#include "rasterizer_scene_gles3.h" #include "globals.h" 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]; } } } /* 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, int p_irradiance_size){ 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(); } if (env->skybox_irradiance.is_valid()) { storage->free(env->skybox_irradiance); env->skybox_irradiance=RID(); } if (p_skybox.is_valid()) { env->skybox_color=p_skybox; // env->skybox_radiance=storage->texture_create_pbr_cubemap(p_skybox,VS::PBR_CUBEMAP_RADIANCE,p_radiance_size); //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->energy=p_energy; } void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env,int p_max_layer){ Environment *env=environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->canvas_max_layer=p_max_layer; } void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_energy){ Environment *env=environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ambient_color=p_color; env->ambient_anergy=p_energy; env->skybox_ambient=p_skybox_energy; } 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){ } 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,VS::EnvironmentToneMapper p_tone_mapper){ } void RasterizerSceneGLES3::environment_set_brightness(RID p_env,bool p_enable,float p_brightness){ } void RasterizerSceneGLES3::environment_set_contrast(RID p_env,bool p_enable,float p_contrast){ } void RasterizerSceneGLES3::environment_set_saturation(RID p_env,bool p_enable,float p_saturation){ } void RasterizerSceneGLES3::environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp){ } RID RasterizerSceneGLES3::light_instance_create(RID p_light) { return RID(); } void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const 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); } //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); //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; } //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(); for(int i=0;itexture_owner.getornull( textures[i] ); if (!t) { //check hints glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); continue; } 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(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(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::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,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); } glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false); state.current_blend_mode=-1; glDisable(GL_BLEND); RasterizerStorageGLES3::Material* prev_material=NULL; RasterizerStorageGLES3::Geometry* prev_geometry=NULL; VS::InstanceType prev_base_type = VS::INSTANCE_MAX; for (int i=0;imaterial; bool rebind=i==0; 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); } // _set_cull(e->mirror,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(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; } //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_cache && m->shader_cache->has_alpha); //bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP]; bool has_alpha = false; //has_base_alpha || has_blend_alpha; #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->instance->base_type)<sort_key|=uint64_t(e->instance->base_type)<material->last_pass!=render_pass) { e->material->last_pass=render_pass; e->material->index=current_material_index++; } e->sort_key|=uint64_t(e->material->index)<sort_key|=uint64_t(e->instance->depth_layer)<geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE) // e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; bool mirror = e->instance->mirror; // if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES]) // e->mirror=!e->mirror; if (mirror) { e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG; } //e->light_type=0xFF; // no lights! e->sort_key|=uint64_t(0xF)<sort_key|=uint64_t(0xFFFF)<depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) { //if nothing exists, add this element as opaque too RenderList::Element *oe = opaque_render_list.add_element(); if (!oe) return; memcpy(oe,e,sizeof(RenderList::Element)); oe->additive_ptr=&oe->additive; } */ #if 0 if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) { e->light_type=0x7F; //unshaded is zero } else { bool duplicate=false; for(int i=0;isort_key; uint8_t light_type = VS::LIGHT_DIRECTIONAL; 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(); memcpy(ec,e,sizeof(RenderList::Element)); } else { ec=e; duplicate=true; } ec->light_type=light_type; ec->light=sort_key; ec->additive_ptr=&e->additive; } const RID *liptr = p_instance->light_instances.ptr(); int ilc=p_instance->light_instances.size(); for(int i=0;ilast_pass!=scene_pass) //lit by light not in visible scene continue; uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first if (li->base->shadow_enabled) { light_type|=0x8; } uint16_t sort_key =li->sort_key; RenderList::Element *ec; if (duplicate) { ec = render_list->add_element(); memcpy(ec,e,sizeof(RenderList::Element)); } else { duplicate=true; ec=e; } ec->light_type=light_type; ec->light=sort_key; ec->additive_ptr=&e->additive; } } #endif } 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); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glColorMask(1,1,1,1); float flip_sign = p_vflip?