godot/drivers/gles3/rasterizer_scene_gles3.cpp

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#include "rasterizer_scene_gles3.h"
#include "globals.h"
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static _FORCE_INLINE_ void store_matrix32(const Matrix32& 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];
}
}
}
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/* ENVIRONMENT API */
RID RasterizerSceneGLES3::environment_create(){
Environment *env = memnew( Environment );
return environment_owner.make_rid(env);
}
void RasterizerSceneGLES3::environment_set_background(RID p_env,VS::EnvironmentBG p_bg){
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_mode=p_bg;
}
void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox, int p_radiance_size){
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Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
if (env->skybox_color.is_valid()) {
env->skybox_color=RID();
}
if (env->skybox_radiance.is_valid()) {
storage->free(env->skybox_radiance);
env->skybox_radiance=RID();
}
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if (p_skybox.is_valid()) {
env->skybox_color=p_skybox;
env->skybox_radiance=storage->texture_create_radiance_cubemap(p_skybox,p_radiance_size);
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//env->skybox_irradiance=storage->texture_create_pbr_cubemap(p_skybox,VS::PBR_CUBEMAP_IRRADIANCE,p_irradiance_size);
}
}
void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env,float p_scale) {
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->skybox_scale=p_scale;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env,const Color& p_color){
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_color=p_color;
}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env,float p_energy) {
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_energy=p_energy;
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}
void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env,int p_max_layer){
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->canvas_max_layer=p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_contribution){
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Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ambient_color=p_color;
env->ambient_energy=p_energy;
env->ambient_skybox_contribution=p_skybox_contribution;
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}
void RasterizerSceneGLES3::environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode){
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){
}
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void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, bool p_enable, float p_exposure, float p_white, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale, VS::EnvironmentToneMapper p_tone_mapper){
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}
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void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
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}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
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print_line("hello light");
LightInstance *light_instance = memnew( LightInstance );
light_instance->light=p_light;
light_instance->light_ptr=storage->light_owner.getornull(p_light);
glGenBuffers(1, &light_instance->light_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, light_instance->light_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInstance::LightDataUBO), NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
ERR_FAIL_COND_V(!light_instance->light_ptr,RID());
return light_instance_owner.make_rid(light_instance);
}
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;
}
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);
}
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if (state.current_line_width!=p_material->line_width) {
glLineWidth(p_material->line_width);
state.current_line_width=p_material->line_width;
}
if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) {
switch(p_material->shader->spatial.depth_draw_mode) {
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
glDepthMask(!p_alpha_pass);
} break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
glDepthMask(GL_TRUE);
} break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
glDepthMask(GL_FALSE);
} break;
}
state.current_depth_draw=p_material->shader->spatial.depth_draw_mode;
}
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
/*
if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
*/
//if (p_material->line_width)
// glLineWidth(p_material->line_width);
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#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;
}
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#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();
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ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr();
for(int i=0;i<tc;i++) {
glActiveTexture(GL_TEXTURE0+i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
if (!t) {
//check hints
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switch(texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
} break;
}
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
continue;
}
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if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb=false;
if (t->srgb && texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO) {
must_srgb=true;
}
if (t->using_srgb!=must_srgb) {
if (must_srgb) {
glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
#ifdef TOOLS_ENABLED
if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
} else {
glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
}
t->using_srgb=must_srgb;
}
}
