frame)) { best_used = i; best_used_frame = reflection_atlas->reflections[i].last_frame; } } if (best_free == -1 && best_used == -1) { return false; // sorry, can not do. Try again next frame. } if (best_free == -1) { //find best from what is used best_free = best_used; ReflectionProbeInstance *victim_rpi = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[best_free].owner); ERR_FAIL_COND_V(!victim_rpi, false); victim_rpi->atlas = RID(); victim_rpi->reflection_atlas_index = -1; } reflection_atlas->reflections[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; i < rpi->render_step; i++) { cell_size >>= 1; //mipmaps! } int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size; int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size; int width = cell_size; int height = cell_size; storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, rpi->render_step == 0); storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS); for (int i = 0; i < 2; i++) { storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i == 0); storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, rpi->render_step / 5.0); uint32_t local_width = width, local_height = height; uint32_t local_x = x, local_y = y; local_height /= 2; local_y += i * local_height; glViewport(local_x, local_y, local_width, local_height); _copy_screen(); } storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, false); rpi->render_step++; return rpi->render_step == 6; } /* ENVIRONMENT API */ RID RasterizerSceneGLES3::environment_create() { Environment *env = memnew(Environment); return environment_owner.make_rid(env); } void RasterizerSceneGLES3::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->bg_mode = p_bg; } void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->sky = p_sky; } void RasterizerSceneGLES3::environment_set_sky_scale(RID p_env, float p_scale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->sky_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_sky_contribution) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ambient_color = p_color; env->ambient_energy = p_energy; env->ambient_sky_contribution = p_sky_contribution; } void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->dof_blur_far_enabled = p_enable; env->dof_blur_far_distance = p_distance; env->dof_blur_far_transition = p_transition; env->dof_blur_far_amount = p_amount; env->dof_blur_far_quality = p_quality; } void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->dof_blur_near_enabled = p_enable; env->dof_blur_near_distance = p_distance; env->dof_blur_near_transition = p_transition; env->dof_blur_near_amount = p_amount; env->dof_blur_near_quality = p_quality; } void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->glow_enabled = p_enable; env->glow_levels = p_level_flags; env->glow_intensity = p_intensity; env->glow_strength = p_strength; env->glow_bloom = p_bloom_threshold; env->glow_blend_mode = p_blend_mode; env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold; env->glow_hdr_bleed_scale = p_hdr_bleed_scale; env->glow_bicubic_upscale = p_bicubic_upscale; } void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { } void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ssr_enabled = p_enable; env->ssr_max_steps = p_max_steps; env->ssr_fade_in = p_fade_in; env->ssr_fade_out = p_fade_out; env->ssr_depth_tolerance = p_depth_tolerance; env->ssr_roughness = p_roughness; } void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, 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) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->adjustments_enabled = p_enable; env->adjustments_brightness = p_brightness; env->adjustments_contrast = p_contrast; env->adjustments_saturation = p_saturation; env->color_correction = p_ramp; } void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_enabled = p_enable; env->fog_color = p_color; env->fog_sun_color = p_sun_color; env->fog_sun_amount = p_sun_amount; } void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_depth_enabled = p_enable; env->fog_depth_begin = p_depth_begin; env->fog_depth_curve = p_depth_curve; env->fog_transmit_enabled = p_transmit; env->fog_transmit_curve = p_transmit_curve; } void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_height_enabled = p_enable; env->fog_height_min = p_min_height; env->fog_height_max = p_max_height; env->fog_height_curve = p_height_curve; } bool RasterizerSceneGLES3::is_environment(RID p_env) { return environment_owner.owns(p_env); } VS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) { const Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX); return env->bg_mode; } int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) { const Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND_V(!env, -1); return env->canvas_max_layer; } RID RasterizerSceneGLES3::light_instance_create(RID p_light) { LightInstance *light_instance = memnew(LightInstance); light_instance->last_pass = 0; light_instance->last_scene_pass = 0; light_instance->last_scene_shadow_pass = 0; light_instance->light = p_light; light_instance->light_ptr = storage->light_owner.getornull(p_light); 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, float p_bias_scale) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); if (light_instance->light_ptr->type != VS::LIGHT_DIRECTIONAL) { p_pass = 0; } ERR_FAIL_INDEX(p_pass, 4); light_instance->shadow_transform[p_pass].camera = p_projection; light_instance->shadow_transform[p_pass].transform = p_transform; light_instance->shadow_transform[p_pass].farplane = p_far; light_instance->shadow_transform[p_pass].split = p_split; light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale; } void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); light_instance->last_scene_pass = scene_pass; } ////////////////////// RID RasterizerSceneGLES3::gi_probe_instance_create() { GIProbeInstance *gipi = memnew(GIProbeInstance); return gi_probe_instance_owner.make_rid(gipi); } void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) { GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); ERR_FAIL_COND(!gipi); gipi->data = p_data; gipi->probe = storage->gi_probe_owner.getornull(p_base); if (p_data.is_valid()) { RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data); ERR_FAIL_COND(!gipd); 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_test != (!p_material->shader->spatial.ontop)) { if (p_material->shader->spatial.ontop) { glDisable(GL_DEPTH_TEST); } else { glEnable(GL_DEPTH_TEST); } state.current_depth_test = !p_material->shader->spatial.ontop; } 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; i < tc; i++) { glActiveTexture(GL_TEXTURE0 + i); GLenum target; GLuint tex; RasterizerStorageGLES3::Texture *t = storage->texture_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 { #ifdef TOOLS_ENABLED if (t->detect_3d) { t->detect_3d(t->detect_3d_ud); } #endif #ifdef TOOLS_ENABLED if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) { t->detect_normal(t->detect_normal_ud); } #endif if (t->render_target) t->render_target->used_in_frame = true; target = t->target; tex = t->tex_id; } glBindTexture(target, tex); if (t && storage->config.srgb_decode_supported) { //if SRGB decode extension is present, simply switch the texture to whathever is needed bool must_srgb = false; if (t->srgb && (texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) { must_srgb = true; } if (t->using_srgb != must_srgb) { if (must_srgb) { glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT); #ifdef TOOLS_ENABLED if (t->detect_srgb) { t->detect_srgb(t->detect_srgb_ud); } #endif } else { glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT); } t->using_srgb = must_srgb; } } if (i == 0) { state.current_main_tex = tex; } } return rebind; } struct RasterizerGLES3Particle { float color[4]; float velocity_active[4]; float custom[4]; float xform_1[4]; float xform_2[4]; float xform_3[4]; }; struct RasterizerGLES3ParticleSort { Vector3 z_dir; bool operator()(const RasterizerGLES3Particle &p_a, const RasterizerGLES3Particle &p_b) const { return z_dir.dot(Vector3(p_a.xform_1[3], p_a.xform_2[3], p_a.xform_3[3])) < z_dir.dot(Vector3(p_b.xform_1[3], p_b.xform_2[3], p_b.xform_3[3])); } }; void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transform &p_view_transform) { switch (e->instance->base_type) { case VS::INSTANCE_MESH: { RasterizerStorageGLES3::Surface *s = static_cast(e->geometry); if (s->blend_shapes.size() && e->instance->blend_values.size()) { //blend shapes, use transform feedback storage->mesh_render_blend_shapes(s, e->instance->blend_values.ptr()); //rebind shader state.scene_shader.bind(); #ifdef DEBUG_ENABLED } else if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { glBindVertexArray(s->array_wireframe_id); // everything is so easy nowadays #endif } else { glBindVertexArray(s->array_id); // everything is so easy nowadays } } break; case VS::INSTANCE_MULTIMESH: { RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast(e->owner); RasterizerStorageGLES3::Surface *s = static_cast(e->geometry); #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { glBindVertexArray(s->instancing_array_wireframe_id); // use the instancing array ID } else #endif { glBindVertexArray(s->instancing_array_id); // use the instancing array ID } glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer int stride = (multi_mesh->xform_floats + multi_mesh->color_floats) * 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; case VS::INSTANCE_PARTICLES: { RasterizerStorageGLES3::Particles *particles = static_cast(e->owner); RasterizerStorageGLES3::Surface *s = static_cast(e->geometry); if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->particle_valid_histories[1]) { glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer, this was used 2 frames ago so it should be good enough for flushing RasterizerGLES3Particle *particle_array = (RasterizerGLES3Particle *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); SortArray sorter; if (particles->use_local_coords) { sorter.compare.z_dir = e->instance->transform.affine_inverse().xform(p_view_transform.basis.get_axis(2)).normalized(); } else { sorter.compare.z_dir = p_view_transform.basis.get_axis(2).normalized(); } sorter.sort(particle_array, particles->amount); glUnmapBuffer(GL_ARRAY_BUFFER); #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID } else #endif { glBindVertexArray(s->instancing_array_id); // use the instancing array ID } glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer } else { #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID } else #endif { glBindVertexArray(s->instancing_array_id); // use the instancing array ID } glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //modify the buffer } int stride = sizeof(float) * 4 * 6; //transform if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) { glEnableVertexAttribArray(8); //xform x glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2); glVertexAttribDivisor(12, 1); } } 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); #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { glDrawElements(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0); storage->info.render.vertices_count += s->index_array_len; } else #endif if (s->index_array_len > 0) { glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); storage->info.render.vertices_count += s->index_array_len; } else { glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); storage->info.render.vertices_count += s->array_len; } } break; case VS::INSTANCE_MULTIMESH: { RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast(e->owner); RasterizerStorageGLES3::Surface *s = static_cast(e->geometry); int amount = MAX(multi_mesh->size, multi_mesh->visible_instances); #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount); storage->info.render.vertices_count += s->index_array_len * amount; } else #endif if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); storage->info.render.vertices_count += s->index_array_len * amount; } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); storage->info.render.vertices_count += s->array_len * amount; } } break; case VS::INSTANCE_IMMEDIATE: { bool restore_tex = false; const RasterizerStorageGLES3::Immediate *im = static_cast(e->geometry); if (im->building) { return; } glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); glBindVertexArray(state.immediate_array); for (const List::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, buf_ofs, 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, buf_ofs, 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, buf_ofs, 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, buf_ofs, 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, buf_ofs, 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, buf_ofs, 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; case VS::INSTANCE_PARTICLES: { RasterizerStorageGLES3::Particles *particles = static_cast(e->owner); RasterizerStorageGLES3::Surface *s = static_cast(e->geometry); if (!particles->use_local_coords) //not using local coordinates? then clear transform.. state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, Transform()); int amount = particles->amount; if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_LIFETIME) { //split int stride = sizeof(float) * 4 * 6; int split = int(Math::ceil(particles->phase * particles->amount)); if (amount - split > 0) { glEnableVertexAttribArray(8); //xform x glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2); glVertexAttribDivisor(12, 1); #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount - split); storage->info.render.vertices_count += s->index_array_len * (amount - split); } else #endif if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount - split); storage->info.render.vertices_count += s->index_array_len * (amount - split); } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount - split); storage->info.render.vertices_count += s->array_len * (amount - split); } } if (split > 0) { glEnableVertexAttribArray(8); //xform x glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2); glVertexAttribDivisor(12, 1); #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, split); storage->info.render.vertices_count += s->index_array_len * split; } else #endif if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, split); storage->info.render.vertices_count += s->index_array_len * split; } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, split); storage->info.render.vertices_count += s->array_len * split; } } } else { #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount); storage->info.render.vertices_count += s->index_array_len * amount; } else #endif if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); storage->info.render.vertices_count += s->index_array_len * amount; } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); storage->info.render.vertices_count += s->array_len * amount; } } } break; } } void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform &p_view_transform) { int omni_indices[16]; int omni_count = 0; int spot_indices[16]; int spot_count = 0; int reflection_indices[16]; int reflection_count = 0; int maxobj = MIN(16, state.max_forward_lights_per_object); int lc = e->instance->light_instances.size(); if (lc) { const RID *lights = e->instance->light_instances.ptr(); for (int i = 0; i < lc; i++) { LightInstance *li = light_instance_owner.getptr(lights[i]); if (li->last_pass != render_pass) //not visible continue; if (li->light_ptr->type == VS::LIGHT_OMNI) { if (omni_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { omni_indices[omni_count++] = li->light_index; } } if (li->light_ptr->type == VS::LIGHT_SPOT) { if (spot_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { spot_indices[spot_count++] = li->light_index; } } } } state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, omni_count); if (omni_count) { glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES), omni_count, omni_indices); } state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, spot_count); if (spot_count) { glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES), spot_count, spot_indices); } int rc = e->instance->reflection_probe_instances.size(); if (rc) { const RID *reflections = e->instance->reflection_probe_instances.ptr(); for (int i = 0; i < rc; i++) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getptr(reflections[i]); if (rpi->last_pass != render_pass) //not visible continue; if (reflection_count < maxobj) { reflection_indices[reflection_count++] = rpi->reflection_index; } } } state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT, reflection_count); if (reflection_count) { glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES), reflection_count, reflection_indices); } int gi_probe_count = e->instance->gi_probe_instances.size(); if (gi_probe_count) { const RID *ridp = e->instance->gi_probe_instances.ptr(); GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); float bias_scale = e->instance->baked_light ? 