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-rw-r--r--doc/classes/LightmapGI.xml2
-rw-r--r--drivers/gles3/effects/copy_effects.cpp12
-rw-r--r--drivers/gles3/effects/copy_effects.h1
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp490
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h12
-rw-r--r--drivers/gles3/shaders/copy.glsl39
-rw-r--r--drivers/gles3/shaders/scene.glsl52
-rw-r--r--drivers/gles3/storage/texture_storage.h4
-rw-r--r--drivers/gles3/storage/utilities.h1
-rw-r--r--modules/lightmapper_rd/lightmapper_rd.cpp2
-rw-r--r--scene/3d/lightmap_gi.cpp2
11 files changed, 532 insertions, 85 deletions
diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml
index fa3bfe513f..13d48d8650 100644
--- a/doc/classes/LightmapGI.xml
+++ b/doc/classes/LightmapGI.xml
@@ -9,7 +9,7 @@
[b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.
[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking.
- [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL.
+ [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked from devices that support the Forward+ or Mobile rendering backends.
</description>
<tutorials>
<link title="Using Lightmap global illumination">$DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html</link>
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index c6fb6ca70b..7b350d8da6 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -152,7 +152,17 @@ void CopyEffects::copy_cube_to_rect(const Rect2 &p_rect) {
return;
}
- copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_OCTAHEDRAL);
+ draw_screen_quad();
+}
+
+void CopyEffects::copy_cube_to_panorama(float p_mip_level) {
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
+ if (!success) {
+ return;
+ }
+
+ copy.shader.version_set_uniform(CopyShaderGLES3::MIP_LEVEL, p_mip_level, copy.shader_version, CopyShaderGLES3::MODE_CUBE_TO_PANORAMA);
draw_screen_quad();
}
diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h
index 509d07b955..62707ebe99 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -65,6 +65,7 @@ public:
void copy_to_and_from_rect(const Rect2 &p_rect);
void copy_screen();
void copy_cube_to_rect(const Rect2 &p_rect);
+ void copy_cube_to_panorama(float p_mip_level);
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);
void set_color(const Color &p_color, const Rect2i &p_region);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index bc0d23acc4..f0a6397041 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -543,77 +543,48 @@ void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
}
}
-void RasterizerSceneGLES3::_update_dirty_skys() {
- Sky *sky = dirty_sky_list;
-
- while (sky) {
- if (sky->radiance == 0) {
- sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
- // Left uninitialized, will attach a texture at render time
- glGenFramebuffers(1, &sky->radiance_framebuffer);
-
- GLenum internal_format = GL_RGB10_A2;
-
- glGenTextures(1, &sky->radiance);
- glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
+GLuint _init_radiance_texture(int p_size, int p_mipmaps, String p_name) {
+ GLuint radiance_id = 0;
+ glGenTextures(1, &radiance_id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, radiance_id);
#ifdef GL_API_ENABLED
- if (RasterizerGLES3::is_gles_over_gl()) {
- GLenum format = GL_RGBA;
- GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
- //TODO, on low-end compare this to allocating each face of each mip individually
- // see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
- for (int i = 0; i < 6; i++) {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
- }
+ if (RasterizerGLES3::is_gles_over_gl()) {
+ //TODO, on low-end compare this to allocating each face of each mip individually
+ // see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB10_A2, p_size, p_size, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
+ }
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- }
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+ }
#endif // GL_API_ENABLED
#ifdef GLES_API_ENABLED
- if (!RasterizerGLES3::is_gles_over_gl()) {
- glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
- }
+ if (!RasterizerGLES3::is_gles_over_gl()) {
+ glTexStorage2D(GL_TEXTURE_CUBE_MAP, p_mipmaps, GL_RGB10_A2, p_size, p_size);
+ }
#endif // GLES_API_ENABLED
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
-
- GLES3::Utilities::get_singleton()->texture_allocated_data(sky->radiance, Image::get_image_data_size(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8, true), "Sky radiance map");
-
- glGenTextures(1, &sky->raw_radiance);
- glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
-
-#ifdef GL_API_ENABLED
- if (RasterizerGLES3::is_gles_over_gl()) {
- GLenum format = GL_RGBA;
- GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