glBindTexture(t->target,t->tex_id);
}
return rebind;
}
void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) {
switch(e->instance->base_type) {
case VS::INSTANCE_MESH: {
RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
glBindVertexArray(s->array_id); // everything is so easy nowadays
} 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<RasterizerStorageGLES3::Surface*>(e->geometry);
if (s->index_array_len>0) {
glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
} else {
glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
}
} break;
}
}
void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) {
glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform
}
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void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) {
if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) {
Transform xf=p_instance->transform;
if (p_instance->depth_scale) {
if (p_projection.matrix[3][3]) {
//orthogonal matrix, try to do about the same
//with viewport size
//real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
float sc = (h*2.0); //consistent with Y-fov
xf.basis.scale( Vector3(sc,sc,sc));
} else {
//just scale by depth
real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin);
xf.basis.scale( Vector3(sc,sc,sc));
}
}
if (p_instance->billboard) {
Vector3 scale = xf.basis.get_scale();
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
} else {
xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
}
xf.basis.scale(scale);
}
if (p_instance->billboard_y) {
Vector3 scale = xf.basis.get_scale();
Vector3 look_at = p_view_transform.get_origin();
look_at.y = 0.0;
Vector3 look_at_norm = look_at.normalized();
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
} else {
xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
}
xf.basis.scale(scale);
}
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf);
} else {
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform);
}
}
void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass) {
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
//p_reverse_cull=!p_reverse_cull;
glFrontFace(GL_CCW);
} else {
glFrontFace(GL_CW);
}
bool shadow=false;
glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo
glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info
glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
if (p_base_env) {
glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
glBindTexture(p_base_env->target,p_base_env->tex_id);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,true);
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} else {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false);
}
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
state.current_blend_mode=-1;
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state.current_line_width=-1;
state.current_depth_draw=-1;
glDisable(GL_BLEND);
RasterizerStorageGLES3::Material* prev_material=NULL;
RasterizerStorageGLES3::Geometry* prev_geometry=NULL;
VS::InstanceType prev_base_type = VS::INSTANCE_MAX;
int prev_light_type=-1;
int prev_light_index=-1;
int prev_blend=-1;
int current_blend_mode=-1;
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bool prev_additive=false;
for (int i=0;i<p_element_count;i++) {
RenderList::Element *e = p_elements[i];
RasterizerStorageGLES3::Material* material= e->material;
bool rebind=i==0;
int light_type=(e->sort_key>>RenderList::SORT_KEY_LIGHT_TYPE_SHIFT)&0xF;
int light_index=(e->sort_key>>RenderList::SORT_KEY_LIGHT_INDEX_SHIFT)&0xFFFF;
bool additive=false;
if (!shadow) {
#if 0
if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
texscreen_copied=true;
_copy_to_texscreen();
//force reset state
prev_material=NULL;
prev_light=0x777E;
prev_geometry_cmp=NULL;
prev_light_type=0xEF;
prev_skeleton =NULL;
prev_sort_flags=0xFF;
prev_morph_values=NULL;
prev_receive_shadows_state=-1;
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
}
#endif
if (light_type!=prev_light_type /* || receive_shadows_state!=prev_receive_shadows_state*/) {
if (material->shader->spatial.unshaded/* || current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,false);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
} else {
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,light_type!=0xF);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,light_type==VS::LIGHT_DIRECTIONAL);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,light_type==VS::LIGHT_OMNI);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,light_type==VS::LIGHT_SPOT);
/*
if (receive_shadows_state==1) {
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_SHADOW,(light_type&0x8));
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM,(light_type&0x10));
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,(light_type&0x20));
}
else {
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_SHADOW,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM,false);
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
}
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
*/
}
rebind=true;
}
if (!*e->additive_ptr) {
additive=false;
*e->additive_ptr=true;
} else {
additive=true;
}
bool desired_blend=false;
int desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX;
if (additive) {
desired_blend=true;
desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD;
} else {
desired_blend=p_alpha_pass;
desired_blend_mode=material->shader->spatial.blend_mode;
}
if (prev_blend!=desired_blend) {
if (desired_blend) {
glEnable(GL_BLEND);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glColorMask(1,1,1,0);
}
} else {
glDisable(GL_BLEND);
glColorMask(1,1,1,1);
}
prev_blend=desired_blend;
}
if (desired_blend && 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->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;
}
