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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2317
1 files changed, 1842 insertions, 475 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index e6e7dd6f17..efd554eac9 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -29,15 +29,19 @@
/**************************************************************************/
#include "rasterizer_scene_gles3.h"
-#include "core/config/project_settings.h"
-#include "core/templates/sort_array.h"
-#include "servers/rendering/rendering_server_default.h"
-#include "servers/rendering/rendering_server_globals.h"
+
+#include "drivers/gles3/effects/copy_effects.h"
+#include "rasterizer_gles3.h"
#include "storage/config.h"
#include "storage/mesh_storage.h"
#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
+#include "core/config/project_settings.h"
+#include "core/templates/sort_array.h"
+#include "servers/rendering/rendering_server_default.h"
+#include "servers/rendering/rendering_server_globals.h"
+
#ifdef GLES3_ENABLED
RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
@@ -67,24 +71,24 @@ uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() {
void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) {
GLES3::Config *config = GLES3::Config::get_singleton();
- omni_light_count = 0;
- spot_light_count = 0;
- omni_lights.clear();
- spot_lights.clear();
+ paired_omni_light_count = 0;
+ paired_spot_light_count = 0;
+ paired_omni_lights.clear();
+ paired_spot_lights.clear();
for (uint32_t i = 0; i < p_light_instance_count; i++) {
RS::LightType type = GLES3::LightStorage::get_singleton()->light_instance_get_type(p_light_instances[i]);
switch (type) {
case RS::LIGHT_OMNI: {
- if (omni_light_count < (uint32_t)config->max_lights_per_object) {
- omni_lights.push_back(p_light_instances[i]);
- omni_light_count++;
+ if (paired_omni_light_count < (uint32_t)config->max_lights_per_object) {
+ paired_omni_lights.push_back(p_light_instances[i]);
+ paired_omni_light_count++;
}
} break;
case RS::LIGHT_SPOT: {
- if (spot_light_count < (uint32_t)config->max_lights_per_object) {
- spot_lights.push_back(p_light_instances[i]);
- spot_light_count++;
+ if (paired_spot_light_count < (uint32_t)config->max_lights_per_object) {
+ paired_spot_lights.push_back(p_light_instances[i]);
+ paired_spot_light_count++;
}
} break;
default:
@@ -95,7 +99,7 @@ void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID
void RasterizerSceneGLES3::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
- ERR_FAIL_COND(!ginstance);
+ ERR_FAIL_NULL(ginstance);
GeometryInstanceSurface *surf = ginstance->surface_caches;
while (surf) {
GeometryInstanceSurface *next = surf->next;
@@ -126,9 +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() {
@@ -205,7 +227,7 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(Geometry
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_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
+ 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_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_world_coordinates) {
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));
@@ -255,6 +277,13 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(Geometry
sdcache->sort.shader_id = p_shader_id;
sdcache->sort.geometry_id = p_mesh.get_local_index();
sdcache->sort.priority = p_material->priority;
+
+ GLES3::Mesh::Surface *s = reinterpret_cast<GLES3::Mesh::Surface *>(sdcache->surface);
+ if (p_material->shader_data->uses_tangent && !(s->format & RS::ARRAY_FORMAT_TANGENT)) {
+ String shader_path = p_material->shader_data->path.is_empty() ? "" : "(" + p_material->shader_data->path + ")";
+ String mesh_path = mesh_storage->mesh_get_path(p_mesh).is_empty() ? "" : "(" + mesh_storage->mesh_get_path(p_mesh) + ")";
+ WARN_PRINT_ED(vformat("Attempting to use a shader %s that requires tangents with a mesh %s that doesn't contain tangents. Ensure that meshes are imported with the 'ensure_tangents' option. If creating your own meshes, add an `ARRAY_TANGENT` array (when using ArrayMesh) or call `generate_tangents()` (when using SurfaceTool).", shader_path, mesh_path));
+ }
}
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) {
@@ -300,7 +329,7 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3
m_src = scene_globals.default_material;
}
- ERR_FAIL_COND(!material_data);
+ ERR_FAIL_NULL(material_data);
_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
@@ -462,7 +491,7 @@ void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
Sky *sky = sky_owner.get_or_null(p_sky);
- ERR_FAIL_COND(!sky);
+ ERR_FAIL_NULL(sky);
ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
if (sky->radiance_size == p_radiance_size) {
@@ -477,7 +506,7 @@ void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size)
void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
Sky *sky = sky_owner.get_or_null(p_sky);
- ERR_FAIL_COND(!sky);
+ ERR_FAIL_NULL(sky);
if (sky->mode == p_mode) {
return;
@@ -489,7 +518,7 @@ void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
Sky *sky = sky_owner.get_or_null(p_sky);
- ERR_FAIL_COND(!sky);
+ ERR_FAIL_NULL(sky);
if (sky->material == p_material) {
return;
@@ -501,7 +530,7 @@ void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
float RasterizerSceneGLES3::sky_get_baked_exposure(RID p_sky) const {
Sky *sky = sky_owner.get_or_null(p_sky);
- ERR_FAIL_COND_V(!sky, 1.0);
+ ERR_FAIL_NULL_V(sky, 1.0);
return sky->baked_exposure;
}
@@ -514,6 +543,38 @@ void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
}
}
+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()) {
+ //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);
+ }
+#endif // GL_API_ENABLED
+#ifdef GLES_API_ENABLED
+ 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, 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;
+}
+
void RasterizerSceneGLES3::_update_dirty_skys() {
Sky *sky = dirty_sky_list;
@@ -522,57 +583,8 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
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);
-
-#ifdef 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);
- }
-
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-#else
- glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
-#endif
- 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 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, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
- }
-
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
-#else
- glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
-#endif
- 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);
-
- 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");
+ 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;
@@ -608,18 +620,20 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
material = nullptr;
}
}
+ }
- if (!material) {
- sky_material = sky_globals.default_material;
- material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
- }
+ if (!material) {
+ sky_material = sky_globals.default_material;
+ material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
+ }
- ERR_FAIL_COND(!material);
+ ERR_FAIL_NULL(material);
- shader_data = material->shader_data;
+ shader_data = material->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_NULL(shader_data);
+ if (sky) {
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection_dirty = true;
@@ -640,111 +654,113 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
sky->prev_position = p_transform.origin;
sky->reflection_dirty = true;
}
+ }
- glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
- if (shader_data->uses_light) {
- sky_globals.directional_light_count = 0;
- for (int i = 0; i < (int)p_lights.size(); i++) {
- GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
- if (!li) {
- continue;
- }
- RID base = li->light;
+ glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
+ if (shader_data->uses_light) {
+ sky_globals.directional_light_count = 0;
+ for (int i = 0; i < (int)p_lights.size(); i++) {
+ GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
+ if (!li) {
+ continue;
+ }
+ RID base = li->light;
- ERR_CONTINUE(base.is_null());
+ ERR_CONTINUE(base.is_null());
- RS::LightType type = light_storage->light_get_type(base);
- if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
- DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
- Transform3D light_transform = li->transform;
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
+ RS::LightType type = light_storage->light_get_type(base);
+ if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
+ DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
+ Transform3D light_transform = li->transform;
+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = world_direction.z;
+ sky_light_data.direction[0] = world_direction.x;
+ sky_light_data.direction[1] = world_direction.y;
+ sky_light_data.direction[2] = world_direction.z;
- float sign = light_storage->light_is_negative(base) ? -1 : 1;
- sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+ float sign = light_storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
- if (is_using_physical_light_units()) {
- sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
- }
+ if (is_using_physical_light_units()) {
+ sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
+ }
- if (p_render_data->camera_attributes.is_valid()) {
- sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
- }
+ if (p_render_data->camera_attributes.is_valid()) {
+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
+ }
- Color linear_col = light_storage->light_get_color(base);
- sky_light_data.color[0] = linear_col.r;
- sky_light_data.color[1] = linear_col.g;
- sky_light_data.color[2] = linear_col.b;
+ Color linear_col = light_storage->light_get_color(base);
+ sky_light_data.color[0] = linear_col.r;
+ sky_light_data.color[1] = linear_col.g;
+ sky_light_data.color[2] = linear_col.b;
- sky_light_data.enabled = true;
+ sky_light_data.enabled = true;
- float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- if (angular_diameter > 0.0) {
- angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
- } else {
- angular_diameter = 0.0;
- }
- sky_light_data.size = angular_diameter;
- sky_globals.directional_light_count++;
- if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
- break;
- }
+ float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
+ } else {
+ angular_diameter = 0.0;
+ }
+ sky_light_data.size = angular_diameter;
+ sky_globals.directional_light_count++;
+ if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
+ break;
}
}
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- // Light buffer is dirty if we have fewer or more lights
- // If we have fewer lights, make sure that old lights are disabled
- if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
- sky_globals.directional_lights[i].enabled = false;
- sky_globals.last_frame_directional_lights[i].enabled = false;
- }
- }
-
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
- if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
- sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
- sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
- sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
- sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
- sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
- sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
- sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
- sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
- }
+ }
+ // Check whether the directional_light_buffer changes
+ bool light_data_dirty = false;
+
+ // Light buffer is dirty if we have fewer or more lights
+ // If we have fewer lights, make sure that old lights are disabled
+ if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
+ light_data_dirty = true;
+ for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
+ sky_globals.directional_lights[i].enabled = false;
+ sky_globals.last_frame_directional_lights[i].enabled = false;
+ }
+ }
+
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
+ if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
+ sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
+ sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
+ sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
+ sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
+ sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
+ sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
+ sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
+ sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
}
}
+ }
- if (light_data_dirty) {
- glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ if (light_data_dirty) {
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
- DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
- sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
- sky_globals.directional_lights = temp;
- sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
+ DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
+ sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
+ sky_globals.directional_lights = temp;
+ sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
+ if (sky) {
sky->reflection_dirty = true;
}
}
+ }
- if (p_render_data->view_count > 1) {
- glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- }
+ if (p_render_data->view_count > 1) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
- if (!sky->radiance) {
- _invalidate_sky(sky);
- _update_dirty_skys();
- }
+ if (sky && !sky->radiance) {
+ _invalidate_sky(sky);
+ _update_dirty_skys();
}
}
@@ -753,7 +769,7 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
ERR_FAIL_COND(p_env.is_null());
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
- ERR_FAIL_COND(!sky);
+ ERR_FAIL_NULL(sky);
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;
@@ -784,12 +800,12 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
- ERR_FAIL_COND(!material_data);
+ ERR_FAIL_NULL(material_data);
material_data->bind_uniforms();
GLES3::SkyShaderData *shader_data = material_data->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_NULL(shader_data);
// Camera
Projection camera;
@@ -832,7 +848,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
ERR_FAIL_COND(p_env.is_null());
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
- ERR_FAIL_COND(!sky);
+ ERR_FAIL_NULL(sky);
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;
@@ -840,7 +856,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
RS::EnvironmentBG background = environment_get_background(p_env);
if (sky) {
- ERR_FAIL_COND(!sky);
+ ERR_FAIL_NULL(sky);
sky_material = sky->material;
if (sky_material.is_valid()) {
@@ -859,12 +875,12 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
- ERR_FAIL_COND(!material_data);
+ ERR_FAIL_NULL(material_data);
material_data->bind_uniforms();
GLES3::SkyShaderData *shader_data = material_data->shader_data;
- ERR_FAIL_COND(!shader_data);
+ ERR_FAIL_NULL(shader_data);
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
RS::SkyMode sky_mode = sky->mode;
@@ -930,6 +946,14 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
glViewport(0, 0, sky->radiance_size, sky->radiance_size);
glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED;
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
+
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
@@ -949,6 +973,14 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
sky->reflection_dirty = false;
} else {
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED;
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
+
_filter_sky_radiance(sky, sky->processing_layer);
sky->processing_layer++;
}
@@ -1081,7 +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 */
@@ -1115,13 +1220,73 @@ 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) {
+ scene_state.positional_shadow_quality = p_quality;
}
void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
+ scene_state.directional_shadow_quality = p_quality;
}
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) {
@@ -1219,18 +1384,61 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
// Sets the index values for lookup in the shader
// This has to be done after _setup_lights was called this frame
- // TODO, check shadow status of lights here, if using shadows, skip here and add below
+
if (p_pass_mode == PASS_MODE_COLOR) {
- if (inst->omni_light_count) {
- inst->omni_light_gl_cache.resize(inst->omni_light_count);
- for (uint32_t j = 0; j < inst->omni_light_count; j++) {
- inst->omni_light_gl_cache[j] = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(inst->omni_lights[j]);
+ inst->light_passes.clear();
+ inst->spot_light_gl_cache.clear();
+ inst->omni_light_gl_cache.clear();
+ uint64_t current_frame = RSG::rasterizer->get_frame_number();
+
+ if (inst->paired_omni_light_count) {
+ for (uint32_t j = 0; j < inst->paired_omni_light_count; j++) {
+ RID light_instance = inst->paired_omni_lights[j];
+ if (GLES3::LightStorage::get_singleton()->light_instance_get_render_pass(light_instance) != current_frame) {
+ continue;
+ }
+ RID light = GLES3::LightStorage::get_singleton()->light_instance_get_base_light(light_instance);
+ 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) {
+ // 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));
+ }
}
}
- if (inst->spot_light_count) {
- inst->spot_light_gl_cache.resize(inst->spot_light_count);
- for (uint32_t j = 0; j < inst->spot_light_count; j++) {
- inst->spot_light_gl_cache[j] = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(inst->spot_lights[j]);
+
+ if (inst->paired_spot_light_count) {
+ for (uint32_t j = 0; j < inst->paired_spot_light_count; j++) {
+ RID light_instance = inst->paired_spot_lights[j];
+ if (GLES3::LightStorage::get_singleton()->light_instance_get_render_pass(light_instance) != current_frame) {
+ continue;
+ }
+ RID light = GLES3::LightStorage::get_singleton()->light_instance_get_base_light(light_instance);
+ 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) {
+ // 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));
+ }
}
}
}
@@ -1318,10 +1526,6 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
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);
@@ -1333,6 +1537,8 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
}
surf->sort.depth_layer = depth_layer;
+ surf->finished_base_pass = false;
+ surf->light_pass_index = 0;
surf = surf->next;
}
@@ -1340,7 +1546,7 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
}
// Needs to be called after _setup_lights so that directional_light_count is accurate.
-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) {
+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, float p_shadow_bias) {
Projection correction;
correction.columns[1][1] = p_flip_y ? -1.0 : 1.0;
Projection projection = correction * p_render_data->cam_projection;
@@ -1349,6 +1555,7 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
+ GLES3::MaterialStorage::store_transform(p_render_data->main_cam_transform, scene_state.ubo.main_cam_inv_view_matrix);
scene_state.ubo.camera_visible_layers = p_render_data->camera_visible_layers;
if (p_render_data->view_count > 1) {
@@ -1364,7 +1571,8 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
}
}
- scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
+ // Only render the lights without shadows in the base pass.
+ scene_state.ubo.directional_light_count = p_render_data->directional_light_count - p_render_data->directional_shadow_count;
scene_state.ubo.z_far = p_render_data->z_far;
scene_state.ubo.z_near = p_render_data->z_near;
@@ -1376,10 +1584,21 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
+ scene_state.ubo.shadow_bias = p_shadow_bias;
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
+
//time global variables
scene_state.ubo.time = time;
- if (is_environment(p_render_data->environment)) {
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.ambient_light_color_energy[0] = 1;
+ scene_state.ubo.ambient_light_color_energy[1] = 1;
+ scene_state.ubo.ambient_light_color_energy[2] = 1;
+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+ scene_state.ubo.use_ambient_cubemap = false;
+ scene_state.ubo.use_reflection_cubemap = false;
+ } else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
@@ -1423,8 +1642,12 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
}
scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment);
+ scene_state.ubo.fog_mode = environment_get_fog_mode(p_render_data->environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
+ scene_state.ubo.fog_depth_curve = environment_get_fog_depth_curve(p_render_data->environment);
+ scene_state.ubo.fog_depth_end = environment_get_fog_depth_end(p_render_data->environment) > 0.0 ? environment_get_fog_depth_end(p_render_data->environment) : scene_state.ubo.z_far;
+ scene_state.ubo.fog_depth_begin = MIN(environment_get_fog_depth_begin(p_render_data->environment), scene_state.ubo.fog_depth_end - 0.001);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
@@ -1486,7 +1709,7 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
}
// Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer
-void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count) {
+void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count, uint32_t &r_directional_shadow_count) {
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
@@ -1497,6 +1720,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
r_directional_light_count = 0;
r_omni_light_count = 0;
r_spot_light_count = 0;
+ r_directional_shadow_count = 0;
int num_lights = lights.size();
@@ -1516,7 +1740,16 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
continue;
}
- DirectionalLightData &light_data = scene_state.directional_lights[r_directional_light_count];
+ // If a DirectionalLight has shadows, we will add it to the end of the array and work in.
+ bool has_shadow = light_storage->light_has_shadow(base);
+
+ int index = r_directional_light_count - r_directional_shadow_count;
+
+ if (has_shadow) {
+ // Lights with shadow are incremented from the end of the array.