- //TODO, on low-end compare this to allocating each face of each mip individually
- // see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
- for (int i = 0; i < 6; i++) {
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
- }
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, p_mipmaps - 1);
+
+ GLES3::Utilities::get_singleton()->texture_allocated_data(radiance_id, Image::get_image_data_size(p_size, p_size, Image::FORMAT_RGBA8, true), p_name);
+ return radiance_id;
+}
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- }
-#endif // GL_API_ENABLED
-#ifdef GLES_API_ENABLED
- if (!RasterizerGLES3::is_gles_over_gl()) {
- glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
- }
-#endif // GLES_API_ENABLED
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
+void RasterizerSceneGLES3::_update_dirty_skys() {
+ Sky *sky = dirty_sky_list;
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- GLES3::Utilities::get_singleton()->texture_allocated_data(sky->raw_radiance, Image::get_image_data_size(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8, true), "Sky raw radiance map");
+ while (sky) {
+ if (sky->radiance == 0) {
+ sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
+ // Left uninitialized, will attach a texture at render time
+ glGenFramebuffers(1, &sky->radiance_framebuffer);
+ sky->radiance = _init_radiance_texture(sky->radiance_size, sky->mipmap_count, "Sky radiance texture");
+ sky->raw_radiance = _init_radiance_texture(sky->radiance_size, sky->mipmap_count, "Sky raw radiance texture");
}
sky->reflection_dirty = true;
@@ -1142,7 +1113,80 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
- return Ref<Image>();
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_NULL_V(sky, Ref<Image>());
+
+ _update_dirty_skys();
+
+ if (sky->radiance == 0) {
+ return Ref<Image>();
+ }
+
+ GLES3::CopyEffects *copy_effects = GLES3::CopyEffects::get_singleton();
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ GLuint rad_tex = 0;
+ glGenTextures(1, &rad_tex);
+ glBindTexture(GL_TEXTURE_2D, rad_tex);
+ if (config->float_texture_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_size.width, p_size.height, 0, GL_RGBA, GL_FLOAT, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(rad_tex, p_size.width * p_size.height * 16, "Temp sky panorama");
+ } else {
+ // Fallback to RGBA8 on devices that don't support rendering to floating point textures. This will look bad, but we have no choice.
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, p_size.width, p_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(rad_tex, p_size.width * p_size.height * 4, "Temp sky panorama");
+ }
+
+ GLuint rad_fbo = 0;
+ glGenFramebuffers(1, &rad_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rad_fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rad_tex, 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
+ glViewport(0, 0, p_size.width, p_size.height);
+
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ copy_effects->copy_cube_to_panorama(p_bake_irradiance ? float(sky->mipmap_count) : 0.0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &rad_fbo);
+ // Create a dummy texture so we can use texture_2d_get.
+ RID tex_rid = GLES3::TextureStorage::get_singleton()->texture_allocate();
+ GLES3::Texture texture;
+ texture.width = p_size.width;
+ texture.height = p_size.height;
+ texture.alloc_width = p_size.width;
+ texture.alloc_height = p_size.height;
+ texture.format = Image::FORMAT_RGBAF;
+ texture.real_format = Image::FORMAT_RGBAF;
+ texture.gl_format_cache = GL_RGBA;
+ texture.gl_type_cache = GL_FLOAT;
+ texture.type = GLES3::Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.active = true;
+ texture.tex_id = rad_tex;
+ texture.is_render_target = true;
+
+ GLES3::TextureStorage::get_singleton()->texture_2d_initialize_from_texture(tex_rid, texture);
+ Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
+ GLES3::Utilities::get_singleton()->texture_free_data(rad_tex);
+
+ texture.is_render_target = false;
+ texture.tex_id = 0;
+ GLES3::TextureStorage::get_singleton()->texture_free(tex_rid);
+
+ for (int i = 0; i < p_size.width; i++) {
+ for (int j = 0; j < p_size.height; j++) {
+ Color c = img->get_pixel(i, j);
+ c.r *= p_energy;
+ c.g *= p_energy;
+ c.b *= p_energy;
+ img->set_pixel(i, j, c);
+ }
+ }
+ return img;
}
/* ENVIRONMENT API */
@@ -1176,7 +1220,65 @@ void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_e
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
- return Ref<Image>();
+ ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
+
+ RS::EnvironmentBG environment_background = environment_get_background(p_env);
+
+ if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
+ return Ref<Image>(); // Nothing to bake.