current_blend_mode=desired_blend_mode;
}
}
if (light_index!=prev_light_index) {
if (light_index!=0xFFFF) { //not unshaded
_setup_light(light_instances[light_index]);
}
}
if (material!=prev_material || rebind) {
rebind = _setup_material(material,p_alpha_pass);
// _rinfo.mat_change_count++;
}
if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) {
_setup_geometry(e);
}
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if (rebind || prev_additive!=additive) {
state.scene_shader.set_uniform(SceneShaderGLES3::NO_AMBIENT_LIGHT, additive);
}
// _set_cull(e->mirror,p_reverse_cull);
state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);
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_setup_transform(e->instance,p_view_transform,p_projection);
// _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
_render_geometry(e);
prev_material=material;
prev_base_type=e->instance->base_type;
prev_geometry=e->geometry;
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prev_additive=additive;
prev_light_type=light_type;
prev_light_index=light_index;
}
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
glFrontFace(GL_CW);
glBindVertexArray(0);
}
void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material) {
RasterizerStorageGLES3::Material *m=NULL;
RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);
/*
#ifdef DEBUG_ENABLED
if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
m_src=overdraw_material;
}
#endif
*/
if (m_src.is_valid()) {
m=storage->material_owner.getornull( m_src );
if (!m->shader) {
m=NULL;
}
}
if (!m) {
m=storage->material_owner.getptr( default_material );
}
ERR_FAIL_COND(!m);
bool has_base_alpha=(m->shader->spatial.uses_alpha);
bool has_blend_alpha=m->shader->spatial.blend_mode!=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool shadow = false;
#if 0
if (shadow) {
if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
return; //bye
if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) {
//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 = shadow_mat_double_sided_ptr;
else
m = shadow_mat_ptr;
if (m->last_pass!=frame) {
if (m->shader.is_valid()) {
m->shader_cache=shader_owner.get(m->shader);
if (m->shader_cache) {
if (!m->shader_cache->valid)
m->shader_cache=NULL;
} else {
m->shader=RID();
}
} else {
m->shader_cache=NULL;
}
m->last_pass=frame;
}
}
render_list = &opaque_render_list;
/* notyet
if (!m->shader_cache || m->shader_cache->can_zpass)
render_list = &alpha_render_list;
} else {
render_list = &opaque_render_list;
}*/
} else {
if (has_alpha) {
render_list = &alpha_render_list;
} else {
render_list = &opaque_render_list;
}
}
#endif
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->additive=false;
e->additive_ptr=&e->additive;
e->sort_key=0;
if (e->geometry->last_pass!=render_pass) {
e->geometry->last_pass=render_pass;
e->geometry->index=current_geometry_index++;
}
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 (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 (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
// e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
bool mirror = e->instance->mirror;
if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
mirror=!mirror;
}
if (mirror) {
e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG;
}
//e->light_type=0xFF; // no lights!
if (!shadow && !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));
oe->additive_ptr=&oe->additive;
}
if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
e->sort_key=RenderList::SORT_KEY_LIGHT_INDEX_UNSHADED;
e->sort_key|=uint64_t(0xF)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xF is no light?
e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
} else {
bool duplicate=false;
bool lighted=false;
for(int i=0;i<directional_light_instance_count;i++) {
/*
if (directional_lights[i]->base->shadow_enabled) {
light_type|=0x8;
if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
light_type|=0x10;
else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
light_type|=0x30;
}
*/
RenderList::Element *ec;
if (duplicate) {
ec = render_list.add_element();
copymem(ec,e,sizeof(RenderList::Element));
} else {
ec=e;
duplicate=true;
}
ec->additive_ptr=&e->additive;
ec->sort_key|=uint64_t(directional_light_instances[i]->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
ec->sort_key|=uint64_t(VS::LIGHT_DIRECTIONAL) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT;
lighted=true;
}
const RID *liptr = p_instance->light_instances.ptr();
int ilc=p_instance->light_instances.size();
for(int i=0;i<ilc;i++) {
LightInstance *li=light_instance_owner.getptr( liptr[i] );
if (!li || li->last_pass!=render_pass) //lit by light not in visible scene
continue;
// if (li->base->shadow_enabled) {
// light_type|=0x8;
// }
RenderList::Element *ec;
if (duplicate) {
ec = render_list.add_element();
copymem(ec,e,sizeof(RenderList::Element));
} else {
duplicate=true;
ec=e;
}
ec->additive_ptr=&e->additive;
ec->sort_key|=uint64_t(li->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
ec->sort_key|=uint64_t(li->light_ptr->type) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT;
lighted=true;
}
if (!lighted) {
e->sort_key|=uint64_t(0xE)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xE is no light found
e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
}
}
}
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void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) {
RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_skybox);
ERR_FAIL_COND(!tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target,tex->tex_id);
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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
}
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glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