1 : 0; glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); glBindTexture(GL_TEXTURE_3D, gipi->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe ? gipi->probe->dynamic_range * gipi->probe->energy : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias * bias_scale : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS1, gipi->probe ? gipi->probe->normal_bias * bias_scale : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe ? !gipi->probe->interior : false); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache); if (gi_probe_count > 1) { GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10); glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe ? gipi2->probe->dynamic_range * gipi2->probe->energy : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias * bias_scale : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS2, gipi2->probe ? gipi2->probe->normal_bias * bias_scale : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe ? !gipi2->probe->interior : false); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true); } else { state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false); } } } 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) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo bool use_radiance_map = false; if (!p_shadow && !p_directional_add) { glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info if (p_base_env) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); if (storage->config.use_texture_array_environment) { glBindTexture(GL_TEXTURE_2D_ARRAY, p_base_env); } else { glBindTexture(GL_TEXTURE_2D, p_base_env); } state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment); use_radiance_map = true; } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false); } } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false); } state.cull_front = false; glCullFace(GL_BACK); state.current_depth_test = true; glEnable(GL_DEPTH_TEST); state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false); state.current_blend_mode = -1; state.current_line_width = -1; state.current_depth_draw = -1; RasterizerStorageGLES3::Material *prev_material = NULL; RasterizerStorageGLES3::Geometry *prev_geometry = NULL; RasterizerStorageGLES3::GeometryOwner *prev_owner = NULL; VS::InstanceType prev_base_type = VS::INSTANCE_MAX; int current_blend_mode = -1; int prev_shading = -1; RID prev_skeleton; state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set) bool first = true; bool prev_use_instancing = false; storage->info.render.draw_call_count += p_element_count; for (int i = 0; i < p_element_count; i++) { RenderList::Element *e = p_elements[i]; RasterizerStorageGLES3::Material *material = e->material; 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 & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) { continue; } shading &= ~1; //ignore the ignore directional for base pass } if (shading != prev_shading) { if (e->sort_key & SORT_KEY_UNSHADED_FLAG) { state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false); //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); } else { state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, e->instance->gi_probe_instances.size() > 0); state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, !p_directional_add); state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, (e->sort_key & SORT_KEY_VERTEX_LIT_FLAG)); state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map); state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, state.used_contact_shadows); if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true); if (p_directional_shadows && directional_light->light_ptr->shadow) { state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, true); switch (directional_light->light_ptr->directional_shadow_mode) { case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2, true); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits); break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, true); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, directional_light->light_ptr->directional_blend_splits); break; } } } } rebind = true; } if (p_alpha_pass || p_directional_add) { int desired_blend_mode; if (p_directional_add) { desired_blend_mode = RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD; } else { desired_blend_mode = material->shader->spatial.blend_mode; } if (desired_blend_mode != current_blend_mode) { switch (desired_blend_mode) { case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } break; case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE); } break; case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_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; } } } bool use_instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH || e->instance->base_type == VS::INSTANCE_PARTICLES; if (use_instancing != prev_use_instancing) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, use_instancing); rebind = true; } if (prev_skeleton != skeleton) { if (prev_skeleton.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); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, sk->texture); } } 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 & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { _setup_light(e, p_view_transform); } if (e->owner != prev_owner || prev_base_type != e->instance->base_type || prev_geometry != e->geometry) { _setup_geometry(e, p_view_transform); storage->info.render.surface_switch_count++; } _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull); state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0); state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform); _render_geometry(e); prev_material = material; prev_base_type = e->instance->base_type; prev_geometry = e->geometry; prev_owner = e->owner; prev_shading = shading; prev_skeleton = skeleton; prev_use_instancing = use_instancing; 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); state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, 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); if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { m_src = default_overdraw_material; } /* #ifdef DEBUG_ENABLED if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { m_src=overdraw_material; } #endif */ if (m_src.is_valid()) { m = storage->material_owner.getornull(m_src); if (!m->shader || !m->shader->valid) { m = NULL; } } if (!m) { m = storage->material_owner.getptr(default_material); } ERR_FAIL_COND(!m); _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow); while (m->next_pass.is_valid()) { m = storage->material_owner.getornull(m->next_pass); if (!m) break; _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow); } } void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *m, bool p_shadow) { bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture || m->shader->spatial.unshaded); 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 (m->shader->spatial.uses_screen_texture) { state.used_screen_texture = 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.writes_modelview_or_projection && !