+ }
+
+ RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
+
+ bool use_ambient_light = false;
+ bool use_cube_map = false;
+ if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
+ use_ambient_light = true;
+ } else {
+ use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
+ use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
+ }
+
+ use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
+
+ Color ambient_color;
+ float ambient_color_sky_mix = 0.0;
+ if (use_ambient_light) {
+ ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
+ const float ambient_energy = environment_get_ambient_light_energy(p_env);
+ ambient_color = environment_get_ambient_light(p_env);
+ ambient_color = ambient_color.srgb_to_linear();
+ ambient_color.r *= ambient_energy;
+ ambient_color.g *= ambient_energy;
+ ambient_color.b *= ambient_energy;
+ }
+
+ if (use_cube_map) {
+ Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
+ if (use_ambient_light) {
+ for (int x = 0; x < p_size.width; x++) {
+ for (int y = 0; y < p_size.height; y++) {
+ panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
+ }
+ }
+ }
+ return panorama;
+ } else {
+ const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
+ Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
+ panorama_color = panorama_color.srgb_to_linear();
+ panorama_color.r *= bg_energy_multiplier;
+ panorama_color.g *= bg_energy_multiplier;
+ panorama_color.b *= bg_energy_multiplier;
+
+ if (use_ambient_light) {
+ panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
+ }
+
+ Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
+ panorama->fill(panorama_color);
+ return panorama;
+ }
}
void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
@@ -2173,6 +2275,7 @@ void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
glColorMask(0, 0, 0, 0);
+ glDrawBuffers(0, nullptr);
RasterizerGLES3::clear_depth(1.0);
if (needs_clear) {
glClear(GL_DEPTH_BUFFER_BIT);
@@ -2431,8 +2534,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(1.0);
-
glClear(GL_DEPTH_BUFFER_BIT);
+ glDrawBuffers(0, nullptr);
+
uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
SceneShaderGLES3::DISABLE_LIGHT_SPOT;
@@ -2465,6 +2569,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS;
+ {
+ GLuint db = GL_COLOR_ATTACHMENT0;
+ glDrawBuffers(1, &db);
+ }
+
if (!fb_cleared) {
RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -2883,7 +2992,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Find cull variant.
GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
- if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
+ if (p_pass_mode == PASS_MODE_MATERIAL || (surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
} else {
bool mirror = inst->mirror;
@@ -2920,7 +3029,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
uint64_t vertex_input_mask = shader->vertex_input_mask;
- if (inst->lightmap_instance.is_valid()) {
+ if (inst->lightmap_instance.is_valid() || p_pass_mode == PASS_MODE_MATERIAL) {
vertex_input_mask |= 1 << RS::ARRAY_TEX_UV2;
}
@@ -3194,6 +3303,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::MODEL_FLAGS, inst->flags_cache, shader->version, instance_variant, spec_constants);
+ if (p_pass_mode == PASS_MODE_MATERIAL) {
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_OFFSET, p_params->uv_offset, shader->version, instance_variant, spec_constants);
+ }
+
// Can be index count or vertex count
uint32_t count = 0;
if (surf->lod_index > 0) {
@@ -3364,6 +3477,8 @@ void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider,
glEnable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
+ glDrawBuffers(0, nullptr);
+
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(1.0);
@@ -3377,6 +3492,93 @@ void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider,
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
+void RasterizerSceneGLES3::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering UV2");
+
+ RenderDataGLES3 render_data;
+ render_data.instances = &p_instances;
+
+ scene_state.ubo.emissive_exposure_normalization = -1.0; // Use default exposure normalization.