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glColorMask(1,1,1,1);
float flip_sign = p_vflip?-1:1;
Vector3 vertices[8]={
Vector3(-1,-1*flip_sign,1),
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Vector3( 0, 1, 0),
Vector3( 1,-1*flip_sign,1),
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Vector3( 1, 1, 0),
Vector3( 1, 1*flip_sign,1),
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Vector3( 1, 0, 0),
Vector3(-1, 1*flip_sign,1),
Vector3( 0, 0, 0)
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};
//skybox uv vectors
float vw,vh,zn;
p_projection.get_viewport_size(vw,vh);
zn=p_projection.get_z_near();
float scale=p_scale;
for(int i=0;i<4;i++) {
Vector3 uv=vertices[i*2+1];
uv.x=(uv.x*2.0-1.0)*vw*scale;
uv.y=-(uv.y*2.0-1.0)*vh*scale;
uv.z=-zn;
vertices[i*2+1] = p_transform.basis.xform(uv).normalized();
vertices[i*2+1].z = -vertices[i*2+1].z;
}
glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*8,vertices);
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
glBindVertexArray(state.skybox_array);
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,true);
storage->shaders.copy.bind();
glDrawArrays(GL_TRIANGLE_FAN,0,4);
glBindVertexArray(0);
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glColorMask(1,1,1,1);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false);
}
void RasterizerSceneGLES3::_setup_environment(Environment *env,CameraMatrix& p_cam_projection,const Transform& p_cam_transform) {
//store camera into ubo
store_camera(p_cam_projection,state.ubo_data.projection_matrix);
store_transform(p_cam_transform,state.ubo_data.camera_matrix);
store_transform(p_cam_transform.affine_inverse(),state.ubo_data.camera_inverse_matrix);
//time global variables
for(int i=0;i<4;i++) {
state.ubo_data.time[i]=storage->frame.time[i];
}
//bg and ambient
if (env) {
state.ubo_data.bg_energy=env->bg_energy;
state.ubo_data.ambient_energy=env->ambient_energy;
Color linear_ambient_color = env->ambient_color.to_linear();
state.ubo_data.ambient_light_color[0]=linear_ambient_color.r;
state.ubo_data.ambient_light_color[1]=linear_ambient_color.g;
state.ubo_data.ambient_light_color[2]=linear_ambient_color.b;
state.ubo_data.ambient_light_color[3]=linear_ambient_color.a;
Color bg_color;
switch(env->bg_mode) {
case VS::ENV_BG_CLEAR_COLOR: {
bg_color=storage->frame.clear_request_color.to_linear();
} break;
case VS::ENV_BG_COLOR: {
bg_color=env->bg_color.to_linear();
} break;
default: {
bg_color=Color(0,0,0,1);
} break;
}
state.ubo_data.bg_color[0]=bg_color.r;
state.ubo_data.bg_color[1]=bg_color.g;
state.ubo_data.bg_color[2]=bg_color.b;
state.ubo_data.bg_color[3]=bg_color.a;
state.env_radiance_data.ambient_contribution=env->ambient_skybox_contribution;
} 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;
}
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_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform) {
directional_light_instance_count=0;
light_instance_count=0;
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]);
switch(li->light_ptr->type) {
case VS::LIGHT_DIRECTIONAL: {
ERR_FAIL_COND( directional_light_instance_count >= RenderList::MAX_LIGHTS);
directional_light_instances[directional_light_instance_count++]=li;
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Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
//omni, keep at 0
li->light_ubo_data.light_pos_inv_radius[0]=0.0;
li->light_ubo_data.light_pos_inv_radius[1]=0.0;
li->light_ubo_data.light_pos_inv_radius[2]=0.0;
li->light_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();
li->light_ubo_data.light_direction_attenuation[0]=direction.x;
li->light_ubo_data.light_direction_attenuation[1]=direction.y;
li->light_ubo_data.light_direction_attenuation[2]=direction.z;
li->light_ubo_data.light_direction_attenuation[3]=1.0;
li->light_ubo_data.light_params[0]=0;
li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
li->light_ubo_data.light_params[2]=0;
li->light_ubo_data.light_params[3]=0;
#if 0
if (li->light_ptr->shadow_enabled) {
CameraMatrix bias;
bias.set_light_bias();
int passes=light_instance_get_shadow_passes(p_light_instance);
for(int i=0;i<passes;i++) {
Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse();
li->shadow_projection[i] = bias * li->custom_projection[i] * modelview;
}
lights_use_shadow=true;
}
#endif
} break;
case VS::LIGHT_OMNI: {
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Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
//directional, keep at 0
li->light_ubo_data.light_pos_inv_radius[0]=pos.x;
li->light_ubo_data.light_pos_inv_radius[1]=pos.y;
li->light_ubo_data.light_pos_inv_radius[2]=pos.z;
li->light_ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
li->light_ubo_data.light_direction_attenuation[0]=0;
li->light_ubo_data.light_direction_attenuation[1]=0;
li->light_ubo_data.light_direction_attenuation[2]=0;
li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
li->light_ubo_data.light_params[0]=0;
li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
li->light_ubo_data.light_params[2]=0;
li->light_ubo_data.light_params[3]=0;
#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: {
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Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
//directional, keep at 0
li->light_ubo_data.light_pos_inv_radius[0]=pos.x;
li->light_ubo_data.light_pos_inv_radius[1]=pos.y;
li->light_ubo_data.light_pos_inv_radius[2]=pos.z;
li->light_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();
li->light_ubo_data.light_direction_attenuation[0]=direction.x;
li->light_ubo_data.light_direction_attenuation[1]=direction.y;
li->light_ubo_data.light_direction_attenuation[2]=direction.z;
li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
li->light_ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
li->light_ubo_data.light_params[2]=0;
