diff options
author | clayjohn <claynjohn@gmail.com> | 2022-05-10 10:02:44 -0700 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2022-05-12 10:37:27 -0700 |
commit | 652adcd5bfc569b93d8da3d1539f9a030d065eb7 (patch) | |
tree | a6f211776d4c111a0c1247c5390fd9877ff301f5 /drivers | |
parent | 2bf8831dd62c7ef4977a23e93cb58a9d1f929bd9 (diff) | |
download | redot-engine-652adcd5bfc569b93d8da3d1539f9a030d065eb7.tar.gz |
Basic 3D rendering
Diffstat (limited to 'drivers')
22 files changed, 1728 insertions, 253 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 1197f4aac1..df54686574 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -179,12 +179,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale)); state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); - glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_BUFFER_OBJECT, state.canvas_state_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW); GLuint global_buffer = material_storage->global_variables_get_uniform_buffer(); - glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_BUFFER_OBJECT, global_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer); glBindBuffer(GL_UNIFORM_BUFFER, 0); } @@ -522,7 +522,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item } } - glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]); + glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]); #ifdef JAVASCRIPT_ENABLED //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW); @@ -728,7 +728,7 @@ void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) { } } - glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]); + glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]); #ifdef JAVASCRIPT_ENABLED //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW); diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index b77b295de9..aedde7c265 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -97,13 +97,12 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender { }; public: - //TODO move to Material storage enum { - BASE_UNIFORM_BUFFER_OBJECT = 0, - GLOBAL_UNIFORM_BUFFER_OBJECT = 1, - LIGHT_UNIFORM_BUFFER_OBJECT = 2, - INSTANCE_UNIFORM_BUFFER_OBJECT = 3, - MATERIAL_UNIFORM_BUFFER_OBJECT = 4, + BASE_UNIFORM_LOCATION = 0, + GLOBAL_UNIFORM_LOCATION = 1, + LIGHT_UNIFORM_LOCATION = 2, + INSTANCE_UNIFORM_LOCATION = 3, + MATERIAL_UNIFORM_LOCATION = 4, }; struct StateBuffer { diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index e09355e433..787c4b8c49 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -268,10 +268,6 @@ RasterizerGLES3::RasterizerGLES3() { storage = memnew(RasterizerStorageGLES3); canvas = memnew(RasterizerCanvasGLES3(storage)); scene = memnew(RasterizerSceneGLES3(storage)); - - texture_storage->set_main_thread_id(Thread::get_caller_id()); - // make sure the OS knows to only access the renderer from the main thread - OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY); } RasterizerGLES3::~RasterizerGLES3() { diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index cabb06d837..68657b9152 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -31,6 +31,7 @@ #include "rasterizer_scene_gles3.h" #include "core/config/project_settings.h" #include "servers/rendering/rendering_server_default.h" +#include "storage/config.h" #ifdef GLES3_ENABLED @@ -42,66 +43,169 @@ RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() { return singleton; } -RasterizerSceneGLES3::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) { - return nullptr; +RendererSceneRender::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) { + RS::InstanceType type = storage->get_base_type(p_base); + ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); + + GeometryInstanceGLES3 *ginstance = geometry_instance_alloc.alloc(); + ginstance->data = memnew(GeometryInstanceGLES3::Data); + + ginstance->data->base = p_base; + ginstance->data->base_type = type; + + _geometry_instance_mark_dirty(ginstance); + + return ginstance; } void RasterizerSceneGLES3::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->skeleton = p_skeleton; + + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; } void RasterizerSceneGLES3::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->material_override = p_override; + + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; } void RasterizerSceneGLES3::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->material_overlay = p_overlay; + + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; } -void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) { +void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->surface_materials = p_materials; + + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; } void RasterizerSceneGLES3::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ERR_FAIL_COND(!ginstance); + ginstance->mesh_instance = p_mesh_instance; + + _geometry_instance_mark_dirty(ginstance); } -void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) { +void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->transform = p_transform; + ginstance->mirror = p_transform.basis.determinant() < 0; + ginstance->data->aabb = p_aabb; + ginstance->transformed_aabb = p_transformed_aabb; + + Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); + // handle non uniform scale here + + float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); + float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); + ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; + + ginstance->lod_model_scale = max_scale; } void RasterizerSceneGLES3::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->layer_mask = p_layer_mask; } void RasterizerSceneGLES3::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->lod_bias = p_lod_bias; } void RasterizerSceneGLES3::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1); } void RasterizerSceneGLES3::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->fade_near = p_enable_near; + ginstance->fade_near_begin = p_near_begin; + ginstance->fade_near_end = p_near_end; + ginstance->fade_far = p_enable_far; + ginstance->fade_far_begin = p_far_begin; + ginstance->fade_far_end = p_far_end; } void RasterizerSceneGLES3::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->parent_fade_alpha = p_alpha; } void RasterizerSceneGLES3::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->use_baked_light = p_enable; + + _geometry_instance_mark_dirty(ginstance); } void RasterizerSceneGLES3::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->use_dynamic_gi = p_enable; + _geometry_instance_mark_dirty(ginstance); } void RasterizerSceneGLES3::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); } void RasterizerSceneGLES3::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); } void RasterizerSceneGLES3::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->shader_parameters_offset = p_offset; + _geometry_instance_mark_dirty(ginstance); } void RasterizerSceneGLES3::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->cast_double_sided_shadows = p_enable; + _geometry_instance_mark_dirty(ginstance); } uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() { - return 0; + return 0; //(1 << RS::INSTANCE_LIGHT); + // For now, nothing is paired } void RasterizerSceneGLES3::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + + ginstance->omni_light_count = 0; + ginstance->spot_light_count = 0; } void RasterizerSceneGLES3::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { @@ -114,9 +218,314 @@ void RasterizerSceneGLES3::geometry_instance_pair_voxel_gi_instances(GeometryIns } void RasterizerSceneGLES3::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); } void RasterizerSceneGLES3::geometry_instance_free(GeometryInstance *p_geometry_instance) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + GeometryInstanceSurface *surf = ginstance->surface_caches; + while (surf) { + GeometryInstanceSurface *next = surf->next; + geometry_instance_surface_alloc.free(surf); + surf = next; + } + memdelete(ginstance->data); + geometry_instance_alloc.free(ginstance); +} + +void RasterizerSceneGLES3::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + if (ginstance->dirty_list_element.in_list()) { + return; + } + + //clear surface caches + GeometryInstanceSurface *surf = ginstance->surface_caches; + + while (surf) { + GeometryInstanceSurface *next = surf->next; + geometry_instance_surface_alloc.free(surf); + surf = next; + } + + ginstance->surface_caches = nullptr; + + geometry_instance_dirty_list.add(&ginstance->dirty_list_element); +} + +void RasterizerSceneGLES3::_update_dirty_geometry_instances() { + while (geometry_instance_dirty_list.first()) { + _geometry_instance_update(geometry_instance_dirty_list.first()->self()); + } +} + +void RasterizerSceneGLES3::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) { + switch (p_notification) { + case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: + case RendererStorage::DEPENDENCY_CHANGED_MESH: + case RendererStorage::DEPENDENCY_CHANGED_PARTICLES: + case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: + case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: { + static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); + } break; + case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata); + if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { + ginstance->instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base); + } + } break; + default: { + //rest of notifications of no interest + } break; + } +} + +void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) { + static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata)); +} + +void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { + GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); + + bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; + bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha); + bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; + bool has_alpha = has_base_alpha || has_blend_alpha; + + uint32_t flags = 0; + + if (p_material->shader_data->uses_screen_texture) { + flags |= GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE; + } + + if (p_material->shader_data->uses_depth_texture) { + flags |= GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE; + } + + if (p_material->shader_data->uses_normal_texture) { + flags |= GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE; + } + + if (ginstance->data->cast_double_sided_shadows) { + flags |= GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS; + } + + if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) { + //material is only meant for alpha pass + flags |= GeometryInstanceSurface::FLAG_PASS_ALPHA; + if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) { + flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH; + flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW; + } + } else { + flags |= GeometryInstanceSurface::FLAG_PASS_OPAQUE; + flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH; + flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW; + } + + GLES3::SceneMaterialData *material_shadow = nullptr; + void *surface_shadow = nullptr; + if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) { + flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL; + material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL)); + + RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh); + + if (shadow_mesh.is_valid()) { + surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface); + } + + } else { + material_shadow = p_material; + } + + GeometryInstanceSurface *sdcache = geometry_instance_surface_alloc.alloc(); + + sdcache->flags = flags; + + sdcache->shader = p_material->shader_data; + sdcache->material = p_material; + sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface); + sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface); + sdcache->surface_index = p_surface; + + if (ginstance->data->dirty_dependencies) { + storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker); + } + + //shadow + sdcache->shader_shadow = material_shadow->shader_data; + sdcache->material_shadow = material_shadow; + + sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface; + + sdcache->owner = ginstance; + + sdcache->next = ginstance->surface_caches; + ginstance->surface_caches = sdcache; + + //sortkey + + sdcache->sort.sort_key1 = 0; + sdcache->sort.sort_key2 = 0; + + sdcache->sort.surface_index = p_surface; + sdcache->sort.material_id_low = p_material_id & 0x0000FFFF; + sdcache->sort.material_id_hi = p_material_id >> 16; + sdcache->sort.shader_id = p_shader_id; + sdcache->sort.geometry_id = p_mesh.get_local_index(); + sdcache->sort.priority = p_material->priority; +} + +void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material_data, RID p_mat_src, RID p_mesh) { + GLES3::SceneMaterialData *material_data = p_material_data; + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + + _geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh); + + while (material_data->next_pass.is_valid()) { + RID next_pass = material_data->next_pass; + material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(next_pass, RS::SHADER_SPATIAL)); + if (!material_data || !material_data->shader_data->valid) { + break; + } + if (ginstance->data->dirty_dependencies) { + material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + } + _geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh); + } +} + +void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + RID m_src; + + m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material; + + GLES3::SceneMaterialData *material_data = nullptr; + + if (m_src.is_valid()) { + material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL)); + if (!material_data || !material_data->shader_data->valid) { + material_data = nullptr; + } + } + + if (material_data) { + if (ginstance->data->dirty_dependencies) { + material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + } else { + material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL)); + m_src = scene_globals.default_material; + } + + ERR_FAIL_COND(!material_data); + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh); + + if (ginstance->data->material_overlay.is_valid()) { + m_src = ginstance->data->material_overlay; + + material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL)); + if (material_data && material_data->shader_data->valid) { + if (ginstance->data->dirty_dependencies) { + material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh); + } + } +} + +void RasterizerSceneGLES3::_geometry_instance_update(GeometryInstance *p_geometry_instance) { + GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); + GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); + + if (ginstance->data->dirty_dependencies) { + ginstance->data->dependency_tracker.update_begin(); + } + + //add geometry for drawing + switch (ginstance->data->base_type) { + case RS::INSTANCE_MESH: { + const RID *materials = nullptr; + uint32_t surface_count; + RID mesh = ginstance->data->base; + + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); + if (materials) { + //if no materials, no surfaces. + const RID *inst_materials = ginstance->data->surface_materials.ptr(); + uint32_t surf_mat_count = ginstance->data->surface_materials.size(); + + for (uint32_t j = 0; j < surface_count; j++) { + RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j]; + _geometry_instance_add_surface(ginstance, j, material, mesh); + } + } + + ginstance->instance_count = 1; + + } break; + + case RS::INSTANCE_MULTIMESH: { + RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base); + if (mesh.is_valid()) { + const RID *materials = nullptr; + uint32_t surface_count; + + materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); + if (materials) { + for (uint32_t j = 0; j < surface_count; j++) { + _geometry_instance_add_surface(ginstance, j, materials[j], mesh); + } + } + + ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base); + } + + } break; + case RS::INSTANCE_PARTICLES: { + } break; + + default: { + } + } + + //Fill push constant + + bool store_transform = true; + ginstance->base_flags = 0; + + if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { + ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; + if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) { + ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D; + } + if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) { + ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; + } + if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) { + ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA; + } + + //ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET); + + } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) { + } else if (ginstance->data->base_type == RS::INSTANCE_MESH) { + } + + ginstance->store_transform_cache = store_transform; + + if (ginstance->data->dirty_dependencies) { + ginstance->data->dependency_tracker.update_end(); + ginstance->data->dirty_dependencies = false; + } + + ginstance->dirty_list_element.remove_from_list(); } /* SHADOW ATLAS API */ @@ -277,10 +686,6 @@ void RasterizerSceneGLES3::_draw_sky(Environment *p_env, const CameraMatrix &p_p ERR_FAIL_COND(!shader_data); - glDepthMask(GL_FALSE); - glDepthFunc(GL_LEQUAL); - glDisable(GL_BLEND); - //glBindBufferBase(GL_UNIFORM_BUFFER, 2, p_sky.directional light data); // Directional light data // Camera @@ -304,15 +709,9 @@ void RasterizerSceneGLES3::_draw_sky(Environment *p_env, const CameraMatrix &p_p GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); - GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::EXPOSURE, p_env->exposure, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); - GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TONEMAPPER, p_env->tone_mapper, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); - GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::WHITE, p_env->white, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); // Bind a vertex array or else OpenGL complains. We won't actually use it glBindVertexArray(sky_globals.quad_array); glDrawArrays(GL_TRIANGLES, 0, 3); - - //glDepthMask(GL_FALSE); // Leave off for transparent pass - glDepthFunc(GL_LESS); } Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { @@ -643,20 +1042,267 @@ void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_inst void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) { } +void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) { + GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); + + if (p_render_list == RENDER_LIST_OPAQUE) { + scene_state.used_screen_texture = false; + scene_state.used_normal_texture = false; + scene_state.used_depth_texture = false; + } + + Plane near_plane; + if (p_render_data->cam_orthogonal) { + near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); + near_plane.d += p_render_data->cam_projection.get_z_near(); + } + float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); + + RenderList *rl = &render_list[p_render_list]; + + // Parse any updates on our geometry, updates surface caches and such + _update_dirty_geometry_instances(); + + if (!p_append) { + rl->clear(); + if (p_render_list == RENDER_LIST_OPAQUE) { + render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too + } + } + + //fill list + + for (int i = 0; i < (int)p_render_data->instances->size(); i++) { + GeometryInstanceGLES3 *inst = static_cast<GeometryInstanceGLES3 *>((*p_render_data->instances)[i]); + + if (p_render_data->cam_orthogonal) { + Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal); + inst->depth = near_plane.distance_to(support_min); + } else { + Vector3 aabb_center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5); + inst->depth = p_render_data->cam_transform.origin.distance_to(aabb_center); + } + uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15); + + uint32_t flags = inst->base_flags; //fill flags if appropriate + + if (inst->non_uniform_scale) { + flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE; + } + + //Process lights here, determine if they need extra passes + if (p_pass_mode == PASS_MODE_COLOR) { + } + + inst->flags_cache = flags; + + GeometryInstanceSurface *surf = inst->surface_caches; + + while (surf) { + // LOD + + if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { + //lod + Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); + Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); + + float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min); + float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max); + + float distance = 0.0; + + if (distance_min * distance_max < 0.0) { + //crossing plane + distance = 0.0; + } else if (distance_min >= 0.0) { + distance = distance_min; + } else if (distance_max <= 0.0) { + distance = -distance_max; + } + + if (p_render_data->cam_orthogonal) { + distance = 1.0; + } + + uint32_t indices; + surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); + /* + if (p_render_data->render_info) { + indices = _indices_to_primitives(surf->primitive, indices); + if (p_render_list == RENDER_LIST_OPAQUE) { //opaque + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices; + } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices; + } + } + */ + } else { + surf->lod_index = 0; + /* + if (p_render_data->render_info) { + uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); + to_draw = _indices_to_primitives(surf->primitive, to_draw); + to_draw *= inst->instance_count; + if (p_render_list == RENDER_LIST_OPAQUE) { //opaque + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); + } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow + p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); + } + } + */ + } + + // ADD Element + if (p_pass_mode == PASS_MODE_COLOR) { +#ifdef DEBUG_ENABLED + bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW); +#else + bool force_alpha = false; +#endif + if (!force_alpha && (surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) { + rl->add_element(surf); + } + if (force_alpha || (surf->flags & GeometryInstanceSurface::FLAG_PASS_ALPHA)) { + render_list[RENDER_LIST_ALPHA].add_element(surf); + } + + if (surf->flags & GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE) { + scene_state.used_screen_texture = true; + } + if (surf->flags & GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE) { + scene_state.used_normal_texture = true; + } + if (surf->flags & GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE) { + scene_state.used_depth_texture = true; + } + + /* + Add elements here if there are shadows + */ + + } else if (p_pass_mode == PASS_MODE_SHADOW) { + if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) { + rl->add_element(surf); + } + } else { + if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) { + rl->add_element(surf); + } + } + + surf->sort.depth_layer = depth_layer; + + surf = surf->next; + } + } +} + +void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows) { + CameraMatrix correction; + correction.set_depth_correction(p_flip_y); + CameraMatrix projection = correction * p_render_data->cam_projection; + //store camera into ubo + RasterizerStorageGLES3::store_camera(projection, scene_state.ubo.projection_matrix); + RasterizerStorageGLES3::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); + RasterizerStorageGLES3::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); + RasterizerStorageGLES3::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix); + + scene_state.ubo.directional_light_count = 1; + + scene_state.ubo.z_far = p_render_data->z_far; + scene_state.ubo.z_near = p_render_data->z_near; + + scene_state.ubo.pancake_shadows = p_pancake_shadows; + + scene_state.ubo.viewport_size[0] = p_screen_size.x; + scene_state.ubo.viewport_size[1] = p_screen_size.y; + + Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); + scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; + scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; + + //time global variables + scene_state.ubo.time = time; + + if (is_environment(p_render_data->environment)) { + Environment *env = environment_owner.get_or_null(p_render_data->environment); + RS::EnvironmentBG env_bg = env->background; + RS::EnvironmentAmbientSource ambient_src = env->ambient_source; + + float bg_energy = env->bg_energy; + scene_state.ubo.ambient_light_color_energy[3] = bg_energy; + + scene_state.ubo.ambient_color_sky_mix = env->ambient_sky_contribution; + + //ambient + if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { + Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : env->bg_color; + color = color.srgb_to_linear(); + + scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy; + scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy; + scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy; + } else { + float energy = env->ambient_light_energy; + Color color = env->ambient_light; + color = color.srgb_to_linear(); + scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; + scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; + scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; + + Basis sky_transform = env->sky_orientation; + sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; + RasterizerStorageGLES3::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); + } + + scene_state.ubo.fog_enabled = env->fog_enabled; + scene_state.ubo.fog_density = env->fog_density; + scene_state.ubo.fog_height = env->fog_height; + scene_state.ubo.fog_height_density = env->fog_height_density; + scene_state.ubo.fog_aerial_perspective = env->fog_aerial_perspective; + + Color fog_color = env->fog_light_color.srgb_to_linear(); + float fog_energy = env->fog_light_energy; + + scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; + scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; + scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; + + scene_state.ubo.fog_sun_scatter = env->fog_sun_scatter; + + } else { + } + + if (scene_state.ubo_buffer == 0) { + glGenBuffers(1, &scene_state.ubo_buffer); + } + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer); + glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); +} + void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::Config *config = GLES3::Config::get_singleton(); RENDER_TIMESTAMP("Setup 3D Scene"); - // assign render data + + RenderBuffers *rb = nullptr; + if (p_render_buffers.is_valid()) { + rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); + } + + // Assign render data // Use the format from rendererRD RenderDataGLES3 render_data; { render_data.render_buffers = p_render_buffers; - + render_data.transparent_bg = rb->is_transparent; // Our first camera is used by default render_data.cam_transform = p_camera_data->main_transform; render_data.cam_projection = p_camera_data->main_projection; render_data.view_projection[0] = p_camera_data->main_projection; - render_data.cam_ortogonal = p_camera_data->is_orthogonal; + render_data.cam_orthogonal = p_camera_data->is_orthogonal; render_data.view_count = p_camera_data->view_count; for (uint32_t v = 0; v < p_camera_data->view_count; v++) { @@ -669,10 +1315,6 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * render_data.instances = &p_instances; render_data.lights = &p_lights; render_data.reflection_probes = &p_reflection_probes; - //render_data.voxel_gi_instances = &p_voxel_gi_instances; - //render_data.decals = &p_decals; - //render_data.lightmaps = &p_lightmaps; - //render_data.fog_volumes = &p_fog_volumes; render_data.environment = p_environment; render_data.camera_effects = p_camera_effects; render_data.shadow_atlas = p_shadow_atlas; @@ -699,19 +1341,15 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * render_data.reflection_probes = ∅ } - RenderBuffers *rb = nullptr; - //RasterizerStorageGLES3::RenderTarget *rt = nullptr; - if (p_render_buffers.is_valid()) { - rb = render_buffers_owner.get_or_null(p_render_buffers); - ERR_FAIL_COND(!rb); - //rt = texture_storage->render_target_owner.get_or_null(rb->render_target); - //ERR_FAIL_COND(!rt); - } + bool reverse_cull = false; /////////// // Fill Light lists here ////////// + GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_variables_get_uniform_buffer(); + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer); + Color clear_color; if (p_render_buffers.is_valid()) { clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target); @@ -722,15 +1360,86 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * Environment *env = environment_owner.get_or_null(p_environment); bool fb_cleared = false; - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - glDepthMask(GL_TRUE); - /* Depth Prepass */ + Size2i screen_size; + screen_size.x = rb->width; + screen_size.y = rb->height; + + SceneState::TonemapUBO tonemap_ubo; + if (is_environment(p_environment)) { + tonemap_ubo.exposure = env->exposure; + tonemap_ubo.white = env->white; + tonemap_ubo.tonemapper = int32_t(env->tone_mapper); + } + + if (scene_state.tonemap_buffer == 0) { + // Only create if using 3D + glGenBuffers(1, &scene_state.tonemap_buffer); + } + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_TONEMAP_UNIFORM_LOCATION, scene_state.tonemap_buffer); + glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::TonemapUBO), &tonemap_ubo, GL_STREAM_DRAW); + + _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, !render_data.reflection_probe.is_valid(), clear_color, false); + + _fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR); + render_list[RENDER_LIST_OPAQUE].sort_by_key(); + render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority(); glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer); glViewport(0, 0, rb->width, rb->height); + // Do depth prepass if it's explicitly enabled + bool use_depth_prepass = config->use_depth_prepass; + + // Don't do depth prepass we are rendering overdraw + use_depth_prepass = use_depth_prepass && get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_OVERDRAW; + + if (use_depth_prepass) { + //pre z pass + + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDisable(GL_SCISSOR_TEST); + glCullFace(GL_BACK); + glEnable(GL_CULL_FACE); + scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK; + + glColorMask(0, 0, 0, 0); + glClearDepth(1.0f); + glClear(GL_DEPTH_BUFFER_BIT); + + uint32_t spec_constant_base_flags = 0; + + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, render_data.lod_camera_plane, render_data.lod_distance_multiplier, render_data.screen_mesh_lod_threshold); + _render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size()); + + glColorMask(1, 1, 1, 1); + + fb_cleared = true; + scene_state.used_depth_prepass = true; + } else { + scene_state.used_depth_prepass = false; + } + + glBlendEquation(GL_FUNC_ADD); + + if (render_data.transparent_bg) { + 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); + } + scene_state.current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX; + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDepthMask(GL_TRUE); + scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED; + scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE; + if (!fb_cleared) { glClearDepth(1.0f); glClear(GL_DEPTH_BUFFER_BIT); @@ -740,9 +1449,6 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * bool keep_color = false; if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { - clear_color = Color(0, 0, 0, 1); - } - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black } else if (is_environment(p_environment)) { RS::EnvironmentBG bg_mode = environment_get_background(p_environment); @@ -773,16 +1479,43 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * default: { } } + // Draw sky cubemap } if (!keep_color) { glClearBufferfv(GL_COLOR, 0, clear_color.components); } + uint32_t spec_constant_base_flags = 0; + //Render Opaque Objects + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, render_data.lod_camera_plane, render_data.lod_distance_multiplier, render_data.screen_mesh_lod_threshold); + + _render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size()); + if (draw_sky) { + if (scene_state.current_depth_test != GLES3::SceneShaderData::DEPTH_TEST_ENABLED) { + glEnable(GL_DEPTH_TEST); + scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED; + } + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); + glDisable(GL_BLEND); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED; + scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED; + scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK; + _draw_sky(env, render_data.cam_projection, render_data.cam_transform); } + glEnable(GL_BLEND); + + //Render