+ index = MAX_DIRECTIONAL_LIGHTS - 1 - r_directional_shadow_count;
+ }
+ DirectionalLightData &light_data = scene_state.directional_lights[index];
Transform3D light_transform = li->transform;
@@ -1526,6 +1759,8 @@ 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);
@@ -1550,6 +1785,48 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
+ light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
+ ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
+ : 0.0;
+
+ if (has_shadow) {
+ DirectionalShadowData &shadow_data = scene_state.directional_shadows[MAX_DIRECTIONAL_LIGHTS - 1 - r_directional_shadow_count];
+
+ RS::LightDirectionalShadowMode shadow_mode = light_storage->light_directional_get_shadow_mode(base);
+
+ int limit = shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
+
+ shadow_data.shadow_atlas_pixel_size = 1.0 / light_storage->directional_shadow_get_size();
+
+ shadow_data.blend_splits = uint32_t((shadow_mode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base));
+ for (int j = 0; j < 4; j++) {
+ Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
+ Projection matrix = li->shadow_transform[j].camera;
+ float split = li->shadow_transform[MIN(limit, j)].split;
+
+ Projection bias;
+ bias.set_light_bias();
+ Projection rectm;
+ rectm.set_light_atlas_rect(atlas_rect);
+
+ Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
+
+ shadow_data.direction[0] = light_data.direction[0];
+ shadow_data.direction[1] = light_data.direction[1];
+ shadow_data.direction[2] = light_data.direction[2];
+
+ Projection shadow_mtx = rectm * bias * matrix * modelview;
+ shadow_data.shadow_split_offsets[j] = split;
+ shadow_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
+ GLES3::MaterialStorage::store_camera(shadow_mtx, shadow_data.shadow_matrices[j]);
+ }
+ float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
+ shadow_data.fade_from = -shadow_data.shadow_split_offsets[3] * MIN(fade_start, 0.999);
+ shadow_data.fade_to = -shadow_data.shadow_split_offsets[3];
+
+ r_directional_shadow_count++;
+ }
+
r_directional_light_count++;
} break;
case RS::LIGHT_OMNI: {
@@ -1599,6 +1876,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
r_spot_light_count++;
} break;
}
+
+ li->last_pass = RSG::rasterizer->get_frame_number();
}
if (r_omni_light_count) {
@@ -1611,6 +1890,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
sorter.sort(scene_state.spot_light_sort, r_spot_light_count);
}
+ int num_positional_shadows = 0;
+
for (uint32_t i = 0; i < (r_omni_light_count + r_spot_light_count); i++) {
uint32_t index = (i < r_omni_light_count) ? i : i - (r_omni_light_count);
LightData &light_data = (i < r_omni_light_count) ? scene_state.omni_lights[index] : scene_state.spot_lights[index];
@@ -1628,6 +1909,8 @@ 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;
@@ -1646,17 +1929,24 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0;
+ float fade_shadow = 0.0;
float fade_length = 0.0;
float fade = 1.0;
- if (light_storage->light_is_distance_fade_enabled(li->light)) {
- fade_begin = light_storage->light_get_distance_fade_begin(li->light);
- fade_length = light_storage->light_get_distance_fade_length(li->light);
+ float shadow_opacity_fade = 1.0;
+
+ if (light_storage->light_is_distance_fade_enabled(base)) {
+ fade_begin = light_storage->light_get_distance_fade_begin(base);
+ fade_shadow = light_storage->light_get_distance_fade_shadow(base);
+ fade_length = light_storage->light_get_distance_fade_length(base);
if (distance > fade_begin) {
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
}
+ if (distance > fade_shadow) {
+ shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
+ }
}
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade;
@@ -1693,7 +1983,55 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
- light_data.shadow_opacity = 0.0;
+ // Setup shadows
+ const bool needs_shadow =
+ p_using_shadows &&
+ light_storage->owns_shadow_atlas(p_render_data->shadow_atlas) &&
+ light_storage->shadow_atlas_owns_light_instance(p_render_data->shadow_atlas, li->self) &&
+ light_storage->light_has_shadow(base);
+
+ bool in_shadow_range = true;
+ if (needs_shadow && light_storage->light_is_distance_fade_enabled(base)) {
+ if (distance > fade_shadow + fade_length) {
+ // Out of range, don't draw shadows to improve performance.
+ in_shadow_range = false;
+ }
+ }
+
+ // Fill in the shadow information.
+ if (needs_shadow && in_shadow_range) {
+ if (num_positional_shadows >= config->max_renderable_lights) {
+ continue;
+ }
+ ShadowData &shadow_data = scene_state.positional_shadows[num_positional_shadows];
+ li->shadow_id = num_positional_shadows;
+ num_positional_shadows++;
+
+ light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
+
+ float shadow_texel_size = light_storage->light_instance_get_shadow_texel_size(li->self, p_render_data->shadow_atlas);
+ shadow_data.shadow_atlas_pixel_size = shadow_texel_size;
+ shadow_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
+
+ shadow_data.light_position[0] = light_data.position[0];
+ shadow_data.light_position[1] = light_data.position[1];
+ shadow_data.light_position[2] = light_data.position[2];
+
+ if (type == RS::LIGHT_OMNI) {
+ Transform3D proj = (inverse_transform * light_transform).inverse();
+
+ GLES3::MaterialStorage::store_transform(proj, shadow_data.shadow_matrix);
+
+ } else if (type == RS::LIGHT_SPOT) {
+ Transform3D modelview = (inverse_transform * light_transform).inverse();
+ Projection bias;
+ bias.set_light_bias();
+
+ Projection cm = li->shadow_transform[0].camera;
+ Projection shadow_mtx = bias * cm * modelview;
+ GLES3::MaterialStorage::store_camera(shadow_mtx, shadow_data.shadow_matrix);
+ }
+ }
}
// TODO, to avoid stalls, should rotate between 3 buffers based on frame index.
@@ -1710,9 +2048,266 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer);
if (r_directional_light_count) {
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * r_directional_light_count, scene_state.directional_lights);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * MAX_DIRECTIONAL_LIGHTS, scene_state.directional_lights, GL_STREAM_DRAW);
+ }
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION, scene_state.positional_shadow_buffer);
+ if (num_positional_shadows) {
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(ShadowData) * num_positional_shadows, scene_state.positional_shadows);
+ }
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION, scene_state.directional_shadow_buffer);
+ if (r_directional_shadow_count) {
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalShadowData) * MAX_DIRECTIONAL_LIGHTS, scene_state.directional_shadows, GL_STREAM_DRAW);
+ }
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+// Render shadows
+void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size) {
+ GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
+
+ LocalVector<int> cube_shadows;
+ LocalVector<int> shadows;
+ LocalVector<int> directional_shadows;
+
+ Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
+ float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
+
+ // Put lights into buckets for omni (cube shadows), directional, and spot.
+ {
+ for (int i = 0; i < p_render_data->render_shadow_count; i++) {
+ RID li = p_render_data->render_shadows[i].light;
+ RID base = light_storage->light_instance_get_base_light(li);
+
+ if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
+ directional_shadows.push_back(i);
+ } else if (light_storage->light_get_type(base) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) {
+ cube_shadows.push_back(i);
+ } else {
+ shadows.push_back(i);
+ }
+ }
+ if (directional_shadows.size()) {
+ light_storage->update_directional_shadow_atlas();
+ }
+ }
+
+ bool render_shadows = directional_shadows.size() || shadows.size() || cube_shadows.size();
+
+ if (render_shadows) {
+ RENDER_TIMESTAMP("Render Shadows");
+
+ // Render cubemap shadows.
+ for (const int &index : cube_shadows) {
+ _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
+ }
+ // Render directional shadows.
+ for (uint32_t i = 0; i < directional_shadows.size(); i++) {
+ _render_shadow_pass(p_render_data->render_shadows[directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[directional_shadows[i]].pass, p_render_data->render_shadows[directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
+ }
+ // Render positional shadows (Spotlight and Omnilight with dual-paraboloid).
+ for (uint32_t i = 0; i < shadows.size(); i++) {
+ _render_shadow_pass(p_render_data->render_shadows[shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[shadows[i]].pass, p_render_data->render_shadows[shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
+ }
+ }
+}
+
+void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) {
+ GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
+
+ ERR_FAIL_COND(!light_storage->owns_light_instance(p_light));
+
+ RID base = light_storage->light_instance_get_base_light(p_light);
+
+ float zfar = 0.0;
+ bool use_pancake = false;
+ float shadow_bias = 0.0;
+ bool reverse_cull = false;
+ bool needs_clear = false;
+
+ Projection light_projection;
+ Transform3D light_transform;
+ GLuint shadow_fb = 0;
+ Rect2i atlas_rect;
+
+ if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
+ // Set pssm stuff.
