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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp127
1 files changed, 113 insertions, 14 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index cbdd13af3e..ebc7ade9b0 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -130,9 +130,27 @@ void RasterizerSceneGLES3::GeometryInstanceGLES3::_mark_dirty() {
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ lightmap_instance = p_lightmap_instance;
+ lightmap_uv_scale = p_lightmap_uv_scale;
+ lightmap_slice_index = p_lightmap_slice_index;
+
+ _mark_dirty();
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_lightmap_capture(const Color *p_sh9) {
+ if (p_sh9) {
+ if (lightmap_sh == nullptr) {
+ lightmap_sh = memnew(GeometryInstanceLightmapSH);
+ }
+
+ memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ } else {
+ if (lightmap_sh != nullptr) {
+ memdelete(lightmap_sh);
+ lightmap_sh = nullptr;
+ }
+ }
+ _mark_dirty();
}
void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
@@ -1271,12 +1289,15 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
- GeometryInstanceGLES3::LightPass pass;
- pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
- pass.shadow_id = shadow_id;
- pass.light_instance_rid = light_instance;
- pass.is_omni = true;
- inst->light_passes.push_back(pass);
+ // Skip static lights when a lightmap is used.
+ if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) {
+ GeometryInstanceGLES3::LightPass pass;
+ pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
+ pass.shadow_id = shadow_id;
+ pass.light_instance_rid = light_instance;
+ pass.is_omni = true;
+ inst->light_passes.push_back(pass);
+ }
} else {
// Lights without shadow can all go in base pass.
inst->omni_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
@@ -1294,11 +1315,14 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
- GeometryInstanceGLES3::LightPass pass;
- pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
- pass.shadow_id = shadow_id;
- pass.light_instance_rid = light_instance;
- inst->light_passes.push_back(pass);
+ // Skip static lights when a lightmap is used.
+ if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) {
+ GeometryInstanceGLES3::LightPass pass;
+ pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
+ pass.shadow_id = shadow_id;
+ pass.light_instance_rid = light_instance;
+ inst->light_passes.push_back(pass);
+ }
} else {
// Lights without shadow can all go in base pass.
inst->spot_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
@@ -1610,6 +1634,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
+ light_data.bake_mode = light_storage->light_get_bake_mode(base);
+
float sign = light_storage->light_is_negative(base) ? -1 : 1;
light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
@@ -1758,6 +1784,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.position[1] = pos.y;
light_data.position[2] = pos.z;
+ light_data.bake_mode = light_storage->light_get_bake_mode(base);
+
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
@@ -2740,6 +2768,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
bool uses_additive_lighting = (inst->light_passes.size() + p_render_data->directional_shadow_count) > 0;
uses_additive_lighting = uses_additive_lighting && !shader->unshaded;
+
// TODOS
/*
* Still a bug when atlas space is limited. Somehow need to evict light when it doesn't have a spot on the atlas, current check isn't enough
@@ -2769,6 +2798,12 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Shadow wasn't able to get a spot on the atlas. So skip it.
continue;
}
+ } else if (pass > 0) {
+ uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
+ if (inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
+ // Skip shadows for static lights on meshes with a lightmap.
+ continue;
+ }
}
}
@@ -2857,12 +2892,16 @@ 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()) {
+ vertex_input_mask |= 1 << RS::ARRAY_TEX_UV2;
+ }
- //skeleton and blend shape
+ // Skeleton and blend shapes.
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);
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, 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);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, vertex_input_mask, vertex_array_gl);
}
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
@@ -2922,12 +2961,28 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
if (p_render_data->directional_light_count == p_render_data->directional_shadow_count) {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
+
+ if (inst->lightmap_instance.is_valid()) {
+ spec_constants |= SceneShaderGLES3::USE_LIGHTMAP;
+
+ GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
+ GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
+
+ if (lm->uses_spherical_harmonics) {
+ spec_constants |= SceneShaderGLES3::USE_SH_LIGHTMAP;
+ }
+ } else if (inst->lightmap_sh) {
+ spec_constants |= SceneShaderGLES3::USE_LIGHTMAP_CAPTURE;
+ } else {
+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
+ }
} else {
// Only base pass uses the radiance map.
spec_constants &= ~SceneShaderGLES3::USE_RADIANCE_MAP;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
}
if (uses_additive_lighting) {
@@ -2950,6 +3005,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Render directional lights.
uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
+ if (pass == 0 && inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
+ // Disable additive lighting with a static light and a lightmap.
+ spec_constants &= ~SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
+ }
if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[0] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[1]) {
// Orthogonal, do nothing.
} else if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[1] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[2]) {
@@ -3039,6 +3098,46 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->spot_light_gl_cache.size(), inst->spot_light_gl_cache.ptr());
}
+ if (inst->lightmap_instance.is_valid()) {
+ GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
+ GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
+
+ GLuint tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lm->light_texture);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
+
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_SLICE, inst->lightmap_slice_index, shader->version, instance_variant, spec_constants);
+
+ Vector4 uv_scale(inst->lightmap_uv_scale.position.x, inst->lightmap_uv_scale.position.y, inst->lightmap_uv_scale.size.x, inst->lightmap_uv_scale.size.y);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_UV_SCALE, uv_scale, shader->version, instance_variant, spec_constants);
+
+ float exposure_normalization = 1.0;
+ if (p_render_data->camera_attributes.is_valid()) {
+ float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ exposure_normalization = enf / lm->baked_exposure;
+ }
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_EXPOSURE_NORMALIZATION, exposure_normalization, shader->version, instance_variant, spec_constants);
+
+ if (lm->uses_spherical_harmonics) {
+ Basis to_lm = li->transform.basis.inverse() * p_render_data->cam_transform.basis;
+ to_lm = to_lm.inverse().transposed();
+ GLfloat matrix[9] = {
+ (GLfloat)to_lm.rows[0][0],
+ (GLfloat)to_lm.rows[1][0],
+ (GLfloat)to_lm.rows[2][0],
+ (GLfloat)to_lm.rows[0][1],
+ (GLfloat)to_lm.rows[1][1],
+ (GLfloat)to_lm.rows[2][1],
+ (GLfloat)to_lm.rows[0][2],
+ (GLfloat)to_lm.rows[1][2],
+ (GLfloat)to_lm.rows[2][2],
+ };
+ glUniformMatrix3fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_NORMAL_XFORM, shader->version, instance_variant, spec_constants), 1, GL_FALSE, matrix);
+ }
+ } else if (inst->lightmap_sh) {
+ glUniform4fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_CAPTURES, shader->version, instance_variant, spec_constants), 9, reinterpret_cast<const GLfloat *>(inst->lightmap_sh->sh));
+ }
+
prev_inst = inst;
}
}