li->light_ubo_data.light_params[3]=0;
#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;
}
/* make light hash */
// actually, not really a hash, but helps to sort the lights
// and avoid recompiling redudant shader versions
li->last_pass=render_pass;
li->light_index=i;
//update UBO for forward rendering, blit to texture for clustered
glBindBuffer(GL_UNIFORM_BUFFER, li->light_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInstance::LightDataUBO), &li->light_ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
light_instances[i]=li;
}
}
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void RasterizerSceneGLES3::_copy_screen() {
glBindVertexArray(storage->resources.quadie_array);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
glBindVertexArray(0);
}
void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) {
//copy to front buffer
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1,1,1,1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
if (!env) {
//no environment, simply convert from linear to srgb
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
} else {
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
}
storage->shaders.copy.bind();
_copy_screen();
//turn off everything used
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);
}
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,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_directional_lights,int p_directional_light_count,RID p_environment){
//first of all, make a new render pass
render_pass++;
//fill up ubo
Environment *env = environment_owner.getornull(p_environment);
_setup_environment(env,p_cam_projection,p_cam_transform);
_setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse());
render_list.clear();
current_material_index=0;
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bool use_mrt=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);
}
//mesh->last_pass=frame;
} break;
case VS::INSTANCE_MULTIMESH: {
} break;
case VS::INSTANCE_IMMEDIATE: {
} break;
}
}
//
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
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RasterizerStorageGLES3::Texture* env_radiance_tex=NULL;
if (use_mrt) {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true);
Color black(0,0,0,0);
glClearBufferfv(GL_COLOR,1,black.components); // specular
glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough
} else {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
}
glClearDepth(1.0);
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glClear(GL_DEPTH_BUFFER_BIT);
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Color clear_color(0,0,0,0);
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if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {
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clear_color = storage->frame.clear_request_color.to_linear();
storage->frame.clear_request=false;
}
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} else if (env->bg_mode==VS::ENV_BG_COLOR) {
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clear_color = env->bg_color.to_linear();
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storage->frame.clear_request=false;
} else if (env->bg_mode==VS::ENV_BG_SKYBOX) {
if (env->skybox_radiance.is_valid()) {
env_radiance_tex = storage->texture_owner.getornull(env->skybox_radiance);
}
storage->frame.clear_request=false;
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} else {
storage->frame.clear_request=false;
}
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glClearBufferfv(GL_COLOR,0,clear_color.components); // specular
state.texscreen_copied=false;
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);
}
glDisable(GL_BLEND);
render_list.sort_by_key(false);
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);
}
_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
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if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
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if (use_mrt) {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
}
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_draw_skybox(env->skybox_color,p_cam_projection,p_cam_transform,storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
}
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//_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);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
render_list.sort_by_depth(true);
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_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);
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_copy_to_front_buffer(env);
#if 0
if (use_fb) {
for(int i=0;i<VS::ARRAY_MAX;i++) {
glDisableVertexAttribArray(i);
}
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glDepthMask(false);
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
switch(hdr_tm) {
case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
} break;
case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
} break;
case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
} break;
case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
} break;
}
_process_hdr();
}
if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
_process_glow_bloom();
int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
if (glow_transfer_mode==1)
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
if (glow_transfer_mode==2)
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
}
glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
Size2 size;
if (current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
glViewport( 0,0,viewport.width,viewport.height);
size=Size2(viewport.width,viewport.height);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
size=Size2(viewport.width,viewport.height);
}
//time to copy!!!