+ uint64_t last_scene_shadow_pass = light_storage->light_instance_get_shadow_pass(p_light);
+ if (last_scene_shadow_pass != get_scene_pass()) {
+ light_storage->light_instance_set_directional_rect(p_light, light_storage->get_directional_shadow_rect());
+ light_storage->directional_shadow_increase_current_light();
+ light_storage->light_instance_set_shadow_pass(p_light, get_scene_pass());
+ }
+
+ atlas_rect = light_storage->light_instance_get_directional_rect(p_light);
+
+ if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ atlas_rect.size.width /= 2;
+ atlas_rect.size.height /= 2;
+
+ if (p_pass == 1) {
+ atlas_rect.position.x += atlas_rect.size.width;
+ } else if (p_pass == 2) {
+ atlas_rect.position.y += atlas_rect.size.height;
+ } else if (p_pass == 3) {
+ atlas_rect.position += atlas_rect.size;
+ }
+ } else if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ atlas_rect.size.height /= 2;
+
+ if (p_pass == 0) {
+ } else {
+ atlas_rect.position.y += atlas_rect.size.height;
+ }
+ }
+
+ use_pancake = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
+ light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass);
+ light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass);
+
+ float directional_shadow_size = light_storage->directional_shadow_get_size();
+ Rect2 atlas_rect_norm = atlas_rect;
+ atlas_rect_norm.position /= directional_shadow_size;
+ atlas_rect_norm.size /= directional_shadow_size;
+ light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm);
+
+ zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
+ shadow_fb = light_storage->direction_shadow_get_fb();
+ reverse_cull = !light_storage->light_get_reverse_cull_face_mode(base);
+
+ float bias_scale = light_storage->light_instance_get_shadow_bias_scale(p_light, p_pass);
+ shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
+
+ } else {
+ // Set from shadow atlas.
+
+ ERR_FAIL_COND(!light_storage->owns_shadow_atlas(p_shadow_atlas));
+ ERR_FAIL_COND(!light_storage->shadow_atlas_owns_light_instance(p_shadow_atlas, p_light));
+
+ uint32_t key = light_storage->shadow_atlas_get_light_instance_key(p_shadow_atlas, p_light);
+
+ uint32_t quadrant = (key >> GLES3::LightStorage::QUADRANT_SHIFT) & 0x3;
+ uint32_t shadow = key & GLES3::LightStorage::SHADOW_INDEX_MASK;
+
+ ERR_FAIL_INDEX((int)shadow, light_storage->shadow_atlas_get_quadrant_shadows_length(p_shadow_atlas, quadrant));
+
+ int shadow_size = light_storage->shadow_atlas_get_quadrant_shadow_size(p_shadow_atlas, quadrant);
+
+ shadow_fb = light_storage->shadow_atlas_get_quadrant_shadow_fb(p_shadow_atlas, quadrant, shadow);
+
+ zfar = light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
+ reverse_cull = !light_storage->light_get_reverse_cull_face_mode(base);
+
+ if (light_storage->light_get_type(base) == RS::LIGHT_OMNI) {
+ if (light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) {
+ GLuint shadow_texture = light_storage->shadow_atlas_get_quadrant_shadow_texture(p_shadow_atlas, quadrant, shadow);
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_fb);
+
+ static GLenum cube_map_faces[6] = {
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ // Flipped order for Y to match what the RD renderer expects
+ // (and thus what is given to us by the Rendering Server).
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
+ };
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, cube_map_faces[p_pass], shadow_texture, 0);
+
+ light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass);
+ light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass);
+ shadow_size = shadow_size / 2;
+ } else {
+ ERR_FAIL_MSG("Dual paraboloid shadow mode not supported in GL Compatibility renderer. Please use Cubemap shadow mode instead.");
+ }
+
+ shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
+
+ } else if (light_storage->light_get_type(base) == RS::LIGHT_SPOT) {
+ light_projection = light_storage->light_instance_get_shadow_camera(p_light, 0);
+ light_transform = light_storage->light_instance_get_shadow_transform(p_light, 0);
+
+ shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 10.0;
+ // Prebake range into bias so we can scale based on distance easily.
+ shadow_bias *= light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
+ }
+ atlas_rect.size.x = shadow_size;
+ atlas_rect.size.y = shadow_size;
+
+ needs_clear = true;
+ }
+
+ RenderDataGLES3 render_data;
+ render_data.cam_projection = light_projection;
+ render_data.cam_transform = light_transform;
+ render_data.inv_cam_transform = light_transform.affine_inverse();
+ render_data.z_far = zfar; // Only used by OmniLights.
+ render_data.z_near = 0.0;
+ render_data.lod_distance_multiplier = p_lod_distance_multiplier;
+ render_data.main_cam_transform = p_main_cam_transform;
+
+ render_data.instances = &p_instances;
+ render_data.render_info = p_render_info;
+
+ _setup_environment(&render_data, true, p_viewport_size, false, Color(), use_pancake, shadow_bias);
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ render_data.screen_mesh_lod_threshold = 0.0;
+ } else {
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
+
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, PASS_MODE_SHADOW);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_fb);
+ glViewport(atlas_rect.position.x, atlas_rect.position.y, atlas_rect.size.x, atlas_rect.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;
+
+ glColorMask(0, 0, 0, 0);
+ glDrawBuffers(0, nullptr);
+ RasterizerGLES3::clear_depth(1.0);
+ if (needs_clear) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ uint64_t spec_constant_base_flags = SceneShaderGLES3::DISABLE_LIGHTMAP |
+ SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
+ SceneShaderGLES3::DISABLE_LIGHT_OMNI |
+ SceneShaderGLES3::DISABLE_LIGHT_SPOT |
+ SceneShaderGLES3::DISABLE_FOG |
+ SceneShaderGLES3::RENDER_SHADOWS;
+
+ if (light_storage->light_get_type(base) == RS::LIGHT_OMNI) {
+ spec_constant_base_flags |= SceneShaderGLES3::RENDER_SHADOWS_LINEAR;
+ }
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), reverse_cull, spec_constant_base_flags, false);
+
+ _render_list_template<PASS_MODE_SHADOW>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
+
+ glColorMask(1, 1, 1, 1);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &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_attributes, 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, RenderingMethod::RenderInfo *r_render_info) {
@@ -1727,20 +2322,21 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
}
GLES3::RenderTarget *rt = texture_storage->get_render_target(rb->render_target);
- ERR_FAIL_COND(!rt);
+ ERR_FAIL_NULL(rt);
// Assign render data
// Use the format from rendererRD
RenderDataGLES3 render_data;
{
render_data.render_buffers = rb;
- render_data.transparent_bg = rb.is_valid() ? rb->is_transparent : false;
+ render_data.transparent_bg = rb.is_valid() ? rt->is_transparent : false;
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
render_data.cam_projection = p_camera_data->main_projection;
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
render_data.camera_visible_layers = p_camera_data->visible_layers;
+ render_data.main_cam_transform = p_camera_data->main_transform;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
@@ -1756,6 +2352,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
render_data.reflection_probes = &p_reflection_probes;
render_data.environment = p_environment;
render_data.camera_attributes = p_camera_attributes;
+ render_data.shadow_atlas = p_shadow_atlas;
render_data.reflection_probe = p_reflection_probe;
render_data.reflection_probe_pass = p_reflection_probe_pass;
@@ -1768,6 +2365,8 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
render_data.render_info = r_render_info;
+ render_data.render_shadows = p_render_shadows;
+ render_data.render_shadow_count = p_render_shadow_count;
}
PagedArray<RID> empty;
@@ -1795,9 +2394,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
bool fb_cleared = false;
- Size2i screen_size;
- screen_size.x = rb->width;
- screen_size.y = rb->height;
+ Size2i screen_size = rb->internal_size;
bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME;
@@ -1833,8 +2430,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
// If we're rendering right-side up, then we need to change the winding order.