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 |= SORT_KEY_NO_DIRECTIONAL_FLAG; } e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT; if (!p_shadow) { if (e->material->last_pass != render_pass) { e->material->last_pass = render_pass; e->material->index = current_material_index++; } e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_DEPTH_LAYER_SHIFT; if (!has_blend_alpha && has_alpha && m->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 |= 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 || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) { e->sort_key |= SORT_KEY_UNSHADED_FLAG; } if (!shadow && (m->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) { e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG; } } void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) { if (!p_sky) return; RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_sky->panorama); 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) }; //sky 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.sky_verts); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glBindVertexArray(state.sky_array); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, true); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true); storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); glColorMask(1, 1, 1, 1); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false); } void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform) { //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 state.ubo_data.time = storage->frame.time[0]; state.ubo_data.z_far = p_cam_projection.get_z_far(); //bg and ambient if (env) { state.ubo_data.bg_energy = env->bg_energy; state.ubo_data.ambient_energy = env->ambient_energy; Color linear_ambient_color = env->ambient_color.to_linear(); state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; Color bg_color; switch (env->bg_mode) { case VS::ENV_BG_CLEAR_COLOR: { bg_color = storage->frame.clear_request_color.to_linear(); } break; case VS::ENV_BG_COLOR: { bg_color = env->bg_color.to_linear(); } break; default: { bg_color = Color(0, 0, 0, 1); } break; } state.ubo_data.bg_color[0] = bg_color.r; state.ubo_data.bg_color[1] = bg_color.g; state.ubo_data.bg_color[2] = bg_color.b; state.ubo_data.bg_color[3] = bg_color.a; state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution; state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; //fog Color linear_fog = env->fog_color.to_linear(); state.ubo_data.fog_color_enabled[0] = linear_fog.r; state.ubo_data.fog_color_enabled[1] = linear_fog.g; state.ubo_data.fog_color_enabled[2] = linear_fog.b; state.ubo_data.fog_color_enabled[3] = env->fog_enabled ? 1.0 : 0.0; Color linear_sun = env->fog_sun_color.to_linear(); state.ubo_data.fog_sun_color_amount[0] = linear_sun.r; state.ubo_data.fog_sun_color_amount[1] = linear_sun.g; state.ubo_data.fog_sun_color_amount[2] = linear_sun.b; state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount; state.ubo_data.fog_depth_enabled = env->fog_depth_enabled; state.ubo_data.fog_depth_begin = env->fog_depth_begin; state.ubo_data.fog_depth_curve = env->fog_depth_curve; state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled; state.ubo_data.fog_transmit_curve = env->fog_transmit_curve; state.ubo_data.fog_height_enabled = env->fog_height_enabled; state.ubo_data.fog_height_min = env->fog_height_min; state.ubo_data.fog_height_max = env->fog_height_max; state.ubo_data.fog_height_curve = env->fog_height_curve; } else { state.ubo_data.bg_energy = 1.0; state.ubo_data.ambient_energy = 1.0; //use from clear color instead, since there is no ambient Color linear_ambient_color = storage->frame.clear_request_color.to_linear(); state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; state.ubo_data.bg_color[0] = linear_ambient_color.r; state.ubo_data.bg_color[1] = linear_ambient_color.g; state.ubo_data.bg_color[2] = linear_ambient_color.b; state.ubo_data.bg_color[3] = linear_ambient_color.a; state.env_radiance_data.ambient_contribution = 0; state.ubo_data.ambient_occlusion_affect_light = 0; state.ubo_data.fog_color_enabled[3] = 0.0; } { //directional shadow state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size; state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size; glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); } glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); //fill up environment store_transform(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_contact[0] = shadow_color.r; ubo_data.light_shadow_color_contact[1] = shadow_color.g; ubo_data.light_shadow_color_contact[2] = shadow_color.b; ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (p_use_shadows && li->light_ptr->shadow) { int shadow_count = 0; switch (li->light_ptr->directional_shadow_mode) { case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { shadow_count = 1; } break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { shadow_count = 2; } break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { shadow_count = 4; } break; } for (int j = 0; j < shadow_count; j++) { uint32_t x = li->directional_rect.position.x; uint32_t y = li->directional_rect.position.y; uint32_t width = li->directional_rect.size.x; uint32_t height = li->directional_rect.size.y; if (li->light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { width /= 2; height /= 2; if (j == 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.position.x; ubo_data.light_clamp[1] = atlas_rect.position.y; ubo_data.light_clamp[2] = atlas_rect.size.x; ubo_data.light_clamp[3] = atlas_rect.size.y; } } glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); directional_light = li; glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo); } void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) { state.omni_light_count = 0; state.spot_light_count = 0; state.directional_light_count = 0; directional_light = NULL; ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); for (int i = 0; i < p_light_cull_count; i++) { ERR_BREAK(i >= 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_count < RenderList::MAX_DIRECTIONAL_LIGHTS) { directional_lights[state.directional_light_count++] = li; } } break; case VS::LIGHT_OMNI: { float sign = li->light_ptr->negative ? -1 : 1; Color linear_col = li->light_ptr->color.to_linear(); ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; 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_contact[0] = shadow_color.r; ubo_data.light_shadow_color_contact[1] = shadow_color.g; ubo_data.light_shadow_color_contact[2] = shadow_color.b; ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information uint32_t key = shadow_atlas->shadow_owners[li->self]; uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; ERR_CONTINUE(shadow >= 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_contact[0] = shadow_color.r; ubo_data.light_shadow_color_contact[1] = shadow_color.g; ubo_data.light_shadow_color_contact[2] = shadow_color.b; ubo_data.light_shadow_color_contact[3] = li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE]; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information uint32_t key = shadow_atlas->shadow_owners[li->self]; uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; ERR_CONTINUE(shadow >= shadow_atlas->quadrants[quadrant].shadows.size()); uint32_t atlas_size = shadow_atlas->size; uint32_t quadrant_size = atlas_size >> 1; uint32_t x = (quadrant & 1) * quadrant_size; uint32_t y = (quadrant >> 1) * quadrant_size; uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; uint32_t width = shadow_size; uint32_t height = shadow_size; Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size); ubo_data.light_params[3] = 1.0; //means it has shadow ubo_data.light_clamp[0] = rect.position.x; ubo_data.light_clamp[1] = rect.position.y; ubo_data.light_clamp[2] = rect.size.x; ubo_data.light_clamp[3] = rect.size.y; Transform modelview = (p_camera_inverse_transform * li->transform).inverse(); CameraMatrix bias; bias.set_light_bias(); CameraMatrix rectm; rectm.set_light_atlas_rect(rect); CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; store_camera(shadow_mtx, ubo_data.shadow_matrix1); } li->light_index = state.spot_light_count; copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size); state.spot_light_count++; #if 0 if (li->light_ptr->shadow_enabled) { CameraMatrix bias; bias.set_light_bias(); Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); li->shadow_projection[0] = bias * li->projection * modelview; lights_use_shadow=true; } #endif } break; } li->last_pass = render_pass; //update UBO for