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
copy_shader.bind();
//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
}
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
}
if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
Vector3 bcs;
bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, framebuffer.color );
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
_copy_screen_quad();
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
_debug_luminances();
}
}
current_env=NULL;
current_debug=VS::SCENARIO_DEBUG_DISABLED;
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
_debug_shadows();
}
// _debug_luminances();
// _debug_samplers();
if (using_canvas_bg) {
using_canvas_bg=false;
glColorMask(1,1,1,1); //don't touch alpha
}
#endif
}
bool RasterizerSceneGLES3::free(RID p_rid) {
if (light_instance_owner.owns(p_rid)) {
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print_line("bye light");
LightInstance *light_instance = light_instance_owner.getptr(p_rid);
glDeleteBuffers(1,&light_instance->light_ubo);
light_instance_owner.free(p_rid);
memdelete(light_instance);
} else {
return false;
}
return true;
}
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) {
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
}
static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) {
return Vector2(float(i) / float(N), radicalInverse_VdC(i));
}
static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) {
float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
// Compute distribution direction
float Phi = 2.0f * M_PI * Xi.x;
float CosTheta = Math::sqrt((1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y));
float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta));
// Convert to spherical direction
Vector3 H;
H.x = SinTheta * Math::cos(Phi);
H.y = SinTheta * Math::sin(Phi);
H.z = CosTheta;
Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0);
Vector3 TangentX = UpVector.cross(N);
TangentX.normalize();
Vector3 TangentY = N.cross(TangentX);
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
static _FORCE_INLINE_ float GGX(float NdotV, float a) {
float k = a / 2.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL)
{
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
}
void RasterizerSceneGLES3::_generate_brdf() {
int brdf_size=GLOBAL_DEF("rendering/gles3/brdf_texture_size",64);
DVector<uint8_t> brdf;
brdf.resize(brdf_size*brdf_size*2);
DVector<uint8_t>::Write w = brdf.write();
for(int i=0;i<brdf_size;i++) {
for(int j=0;j<brdf_size;j++) {
float Roughness = float(j)/(brdf_size-1);
float NoV = float(i+1)/(brdf_size); //avoid storing nov0
Vector3 V;
V.x = Math::sqrt( 1.0 - NoV * NoV );
V.y = 0.0;
V.z = NoV;
Vector3 N = Vector3(0.0, 0.0, 1.0);
float A = 0;
float B = 0;
for(int s=0;s<512;s++) {
Vector2 xi = Hammersley(s,512);
Vector3 H = ImportanceSampleGGX( xi, Roughness, N );
Vector3 L = 2.0 * V.dot(H) * H - V;
float NoL = CLAMP( L.z, 0.0, 1.0 );
float NoH = CLAMP( H.z, 0.0, 1.0 );
float VoH = CLAMP( V.dot(H), 0.0, 1.0 );
if ( NoL > 0.0 ) {
float G = G_Smith( Roughness, NoV, NoL );
float G_Vis = G * VoH / (NoH * NoV);
float Fc = pow(1.0 - VoH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A/=512.0;
B/=512.0;
int tofs = ((brdf_size-j-1)*brdf_size+i)*2;
w[tofs+0]=CLAMP(A*255,0,255);
w[tofs+1]=CLAMP(B*255,0,255);
}
}
//set up brdf texture
glGenTextures(1, &state.brdf_texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE,w.ptr());
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D,0);
}
void RasterizerSceneGLES3::initialize() {
state.scene_shader.init();
default_shader = storage->shader_create(VS::SHADER_SPATIAL);
default_material = storage->material_create();
storage->material_set_shader(default_material,default_shader);
glGenBuffers(1, &state.scene_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glGenBuffers(1, &state.env_radiance_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
render_list.max_elements=GLOBAL_DEF("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
if (render_list.max_elements>1000000)
render_list.max_elements=1000000;
if (render_list.max_elements<1024)
render_list.max_elements=1024;
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{
//quad buffers
glGenBuffers(1,&state.skybox_verts);
glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
glBufferData(GL_ARRAY_BUFFER,sizeof(Vector3)*8,NULL,GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
glGenVertexArrays(1,&state.skybox_array);
glBindVertexArray(state.skybox_array);
glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
glVertexAttribPointer(VS::ARRAY_VERTEX,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,0);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_TEX_UV,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,((uint8_t*)NULL)+sizeof(Vector3));
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
}
render_list.init();
_generate_brdf();
}
void RasterizerSceneGLES3::finalize(){
}
RasterizerSceneGLES3::RasterizerSceneGLES3()
{
}