glFrontFace(GL_CW);
}
+ _render_shadows(&render_data, screen_size);
- _setup_lights(&render_data, false, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count);
+ _setup_lights(&render_data, true, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count, render_data.directional_shadow_count);
_setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, flip_y, clear_color, false);
_fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR);
@@ -1846,7 +2444,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
bool keep_color = false;
float sky_energy_multiplier = 1.0;
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ if (unlikely(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 (render_data.environment.is_valid()) {
RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment);
@@ -1916,8 +2514,10 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
}
}
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
- glViewport(0, 0, rb->width, rb->height);
+ GLuint fbo = rb->get_render_fbo();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glViewport(0, 0, rb->internal_size.x, rb->internal_size.y);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
@@ -1940,8 +2540,10 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glDisable(GL_SCISSOR_TEST);
glColorMask(0, 0, 0, 0);
- glClearDepth(1.0f);
+ 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;
@@ -1974,12 +2576,18 @@ 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) {
- glClearDepth(1.0f);
+ RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
}
if (!keep_color) {
+ clear_color.a = render_data.transparent_bg ? 0.0f : 1.0f;
glClearBufferfv(GL_COLOR, 0, clear_color.components);
}
RENDER_TIMESTAMP("Render Opaque Pass");
@@ -1994,6 +2602,10 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
spec_constant_base_flags |= SceneShaderGLES3::DISABLE_FOG;
}
+
+ if (render_data.environment.is_valid() && environment_get_fog_mode(render_data.environment) == RS::EnvironmentFogMode::ENV_FOG_MODE_DEPTH) {
+ spec_constant_base_flags |= SceneShaderGLES3::USE_DEPTH_FOG;
+ }
}
// 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, use_wireframe);
@@ -2017,25 +2629,48 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
}
if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
- texture_storage->copy_scene_to_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rt->backbuffer_fbo);
- if (scene_state.used_screen_texture) {
- glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
- 0, 0, rt->size.x, rt->size.y,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
- glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
- }
- if (scene_state.used_depth_texture) {
- glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
- 0, 0, rt->size.x, rt->size.y,
- GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
- glBindTexture(GL_TEXTURE_2D, rt->backbuffer_depth);
- }
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+ Size2i size;
+ GLuint backbuffer_fbo = 0;
+ GLuint backbuffer = 0;
+ GLuint backbuffer_depth = 0;
+
+ if (rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_OFF) {
+ texture_storage->check_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture); // note, badly names, this just allocates!
+
+ size = rt->size;
+ backbuffer_fbo = rt->backbuffer_fbo;
+ backbuffer = rt->backbuffer;
+ backbuffer_depth = rt->backbuffer_depth;
+ } else {
+ rb->check_backbuffer(scene_state.used_screen_texture, scene_state.used_depth_texture);
+ size = rb->get_internal_size();
+ backbuffer_fbo = rb->get_backbuffer_fbo();
+ backbuffer = rb->get_backbuffer();
+ backbuffer_depth = rb->get_backbuffer_depth();
+ }
+
+ if (backbuffer_fbo != 0) {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, backbuffer_fbo);
+ if (scene_state.used_screen_texture) {
+ glBlitFramebuffer(0, 0, size.x, size.y,
+ 0, 0, size.x, size.y,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, backbuffer);
+ }
+ if (scene_state.used_depth_texture) {
+ glBlitFramebuffer(0, 0, size.x, size.y,
+ 0, 0, size.x, size.y,
+ GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
+ glBindTexture(GL_TEXTURE_2D, backbuffer_depth);
+ }
+ }
+
+ // Bound framebuffer may have changed, so change it back
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
RENDER_TIMESTAMP("Render 3D Transparent Pass");
@@ -2052,10 +2687,108 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
}
if (rb.is_valid()) {
- _render_buffers_debug_draw(rb, p_shadow_atlas, p_occluder_debug_tex);
+ _render_buffers_debug_draw(rb, p_shadow_atlas, fbo);
}
glDisable(GL_BLEND);
+
+ _render_post_processing(&render_data);
+
texture_storage->render_target_disable_clear_request(rb->render_target);
+
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_render_data) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ Ref<RenderSceneBuffersGLES3> rb = p_render_data->render_buffers;
+ ERR_FAIL_COND(rb.is_null());
+
+ RID render_target = rb->get_render_target();
+ Size2i internal_size = rb->get_internal_size();
+ Size2i target_size = rb->get_target_size();
+ uint32_t view_count = rb->get_view_count();
+
+ // bool msaa2d_needs_resolve = texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED && !GLES3::Config::get_singleton()->rt_msaa_supported;
+ bool msaa3d_needs_resolve = rb->get_msaa_needs_resolve();
+ GLuint fbo_msaa_3d = rb->get_msaa3d_fbo();
+ GLuint fbo_int = rb->get_internal_fbo();
+ GLuint fbo_rt = texture_storage->render_target_get_fbo(render_target); // TODO if MSAA 2D is enabled and we're not using rt_msaa, get 2D render target here.
+
+ if (view_count == 1) {
+ // Resolve if needed.
+ if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
+ // We can use blit to copy things over
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_msaa_3d);
+
+ if (fbo_int != 0) {
+ // We can't combine resolve and scaling, so resolve into our internal buffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_int);
+ } else {
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_rt);
+ }
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, internal_size.x, internal_size.y, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ if (fbo_int != 0) {
+ // TODO If we have glow or other post processing, we upscale only depth here, post processing will also do scaling.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_int);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_rt);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
+ } else if ((fbo_msaa_3d != 0 && msaa3d_needs_resolve) || (fbo_int != 0)) {
+ // TODO investigate if it's smarter to cache these FBOs
+ GLuint fbos[2]; // read and write
+ glGenFramebuffers(2, fbos);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
+
+ if (fbo_msaa_3d != 0 && msaa3d_needs_resolve) {
+ GLuint read_color = rb->get_msaa3d_color();
+ GLuint read_depth = rb->get_msaa3d_depth();
+ GLuint write_color = 0;
+ GLuint write_depth = 0;
+
+ if (fbo_int != 0) {
+ write_color = rb->get_internal_color();
+ write_depth = rb->get_internal_depth();
+ } else {
+ write_color = texture_storage->render_target_get_color(render_target);
+ write_depth = texture_storage->render_target_get_depth(render_target);
+ }
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, read_color, 0, v);
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, read_depth, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, write_depth, 0, v);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, internal_size.x, internal_size.y, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+ }
+
+ if (fbo_int != 0) {
+ GLuint read_color = rb->get_internal_color();
+ GLuint read_depth = rb->get_internal_depth();
+ GLuint write_color = texture_storage->render_target_get_color(render_target);
+ GLuint write_depth = texture_storage->render_target_get_depth(render_target);
+
+ for (uint32_t v = 0; v < view_count; v++) {
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, read_color, 0, v);
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, read_depth, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, write_color, 0, v);
+ glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, write_depth, 0, v);
+
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ glBlitFramebuffer(0, 0, internal_size.x, internal_size.y, 0, 0, target_size.x, target_size.y, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_rt);
+ glDeleteFramebuffers(2, fbos);
+ }
}
template <PassMode p_pass_mode>
@@ -2077,23 +2810,6 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Specializations constants used by all instances in the scene.
uint64_t base_spec_constants = p_params->spec_constant_base_flags;
- if (p_render_data->view_count > 1) {
- base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
- }
-
- 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;
- }
-
if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
@@ -2107,6 +2823,13 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
}
+
+ } else if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
+ shader_variant = SceneShaderGLES3::MODE_DEPTH;
+ }
+
+ if (p_render_data->view_count > 1) {
+ base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
}
bool should_request_redraw = false;
@@ -2118,7 +2841,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
for (uint32_t i = p_from_element; i < p_to_element; i++) {
- const GeometryInstanceSurface *surf = p_params->elements[i];
+ GeometryInstanceSurface *surf = p_params->elements[i];
GeometryInstanceGLES3 *inst = surf->owner;
if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
@@ -2138,8 +2861,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
material_data = surf->material_shadow;
mesh_surface = surf->surface_shadow;
} else {
- shader = surf->shader;
- material_data = surf->material;
+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
+ material_data = overdraw_material_data_ptr;
+ shader = material_data->shader_data;
+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
+ material_data = default_material_data_ptr;
+ shader = material_data->shader_data;
+ } else {
+ shader = surf->shader;
+ material_data = surf->material;
+ }
mesh_surface = surf->surface;
}
@@ -2163,271 +2894,531 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
}
- 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;
+ if constexpr (p_pass_mode != PASS_MODE_SHADOW) {
+ 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 && !GLES3::Config::get_singleton()->use_depth_prepass) ||
+ p_pass_mode == PASS_MODE_DEPTH);
+ } 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 constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
- GLES3::SceneShaderData::BlendMode desired_blend_mode;
- if constexpr (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
- desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
- } else {
- desired_blend_mode = shader->blend_mode;
+ 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
+ * Disable depth draw
+ */
+
+ for (int32_t pass = 0; pass < MAX(1, int32_t(inst->light_passes.size() + p_render_data->directional_shadow_count)); pass++) {
+ if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
+ if (pass > 0) {
+ // Don't render shadow passes when doing depth or shadow pass.