forward rendering, blit to texture for clustered } if (state.omni_light_count) { glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count * state.ubo_light_size, state.omni_array_tmp); glBindBuffer(GL_UNIFORM_BUFFER, 0); } glBindBufferBase(GL_UNIFORM_BUFFER, 4, state.omni_array_ubo); if (state.spot_light_count) { glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count * state.ubo_light_size, state.spot_array_tmp); glBindBuffer(GL_UNIFORM_BUFFER, 0); } glBindBufferBase(GL_UNIFORM_BUFFER, 5, state.spot_array_ubo); } void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env) { state.reflection_probe_count = 0; for (int i = 0; i < p_reflection_probe_cull_count; i++) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]); ERR_CONTINUE(!rpi); ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); ERR_CONTINUE(!reflection_atlas); ERR_CONTINUE(rpi->reflection_atlas_index < 0); if (state.reflection_probe_count >= state.max_ubo_reflections) break; rpi->last_pass = render_pass; ReflectionProbeDataUBO reflection_ubo; reflection_ubo.box_extents[0] = rpi->probe_ptr->extents.x; reflection_ubo.box_extents[1] = rpi->probe_ptr->extents.y; reflection_ubo.box_extents[2] = rpi->probe_ptr->extents.z; reflection_ubo.box_extents[3] = 0; reflection_ubo.box_ofs[0] = rpi->probe_ptr->origin_offset.x; reflection_ubo.box_ofs[1] = rpi->probe_ptr->origin_offset.y; reflection_ubo.box_ofs[2] = rpi->probe_ptr->origin_offset.z; reflection_ubo.box_ofs[3] = 0; reflection_ubo.params[0] = rpi->probe_ptr->intensity; reflection_ubo.params[1] = 0; reflection_ubo.params[2] = rpi->probe_ptr->interior ? 1.0 : 0.0; reflection_ubo.params[3] = rpi->probe_ptr->box_projection ? 1.0 : 0.0; if (rpi->probe_ptr->interior) { Color ambient_linear = rpi->probe_ptr->interior_ambient.to_linear(); reflection_ubo.ambient[0] = ambient_linear.r * rpi->probe_ptr->interior_ambient_energy; reflection_ubo.ambient[1] = ambient_linear.g * rpi->probe_ptr->interior_ambient_energy; reflection_ubo.ambient[2] = ambient_linear.b * rpi->probe_ptr->interior_ambient_energy; reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib; } else { Color ambient_linear; 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_sky_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) / reflection_atlas->size; Transform proj = (p_camera_inverse_transform * rpi->transform).inverse(); store_transform(proj, reflection_ubo.local_matrix); rpi->reflection_index = state.reflection_probe_count; copymem(&state.reflection_array_tmp[rpi->reflection_index * sizeof(ReflectionProbeDataUBO)], &reflection_ubo, sizeof(ReflectionProbeDataUBO)); state.reflection_probe_count++; } if (state.reflection_probe_count) { glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count * sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp); glBindBuffer(GL_UNIFORM_BUFFER, 0); } glBindBufferBase(GL_UNIFORM_BUFFER, 6, state.reflection_array_ubo); } void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalidate_depth) { #ifndef GLES_OVER_GL if (p_invalidate_color) { GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); } #endif glBindVertexArray(storage->resources.quadie_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); } void RasterizerSceneGLES3::_copy_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 { /* FIXME: Why are both statements equal? */ 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; state.used_screen_texture = false; //fill list for (int i = 0; i < p_cull_count; i++) { InstanceBase *inst = p_cull_result[i]; switch (inst->base_type) { case VS::INSTANCE_MESH: { RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base); ERR_CONTINUE(!mesh); int ssize = mesh->surfaces.size(); for (int i = 0; i < ssize; i++) { int mat_idx = inst->materials[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; i < ssize; i++) { RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; _add_geometry(s, inst, multi_mesh, -1, p_shadow); } } break; case VS::INSTANCE_IMMEDIATE: { RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getptr(inst->base); ERR_CONTINUE(!immediate); _add_geometry(immediate, inst, NULL, -1, p_shadow); } break; case VS::INSTANCE_PARTICLES: { RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getptr(inst->base); ERR_CONTINUE(!particles); for (int i = 0; i < particles->draw_passes.size(); i++) { RID pmesh = particles->draw_passes[i]; if (!pmesh.is_valid()) continue; RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.get(pmesh); if (!mesh) continue; //mesh not assigned int ssize = mesh->surfaces.size(); for (int j = 0; j < ssize; j++) { RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; _add_geometry(s, inst, particles, -1, p_shadow); } } } break; } } } void RasterizerSceneGLES3::_blur_effect_buffer() { //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; glViewport(0, 0, vp_w, vp_h); //horizontal pass state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); //vertical pass state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); } } void RasterizerSceneGLES3::_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; i < storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size(); i++) { state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START, i == 0); state.ssao_minify_shader.bind(); state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP, MAX(0, i - 1)); glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE), 1, ss); ss[0] >>= 1; ss[1] >>= 1; glActiveTexture(GL_TEXTURE0); if (i == 0) { glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); } else { glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth); } glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first glViewport(0, 0, ss[0], ss[1]); _copy_screen(true); } ss[0] = storage->frame.current_rt->width; ss[1] = storage->frame.current_rt->height; glViewport(0, 0, ss[0], ss[1]); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_GREATER); // do SSAO! state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2, env->ssao_radius2 > 0.001); state.ssao_shader.bind(); state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE), 1, ss); float radius = env->ssao_radius; state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS, radius); float intensity = env->ssao_intensity; state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6, intensity / pow(radius, 6.0f)); if (env->ssao_radius2 > 0.001) { float radius2 = env->ssao_radius2; state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2, radius2); float intensity2 = env->ssao_intensity2; state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62, intensity2 / pow(radius2, 6.0f)); } float proj_info[4] = { -2.0f / (ss[0] * p_cam_projection.matrix[0][0]), -2.0f / (ss[1] * p_cam_projection.matrix[1][1]), (1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0], (1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1] }; glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO), 1, proj_info); float pixels_per_meter = float(p_cam_projection.get_pixels_per_meter(ss[0])); state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE, pixels_per_meter); state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS, env->ssao_bias); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.linear_depth); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first Color white(1, 1, 1, 1); glClearBufferfv(GL_COLOR, 0, white.components); // specular _copy_screen(true); //do the batm, i mean blur state.ssao_blur_shader.bind(); if (env->ssao_filter) { for (int i = 0; i < 2; i++) { state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); 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(true); } } glDisable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // just copy diffuse while applying SSAO state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR, env->ssao_color); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, false); } else { //copy diffuse to effect buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } if (state.used_sss) { //sss enabled //copy diffuse while performing sss //copy normal and roughness to effect buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT3); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_LINEAR); state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first _copy_screen(true); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1)); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level _copy_screen(true); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } if (env->ssr_enabled) { //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); _blur_effect_buffer(); //perform SSR state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, 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::DEPTH_TOLERANCE, env->ssr_depth_tolerance); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo); glViewport(0, 0, ssr_w, ssr_h); _copy_screen(true); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT1); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); //glDrawBuffer(GL_COLOR_ATTACHMENT0); glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //copy reflection over diffuse, resolving SSR if needed state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled); state.resolve_shader.bind(); state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); if (env->ssr_enabled) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); } glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); //use additive to accumulate one over the other _copy_screen(true); glDisable(GL_BLEND); //end additive if (state.used_screen_texture) { _blur_effect_buffer(); //restored framebuffer glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0)); { GLuint db = GL_COLOR_ATTACHMENT0; glDrawBuffers(1, &db); } glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, false); } void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p_cam_projection) { //copy to front buffer glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); glColorMask(1, 1, 1, 1); //turn off everything used //copy specular to front buffer //copy diffuse to effect buffer if (storage->frame.current_rt->buffers.active) { //transfer to effect buffer if using buffers, also resolve MSAA 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 || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { //no environment or transparent render, 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::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]); storage->shaders.copy.bind(); _copy_screen(true); storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //compute luminance storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, false); return; } //order of operation //1) DOF Blur (first blur, then copy to buffer applying the blur) //2) Motion Blur //3) Bloom //4) Tonemap //5) Adjustments GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color; if (env->dof_blur_far_enabled) { //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); int vp_h = storage->frame.current_rt->height; int vp_w = storage->frame.current_rt->width; state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); state.effect_blur_shader.bind(); int qsteps[3] = { 4, 10, 20 }; float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality]; state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN, env->dof_blur_far_distance); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(1, 0)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS, radius); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, composite_from); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first _copy_screen(true); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR, Vector2(0, 1)); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level _copy_screen(); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false); 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(true); if (composite_from != storage->frame.current_rt->buffers.diffuse) { glDisable(GL_BLEND); } state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false); composite_from = storage->frame.current_rt->effects.mip_maps[0].color; } if (env->dof_blur_near_enabled || env->dof_blur_far_enabled) { //these needed to disable filtering, reenamble glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } if (env->auto_exposure) { //compute auto exposure //first step, copy from image to luminance buffer state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, true); state.exposure_shader.bind(); int ss[2] = { storage->frame.current_rt->width, storage->frame.current_rt->height, }; int ds[2] = { exposure_shrink_size, exposure_shrink_size, }; glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss); glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, composite_from); glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo); glViewport(0, 0, exposure_shrink_size, exposure_shrink_size); _copy_screen(true); //second step, shrink to 2x2 pixels state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, false); state.exposure_shader.bind(); //shrink from second to previous to last level int s_size = exposure_shrink_size / 3; for (int i = 1; i < exposure_shrink.size() - 1; i++) { glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[i].fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, exposure_shrink[i - 1].color); _copy_screen(); glViewport(0, 0, s_size, s_size); s_size /= 3; } //third step, shrink to 1x1 pixel taking in consideration the previous exposure state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, true); uint64_t tick = OS::get_singleton()->get_ticks_usec(); uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick == 0 ? 0 : tick - storage->frame.current_rt->last_exposure_tick; storage->frame.current_rt->last_exposure_tick = tick; if (tick_diff == 0 || tick_diff > 1000000) { state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, true); } state.exposure_shader.bind(); glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[exposure_shrink.size() - 1].fbo); glViewport(0, 0, 1, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, exposure_shrink[exposure_shrink.size() - 2].color); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); //read from previous state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST, env->auto_exposure_speed * (tick_diff / 1000000.0)); state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE, env->auto_exposure_max); state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE, env->auto_exposure_min); _copy_screen(true); state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, false); state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, false); //last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer SWAP(exposure_shrink[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; i < VS::MAX_GLOW_LEVELS; i++) { if (env->glow_levels & (1 << i)) { if (i >= storage->frame.current_rt->effects.mip_maps[1].sizes.size()) { max_glow_level = storage->frame.current_rt->effects.mip_maps[1].sizes.size() - 1; glow_mask |= 1 << max_glow_level; } else { max_glow_level = i; glow_mask |= (1 << i); } } } //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); for (int i = 0; i < (max_glow_level + 1); i++) { int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; glViewport(0, 0, vp_w, vp_h); //horizontal pass if (i == 0) { state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, env->auto_exposure); } state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength); glActiveTexture(GL_TEXTURE0); if (i == 0) { glBindTexture(GL_TEXTURE_2D, composite_from); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE, env->tone_mapper_exposure); if (env->auto_exposure) { state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); } glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale); } else { glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger } glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, false); //vertical pass state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger _copy_screen(); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL, false); } glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } 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 << i)) { if (i == 0) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, true); } if (i == 1) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, true); } if (i == 2) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, true); } if (i == 3) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4, true); } if (i == 4) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5, true); } if (i == 5) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6, true); } if (i == 6) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7, true); } } } state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } if (env->adjustments_enabled) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, true); RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction); if (tex) { state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true); glActiveTexture(GL_TEXTURE3); glBindTexture(tex->target, tex->tex_id); } } state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]); state.tonemap_shader.bind(); state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure); state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE, env->tone_mapper_exposure_white); if (max_glow_level >= 0) { state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY, env->glow_intensity); int ss[2] = { storage->frame.current_rt->width, storage->frame.current_rt->height, }; glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE), 1, ss); } if (env->auto_exposure) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); } if (env->adjustments_enabled) { state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation)); } _copy_screen(true, true); //turn off everything used state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_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); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, false); } void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { //first of all, make a new render pass render_pass++; //fill up ubo storage->info.render.object_count += p_cull_count; Environment *env = environment_owner.getornull(p_environment); ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); if (shadow_atlas && shadow_atlas->size) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); state.ubo_data.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size; state.ubo_data.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size; } if (reflection_atlas && reflection_atlas->size) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); } if (p_reflection_probe.is_valid()) { state.ubo_data.reflection_multiplier = 0.0; } else { state.ubo_data.reflection_multiplier = 1.0; } state.ubo_data.subsurface_scatter_width = subsurface_scatter_size; state.ubo_data.z_offset = 0; state.ubo_data.z_slope_scale = 0; state.ubo_data.shadow_dual_paraboloid_render_side = 0; state.ubo_data.shadow_dual_paraboloid_render_zfar = 0; if (storage->frame.current_rt) { state.ubo_data.screen_pixel_size[0] = 1.0 / storage->frame.current_rt->width; state.ubo_data.screen_pixel_size[1] = 1.0 / storage->frame.current_rt->height; } _setup_environment(env, p_cam_projection, p_cam_transform); bool fb_cleared = false; glDepthFunc(GL_LEQUAL); state.used_contact_shadows = true; if (!storage->config.no_depth_prepass && storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too //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 | GL_STENCIL_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); if (state.used_contact_shadows) { glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //bind depth for read glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); } fb_cleared = true; render_pass++; state.using_contact_shadows = true; } else { state.using_contact_shadows = false; } _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env); 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 = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled //effects disabled and transparency also prevent using MRTs use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; use_mrt = use_mrt && env && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); if (use_mrt) { current_fbo = storage->frame.current_rt->buffers.fbo; glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true); Vector draw_buffers; draw_buffers.push_back(GL_COLOR_ATTACHMENT0); draw_buffers.push_back(GL_COLOR_ATTACHMENT1); draw_buffers.push_back(GL_COLOR_ATTACHMENT2); if (state.used_sss) { draw_buffers.push_back(GL_COLOR_ATTACHMENT3); } glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); Color black(0, 0, 0, 0); glClearBufferfv(GL_COLOR, 1, black.components); // specular glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough if (state.used_sss) { glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough } } else { if (storage->frame.current_rt->buffers.active) { current_fbo = storage->frame.current_rt->buffers.fbo; } else { current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo; } glBindFramebuffer(GL_FRAMEBUFFER, current_fbo); state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); Vector draw_buffers; draw_buffers.push_back(GL_COLOR_ATTACHMENT0); glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); } } if (!fb_cleared) { glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); } Color clear_color(0, 0, 0, 0); RasterizerStorageGLES3::Sky *sky = NULL; GLuint env_radiance_tex = 0; if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { clear_color = Color(0, 0, 0, 0); storage->frame.clear_request = false; } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { clear_color = Color(0, 0, 0, 0); storage->frame.clear_request = false; } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) { if (storage->frame.clear_request) { clear_color = storage->frame.clear_request_color.to_linear(); storage->frame.clear_request = false; } } else if (env->bg_mode == VS::ENV_BG_CANVAS) { clear_color = env->bg_color.to_linear(); storage->frame.clear_request = false; } else if (env->bg_mode == VS::ENV_BG_COLOR) { clear_color = env->bg_color.to_linear(); storage->frame.clear_request = false; } else if (env->bg_mode == VS::ENV_BG_SKY) { sky = storage->sky_owner.getornull(env->sky); if (sky) { env_radiance_tex = sky->radiance; } storage->frame.clear_request = false; } else { storage->frame.clear_request = false; } if (!env || env->bg_mode != VS::ENV_BG_KEEP) { glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular } if (env && env->bg_mode == VS::ENV_BG_CANVAS) { //copy canvas to 3d buffer and convert it to linear glDisable(GL_BLEND); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true); storage->shaders.copy.bind(); _copy_screen(true, true); //turn off everything used storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //restore glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } state.texscreen_copied = false; glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } render_list.sort_by_key(false); if (state.directional_light_count == 0) { directional_light = NULL; _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; if (i > 0) { glEnable(GL_BLEND); } _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL); _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL); } } state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); if (use_mrt) { GLenum gldb = GL_COLOR_ATTACHMENT0; glDrawBuffers(1, &gldb); } if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) { /* if (use_mrt) { glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters */ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_scale, env->bg_energy); } //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); //glColorMask(1,1,1,1); //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); if (use_mrt) { _render_mrts(env, p_cam_projection); } else { //FIXME: check that this is possible to use if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) { glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); _blur_effect_buffer(); //restored framebuffer glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } } if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); render_list.sort_by_reverse_depth(true); if (state.directional_light_count == 0) { directional_light = NULL; _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL); _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL); } } if (probe) { //rendering a probe, do no more! return; } _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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } //disable