+
+ _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false);
+
+ PassMode pass_mode = PASS_MODE_MATERIAL;
+
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+
+ RENDER_TIMESTAMP("Render 3D Material");
+
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, p_framebuffer);
+ glViewport(p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y);
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_SCISSOR_TEST);
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
+
+ TightLocalVector<GLenum> draw_buffers;
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
+ glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ RasterizerGLES3::clear_depth(1.0);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+
+ uint64_t base_spec_constant = 0;
+ base_spec_constant |= SceneShaderGLES3::RENDER_MATERIAL;
+ base_spec_constant |= SceneShaderGLES3::DISABLE_FOG;
+ base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
+ base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
+ base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
+ base_spec_constant |= SceneShaderGLES3::DISABLE_LIGHTMAP;
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, base_spec_constant, true, Vector2(0, 0));
+
+ const int uv_offset_count = 9;
+ static const Vector2 uv_offsets[uv_offset_count] = {
+ Vector2(-1, 1),
+ Vector2(1, 1),
+ Vector2(1, -1),
+ Vector2(-1, -1),
+ Vector2(-1, 0),
+ Vector2(1, 0),
+ Vector2(0, -1),
+ Vector2(0, 1),
+ Vector2(0, 0),
+ };
+
+ for (int i = 0; i < uv_offset_count; i++) {
+ Vector2 ofs = uv_offsets[i];
+ ofs.x /= p_region.size.width;
+ ofs.y /= p_region.size.height;
+ render_list_params.uv_offset = ofs;
+ _render_list_template<PASS_MODE_MATERIAL>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
+ }
+
+ render_list_params.uv_offset = Vector2(0, 0);
+ render_list_params.force_wireframe = false;
+ _render_list_template<PASS_MODE_MATERIAL>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
+
+ GLuint db = GL_COLOR_ATTACHMENT0;
+ glDrawBuffers(1, &db);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+}
+
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
time = p_time;
time_step = p_step;
@@ -3524,7 +3726,155 @@ void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float
}
TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
- return TypedArray<Image>();
+ GLES3::Config *config = GLES3::Config::get_singleton();
+ ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
+ ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
+
+ GLuint albedo_alpha_tex = 0;
+ GLuint normal_tex = 0;
+ GLuint orm_tex = 0;
+ GLuint emission_tex = 0;
+ GLuint depth_tex = 0;
+ glGenTextures(1, &albedo_alpha_tex);
+ glGenTextures(1, &normal_tex);
+ glGenTextures(1, &orm_tex);
+ glGenTextures(1, &emission_tex);
+ glGenTextures(1, &depth_tex);
+
+ glBindTexture(GL_TEXTURE_2D, albedo_alpha_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(albedo_alpha_tex, p_image_size.width * p_image_size.height * 4, "Lightmap albedo texture");
+
+ glBindTexture(GL_TEXTURE_2D, normal_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(normal_tex, p_image_size.width * p_image_size.height * 4, "Lightmap normal texture");
+
+ glBindTexture(GL_TEXTURE_2D, orm_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(orm_tex, p_image_size.width * p_image_size.height * 4, "Lightmap ORM texture");
+
+ // Consider rendering to RGBA8 encoded as RGBE, then manually convert to RGBAH on CPU.
+ glBindTexture(GL_TEXTURE_2D, emission_tex);
+ if (config->float_texture_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_FLOAT, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(emission_tex, p_image_size.width * p_image_size.height * 16, "Lightmap emission texture");
+ } else {
+ // Fallback to RGBA8 on devices that don't support rendering to floating point textures. This will look bad, but we have no choice.