+ break;
+ }
}
- 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 {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
- }
+ if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
+ if (!uses_additive_lighting && pass == 1) {
+ // Don't render additive passes if not using additive lighting.
+ break;
+ }
+ if (uses_additive_lighting && pass == 1 && !p_render_data->transparent_bg) {
+ // Enable blending if in opaque pass and not already enabled.
+ glEnable(GL_BLEND);
+ }
+ if (pass < int32_t(inst->light_passes.size())) {
+ RID light_instance_rid = inst->light_passes[pass].light_instance_rid;
+ if (!GLES3::LightStorage::get_singleton()->light_instance_has_shadow_atlas(light_instance_rid, p_render_data->shadow_atlas)) {
+ // 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;
+ }
+ }
+ }
- } 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);
+ if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
+ GLES3::SceneShaderData::BlendMode desired_blend_mode;
+ if (pass > 0) {
+ desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
+ } else {
+ desired_blend_mode = shader->blend_mode;
+ }
- } break;
- case GLES3::SceneShaderData::BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ 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 {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
+ }
+
+ } 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;
+ }
+ }
- } 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);
- }
+ // Find cull variant.
+ GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
- } break;
- case GLES3::SceneShaderData::BLEND_MODE_ALPHA_TO_COVERAGE: {
- // Do nothing for now.
- } break;
+ 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;
+ 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;
}
- scene_state.current_blend_mode = desired_blend_mode;
}
- }
- //find cull variant
- GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
+ 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;
+ }
- 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;
+ RS::PrimitiveType primitive = surf->primitive;
+ if (shader->uses_point_size) {
+ primitive = RS::PRIMITIVE_POINTS;
}
- 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;
+ 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;
+ uint64_t vertex_input_mask = shader->vertex_input_mask;
+ if (inst->lightmap_instance.is_valid() || p_pass_mode == PASS_MODE_MATERIAL) {
+ vertex_input_mask |= 1 << RS::ARRAY_TEX_UV2;
}
- }
- if (scene_state.cull_mode != cull_mode) {
- if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
- glDisable(GL_CULL_FACE);
+ // 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, vertex_input_mask, vertex_array_gl);
} 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);
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, vertex_input_mask, vertex_array_gl);
}
- scene_state.cull_mode = cull_mode;
- }
- RS::PrimitiveType primitive = surf->primitive;
- if (shader->uses_point_size) {
- primitive = RS::PRIMITIVE_POINTS;
- }
- static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
- GLenum primitive_gl = prim[int(primitive)];
+ index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
- GLuint vertex_array_gl = 0;
- GLuint index_array_gl = 0;
+ if (prev_vertex_array_gl != vertex_array_gl) {
+ if (vertex_array_gl != 0) {
+ glBindVertexArray(vertex_array_gl);
+ }
+ prev_vertex_array_gl = vertex_array_gl;
- //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);
- }
+ // Invalidate the previous index array
+ prev_index_array_gl = 0;
+ }
- index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
+ bool use_wireframe = false;
+ if (p_params->force_wireframe) {
+ GLuint wireframe_index_array_gl = mesh_storage->mesh_surface_get_index_buffer_wireframe(mesh_surface);
+ if (wireframe_index_array_gl) {
+ index_array_gl = wireframe_index_array_gl;
+ use_wireframe = true;
+ }
+ }
- if (prev_vertex_array_gl != vertex_array_gl) {
- if (vertex_array_gl != 0) {
- glBindVertexArray(vertex_array_gl);
+ bool use_index_buffer = index_array_gl != 0;
+ 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);
+ }
+ prev_index_array_gl = index_array_gl;
}
- prev_vertex_array_gl = vertex_array_gl;
- // Invalidate the previous index array
- prev_index_array_gl = 0;
- }
+ Transform3D world_transform;
+ if (inst->store_transform_cache) {
+ world_transform = inst->transform;
+ }
- bool use_index_buffer = index_array_gl != 0;
- 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);
+ if (prev_material_data != material_data) {
+ material_data->bind_uniforms();
+ prev_material_data = material_data;
}
- prev_index_array_gl = index_array_gl;
- }
- Transform3D world_transform;
- if (inst->store_transform_cache) {
- world_transform = inst->transform;
- }
+ SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
- if (prev_material_data != material_data) {
- material_data->bind_uniforms();
- prev_material_data = material_data;
- }
+ if (inst->instance_count > 0) {
+ // Will need to use instancing to draw (either MultiMesh or Particles).
+ instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(instance_variant));
+ }
- SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
- if (inst->instance_count > 0) {
- // Will need to use instancing to draw (either MultiMesh or Particles).
- instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
- }
+ uint64_t spec_constants = base_spec_constants;
- uint64_t spec_constants = base_spec_constants;
+ // Set up spec constants for lighting.
+ if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
+ // Only check during color passes as light shader code is compiled out during depth-only pass anyway.
- if (inst->omni_light_count == 0) {
- spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
- }
+ if (pass == 0) {
+ spec_constants |= SceneShaderGLES3::BASE_PASS;
+ if (inst->omni_light_gl_cache.size() == 0) {
+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
+ }
- if (inst->spot_light_count == 0) {
- spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
- }
+ if (inst->spot_light_gl_cache.size() == 0) {
+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
+ }
- if (prev_shader != shader || prev_variant != instance_variant || spec_constants != prev_spec_constants) {
- bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, spec_constants);
- if (!success) {
- continue;
- }
+ if (p_render_data->directional_light_count == p_render_data->directional_shadow_count) {
+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
+ }
- float opaque_prepass_threshold = 0.0;
- if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
- opaque_prepass_threshold = 0.99;
- } else if constexpr (p_pass_mode == PASS_MODE_SHADOW) {
- opaque_prepass_threshold = 0.1;
- }
+ if (inst->lightmap_instance.is_valid()) {
+ spec_constants |= SceneShaderGLES3::USE_LIGHTMAP;
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, spec_constants);
+ GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
+ GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
- prev_shader = shader;
- prev_variant = instance_variant;
- prev_spec_constants = spec_constants;
- }
+ 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 (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) {
- // Rebind the light indices.
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, spec_constants);
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, spec_constants);
+ if (uses_additive_lighting) {
+ spec_constants |= SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
- if (inst->omni_light_count) {
- glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
- }
+ if (pass < int32_t(inst->light_passes.size())) {
+ // Rendering positional lights.
+ if (inst->light_passes[pass].is_omni) {
+ spec_constants |= SceneShaderGLES3::ADDITIVE_OMNI;
+ } else {
+ spec_constants |= SceneShaderGLES3::ADDITIVE_SPOT;
+ }
+
+ if (scene_state.positional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_HIGH) {
+ spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_13;
+ } else if (scene_state.positional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_LOW) {
+ spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_5;
+ }
+ } else {
+ // 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]) {
+ spec_constants |= SceneShaderGLES3::LIGHT_USE_PSSM2;
+ } else {
+ spec_constants |= SceneShaderGLES3::LIGHT_USE_PSSM4;
+ }
- if (inst->spot_light_count) {
- glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
+ if (scene_state.directional_shadows[shadow_id].blend_splits) {
+ spec_constants |= SceneShaderGLES3::LIGHT_USE_PSSM_BLEND;
+ }
+
+ if (scene_state.directional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_HIGH) {
+ spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_13;
+ } else if (scene_state.directional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_LOW) {
+ spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_5;
+ }
+ }
+ }
}
- prev_inst = inst;
- }
+ if (prev_shader != shader || prev_variant != instance_variant || spec_constants != prev_spec_constants) {
+ bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, spec_constants);
+ if (!success) {
+ break;
+ }
- material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, spec_constants);
+ float opaque_prepass_threshold = 0.0;
+ if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
+ opaque_prepass_threshold = 0.99;
+ } else if constexpr (p_pass_mode == PASS_MODE_SHADOW) {
+ opaque_prepass_threshold = 0.1;
+ }
- // Can be index count or vertex count
- uint32_t count = 0;
- if (surf->lod_index > 0) {
- count = surf->index_count;
- } else {
- count = mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface);
- }
- if constexpr (p_pass_mode != PASS_MODE_DEPTH) {
- // Don't count draw calls during depth pre-pass to match the RD renderers.
- if (p_render_data->render_info) {
- p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, spec_constants);
+
+ prev_shader = shader;
+ prev_variant = instance_variant;
+ prev_spec_constants = spec_constants;
}
- }
- if (inst->instance_count > 0) {
- // Using MultiMesh or Particles.
- // Bind instance buffers.
+ // Pass in lighting uniforms.
