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authorclayjohn <claynjohn@gmail.com>2022-05-10 10:02:44 -0700
committerclayjohn <claynjohn@gmail.com>2022-05-12 10:37:27 -0700
commit652adcd5bfc569b93d8da3d1539f9a030d065eb7 (patch)
treea6f211776d4c111a0c1247c5390fd9877ff301f5 /drivers
parent2bf8831dd62c7ef4977a23e93cb58a9d1f929bd9 (diff)
downloadredot-engine-652adcd5bfc569b93d8da3d1539f9a030d065eb7.tar.gz
Basic 3D rendering
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp8
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h11
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp1025
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h352
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp18
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h43
-rw-r--r--drivers/gles3/shader_gles3.cpp9
-rw-r--r--drivers/gles3/shader_gles3.h1
-rw-r--r--drivers/gles3/shaders/canvas.glsl10
-rw-r--r--drivers/gles3/shaders/scene.glsl107
-rw-r--r--drivers/gles3/shaders/sky.glsl41
-rw-r--r--drivers/gles3/shaders/stdlib_inc.glsl3
-rw-r--r--drivers/gles3/shaders/tonemap_inc.glsl10
-rw-r--r--drivers/gles3/storage/config.cpp31
-rw-r--r--drivers/gles3/storage/config.h6
-rw-r--r--drivers/gles3/storage/material_storage.cpp53
-rw-r--r--drivers/gles3/storage/material_storage.h20
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp104
-rw-r--r--drivers/gles3/storage/mesh_storage.h10
-rw-r--r--drivers/gles3/storage/texture_storage.cpp109
-rw-r--r--drivers/gles3/storage/texture_storage.h6
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 = &empty;
}
- 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();