transparent pass + RenderListParameters render_list_params_alpha(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, render_data.lod_camera_plane, render_data.lod_distance_multiplier, render_data.screen_mesh_lod_threshold); + + _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true); + if (p_render_buffers.is_valid()) { /* RENDER_TIMESTAMP("Tonemap"); @@ -791,9 +1524,225 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData * _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex); } + glDisable(GL_BLEND); texture_storage->render_target_disable_clear_request(rb->render_target); } +template <PassMode p_pass_mode> +void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) { + GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); + + GLuint prev_vertex_array_gl = 0; + GLuint prev_index_array_gl = 0; + + GLES3::SceneMaterialData *prev_material_data = nullptr; + GLES3::SceneShaderData *prev_shader = nullptr; + + SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized. + + switch (p_pass_mode) { + case PASS_MODE_COLOR: + case PASS_MODE_COLOR_TRANSPARENT: { + } break; + case PASS_MODE_COLOR_ADDITIVE: { + shader_variant = SceneShaderGLES3::MODE_ADDITIVE; + } break; + case PASS_MODE_SHADOW: + case PASS_MODE_DEPTH: { + shader_variant = SceneShaderGLES3::MODE_DEPTH; + } break; + } + + for (uint32_t i = p_from_element; i < p_to_element; i++) { + const GeometryInstanceSurface *surf = p_params->elements[i]; + const GeometryInstanceGLES3 *inst = surf->owner; + + if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) { + continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass + } + + if (inst->instance_count == 0) { + continue; + } + + //uint32_t base_spec_constants = p_params->spec_constant_base_flags; + + GLES3::SceneShaderData *shader; + GLES3::SceneMaterialData *material_data; + void *mesh_surface; + + if (p_pass_mode == PASS_MODE_SHADOW) { + shader = surf->shader_shadow; + material_data = surf->material_shadow; + mesh_surface = surf->surface_shadow; + } else { + shader = surf->shader; + material_data = surf->material; + mesh_surface = surf->surface; + } + + if (!mesh_surface) { + continue; + } + + if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { + if (scene_state.current_depth_test != shader->depth_test) { + if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) { + glDisable(GL_DEPTH_TEST); + } else { + glEnable(GL_DEPTH_TEST); + } + scene_state.current_depth_test = shader->depth_test; + } + } + + if (scene_state.current_depth_draw != shader->depth_draw) { + switch (shader->depth_draw) { + case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: { + glDepthMask(p_pass_mode == PASS_MODE_COLOR); + } break; + case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: { + glDepthMask(GL_TRUE); + } break; + case GLES3::SceneShaderData::DEPTH_DRAW_DISABLED: { + glDepthMask(GL_FALSE); + } break; + } + + scene_state.current_depth_draw = shader->depth_draw; + } + + if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) { + GLES3::SceneShaderData::BlendMode desired_blend_mode; + if (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) { + desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD; + } else { + desired_blend_mode = shader->blend_mode; + } + + if (desired_blend_mode != scene_state.current_blend_mode) { + switch (desired_blend_mode) { + case GLES3::SceneShaderData::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); + if (p_render_data->transparent_bg) { + 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 GLES3::SceneShaderData::BLEND_MODE_ADD: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(p_pass_mode == PASS_MODE_COLOR_TRANSPARENT ? GL_SRC_ALPHA : GL_ONE, GL_ONE); + + } break; + case GLES3::SceneShaderData::BLEND_MODE_SUB: { + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + } break; + case GLES3::SceneShaderData::BLEND_MODE_MUL: { + glBlendEquation(GL_FUNC_ADD); + if (p_render_data->transparent_bg) { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO); + } else { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE); + } + + } break; + case GLES3::SceneShaderData::BLEND_MODE_ALPHA_TO_COVERAGE: { + // Do nothing for now. + } break; + } + scene_state.current_blend_mode = desired_blend_mode; + } + } + + //find cull variant + GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode; + + if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) { + cull_mode = GLES3::SceneShaderData::CULL_DISABLED; + } else { + bool mirror = inst->mirror; + if (p_params->reverse_cull) { + mirror = !mirror; + } + if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) { + cull_mode = GLES3::SceneShaderData::CULL_BACK; + } else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) { + cull_mode = GLES3::SceneShaderData::CULL_FRONT; + } + } + + if (scene_state.cull_mode != cull_mode) { + if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) { + glDisable(GL_CULL_FACE); + } else { + if (scene_state.cull_mode == GLES3::SceneShaderData::CULL_DISABLED) { + // Last time was disabled, so enable and set proper face. + glEnable(GL_CULL_FACE); + } + glCullFace(cull_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK); + } + scene_state.cull_mode = cull_mode; + } + + RS::PrimitiveType primitive = surf->primitive; + static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP }; + GLenum primitive_gl = prim[int(primitive)]; + + GLuint vertex_array_gl = 0; + GLuint index_array_gl = 0; + + //skeleton and blend shape + if (surf->owner->mesh_instance.is_valid()) { + mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl); + } else { + mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl); + } + + index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index); + + if (prev_vertex_array_gl != vertex_array_gl) { + glBindVertexArray(vertex_array_gl); + prev_vertex_array_gl = vertex_array_gl; + } + + bool use_index_buffer = false; + if (prev_index_array_gl != index_array_gl) { + if (index_array_gl != 0) { + // Bind index each time so we can use LODs + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl); + use_index_buffer = true; + } + prev_index_array_gl = index_array_gl; + } + + // Update pipeline information here + + Transform3D world_transform; + if (inst->store_transform_cache) { + world_transform = inst->transform; + } + + if (prev_material_data != material_data) { + material_data->bind_uniforms(); + } + + if (prev_shader != shader) { + GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_bind_shader(shader->version, shader_variant); + } + + GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, shader_variant); + + if (use_index_buffer) { + glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0); + } else { + glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface)); + } + } +} + void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { } @@ -929,6 +1878,8 @@ void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_ GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target); + rb->is_transparent = rt->flags[RendererTextureStorage::RENDER_TARGET_TRANSPARENT]; + // framebuffer glGenFramebuffers(1, &rb->framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 13b3b007a2..ac2f3c932a 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -34,6 +34,7 @@ #ifdef GLES3_ENABLED #include "core/math/camera_matrix.h" +#include "core/templates/paged_allocator.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "rasterizer_storage_gles3.h" @@ -44,13 +45,47 @@ #include "shader_gles3.h" #include "shaders/sky.glsl.gen.h" -// Copied from renderer_scene_render_rd +enum RenderListType { + RENDER_LIST_OPAQUE, //used for opaque objects + RENDER_LIST_ALPHA, //used for transparent objects + RENDER_LIST_SECONDARY, //used for shadows and other objects + RENDER_LIST_MAX +}; + +enum PassMode { + PASS_MODE_COLOR, + PASS_MODE_COLOR_TRANSPARENT, + PASS_MODE_COLOR_ADDITIVE, + PASS_MODE_SHADOW, + PASS_MODE_DEPTH, +}; + +// These should share as much as possible with SkyUniform Location +enum SceneUniformLocation { + SCENE_TONEMAP_UNIFORM_LOCATION, + SCENE_GLOBALS_UNIFORM_LOCATION, + SCENE_DATA_UNIFORM_LOCATION, + SCENE_MATERIAL_UNIFORM_LOCATION, + SCENE_RADIANCE_UNIFORM_LOCATION, + SCENE_OMNILIGHT_UNIFORM_LOCATION, + SCENE_SPOTLIGHT_UNIFORM_LOCATION, +}; + +enum SkyUniformLocation { + SKY_TONEMAP_UNIFORM_LOCATION, + SKY_GLOBALS_UNIFORM_LOCATION, + SKY_SCENE_DATA_UNIFORM_LOCATION, + SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, + SKY_MATERIAL_UNIFORM_LOCATION, +}; + struct RenderDataGLES3 { RID render_buffers = RID(); + bool transparent_bg = false; Transform3D cam_transform = Transform3D(); CameraMatrix cam_projection = CameraMatrix(); - bool cam_ortogonal = false; + bool cam_orthogonal = false; // For stereo rendering uint32_t view_count = 1; @@ -110,6 +145,305 @@ private: RID default_shader; } scene_globals; + struct SceneState { + struct UBO { + float projection_matrix[16]; + float inv_projection_matrix[16]; + float inv_view_matrix[16]; + float view_matrix[16]; + + float viewport_size[2]; + float screen_pixel_size[2]; + + float ambient_light_color_energy[4]; + + float ambient_color_sky_mix; + uint32_t ambient_flags; + uint32_t material_uv2_mode; + float opaque_prepass_threshold; + //bool use_ambient_light; + //bool use_ambient_cubemap; + //bool use_reflection_cubemap; + + float radiance_inverse_xform[12]; + + uint32_t directional_light_count; + float z_far; + float z_near; + uint32_t pancake_shadows; + + uint32_t fog_enabled; + float fog_density; + float fog_height; + float fog_height_density; + + float fog_light_color[3]; + float fog_sun_scatter; + + float fog_aerial_perspective; + float time; + uint32_t pad[2]; + }; + static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes"); + + struct TonemapUBO { + float exposure = 1.0; + float white = 1.0; + int32_t tonemapper = 0; + int32_t pad = 0; + }; + static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes"); + + UBO ubo; + GLuint ubo_buffer = 0; + GLuint tonemap_buffer = 0; + + bool used_depth_prepass = false; + + GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX; + GLES3::SceneShaderData::DepthDraw current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE; + GLES3::SceneShaderData::DepthTest current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED; + GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK; + + bool texscreen_copied = false; + bool used_screen_texture = false; + bool used_normal_texture = false; + bool used_depth_texture = false; + } scene_state; + + struct GeometryInstanceGLES3; + + // Cached data for drawing surfaces + struct GeometryInstanceSurface { + enum { + FLAG_PASS_DEPTH = 1, + FLAG_PASS_OPAQUE = 2, + FLAG_PASS_ALPHA = 4, + FLAG_PASS_SHADOW = 8, + FLAG_USES_SHARED_SHADOW_MATERIAL = 128, + FLAG_USES_SCREEN_TEXTURE = 2048, + FLAG_USES_DEPTH_TEXTURE = 4096, + FLAG_USES_NORMAL_TEXTURE = 8192, + FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384, + }; + + union { + struct { + uint64_t lod_index : 8; + uint64_t surface_index : 8; + uint64_t geometry_id : 32; + uint64_t material_id_low : 16; + + uint64_t material_id_hi : 16; + uint64_t shader_id : 32; + uint64_t uses_softshadow : 1; + uint64_t uses_projector : 1; + uint64_t uses_forward_gi : 1; + uint64_t uses_lightmap : 1; + uint64_t depth_layer : 4; + uint64_t priority : 8; + }; + struct { + uint64_t sort_key1; + uint64_t sort_key2; + }; + } sort; + + RS::PrimitiveType primitive = RS::PRIMITIVE_MAX; + uint32_t flags = 0; + uint32_t surface_index = 0; + uint32_t lod_index = 0; + + void *surface = nullptr; + GLES3::SceneShaderData *shader = nullptr; + GLES3::SceneMaterialData *material = nullptr; + + void *surface_shadow = nullptr; + GLES3::SceneShaderData *shader_shadow = nullptr; + GLES3::SceneMaterialData *material_shadow = nullptr; + + GeometryInstanceSurface *next = nullptr; + GeometryInstanceGLES3 *owner = nullptr; + }; + + struct GeometryInstanceGLES3 : public GeometryInstance { + //used during rendering + bool mirror = false; + bool non_uniform_scale = false; + float lod_bias = 0.0; + float lod_model_scale = 1.0; + AABB transformed_aabb; //needed for LOD + float depth = 0; + uint32_t flags_cache = 0; + bool store_transform_cache = true; + int32_t shader_parameters_offset = -1; + + uint32_t layer_mask = 1; + uint32_t instance_count = 0; + + RID mesh_instance; + bool can_sdfgi = false; + bool using_projectors = false; + bool using_softshadows = false; + bool fade_near = false; + float fade_near_begin = 0; + float fade_near_end = 0; + bool fade_far = false; + float fade_far_begin = 0; + float fade_far_end = 0; + float force_alpha = 1.0; + float parent_fade_alpha = 1.0; + + uint32_t omni_light_count = 0; + uint32_t omni_lights[8]; + uint32_t spot_light_count = 0; + uint32_t spot_lights[8]; + + //used during setup + uint32_t base_flags = 0; + Transform3D transform; + GeometryInstanceSurface *surface_caches = nullptr; + SelfList<GeometryInstanceGLES3> dirty_list_element; + + struct Data { + //data used less often goes into regular heap + RID base; + RS::InstanceType base_type; + + RID skeleton; + Vector<RID> surface_materials; + RID material_override; + RID material_overlay; + AABB aabb; + + bool use_dynamic_gi = false; + bool use_baked_light = false; + bool cast_double_sided_shadows = false; + bool mirror = false; + bool dirty_dependencies = false; + + RendererStorage::DependencyTracker dependency_tracker; + }; + + Data *data = nullptr; + + GeometryInstanceGLES3() : + dirty_list_element(this) {} + }; + + enum { + INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5, + INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6, + INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8, + INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9, + INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10, + INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11, + INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12, + INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13, + INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14, + INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15, + }; + + static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker); + static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker); + + SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list; + + // Use PagedAllocator instead of RID to maximize performance + PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc; + PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc; + + void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); + void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh); + void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); + void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); + void _geometry_instance_update(GeometryInstance *p_geometry_instance); + void _update_dirty_geometry_instances(); + + struct RenderListParameters { + GeometryInstanceSurface **elements = nullptr; + int element_count = 0; + bool reverse_cull = false; + uint32_t spec_constant_base_flags = 0; + bool force_wireframe = false; + Plane lod_plane; + float lod_distance_multiplier = 0.0; + float screen_mesh_lod_threshold = 0.0; + + RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false, const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0) { + elements = p_elements; + element_count = p_element_count; + reverse_cull = p_reverse_cull; + spec_constant_base_flags = p_spec_constant_base_flags; + force_wireframe = p_force_wireframe; + lod_plane = p_lod_plane; + lod_distance_multiplier = p_lod_distance_multiplier; + screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; + } + }; + + struct RenderList { + LocalVector<GeometryInstanceSurface *> elements; + + void clear() { + elements.clear(); + } + + //should eventually be replaced by radix + + struct SortByKey { + _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { + return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2); + } + }; + + void sort_by_key() { + SortArray<GeometryInstanceSurface *, SortByKey> sorter; + sorter.sort(elements.ptr(), elements.size()); + } + + void sort_by_key_range(uint32_t p_from, uint32_t p_size) { + SortArray<GeometryInstanceSurface *, SortByKey> sorter; + sorter.sort(elements.ptr() + p_from, p_size); + } + + struct SortByDepth { + _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { + return (A->owner->depth < B->owner->depth); + } + }; + + void sort_by_depth() { //used for shadows + + SortArray<GeometryInstanceSurface *, SortByDepth> sorter; + sorter.sort(elements.ptr(), elements.size()); + } + + struct SortByReverseDepthAndPriority { + _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { + return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority); + } + }; + + void sort_by_reverse_depth_and_priority() { //used for alpha + + SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter; + sorter.sort(elements.ptr(), elements.size()); + } + + _FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) { + elements.push_back(p_element); + } + }; + + RenderList render_list[RENDER_LIST_MAX]; + + void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows); + void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false); + + template <PassMode p_pass_mode> + _FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false); + protected: double time; double time_step = 0; @@ -125,6 +459,8 @@ protected: //bool use_debanding = false; //uint32_t view_count = 1; + bool is_transparent = false; + RID render_target; GLuint internal_texture = 0; // Used for rendering when post effects are enabled GLuint depth_texture = 0; // Main depth texture @@ -391,9 +727,15 @@ public: /* SDFGI UPDATE */ void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {} - int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; } - AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); } - uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; } + int sdfgi_get_pending_region_count(RID p_render_buffers) const override { + return 0; + } + AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { + return AABB(); + } + uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { + return 0; + } /* SKY API */ diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 0d15e44702..3c28289bd0 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -344,9 +344,10 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, RS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const { if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) { return RS::INSTANCE_MESH; - } - if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) { + } else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) { return RS::INSTANCE_MULTIMESH; + } else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) { + return RS::INSTANCE_LIGHT; } return RS::INSTANCE_NONE; } @@ -376,19 +377,14 @@ bool RasterizerStorageGLES3::free(RID p_rid) { } else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) { GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid); return true; + } else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) { + GLES3::LightStorage::get_singleton()->light_free(p_rid); + return true; } else { return false; } /* - } else if (light_owner.owns(p_rid)) { - Light *light = light_owner.get_or_null(p_rid); - light->instance_remove_deps(); - - light_owner.free(p_rid); - memdelete(light); - - return true; - } else if (reflection_probe_owner.owns(p_rid)) { + else if (reflection_probe_owner.owns(p_rid)) { // delete the texture ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid); reflection_probe->instance_remove_deps(); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index d22db198c8..fa74fbd5f6 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -41,6 +41,7 @@ #include "servers/rendering/shader_compiler.h" #include "servers/rendering/shader_language.h" #include "storage/config.h" +#include "storage/light_storage.h" #include "storage/material_storage.h" #include "storage/mesh_storage.h" #include "storage/texture_storage.h" @@ -55,6 +56,48 @@ public: GLES3::Config *config = nullptr; + static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { + p_array[0] = p_mtx.basis.rows[0][0]; + p_array[1] = p_mtx.basis.rows[1][0]; + p_array[2] = p_mtx.basis.rows[2][0]; + p_array[3] = 0; + p_array[4] = p_mtx.basis.rows[0][1]; + p_array[5] = p_mtx.basis.rows[1][1]; + p_array[6] = p_mtx.basis.rows[2][1]; + p_array[7] = 0; + p_array[8] = p_mtx.basis.rows[0][2]; + p_array[9] = p_mtx.basis.rows[1][2]; + p_array[10] = p_mtx.basis.rows[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_transform_3x3(const Basis &p_mtx, float *p_array) { + p_array[0] = p_mtx.rows[0][0]; + p_array[1] = p_mtx.rows[1][0]; + p_array[2] = p_mtx.rows[2][0]; + p_array[3] = 0; + p_array[4] = p_mtx.rows[0][1]; + p_array[5] = p_mtx.rows[1][1]; + p_array[6] = p_mtx.rows[2][1]; + p_array[7] = 0; + p_array[8] = p_mtx.rows[0][2]; + p_array[9] = p_mtx.rows[1][2]; + p_array[10] = p_mtx.rows[2][2]; + p_array[11] = 0; + } + + 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]; + } + } + } + struct Resources { GLuint mipmap_blur_fbo; GLuint mipmap_blur_color; diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index e356fa8c1f..b3f37207da 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -171,6 +171,15 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant } builder.append("\n"); //make sure defines begin at newline + // Default to highp precision unless specified otherwise. + builder.append("precision highp float;\n"); + builder.append("precision highp int;\n"); +#ifndef GLES_OVER_GL + builder.append("precision highp sampler2D;\n"); + builder.append("precision