+ if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+ // Pass light and shadow index and bind shadow texture.
+ if (uses_additive_lighting) {
+ if (pass < int32_t(inst->light_passes.size())) {
+ int32_t shadow_id = inst->light_passes[pass].shadow_id;
+ if (shadow_id >= 0) {
+ uint32_t light_id = inst->light_passes[pass].light_id;
+ bool is_omni = inst->light_passes[pass].is_omni;
+ SceneShaderGLES3::Uniforms uniform_name = is_omni ? SceneShaderGLES3::OMNI_LIGHT_INDEX : SceneShaderGLES3::SPOT_LIGHT_INDEX;
+ material_storage->shaders.scene_shader.version_set_uniform(uniform_name, uint32_t(light_id), shader->version, instance_variant, spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::POSITIONAL_SHADOW_INDEX, uint32_t(shadow_id), shader->version, instance_variant, spec_constants);
+
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 3);
+ RID light_instance_rid = inst->light_passes[pass].light_instance_rid;
+
+ GLuint tex = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_texture(light_instance_rid, p_render_data->shadow_atlas);
+ if (is_omni) {
+ glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, tex);
+ }
+ }
+ } else {
+ uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::DIRECTIONAL_SHADOW_INDEX, shadow_id, shader->version, instance_variant, spec_constants);
+
+ GLuint tex = GLES3::LightStorage::get_singleton()->directional_shadow_get_texture();
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ }
+ }
- GLuint instance_buffer = 0;
- uint32_t stride = 0;
- if (inst->flags_cache & INSTANCE_DATA_FLAG_PARTICLES) {
- instance_buffer = particles_storage->particles_get_gl_buffer(inst->data->base);
- stride = 16; // 12 bytes for instance transform and 4 bytes for packed color and custom.
- } else {
- instance_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
- stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ // Pass light count and array of light indices for base pass.
+ if ((prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) && pass == 0) {
+ // Rebind the light indices.
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_gl_cache.size(), shader->version, instance_variant, spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_gl_cache.size(), shader->version, instance_variant, spec_constants);
+
+ if (inst->omni_light_gl_cache.size()) {
+ glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->omni_light_gl_cache.size(), inst->omni_light_gl_cache.ptr());
+ }
+
+ if (inst->spot_light_gl_cache.size()) {
+ 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;
+ }
}
- if (instance_buffer == 0) {
- // Instance buffer not initialized yet. Skip rendering for now.
- continue;
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, spec_constants);
+ {
+ GLES3::Mesh::Surface *s = reinterpret_cast<GLES3::Mesh::Surface *>(surf->surface);
+ if (s->format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES) {
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_POSITION, s->aabb.position, shader->version, instance_variant, spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_SIZE, s->aabb.size, shader->version, instance_variant, spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_SCALE, s->uv_scale, shader->version, instance_variant, spec_constants);
+ } else {
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_POSITION, Vector3(0.0, 0.0, 0.0), shader->version, instance_variant, spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_SIZE, Vector3(1.0, 1.0, 1.0), shader->version, instance_variant, spec_constants);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_SCALE, Vector4(0.0, 0.0, 0.0, 0.0), shader->version, instance_variant, spec_constants);
+ }
}
- glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::MODEL_FLAGS, inst->flags_cache, shader->version, instance_variant, spec_constants);
- glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
- glVertexAttribDivisor(12, 1);
- glEnableVertexAttribArray(13);
- glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4));
- glVertexAttribDivisor(13, 1);
- if (!(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D)) {
- glEnableVertexAttribArray(14);
- glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 8));
- glVertexAttribDivisor(14, 1);
+ 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);
}
- if ((inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR) || (inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA)) {
- uint32_t color_custom_offset = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D ? 8 : 12;
- glEnableVertexAttribArray(15);
- glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_custom_offset * sizeof(float)));
- glVertexAttribDivisor(15, 1);
- }
- if (use_index_buffer) {
- glDrawElementsInstanced(primitive_gl, count, mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count);
+ // Can be index count or vertex count
+ uint32_t count = 0;
+ if (surf->lod_index > 0) {
+ count = surf->index_count;
} else {
- glDrawArraysInstanced(primitive_gl, 0, count, inst->instance_count);
+ count = mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface);
}
- } else {
- // Using regular Mesh.
- if (use_index_buffer) {
- glDrawElements(primitive_gl, count, mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
+
+ if (use_wireframe) {
+ // In this case we are using index count, and we need double the indices for the wireframe mesh.
+ count = count * 2;
+ }
+
+ if constexpr (p_pass_mode != PASS_MODE_DEPTH) {
+ // Don't count draw calls during depth pre-pass to match the RD renderers.
+ if (p_render_data->render_info) {
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
+ }
+ }
+
+ if (inst->instance_count > 0) {
+ // Using MultiMesh or Particles.
+ // Bind instance buffers.
+
+ GLuint instance_buffer = 0;
+ uint32_t stride = 0;
+ if (inst->flags_cache & INSTANCE_DATA_FLAG_PARTICLES) {
+ instance_buffer = particles_storage->particles_get_gl_buffer(inst->data->base);
+ stride = 16; // 12 bytes for instance transform and 4 bytes for packed color and custom.
+ } else {
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
+ stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ }
+
+ if (instance_buffer == 0) {
+ // Instance buffer not initialized yet. Skip rendering for now.
+ break;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
+
+ glEnableVertexAttribArray(12);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribDivisor(12, 1);
+ glEnableVertexAttribArray(13);
+ glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4));
+ glVertexAttribDivisor(13, 1);
+ if (!(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D)) {
+ glEnableVertexAttribArray(14);
+ glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 8));
+ glVertexAttribDivisor(14, 1);
+ }
+
+ if ((inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR) || (inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA)) {
+ uint32_t color_custom_offset = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D ? 8 : 12;
+ glEnableVertexAttribArray(15);
+ glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_custom_offset * sizeof(float)));
+ glVertexAttribDivisor(15, 1);
+ } else {
+ // Set all default instance color and custom data values to 1.0 or 0.0 using a compressed format.
+ uint16_t zero = Math::make_half_float(0.0f);
+ uint16_t one = Math::make_half_float(1.0f);
+ GLuint default_color = (uint32_t(one) << 16) | one;
+ GLuint default_custom = (uint32_t(zero) << 16) | zero;
+ glVertexAttribI4ui(15, default_color, default_color, default_custom, default_custom);
+ }
+
+ if (use_wireframe) {
+ glDrawElementsInstanced(GL_LINES, count, GL_UNSIGNED_INT, 0, inst->instance_count);
+ } else {
+ if (use_index_buffer) {
+ glDrawElementsInstanced(primitive_gl, count, mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count);
+ } else {
+ glDrawArraysInstanced(primitive_gl, 0, count, inst->instance_count);
+ }
+ }
} else {
- glDrawArrays(primitive_gl, 0, count);
+ // Using regular Mesh.
+ if (use_wireframe) {
+ glDrawElements(GL_LINES, count, GL_UNSIGNED_INT, 0);
+ } else {
+ if (use_index_buffer) {
+ glDrawElements(primitive_gl, count, mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
+ } else {
+ glDrawArrays(primitive_gl, 0, count);
+ }
+ }
+ }
+
+ if (inst->instance_count > 0) {
+ glDisableVertexAttribArray(12);
+ glDisableVertexAttribArray(13);
+ glDisableVertexAttribArray(14);
+ glDisableVertexAttribArray(15);
}
}
- if (inst->instance_count > 0) {
- glDisableVertexAttribArray(12);
- glDisableVertexAttribArray(13);
- glDisableVertexAttribArray(14);
- glDisableVertexAttribArray(15);
+ if constexpr (p_pass_mode == PASS_MODE_COLOR) {
+ if (uses_additive_lighting && !p_render_data->transparent_bg) {
+ // Disable additive blending if enabled for additive lights.
+ glDisable(GL_BLEND);
+ }
}
}
@@ -2468,6 +3459,7 @@ void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider,
render_data.cam_orthogonal = true;
render_data.z_near = 0.0;
render_data.z_far = cm.get_z_far();
+ render_data.main_cam_transform = cam_xform;
render_data.instances = &p_instances;
@@ -2497,8 +3489,11 @@ 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);
- glClearDepth(1.0f);
+ RasterizerGLES3::clear_depth(1.0);
+
glClear(GL_DEPTH_BUFFER_BIT);
RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, 31, false);
@@ -2509,6 +3504,93 @@ 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;
@@ -2524,32 +3606,119 @@ Ref<RenderSceneBuffers> RasterizerSceneGLES3::render_buffers_create() {
return rb;
}
-//clear render buffers
-/*
+void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, GLuint p_fbo) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
+ GLES3::CopyEffects *copy_effects = GLES3::CopyEffects::get_singleton();
+
+ ERR_FAIL_COND(p_render_buffers.is_null());
+
+ RID render_target = p_render_buffers->render_target;
+ GLES3::RenderTarget *rt = texture_storage->get_render_target(render_target);
+ ERR_FAIL_NULL(rt);
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
+ if (p_shadow_atlas.is_valid()) {
+ // Get or create debug textures to display shadow maps as an atlas.