all stuff } void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { render_pass++; directional_light = NULL; LightInstance *light_instance = light_instance_owner.getornull(p_light); ERR_FAIL_COND(!light_instance); RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light); ERR_FAIL_COND(!light); uint32_t x, y, width, height, 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; state.using_contact_shadows = false; CameraMatrix light_projection; Transform light_transform; if (light->type == VS::LIGHT_DIRECTIONAL) { //set pssm stuff if (light_instance->last_scene_shadow_pass != scene_pass) { //assign rect if unassigned light_instance->light_directional_index = directional_shadow.current_light; light_instance->last_scene_shadow_pass = scene_pass; directional_shadow.current_light++; if (directional_shadow.light_count == 1) { light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size); } else if (directional_shadow.light_count == 2) { light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2); if (light_instance->light_directional_index == 1) { light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; } } else { //3 and 4 light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2); if (light_instance->light_directional_index & 1) { light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; } if (light_instance->light_directional_index / 2) { light_instance->directional_rect.position.y += light_instance->directional_rect.size.y; } } } light_projection = light_instance->shadow_transform[p_pass].camera; light_transform = light_instance->shadow_transform[p_pass].transform; x = light_instance->directional_rect.position.x; y = light_instance->directional_rect.position.y; width = light_instance->directional_rect.size.x; height = light_instance->directional_rect.size.y; if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { width /= 2; height /= 2; if (p_pass == 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] * light_instance->shadow_transform[p_pass].bias_scale; normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale; 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 glDisable(GL_BLEND); glDisable(GL_DITHER); glEnable(GL_DEPTH_TEST); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDepthMask(true); glColorMask(0, 0, 0, 0); if (custom_vp_size) { glViewport(0, 0, custom_vp_size, custom_vp_size); glScissor(0, 0, custom_vp_size, custom_vp_size); } else { glViewport(x, y, width, height); glScissor(x, y, width, height); } glEnable(GL_SCISSOR_TEST); glClearDepth(1.0f); glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); state.ubo_data.z_offset = bias; state.ubo_data.z_slope_scale = normal_bias; state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction; state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar; _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; } void RasterizerSceneGLES3::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) { state.debug_draw = p_debug_draw; } void RasterizerSceneGLES3::initialize() { render_pass = 0; state.scene_shader.init(); { //default material and shader default_shader = storage->shader_create(); storage->shader_set_code(default_shader, "shader_type spatial;\n"); default_material = storage->material_create(); storage->material_set_shader(default_material, default_shader); default_shader_twosided = storage->shader_create(); default_material_twosided = storage->material_create(); storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n"); storage->material_set_shader(default_material_twosided, default_shader_twosided); } { //default material and shader default_overdraw_shader = storage->shader_create(); storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); default_overdraw_material = storage->material_create(); storage->material_set_shader(default_overdraw_material, default_overdraw_shader); } glGenBuffers(1, &state.scene_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); glGenBuffers(1, &state.env_radiance_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); render_list.max_elements = GLOBAL_DEF("rendering/limits/rendering/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.sky_verts); glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glGenVertexArrays(1, &state.sky_array); glBindVertexArray(state.sky_array); glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, ((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(); shadow_atlas_realloc_tolerance_msec = 500; int max_shadow_cubemap_sampler_size = 512; int cube_size = max_shadow_cubemap_sampler_size; glActiveTexture(GL_TEXTURE0); while (cube_size >= 32) { ShadowCubeMap cube; cube.size = cube_size; glGenTextures(1, &cube.cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); //gen cubemap first for (int i = 0; i < 6; i++) { glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Remove artifact on the edges of the shadowmap glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); //gen renderbuffers second, because it needs a complete cubemap for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &cube.fbo_id[i]); glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _cube_side_enum[i], cube.cubemap, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } shadow_cubemaps.push_back(cube); cube_size >>= 1; } { //directional light shadow directional_shadow.light_count = 0; directional_shadow.size = nearest_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size")); glGenFramebuffers(1, &directional_shadow.fbo); glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo); glGenTextures(1, &directional_shadow.depth); glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { ERR_PRINT("Directional shadow framebuffer status invalid"); } } { //spot and omni ubos int max_ubo_size; glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size); const int ubo_light_size = 160; state.ubo_light_size = ubo_light_size; state.max_ubo_lights = MIN(RenderList::MAX_LIGHTS, max_ubo_size / ubo_light_size); print_line("GLES3: 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("GLES3: 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"); } 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_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glGenTextures(1, &cube.cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); //gen cubemap first for (int i = 0; i < 6; i++) { glTexImage2D(_cube_side_enum[i], 0, internal_format, cube.size, cube.size, 0, format, type, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Remove artifact on the edges of the reflectionmap glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); //gen renderbuffers second, because it needs a complete cubemap for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &cube.fbo_id[i]); glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], cube.cubemap, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, cube.depth, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } reflection_cubemaps.push_back(cube); cube_size >>= 1; } } { uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/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/quality/subsurface_scattering/quality", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01")); GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false); GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", 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); #ifdef IPHONE_ENABLED ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); #endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); exposure_shrink.push_back(e); max_exposure_shrink_size /= 3; GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED; } void RasterizerSceneGLES3::iteration() { shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode"))); subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface"); subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality"))); subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale"); state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, ProjectSettings::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality")); } void RasterizerSceneGLES3::finalize() { } RasterizerSceneGLES3::RasterizerSceneGLES3() { }