diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 37 |
1 files changed, 30 insertions, 7 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index fbcbebc88c..6eafdb0e1c 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -605,7 +605,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst size >>= 1; int mipmaps = 6; - int mm_level = mipmaps - 1; storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false); storage->shaders.cubemap_filter.bind(); @@ -628,8 +627,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst size >>= 1; - mm_level--; - lod++; } @@ -752,13 +749,14 @@ void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const C env->fog_sun_amount = p_sun_amount; } -void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { +void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->fog_depth_enabled = p_enable; env->fog_depth_begin = p_depth_begin; + env->fog_depth_end = p_depth_end; env->fog_depth_curve = p_depth_curve; env->fog_transmit_enabled = p_transmit; env->fog_transmit_curve = p_transmit_curve; @@ -1209,6 +1207,8 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); + state.current_main_tex = 0; + for (int i = 0; i < tc; i++) { glActiveTexture(GL_TEXTURE0 + i); @@ -1239,6 +1239,9 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m t = t->get_ptr(); glBindTexture(t->target, t->tex_id); + if (i == 0) { + state.current_main_tex = t->tex_id; + } } state.scene_shader.use_material((void *)p_material); @@ -2054,7 +2057,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (p_env && !p_shadow && p_env->fog_enabled && (p_env->fog_depth_enabled || p_env->fog_height_enabled)) { state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, p_env->fog_depth_enabled); state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, p_env->fog_height_enabled); - fog_max_distance = p_projection.get_z_far(); + if (p_env->fog_depth_end > 0) { + fog_max_distance = p_env->fog_depth_end; + } else { + fog_max_distance = p_projection.get_z_far(); + } using_fog = true; } @@ -2329,7 +2336,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); - state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? } if (rebind_light && light) { @@ -2455,13 +2461,20 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C glEnableVertexAttribArray(VS::ARRAY_VERTEX); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, asymmetrical); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, !asymmetrical); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, true); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false); - storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, true); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false); storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy); + if (asymmetrical) { + // pack the bits we need from our projection matrix + storage->shaders.copy.set_uniform(CopyShaderGLES2::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]); + ///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here. + storage->shaders.copy.set_uniform(CopyShaderGLES2::PANO_TRANSFORM, p_transform); + } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -2469,6 +2482,8 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C glDisableVertexAttribArray(VS::ARRAY_TEX_UV); glBindBuffer(GL_ARRAY_BUFFER, 0); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, false); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false); } @@ -2479,6 +2494,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const Environment *env = NULL; int viewport_width, viewport_height; + bool probe_interior = false; if (p_reflection_probe.is_valid()) { ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe); @@ -2496,6 +2512,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const viewport_width = probe->probe_ptr->resolution; viewport_height = probe->probe_ptr->resolution; + probe_interior = probe->probe_ptr->interior; + } else { state.render_no_shadows = false; current_fb = storage->frame.current_rt->fbo; @@ -2606,6 +2624,10 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const } } + if (probe_interior) { + env_radiance_tex = 0; //do not use radiance texture on interiors + } + // render opaque things first render_list.sort_by_key(false); _render_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false); @@ -3037,6 +3059,7 @@ void RasterizerSceneGLES2::initialize() { { uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/immediate_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/immediate_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater")); glGenBuffers(1, &state.immediate_buffer); glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); |