+ GLuint shadow_atlas_texture = light_storage->shadow_atlas_get_debug_texture(p_shadow_atlas);
+ GLuint shadow_atlas_fb = light_storage->shadow_atlas_get_debug_fb(p_shadow_atlas);
+
+ uint32_t shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
+ uint32_t quadrant_size = shadow_atlas_size >> 1;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas_fb);
+ glViewport(0, 0, shadow_atlas_size, shadow_atlas_size);
+ glActiveTexture(GL_TEXTURE0);
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_ALWAYS);
+ glDisable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
+
+ // Loop through quadrants and copy shadows over.
+ for (int quadrant = 0; quadrant < 4; quadrant++) {
+ uint32_t subdivision = light_storage->shadow_atlas_get_quadrant_subdivision(p_shadow_atlas, quadrant);
+ if (subdivision == 0) {
+ continue;
+ }
+
+ Rect2i atlas_rect;
+ Rect2 atlas_uv_rect;
+ uint32_t shadow_size = (quadrant_size / subdivision);
+ float size = float(shadow_size) / float(shadow_atlas_size);
- if (rt->copy_screen_effect.color) {
- glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
- rt->copy_screen_effect.fbo = 0;
+ uint32_t length = light_storage->shadow_atlas_get_quadrant_shadows_allocated(p_shadow_atlas, quadrant);
+ for (uint32_t shadow_idx = 0; shadow_idx < length; shadow_idx++) {
+ bool is_omni = light_storage->shadow_atlas_get_quadrant_shadow_is_omni(p_shadow_atlas, quadrant, shadow_idx);
- glDeleteTextures(1, &rt->copy_screen_effect.color);
- rt->copy_screen_effect.color = 0;
- }
+ // Calculate shadow's position in the debug atlas.
+ atlas_rect.position.x = (quadrant & 1) * quadrant_size;
+ atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
- if (rt->multisample_active) {
- glDeleteFramebuffers(1, &rt->multisample_fbo);
- rt->multisample_fbo = 0;
+ atlas_rect.position.x += (shadow_idx % subdivision) * shadow_size;
+ atlas_rect.position.y += (shadow_idx / subdivision) * shadow_size;
- glDeleteRenderbuffers(1, &rt->multisample_depth);
- rt->multisample_depth = 0;
+ atlas_uv_rect.position = Vector2(atlas_rect.position) / float(shadow_atlas_size);
- glDeleteRenderbuffers(1, &rt->multisample_color);
+ atlas_uv_rect.size = Vector2(size, size);
- rt->multisample_color = 0;
- }
-*/
+ GLuint shadow_tex = light_storage->shadow_atlas_get_quadrant_shadow_texture(p_shadow_atlas, quadrant, shadow_idx);
+ // Copy from shadowmap to debug atlas.
+ if (is_omni) {
+ glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_tex);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+
+ copy_effects->copy_cube_to_rect(atlas_uv_rect);
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, shadow_tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+
+ copy_effects->copy_to_rect(atlas_uv_rect);
-void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
+ }
+ }
+ }
+
+ // Set back to FBO
+ glBindFramebuffer(GL_FRAMEBUFFER, p_fbo);
+ Size2i size = p_render_buffers->get_internal_size();
+ glViewport(0, 0, size.width, size.height);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas_texture);
+
+ copy_effects->copy_to_rect(Rect2(Vector2(), Vector2(0.5, 0.5)));
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+ }
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
+ if (light_storage->directional_shadow_get_texture() != 0) {
+ GLuint shadow_atlas_texture = light_storage->directional_shadow_get_texture();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
+
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ copy_effects->copy_to_rect(Rect2(Vector2(), Vector2(0.5, 0.5)));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+ }
}
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
@@ -2569,7 +3738,155 @@ 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) {
@@ -2577,7 +3894,7 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
environment_free(p_rid);
} else if (sky_owner.owns(p_rid)) {
Sky *sky = sky_owner.get_or_null(p_rid);
- ERR_FAIL_COND_V(!sky, false);
+ ERR_FAIL_NULL_V(sky, false);
_free_sky_data(sky);
sky_owner.free(p_rid);
} else if (GLES3::LightStorage::get_singleton()->owns_light_instance(p_rid)) {
@@ -2610,9 +3927,14 @@ 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");
+ positional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"));
+ directional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"));
+
{
// Setup Lights
@@ -2638,6 +3960,18 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer, directional_light_buffer_size, nullptr, GL_STREAM_DRAW, "DirectionalLight UBO");
+ uint32_t shadow_buffer_size = config->max_renderable_lights * sizeof(ShadowData) * 2;
+ scene_state.positional_shadows = memnew_arr(ShadowData, config->max_renderable_lights * 2);
+ glGenBuffers(1, &scene_state.positional_shadow_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, scene_state.positional_shadow_buffer);
+ GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.positional_shadow_buffer, shadow_buffer_size, nullptr, GL_STREAM_DRAW, "Positional Shadow UBO");
+
+ uint32_t directional_shadow_buffer_size = MAX_DIRECTIONAL_LIGHTS * sizeof(DirectionalShadowData);
+ scene_state.directional_shadows = memnew_arr(DirectionalShadowData, MAX_DIRECTIONAL_LIGHTS);
+ glGenBuffers(1, &scene_state.directional_shadow_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_shadow_buffer);
+ GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.directional_shadow_buffer, directional_shadow_buffer_size, nullptr, GL_STREAM_DRAW, "Directional Shadow UBO");
+
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
@@ -2659,7 +3993,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
- global_defines += "\n#define MAX_FORWARD_LIGHTS uint(" + itos(config->max_lights_per_object) + ")\n";
+ global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "u\n";
material_storage->shaders.scene_shader.initialize(global_defines);
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
@@ -2687,6 +4021,29 @@ void fragment() {
scene_globals.default_material = material_storage->material_allocate();
material_storage->material_initialize(scene_globals.default_material);
material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
+ default_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
+ }
+
+ {
+ // Overdraw material and shader.
+ scene_globals.overdraw_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(scene_globals.overdraw_shader);
+ material_storage->shader_set_code(scene_globals.overdraw_shader, R"(
+// 3D editor Overdraw debug draw mode shader.
+
+shader_type spatial;
+
+render_mode blend_add, unshaded;
+
+void fragment() {
+ ALBEDO = vec3(0.4, 0.8, 0.8);
+ ALPHA = 0.2;
+}
+)");
+ scene_globals.overdraw_material = material_storage->material_allocate();
+ material_storage->material_initialize(scene_globals.overdraw_material);
+ material_storage->material_set_shader(scene_globals.overdraw_material, scene_globals.overdraw_shader);
+ overdraw_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.overdraw_material, RS::SHADER_SPATIAL));
}
{
@@ -2771,9 +4128,11 @@ void sky() {
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
-#ifdef GLES_OVER_GL
- glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
-#endif
+#ifdef GL_API_ENABLED
+ if (RasterizerGLES3::is_gles_over_gl()) {
+ glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
+ }
+#endif // GL_API_ENABLED
// MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black;
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
@@ -2783,11 +4142,15 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() {
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.directional_light_buffer);
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.omni_light_buffer);
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.spot_light_buffer);
+ GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.positional_shadow_buffer);
+ GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.directional_shadow_buffer);
memdelete_arr(scene_state.directional_lights);
memdelete_arr(scene_state.omni_lights);
memdelete_arr(scene_state.spot_lights);
memdelete_arr(scene_state.omni_light_sort);
memdelete_arr(scene_state.spot_light_sort);
+ memdelete_arr(scene_state.positional_shadows);
+ memdelete_arr(scene_state.directional_shadows);
// Scene Shader
GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
@@ -2795,6 +4158,10 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() {
RSG::material_storage->material_free(scene_globals.default_material);
RSG::material_storage->shader_free(scene_globals.default_shader);
+ // Overdraw Shader
+ RSG::material_storage->material_free(scene_globals.overdraw_material);
+ RSG::material_storage->shader_free(scene_globals.overdraw_shader);
+
// Sky Shader
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
RSG::material_storage->material_free(sky_globals.default_material);