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, p_image_size.width, p_image_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(emission_tex, p_image_size.width * p_image_size.height * 4, "Lightmap emission texture");
+ }
+
+ glBindTexture(GL_TEXTURE_2D, depth_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, p_image_size.width, p_image_size.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+ GLES3::Utilities::get_singleton()->texture_allocated_data(depth_tex, p_image_size.width * p_image_size.height * 3, "Lightmap depth texture");
+
+ GLuint fbo = 0;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, albedo_alpha_tex, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, normal_tex, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, orm_tex, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, emission_tex, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &fbo);
+ GLES3::Utilities::get_singleton()->texture_free_data(albedo_alpha_tex);
+ GLES3::Utilities::get_singleton()->texture_free_data(normal_tex);
+ GLES3::Utilities::get_singleton()->texture_free_data(orm_tex);
+ GLES3::Utilities::get_singleton()->texture_free_data(emission_tex);
+ GLES3::Utilities::get_singleton()->texture_free_data(depth_tex);
+
+ WARN_PRINT("Could not create render target, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ return TypedArray<Image>();
+ }
+
+ RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
+ ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
+
+ uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
+ Vector<RID> materials;
+ materials.resize(sc);
+
+ for (uint32_t i = 0; i < sc; i++) {
+ if (i < (uint32_t)p_material_overrides.size()) {
+ materials.write[i] = p_material_overrides[i];
+ }
+ }
+
+ gi_inst->set_surface_materials(materials);
+
+ if (cull_argument.size() == 0) {
+ cull_argument.push_back(nullptr);
+ }
+ cull_argument[0] = gi_inst;
+ _render_uv2(cull_argument, fbo, Rect2i(0, 0, p_image_size.width, p_image_size.height));
+
+ geometry_instance_free(gi_inst);
+
+ TypedArray<Image> ret;
+
+ // Create a dummy texture so we can use texture_2d_get.
+ RID tex_rid = GLES3::TextureStorage::get_singleton()->texture_allocate();
+ GLES3::Texture texture;
+ texture.width = p_image_size.width;
+ texture.height = p_image_size.height;
+ texture.alloc_width = p_image_size.width;
+ texture.alloc_height = p_image_size.height;
+ texture.format = Image::FORMAT_RGBA8;
+ texture.real_format = Image::FORMAT_RGBA8;
+ texture.gl_format_cache = GL_RGBA;
+ texture.gl_type_cache = GL_UNSIGNED_BYTE;
+ texture.type = GLES3::Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.active = true;
+ texture.is_render_target = true; // Enable this so the texture isn't cached in the editor.
+
+ GLES3::TextureStorage::get_singleton()->texture_2d_initialize_from_texture(tex_rid, texture);
+ GLES3::Texture *tex = GLES3::TextureStorage::get_singleton()->get_texture(tex_rid);
+
+ {
+ tex->tex_id = albedo_alpha_tex;
+ Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
+ GLES3::Utilities::get_singleton()->texture_free_data(albedo_alpha_tex);
+ ret.push_back(img);
+ }
+
+ {
+ tex->tex_id = normal_tex;
+ Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
+ GLES3::Utilities::get_singleton()->texture_free_data(normal_tex);
+ ret.push_back(img);
+ }
+
+ {
+ tex->tex_id = orm_tex;
+ Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
+ GLES3::Utilities::get_singleton()->texture_free_data(orm_tex);
+ ret.push_back(img);
+ }
+
+ {
+ tex->tex_id = emission_tex;
+ if (config->float_texture_supported) {
+ tex->format = Image::FORMAT_RGBAF;
+ tex->real_format = Image::FORMAT_RGBAH;
+ tex->gl_type_cache = GL_FLOAT;
+ }
+ Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
+ GLES3::Utilities::get_singleton()->texture_free_data(emission_tex);
+ ret.push_back(img);
+ }
+
+ tex->is_render_target = false;
+ tex->tex_id = 0;
+ GLES3::TextureStorage::get_singleton()->texture_free(tex_rid);
+
+ GLES3::Utilities::get_singleton()->texture_free_data(depth_tex);
+ glDeleteFramebuffers(1, &fbo);
+ return ret;
}
bool RasterizerSceneGLES3::free(RID p_rid) {
@@ -3565,6 +3915,8 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
+ cull_argument.set_page_pool(&cull_argument_pool);
+
// Quality settings.
use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 8bb4a30e2d..efe614f692 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -61,6 +61,7 @@ enum PassMode {
PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_SHADOW,
PASS_MODE_DEPTH,
+ PASS_MODE_MATERIAL,
};
// These should share as much as possible with SkyUniform Location
@@ -375,7 +376,7 @@ private:
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
- uint32_t material_uv2_mode;
+ uint32_t pad2;
float emissive_exposure_normalization;
uint32_t use_ambient_light = 0;
@@ -465,13 +466,15 @@ private:
bool reverse_cull = false;
uint64_t spec_constant_base_flags = 0;
bool force_wireframe = false;
+ Vector2 uv_offset = Vector2(0, 0);
- RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
+ RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false, Vector2 p_uv_offset = Vector2()) {
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;
+ uv_offset = p_uv_offset;
}
};
@@ -647,6 +650,10 @@ protected:
void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y);
void _free_sky_data(Sky *p_sky);
+ // Needed for a single argument calls (material and uv2).
+ PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
+ PagedArray<RenderGeometryInstance *> cull_argument;
+
public:
static RasterizerSceneGLES3 *get_singleton() { return singleton; }
@@ -747,6 +754,7 @@ public:
void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
+ void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region);
bool free(RID p_rid) override;
void update() override;
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index f37968a4fd..b5ab15309c 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -8,6 +8,7 @@ mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
mode_cube_to_octahedral = #define CUBE_TO_OCTAHEDRAL \n#define USE_COPY_SECTION
+mode_cube_to_panorama = #define CUBE_TO_PANORAMA
#[specializations]
@@ -53,21 +54,34 @@ uniform highp vec2 pixel_size;
#endif
#ifdef CUBE_TO_OCTAHEDRAL
-uniform samplerCube source_cube; // texunit:0
-
vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return normalize(v);
}
-#else
-uniform sampler2D source; // texunit:0
+#endif
+#ifdef CUBE_TO_PANORAMA
+uniform lowp float mip_level;
#endif
+#if defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA)
+uniform samplerCube source_cube; // texunit:0
+
+#else // ~(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
+uniform sampler2D source; // texunit:0
+
+#endif // !(defined(CUBE_TO_OCTAHEDRAL) || defined(CUBE_TO_PANORAMA))
+
layout(location = 0) out vec4 frag_color;
+// This expects 0-1 range input, outside that range it behaves poorly.
+vec3 srgb_to_linear(vec3 color) {
+ // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
+ return color * (color * (color * 0.305306011 + 0.682171111) + 0.012522878);
+}
+
void main() {
#ifdef MODE_SIMPLE_COPY
vec4 color = texture(source, uv_interp);
@@ -111,4 +125,21 @@ void main() {
frag_color = texture(source_cube, dir);
#endif
+
+#ifdef CUBE_TO_PANORAMA
+
+ const float PI = 3.14159265359;
+
+ float phi = uv_interp.x * 2.0 * PI;
+ float theta = uv_interp.y * PI;
+
+ vec3 normal;
+ normal.x = sin(phi) * sin(theta) * -1.0;
+ normal.y = cos(theta);
+ normal.z = cos(phi) * sin(theta) * -1.0;
+
+ vec3 color = srgb_to_linear(textureLod(source_cube, normal, mip_level).rgb);
+ frag_color = vec4(color, 1.0);
+
+#endif
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index e95d684763..a92eedd1ec 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -31,6 +31,7 @@ USE_ADDITIVE_LIGHTING = false
// these are false, we are doing a directional light pass.
ADDITIVE_OMNI = false
ADDITIVE_SPOT = false
+RENDER_MATERIAL = false
#[vertex]
@@ -90,7 +91,7 @@ layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
#endif
-#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(RENDER_MATERIAL)
layout(location = 5) in vec2 uv2_attrib;
#endif
@@ -160,12 +161,12 @@ layout(std140) uniform SceneData { // ubo:2
mediump vec4 ambient_light_color_energy;
mediump float ambient_color_sky_mix;
- bool material_uv2_mode;
+ float pad2;
float emissive_exposure_normalization;
bool use_ambient_light;
+
bool use_ambient_cubemap;
bool use_reflection_cubemap;
-
float fog_aerial_perspective;
float time;
@@ -249,6 +250,10 @@ uniform highp vec4 uv_scale;
uniform highp uint model_flags;
+#ifdef RENDER_MATERIAL
+uniform mediump vec2 uv_offset;
+#endif
+
/* Varyings */
out highp vec3 vertex_interp;
@@ -511,6 +516,12 @@ void main() {
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+
+#ifdef RENDER_MATERIAL
+ gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
+ gl_Position.z = 0.00001;
+ gl_Position.w = 1.0;
+#endif
}
/* clang-format off */
@@ -632,12 +643,12 @@ layout(std140) uniform SceneData { // ubo:2
mediump vec4 ambient_light_color_energy;
mediump float ambient_color_sky_mix;
- bool material_uv2_mode;
+ float pad2;
float emissive_exposure_normalization;
bool use_ambient_light;
+
bool use_ambient_cubemap;
bool use_reflection_cubemap;
-
float fog_aerial_perspective;
float time;
@@ -878,8 +889,20 @@ vec2 multiview_uv(vec2 uv) {
uniform highp mat4 world_transform;
uniform mediump float opaque_prepass_threshold;
+#ifndef MODE_RENDER_DEPTH
+#ifdef RENDER_MATERIAL
+layout(location = 0) out vec4 albedo_output_buffer;
+layout(location = 1) out vec4 normal_output_buffer;
+layout(location = 2) out vec4 orm_output_buffer;
+layout(location = 3) out vec4 emission_output_buffer;
+
+#else // !RENDER_MATERIAL
+// Normal color rendering.