highp samplerCube;\n"); + builder.append("precision highp sampler2DArray;\n"); +#endif + for (uint32_t i = 0; i < p_template.chunks.size(); i++) { const StageTemplate::Chunk &chunk = p_template.chunks[i]; switch (chunk.type) { diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 8d1b142dc6..763d3bfa8b 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -218,6 +218,7 @@ protected: ERR_FAIL_INDEX_V(p_which, uniform_count, -1); Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND_V(!version, -1); + ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1); return version->variants[p_variant].lookup_ptr(p_specialization)->uniform_location[p_which]; } diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index f121679833..381a0e8a73 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -518,8 +518,8 @@ void main() { float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0); float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5; - if (outline_thickness > 0) { - float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range; + if (outline_thickness > 0.0) { + float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range; float a = clamp((d + cr) * px_size, 0.0, 1.0); color.a = a * color.a; } else { @@ -710,8 +710,8 @@ void main() { vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot? float tex_ofs; float distance; - if (pos_rot.y > 0) { - if (pos_rot.x > 0) { + if (pos_rot.y > 0.0) { + if (pos_rot.x > 0.0) { tex_ofs = pos_box.y * 0.125 + 0.125; distance = shadow_pos.x; } else { @@ -719,7 +719,7 @@ void main() { distance = shadow_pos.y; } } else { - if (pos_rot.x < 0) { + if (pos_rot.x < 0.0) { tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125); distance = -shadow_pos.x; } else { diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 16a9224fbb..ea28685be7 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -20,13 +20,19 @@ USE_LIGHT_POSITIONAL = false #include "stdlib_inc.glsl" +#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED) +#ifndef NORMAL_USED +#define NORMAL_USED +#endif +#endif + /* from RenderingServer: ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit) +ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored. +ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal. ARRAY_COLOR = 3, // RGBA8 ARRAY_TEX_UV = 4, // RG32F -ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal. -ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored. ARRAY_TEX_UV2 = 5, // RG32F ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat. ARRAY_CUSTOM1 = 7, @@ -40,7 +46,7 @@ ARRAY_MAX = 13 /* INPUT ATTRIBS */ -layout(location = 0) in vec3 vertex_attrib; +layout(location = 0) in highp vec3 vertex_attrib; /* clang-format on */ #ifdef NORMAL_USED @@ -79,19 +85,23 @@ layout(location = 8) in vec4 custom2_attrib; layout(location = 9) in vec4 custom3_attrib; #endif -#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS) +#if defined(BONES_USED) layout(location = 10) in uvec4 bone_attrib; #endif -#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS) +#if defined(WEIGHTS_USED) layout(location = 11) in vec4 weight_attrib; #endif -layout(std140) uniform SceneData { // ubo:3 - mat4 projection_matrix; - mat4 inv_projection_matrix; - mat4 inv_view_matrix; - mat4 view_matrix; +layout(std140) uniform GlobalVariableData { //ubo:1 + vec4 global_variables[MAX_GLOBAL_VARIABLES]; +}; + +layout(std140) uniform SceneData { // ubo:2 + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; vec2 viewport_size; vec2 screen_pixel_size; @@ -143,15 +153,15 @@ out highp vec3 vertex_interp; out vec3 normal_interp; #endif -#if defined(ENABLE_COLOR_INTERP) +#if defined(COLOR_USED) out vec4 color_interp; #endif -#if defined(ENABLE_UV_INTERP) +#if defined(UV_USED) out vec2 uv_interp; #endif -#if defined(ENABLE_UV2_INTERP) +#if defined(UV2_USED) out vec2 uv2_interp; #else #ifdef USE_LIGHTMAP @@ -159,15 +169,15 @@ out vec2 uv2_interp; #endif #endif -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) out vec3 tangent_interp; out vec3 binormal_interp; #endif -#if defined(USE_MATERIAL) +#if defined(MATERIAL_UNIFORMS_USED) /* clang-format off */ -layout(std140) uniform UniformData { // ubo:1 +layout(std140) uniform MaterialUniforms { // ubo:3 #MATERIAL_UNIFORMS @@ -194,31 +204,31 @@ void main() { #ifdef NORMAL_USED vec3 normal = normal_attrib * 2.0 - 1.0; #endif - mat3 model_normal_matrix = mat3(model_matrix); + highp mat3 model_normal_matrix = mat3(model_matrix); -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) vec3 tangent; float binormalf; tangent = normal_tangent_attrib.xyz; binormalf = normal_tangent_attrib.a; #endif -#if defined(ENABLE_COLOR_INTERP) +#if defined(COLOR_USED) color_interp = color_attrib; #endif -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif -#if defined(ENABLE_UV_INTERP) +#if defined(UV_USED) uv_interp = uv_attrib; #endif #ifdef USE_LIGHTMAP uv2_interp = lightmap_uv_rect.zw * uv2_attrib + lightmap_uv_rect.xy; #else -#if defined(ENABLE_UV2_INTERP) +#if defined(UV2_USED) uv2_interp = uv2_attrib; #endif #endif @@ -226,8 +236,8 @@ void main() { #if defined(OVERRIDE_POSITION) highp vec4 position; #endif - mat4 projection_matrix = scene_data.projection_matrix; - mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + highp mat4 projection_matrix = scene_data.projection_matrix; + highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix; vec4 instance_custom = vec4(0.0); @@ -250,8 +260,8 @@ void main() { float roughness = 1.0; - mat4 modelview = scene_data.view_matrix * model_matrix; - mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; + highp mat4 modelview = scene_data.view_matrix * model_matrix; + highp mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; float point_size = 1.0; @@ -296,7 +306,7 @@ void main() { normal_interp = normal; #endif -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) tangent_interp = tangent; binormal_interp = binormal; #endif @@ -327,7 +337,7 @@ void main() { #define SPECULAR_SCHLICK_GGX #endif -#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED) #ifndef NORMAL_USED #define NORMAL_USED #endif @@ -351,19 +361,19 @@ uniform highp mat4 world_transform; /* clang-format on */ #define M_PI 3.14159265359 -#define SHADER_IS_SRGB false +#define SHADER_IS_SRGB true /* Varyings */ -#if defined(ENABLE_COLOR_INTERP) +#if defined(COLOR_USED) in vec4 color_interp; #endif -#if defined(ENABLE_UV_INTERP) +#if defined(UV_USED) in vec2 uv_interp; #endif -#if defined(ENABLE_UV2_INTERP) +#if defined(UV2_USED) in vec2 uv2_interp; #else #ifdef USE_LIGHTMAP @@ -371,19 +381,22 @@ in vec2 uv2_interp; #endif #endif -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) in vec3 tangent_interp; in vec3 binormal_interp; #endif -in highp vec3 vertex_interp; +#ifdef NORMAL_USED in vec3 normal_interp; +#endif + +in highp vec3 vertex_interp; /* PBR CHANNELS */ #ifdef USE_RADIANCE_MAP -layout(std140) uniform Radiance { // ubo:2 +layout(std140) uniform Radiance { // ubo:4 mat4 radiance_inverse_xform; float radiance_ambient_contribution; @@ -405,12 +418,16 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) { #endif -/* Material Uniforms */ +layout(std140) uniform GlobalVariableData { //ubo:1 + vec4 global_variables[MAX_GLOBAL_VARIABLES]; +}; + + /* Material Uniforms */ -#if defined(USE_MATERIAL) +#if defined(MATERIAL_UNIFORMS_USED) /* clang-format off */ -layout(std140) uniform UniformData { +layout(std140) uniform MaterialUniforms { // ubo:3 #MATERIAL_UNIFORMS @@ -419,11 +436,11 @@ layout(std140) uniform UniformData { #endif -layout(std140) uniform SceneData { // ubo:3 - mat4 projection_matrix; - mat4 inv_projection_matrix; - mat4 inv_view_matrix; - mat4 view_matrix; +layout(std140) uniform SceneData { // ubo:2 + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; vec2 viewport_size; vec2 screen_pixel_size; @@ -501,12 +518,12 @@ struct LightData { //this structure needs to be as packed as possible bool shadow_enabled; }; -layout(std140) uniform OmniLightData { // ubo:4 +layout(std140) uniform OmniLightData { // ubo:5 LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; }; -layout(std140) uniform SpotLightData { // ubo:5 +layout(std140) uniform SpotLightData { // ubo:6 LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; }; diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl index a8e5daafa1..3a1bcd3b28 100644 --- a/drivers/gles3/shaders/sky.glsl +++ b/drivers/gles3/shaders/sky.glsl @@ -12,23 +12,14 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA #[vertex] -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - out vec2 uv_interp; /* clang-format on */ void main() { // One big triangle to cover the whole screen - vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); + vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0)); uv_interp = base_arr[gl_VertexID]; - gl_Position = vec4(uv_interp, 0.0, 1.0); + gl_Position = vec4(uv_interp, 1.0, 1.0); } /* clang-format off */ @@ -36,20 +27,6 @@ void main() { #define M_PI 3.14159265359 -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif - #include "tonemap_inc.glsl" in vec2 uv_interp; @@ -65,22 +42,22 @@ uniform sampler2D half_res; //texunit:-2 uniform sampler2D quarter_res; //texunit:-3 #endif -layout(std140) uniform SceneData { //ubo:0 - float pad1; - float pad2; -}; - layout(std140) uniform GlobalVariableData { //ubo:1 vec4 global_variables[MAX_GLOBAL_VARIABLES]; }; +layout(std140) uniform SceneData { //ubo:2 + float pad1; + float pad2; +}; + struct DirectionalLightData { vec4 direction_energy; vec4 color_size; bool enabled; }; -layout(std140) uniform DirectionalLights { //ubo:2 +layout(std140) uniform DirectionalLights { //ubo:3 DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; @@ -88,7 +65,7 @@ directional_lights; /* clang-format off */ #ifdef MATERIAL_UNIFORMS_USED -layout(std140) uniform MaterialUniforms{ //ubo:3 +layout(std140) uniform MaterialUniforms{ //ubo:4 #MATERIAL_UNIFORMS diff --git a/drivers/gles3/shaders/stdlib_inc.glsl b/drivers/gles3/shaders/stdlib_inc.glsl index 3d976e9ab8..6cce6c12bd 100644 --- a/drivers/gles3/shaders/stdlib_inc.glsl +++ b/drivers/gles3/shaders/stdlib_inc.glsl @@ -1,5 +1,6 @@ #ifdef USE_GLES_OVER_GL +// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile. uint float2half(uint f) { return ((f >> uint(16)) & uint(0x8000)) | ((((f & uint(0x7f800000)) - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) | @@ -37,6 +38,7 @@ vec2 unpackSnorm2x16(uint p) { vec2 v = vec2(float(p & uint(0xffff)), float(p >> uint(16))); return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0)); } +#endif uint packUnorm4x8(vec4 v) { uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0)); @@ -56,4 +58,3 @@ vec4 unpackSnorm4x8(uint p) { vec4 v = vec4(float(p & uint(0xffff)), float((p >> uint(8)) & uint(0xffff)), float((p >> uint(16)) & uint(0xffff)), float(p >> uint(24))); return