-1:1; Vector3 vertices[8]={ Vector3(-1,-1*flip_sign,0.1), Vector3( 0, 1, 0), Vector3( 1,-1*flip_sign,0.1), Vector3( 1, 1, 0), Vector3( 1, 1*flip_sign,0.1), Vector3( 1, 0, 0), Vector3(-1, 1*flip_sign,0.1), Vector3( 0, 0, 0), }; //skybox uv vectors float vw,vh,zn; p_projection.get_viewport_size(vw,vh); zn=p_projection.get_z_near(); float scale=p_scale; for(int i=0;i<4;i++) { Vector3 uv=vertices[i*2+1]; uv.x=(uv.x*2.0-1.0)*vw*scale; uv.y=-(uv.y*2.0-1.0)*vh*scale; uv.z=-zn; vertices[i*2+1] = p_transform.basis.xform(uv).normalized(); vertices[i*2+1].z = -vertices[i*2+1].z; } glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*8,vertices); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glBindVertexArray(state.skybox_array); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,true); storage->shaders.copy.bind(); glDrawArrays(GL_TRIANGLE_FAN,0,4); glBindVertexArray(0); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,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){ //fill up 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); for(int i=0;i<4;i++) { state.ubo_data.time[i]=storage->frame.time[i]; } glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); render_list.clear(); render_pass++; current_material_index=0; //fill list for(int i=0;ibase_type) { case VS::INSTANCE_MESH: { RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base); ERR_CONTINUE(!mesh); int ssize = mesh->surfaces.size(); for (int i=0;imaterials[i].is_valid() ? i : -1; RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; _add_geometry(s,inst,NULL,mat_idx); } //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); glClearDepth(1.0); glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo); Environment *env = environment_owner.getornull(p_environment); if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) { if (storage->frame.clear_request) { glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a ); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); storage->frame.clear_request=false; } } else if (env->bg_mode==VS::ENV_BG_COLOR) { glClearColor( env->bg_color.r, env->bg_color.g, env->bg_color.b, env->bg_color.a ); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); storage->frame.clear_request=false; } else { glClear(GL_DEPTH_BUFFER_BIT); storage->frame.clear_request=false; } state.current_depth_test=true; state.current_depth_mask=true; 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); //current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; render_list.sort_by_key(false); //_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting); /* if (draw_tex_background) { //most 3D vendors recommend drawing a texture bg or skybox here, //after opaque geometry has been drawn //so the zbuffer can get rid of most pixels _draw_tex_bg(); } */ 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); // current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; // state.scene_shader.set_conditional(SceneShaderGLES3::USE_GLOW,false); // if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { // glColorMask(1,1,1,0); //don't touch alpha // } _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,false,false); if (env && env->bg_mode==VS::ENV_BG_SKYBOX) { _draw_skybox(env->skybox_color,p_cam_projection,p_cam_transform,storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale); } //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); //glColorMask(1,1,1,1); // state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); #if 0 if (use_fb) { for(int i=0;ifx_enabled[VS::ENV_FX_HDR]) { int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]; switch(hdr_tm) { case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: { } break; case VS::ENV_FX_HDR_TONE_MAPPER_LOG: { copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: { copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: { copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true); } break; } _process_hdr(); } if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { _process_glow_bloom(); int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; if (glow_transfer_mode==1) copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true); if (glow_transfer_mode==2) copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true); } glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); Size2 size; if (current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo); glViewport( 0,0,viewport.width,viewport.height); size=Size2(viewport.width,viewport.height); } else { glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); size=Size2(viewport.width,viewport.height); } //time to copy!!! copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); copy_shader.bind(); //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1); } if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); } if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]) copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y)); if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) { Vector3 bcs; bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]; bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]; bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs); } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, framebuffer.color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); _copy_screen_quad(); copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false); copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false); copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false); copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false); if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) { _debug_luminances(); } } current_env=NULL; current_debug=VS::SCENARIO_DEBUG_DISABLED; if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) { _debug_shadows(); } // _debug_luminances(); // _debug_samplers(); if (using_canvas_bg) { using_canvas_bg=false; glColorMask(1,1,1,1); //don't touch alpha } #endif } bool RasterizerSceneGLES3::free(RID p_rid) { return false; } 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); render_list.max_elements=GLOBAL_DEF("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS); if (render_list.max_elements>1000000) render_list.max_elements=1000000; if (render_list.max_elements<1024) render_list.max_elements=1024; { //quad buffers glGenBuffers(1,&state.skybox_verts); glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); glBufferData(GL_ARRAY_BUFFER,sizeof(Vector3)*8,NULL,GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glGenVertexArrays(1,&state.skybox_array); glBindVertexArray(state.skybox_array); glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); glVertexAttribPointer(VS::ARRAY_VERTEX,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,0); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_TEX_UV,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,((uint8_t*)NULL)+sizeof(Vector3)); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind } render_list.init(); } void RasterizerSceneGLES3::finalize(){ } RasterizerSceneGLES3::RasterizerSceneGLES3() { }