layout(location = 0) out vec4 frag_color;
+#endif // !RENDER_MATERIAL
+#endif // !MODE_RENDER_DEPTH
+
vec3 F0(float metallic, float specular, vec3 albedo) {
float dielectric = 0.16 * specular * specular;
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
@@ -1660,6 +1683,23 @@ void main() {
// Nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else // !MODE_RENDER_DEPTH
+
+#ifdef RENDER_MATERIAL
+
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
+
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = 1.0;
+
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
+#else // !RENDER_MATERIAL
#ifdef BASE_PASS
#ifdef MODE_UNSHADED
frag_color = vec4(albedo, alpha);
@@ -1914,6 +1954,6 @@ void main() {
frag_color.rgb += additive_light_color;
#endif // USE_ADDITIVE_LIGHTING
-
+#endif // !RENDER_MATERIAL
#endif //!MODE_RENDER_DEPTH
}
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index a4e5eb260e..c0c8119dfe 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -494,6 +494,10 @@ public:
};
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
+ void texture_2d_initialize_from_texture(RID p_texture, Texture &p_tex) {
+ texture_owner.initialize_rid(p_texture, p_tex);
+ }
+
virtual bool can_create_resources_async() const override;
virtual RID texture_allocate() override;
diff --git a/drivers/gles3/storage/utilities.h b/drivers/gles3/storage/utilities.h
index ea7bf4a4c2..b9603b972e 100644
--- a/drivers/gles3/storage/utilities.h
+++ b/drivers/gles3/storage/utilities.h
@@ -111,6 +111,7 @@ public:
}
// Records that data was allocated for state tracking purposes.
+ // Size is measured in bytes.
_FORCE_INLINE_ void texture_allocated_data(GLuint p_id, uint32_t p_size, String p_name = "") {
texture_mem_cache += p_size;
#ifdef DEV_ENABLED
diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp
index d2fe8a7534..02b5aefc9f 100644
--- a/modules/lightmapper_rd/lightmapper_rd.cpp
+++ b/modules/lightmapper_rd/lightmapper_rd.cpp
@@ -769,7 +769,7 @@ LightmapperRD::BakeError LightmapperRD::_dilate(RenderingDevice *rd, Ref<RDShade
#ifdef DEBUG_TEXTURES
for (int i = 0; i < atlas_slices; i++) {
- Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i);
+ Vector<uint8_t> s = rd->texture_get_data(source_light_tex, i);
Ref<Image> img = Image::create_from_data(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
img->convert(Image::FORMAT_RGBA8);
img->save_png("res://5_dilated_" + itos(i) + ".png");
diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp
index 92b783392d..86ff6d15dd 100644
--- a/scene/3d/lightmap_gi.cpp
+++ b/scene/3d/lightmap_gi.cpp
@@ -1532,7 +1532,7 @@ PackedStringArray LightmapGI::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
- warnings.push_back(RTR("Lightmap cannot be baked when using the GL Compatibility backend yet. Support will be added in a future release."));
+ warnings.push_back(RTR("Lightmap can only be baked from a device that supports the RD backends. Lightmap baking may fail."));
return warnings;
}