clamp((v - vec4(127.0)) * vec4(0.00787401574), vec4(-1.0), vec4(1.0)); } -#endif diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl index b993f5d97b..ea15c05359 100644 --- a/drivers/gles3/shaders/tonemap_inc.glsl +++ b/drivers/gles3/shaders/tonemap_inc.glsl @@ -10,10 +10,12 @@ uniform sampler3D source_color_correction; //texunit:-1 #endif #endif -// These could be grouped into some form of SceneData UBO along with time, will have to test performance though -uniform int tonemapper; -uniform float exposure; -uniform float white; +layout(std140) uniform TonemapData { //ubo:0 + float exposure; + float white; + int tonemapper; + int pad; +}; vec3 apply_bcs(vec3 color, vec3 bcs) { color = mix(vec3(0.0), color, bcs.x); diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 369e523cc4..7280868564 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -120,16 +120,6 @@ Config::Config() { support_write_depth = extensions.has("GL_EXT_frag_depth"); #endif - support_half_float_vertices = true; -//every platform should support this except web, iOS has issues with their support, so add option to disable -#ifdef JAVASCRIPT_ENABLED - support_half_float_vertices = false; -#endif - bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float"); - if (disable_half_float) { - support_half_float_vertices = false; - } - //picky requirements for these support_shadow_cubemaps = support_write_depth && support_depth_cubemaps; // the use skeleton software path should be used if either float texture is not supported, @@ -149,6 +139,27 @@ Config::Config() { force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter"); + + use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")); + if (use_depth_prepass) { + String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors"); + Vector<String> vendor_match = vendors.split(","); + String renderer = (const char *)glGetString(GL_RENDERER); + for (int i = 0; i < vendor_match.size(); i++) { + String v = vendor_match[i].strip_edges(); + if (v == String()) { + continue; + } + + if (renderer.findn(v) != -1) { + use_depth_prepass = false; + } + } + } + + max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements"); + max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights"); + max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object"); } Config::~Config() { diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h index 0646881b72..7e143c1c1e 100644 --- a/drivers/gles3/storage/config.h +++ b/drivers/gles3/storage/config.h @@ -58,6 +58,9 @@ public: int max_texture_image_units = 0; int max_texture_size = 0; int max_uniform_buffer_size = 0; + int max_renderable_elements = 0; + int max_renderable_lights = 0; + int max_lights_per_object = 0; // TODO implement wireframe in OpenGL // bool generate_wireframes; @@ -82,7 +85,6 @@ public: bool support_32_bits_indices = false; bool support_write_depth = false; - bool support_half_float_vertices = false; bool support_npot_repeat_mipmap = false; bool support_depth_cubemaps = false; bool support_shadow_cubemaps = false; @@ -97,6 +99,8 @@ public: // so the user can switch orphaning off for them. bool should_orphan = true; + bool use_depth_prepass = true; + static Config *get_singleton() { return singleton; }; Config(); diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index a3111da28a..6dff8a2a51 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -43,7 +43,7 @@ using namespace GLES3; /////////////////////////////////////////////////////////////////////////// // UBI helper functions -_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) { +_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) { switch (type) { case ShaderLanguage::TYPE_BOOL: { uint32_t *gui = (uint32_t *)data; @@ -399,9 +399,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { if (i < s) { Color color = a[i]; - if (p_linear_color) { - color = color.srgb_to_linear(); - } gui[j] = color.r; gui[j + 1] = color.g; gui[j + 2] = color.b; @@ -433,10 +430,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy if (value.get_type() == Variant::COLOR) { Color v = value; - if (p_linear_color) { - v = v.srgb_to_linear(); - } - gui[0] = v.r; gui[1] = v.g; gui[2] = v.b; @@ -459,9 +452,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { if (i < s) { Color color = a[i]; - if (p_linear_color) { - color = color.srgb_to_linear(); - } gui[j] = color.r; gui[j + 1] = color.g; gui[j + 2] = color.b; @@ -496,10 +486,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy if (value.get_type() == Variant::COLOR) { Color v = value; - if (p_linear_color) { - v = v.srgb_to_linear(); - } - gui[0] = v.r; gui[1] = v.g; gui[2] = v.b; @@ -987,7 +973,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S if (V) { //user provided - _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data, p_use_linear_color); + _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data); } else if (E.value.default_value.size()) { //default value @@ -997,7 +983,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S //zero because it was not provided if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { //colors must be set as black, with alpha as 1.0 - _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color); + _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data); } else { //else just zero it out _fill_std140_ubo_empty(E.value.type, E.value.array_size, data); @@ -1883,7 +1869,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob bv.w = v.a; GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1]; - v = v.srgb_to_linear(); + //v = v.srgb_to_linear(); bv_linear.x = v.r; bv_linear.y = v.g; bv_linear.z = v.b; @@ -2322,7 +2308,7 @@ void MaterialStorage::global_variables_instance_update(RID p_instance, int p_ind pos += p_index; - _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer + _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos]); _global_variable_mark_buffer_dirty(pos, 1); } @@ -2929,7 +2915,7 @@ void CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_par void CanvasMaterialData::bind_uniforms() { // Bind Material Uniforms - glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_BUFFER_OBJECT, uniform_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer); RID *textures = texture_cache.ptrw(); ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); @@ -3162,7 +3148,7 @@ GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) { void SkyMaterialData::bind_uniforms() { // Bind Material Uniforms - glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer); RID *textures = texture_cache.ptrw(); ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); @@ -3278,6 +3264,18 @@ void SceneShaderData::set_code(const String &p_code) { actions.write_flag_pointers["VERTEX"] = &uses_vertex; actions.write_flag_pointers["POSITION"] = &uses_position; + actions.usage_flag_pointers["TANGENT"] = &uses_tangent; + actions.usage_flag_pointers["BINORMAL"] = &uses_tangent; + actions.usage_flag_pointers["COLOR"] = &uses_color; + actions.usage_flag_pointers["UV"] = &uses_uv; + actions.usage_flag_pointers["UV2"] = &uses_uv2; + actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0; + actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1; + actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2; + actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3; + actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones; + actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights; + actions.uniforms = &uniforms; Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); @@ -3292,6 +3290,17 @@ void SceneShaderData::set_code(const String &p_code) { cull_mode = Cull(cull_modei); blend_mode = BlendMode(blend_modei); alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei); + vertex_input_mask = uint32_t(uses_normal); + vertex_input_mask |= uses_tangent << 1; + vertex_input_mask |= uses_color << 2; + vertex_input_mask |= uses_uv << 3; + vertex_input_mask |= uses_uv2 << 4; + vertex_input_mask |= uses_custom0 << 5; + vertex_input_mask |= uses_custom1 << 6; + vertex_input_mask |= uses_custom2 << 7; + vertex_input_mask |= uses_custom3 << 8; + vertex_input_mask |= uses_bones << 9; + vertex_input_mask |= uses_weights << 10; #if 0 print_line("**compiling shader:"); @@ -3455,7 +3464,7 @@ GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) { void SceneMaterialData::bind_uniforms() { // Bind Material Uniforms - glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer); + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer); RID *textures = texture_cache.ptrw(); ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw(); diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h index f9901f0085..aa36dda4e6 100644 --- a/drivers/gles3/storage/material_storage.h +++ b/drivers/gles3/storage/material_storage.h @@ -279,14 +279,6 @@ struct SceneShaderData : public ShaderData { CULL_BACK }; - enum CullVariant { - CULL_VARIANT_NORMAL, - CULL_VARIANT_REVERSED, - CULL_VARIANT_DOUBLE_SIDED, - CULL_VARIANT_MAX - - }; - enum AlphaAntiAliasing { ALPHA_ANTIALIASING_OFF, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, @@ -335,6 +327,18 @@ struct SceneShaderData : public ShaderData { bool uses_time; bool writes_modelview_or_projection; bool uses_world_coordinates; + bool uses_tangent; + bool uses_color; + bool uses_uv; + bool uses_uv2; + bool uses_custom0; + bool uses_custom1; + bool uses_custom2; + bool uses_custom3; + bool uses_bones; + bool uses_weights; + + uint32_t vertex_input_mask = 0; uint64_t last_pass = 0; uint32_t index = 0; diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp index 41b5107b6c..a2b9cb6a62 100644 --- a/drivers/gles3/storage/mesh_storage.cpp +++ b/drivers/gles3/storage/mesh_storage.cpp @@ -194,6 +194,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer); glBufferData(GL_ARRAY_BUFFER, p_surface.attribute_data.size(), p_surface.attribute_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + s->attribute_buffer_size = p_surface.attribute_data.size(); } if (p_surface.skin_data.size()) { glGenBuffers(1, &s->skin_buffer); @@ -216,6 +217,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.index_data.size(), p_surface.index_data.ptr(), GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind s->index_count = p_surface.index_count; + s->index_buffer_size = p_surface.index_data.size(); if (p_surface.lods.size()) { s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size()); @@ -323,7 +325,97 @@ RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const { } RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const { - return RS::SurfaceData(); + Mesh *mesh = mesh_owner.get_or_null(p_mesh); + ERR_FAIL_COND_V(!mesh, RS::SurfaceData()); + ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData()); + + Mesh::Surface &s = *mesh->surfaces[p_surface]; + + RS::SurfaceData sd; + sd.format = s.format; + { + Vector<uint8_t> ret; + ret.resize(s.vertex_buffer_size); + glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffer); + +#if defined(__EMSCRIPTEN__) + { + uint8_t *w = ret.ptrw(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, w); + } +#else + void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, RS::SurfaceData()); + { + uint8_t *w = ret.ptrw(); + memcpy(w, data, s.vertex_buffer_size); + } + glUnmapBuffer(GL_ARRAY_BUFFER); +#endif + sd.vertex_data = ret; + } + + if (s.attribute_buffer != 0) { + Vector<uint8_t> ret; + ret.resize(s.attribute_buffer_size); + glBindBuffer(GL_ARRAY_BUFFER, s.attribute_buffer); + +#if defined(__EMSCRIPTEN__) + { + uint8_t *w = ret.ptrw(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, w); + } +#else + void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, RS::SurfaceData()); + { + uint8_t *w = ret.ptrw(); + memcpy(w, data, s.attribute_buffer_size); + } + glUnmapBuffer(GL_ARRAY_BUFFER); +#endif + sd.attribute_data = ret; + } + + sd.vertex_count = s.vertex_count; + sd.index_count = s.index_count; + sd.primitive = s.primitive; + + if (sd.index_count) { + Vector<uint8_t> ret; + ret.resize(s.index_buffer_size); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s.index_buffer); + +#if defined(__EMSCRIPTEN__) + { + uint8_t *w = ret.ptrw(); + glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, w); + } +#else + void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, RS::SurfaceData()); + { + uint8_t *w = ret.ptrw(); + memcpy(w, data, s.index_buffer_size); + } + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); +#endif + sd.index_data = ret; + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + sd.aabb = s.aabb; + for (uint32_t i = 0; i < s.lod_count; i++) { + RS::SurfaceData::LOD lod; + lod.edge_length = s.lods[i].edge_length; + //lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer); + sd.lods.push_back(lod); + } + + sd.bone_aabbs = s.bone_aabbs; + glBindBuffer(GL_ARRAY_BUFFER, 0); + + return sd; } int MeshStorage::mesh_get_surface_count(RID p_mesh) const { @@ -496,7 +588,6 @@ void MeshStorage::mesh_clear(RID p_mesh) { if (s.index_buffer != 0) { glDeleteBuffers(1, &s.index_buffer); - glDeleteVertexArrays(1, &s.index_array); } memdelete(mesh->surfaces[i]); } @@ -553,14 +644,14 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V case RS::ARRAY_NORMAL: { attribs[i].offset = vertex_stride; // Will need to change to accommodate octahedral compression - attribs[i].size = 1; + attribs[i].size = 4; attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV; vertex_stride += sizeof(float); attribs[i].normalized = GL_TRUE; } break; case RS::ARRAY_TANGENT: { attribs[i].offset = vertex_stride; - attribs[i].size = 1; + attribs[i].size = 4; attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV; vertex_stride += sizeof(float); attribs[i].normalized = GL_TRUE; @@ -629,14 +720,17 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V continue; } if (i <= RS::ARRAY_TANGENT) { + attribs[i].stride = vertex_stride; if (mis) { glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer); } else { glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer); } } else if (i <= RS::ARRAY_CUSTOM3) { + attribs[i].stride = attributes_stride; glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer); } else { + attribs[i].stride = skin_stride; glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer); } @@ -645,7 +739,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V } else { glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset)); } - glEnableVertexAttribArray(attribs[i].index); + glEnableVertexAttribArray(i); } // Do not bind index here as we want to switch between index buffers for LOD diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h index 6b0d0c83b2..dfb9046e7b 100644 --- a/drivers/gles3/storage/mesh_storage.h +++ b/drivers/gles3/storage/mesh_storage.h @@ -54,7 +54,6 @@ struct Mesh { struct Attrib { bool enabled; bool integer; - GLuint index; GLint size; GLenum type; GLboolean normalized; @@ -69,6 +68,7 @@ struct Mesh { GLuint skin_buffer = 0; uint32_t vertex_count = 0; uint32_t vertex_buffer_size = 0; + uint32_t attribute_buffer_size = 0; uint32_t skin_buffer_size = 0; // Cache vertex arrays so they can be created @@ -84,8 +84,8 @@ struct Mesh { uint32_t version_count = 0; GLuint index_buffer = 0; - GLuint index_array = 0; uint32_t index_count = 0; + uint32_t index_buffer_size = 0; struct LOD { float edge_length = 0.0; @@ -357,6 +357,12 @@ public: } } + _FORCE_INLINE_ GLenum mesh_surface_get_index_type(void *p_surface) const { + Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); + + return s->vertex_count <= 65536 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; + } + // Use this to cache Vertex Array Objects so they are only generated once _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, GLuint &r_vertex_array_gl) { Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index 6f2dc391d8..4396ca4f93 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -62,8 +62,9 @@ TextureStorage::TextureStorage() { Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1, 1, 1, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image); @@ -92,8 +93,9 @@ TextureStorage::TextureStorage() { { // black Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0, 0, 0, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image); @@ -117,8 +119,9 @@ TextureStorage::TextureStorage() { { Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(0.5, 0.5, 1, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image); @@ -127,8 +130,9 @@ TextureStorage::TextureStorage() { { Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, true, Image::FORMAT_RGBA8); image->fill(Color(1.0, 0.5, 1, 1)); + image->generate_mipmaps(); default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate(); texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image); @@ -189,18 +193,7 @@ TextureStorage::~TextureStorage() { } } -void TextureStorage::set_main_thread_id(Thread::ID p_id) { - _main_thread_id = p_id; -} - -bool TextureStorage::_is_main_thread() { - //#if defined DEBUG_ENABLED && defined TOOLS_ENABLED - // must be called from main thread in OpenGL - bool is_main_thread = _main_thread_id == Thread::get_caller_id(); - //#endif - return is_main_thread; -} - +//TODO, move back to storage bool TextureStorage::can_create_resources_async() const { return false; } @@ -644,10 +637,14 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im Texture texture; texture.width = p_image->get_width(); texture.height = p_image->get_height(); + texture.alloc_width = texture.width; + texture.alloc_height = texture.height; + texture.mipmaps = p_image->get_mipmap_count(); texture.format = p_image->get_format(); texture.type = Texture::TYPE_2D; texture.target = GL_TEXTURE_2D; - texture.image_cache_2d = p_image; //TODO, remove this once texture_2d_get is implemented + _get_gl_image_and_format(Ref<Image>(), texture.format, 0, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false); + //texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes texture.active = true; glGenTextures(1, &texture.tex_id); texture_owner.initialize_rid(p_texture, texture); @@ -740,49 +737,66 @@ void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { } Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const { - Texture *tex = texture_owner.get_or_null(p_texture); - ERR_FAIL_COND_V(!tex, Ref<Image>()); + Texture *texture = texture_owner.get_or_null(p_texture); + ERR_FAIL_COND_V(!texture, Ref<Image>()); #ifdef TOOLS_ENABLED - if (tex->image_cache_2d.is_valid() && !tex->is_render_target) { - return tex->image_cache_2d; + if (texture->image_cache_2d.is_valid() && !texture->is_render_target) { + return texture->image_cache_2d; } #endif - /* -#ifdef TOOLS_ENABLED - if (tex->image_cache_2d.is_valid()) { - return tex->image_cache_2d; +#ifdef GLES_OVER_GL + // OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels. + Vector<uint8_t> data; + + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1); + + data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers + uint8_t *w = data.ptrw(); + + glActiveTexture(GL_TEXTURE0); + + glBindTexture(texture->target, texture->tex_id); + + glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); + + for (int i = 0; i < texture->mipmaps; i++) { + int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i); + + if (texture->compressed) { + glPixelStorei(GL_PACK_ALIGNMENT, 4); + glGetCompressedTexImage(texture->target, i, &w[ofs]); + + } else { + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]); + } } -#endif - Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); + + data.resize(data_size); + ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); Ref<Image> image; - image.instance(); - image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); - ERR_FAIL_COND_V(image->empty(), Ref<Image>()); - if (tex->format != tex->validated_format) { - image->convert(tex->format); + image.instantiate(); + image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data); + ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); + if (texture->format != texture->real_format) { + image->convert(texture->format); } +#else + // Support for Web and Mobile will come later. + Ref<Image> image; +#endif #ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - tex->image_cache_2d = image; + if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) { + texture->image_cache_2d = image; } #endif -*/ - - /* - #ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) { - tex->image_cache_2d = image; - } - #endif - */ - - // return image; - return Ref<Image>(); + return image; } void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) { @@ -1357,6 +1371,9 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { } texture->format = rt->image_format; + texture->real_format = rt->image_format; + texture->type = Texture::TYPE_2D; + texture->target = GL_TEXTURE_2D; texture->gl_format_cache = rt->color_format; texture->gl_type_cache = GL_UNSIGNED_BYTE; texture->gl_internal_format_cache = rt->color_internal_format; diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index a841ff8f46..8281b8c596 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -141,6 +141,7 @@ struct Texture { int alloc_width = 0; int alloc_height = 0; Image::Format format = Image::FORMAT_R8; + Image::Format real_format = Image::FORMAT_R8; enum Type { TYPE_2D, @@ -370,9 +371,6 @@ private: RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX]; - Thread::ID _main_thread_id = 0; - bool _is_main_thread(); - /* Canvas Texture API */ RID_Owner<CanvasTexture, true> canvas_texture_owner; @@ -440,8 +438,6 @@ public: }; bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); }; - void set_main_thread_id(Thread::ID p_id); - virtual bool can_create_resources_async() const override; RID texture_create(); |