Basic 3D rendering

This commit is contained in:
clayjohn 2022-05-10 10:02:44 -07:00
parent 2bf8831dd6
commit 652adcd5bf
31 changed files with 1786 additions and 377 deletions

View file

@ -179,12 +179,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_BUFFER_OBJECT, state.canvas_state_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_variables_get_uniform_buffer();
glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_BUFFER_OBJECT, global_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
@ -522,7 +522,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
}
}
glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]);
glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]);
#ifdef JAVASCRIPT_ENABLED
//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW);
@ -728,7 +728,7 @@ void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
}
}
glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]);
glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]);
#ifdef JAVASCRIPT_ENABLED
//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW);

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@ -97,13 +97,12 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
};
public:
//TODO move to Material storage
enum {
BASE_UNIFORM_BUFFER_OBJECT = 0,
GLOBAL_UNIFORM_BUFFER_OBJECT = 1,
LIGHT_UNIFORM_BUFFER_OBJECT = 2,
INSTANCE_UNIFORM_BUFFER_OBJECT = 3,
MATERIAL_UNIFORM_BUFFER_OBJECT = 4,
BASE_UNIFORM_LOCATION = 0,
GLOBAL_UNIFORM_LOCATION = 1,
LIGHT_UNIFORM_LOCATION = 2,
INSTANCE_UNIFORM_LOCATION = 3,
MATERIAL_UNIFORM_LOCATION = 4,
};
struct StateBuffer {

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@ -268,10 +268,6 @@ RasterizerGLES3::RasterizerGLES3() {
storage = memnew(RasterizerStorageGLES3);
canvas = memnew(RasterizerCanvasGLES3(storage));
scene = memnew(RasterizerSceneGLES3(storage));
texture_storage->set_main_thread_id(Thread::get_caller_id());
// make sure the OS knows to only access the renderer from the main thread
OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
}
RasterizerGLES3::~RasterizerGLES3() {

File diff suppressed because it is too large Load diff

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@ -34,6 +34,7 @@
#ifdef GLES3_ENABLED
#include "core/math/camera_matrix.h"
#include "core/templates/paged_allocator.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "rasterizer_storage_gles3.h"
@ -44,13 +45,47 @@
#include "shader_gles3.h"
#include "shaders/sky.glsl.gen.h"
// Copied from renderer_scene_render_rd
enum RenderListType {
RENDER_LIST_OPAQUE, //used for opaque objects
RENDER_LIST_ALPHA, //used for transparent objects
RENDER_LIST_SECONDARY, //used for shadows and other objects
RENDER_LIST_MAX
};
enum PassMode {
PASS_MODE_COLOR,
PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_COLOR_ADDITIVE,
PASS_MODE_SHADOW,
PASS_MODE_DEPTH,
};
// These should share as much as possible with SkyUniform Location
enum SceneUniformLocation {
SCENE_TONEMAP_UNIFORM_LOCATION,
SCENE_GLOBALS_UNIFORM_LOCATION,
SCENE_DATA_UNIFORM_LOCATION,
SCENE_MATERIAL_UNIFORM_LOCATION,
SCENE_RADIANCE_UNIFORM_LOCATION,
SCENE_OMNILIGHT_UNIFORM_LOCATION,
SCENE_SPOTLIGHT_UNIFORM_LOCATION,
};
enum SkyUniformLocation {
SKY_TONEMAP_UNIFORM_LOCATION,
SKY_GLOBALS_UNIFORM_LOCATION,
SKY_SCENE_DATA_UNIFORM_LOCATION,
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
SKY_MATERIAL_UNIFORM_LOCATION,
};
struct RenderDataGLES3 {
RID render_buffers = RID();
bool transparent_bg = false;
Transform3D cam_transform = Transform3D();
CameraMatrix cam_projection = CameraMatrix();
bool cam_ortogonal = false;
bool cam_orthogonal = false;
// For stereo rendering
uint32_t view_count = 1;
@ -110,6 +145,305 @@ private:
RID default_shader;
} scene_globals;
struct SceneState {
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
float inv_view_matrix[16];
float view_matrix[16];
float viewport_size[2];
float screen_pixel_size[2];
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
uint32_t ambient_flags;
uint32_t material_uv2_mode;
float opaque_prepass_threshold;
//bool use_ambient_light;
//bool use_ambient_cubemap;
//bool use_reflection_cubemap;
float radiance_inverse_xform[12];
uint32_t directional_light_count;
float z_far;
float z_near;
uint32_t pancake_shadows;
uint32_t fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
float fog_light_color[3];
float fog_sun_scatter;
float fog_aerial_perspective;
float time;
uint32_t pad[2];
};
static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
struct TonemapUBO {
float exposure = 1.0;
float white = 1.0;
int32_t tonemapper = 0;
int32_t pad = 0;
};
static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
UBO ubo;
GLuint ubo_buffer = 0;
GLuint tonemap_buffer = 0;
bool used_depth_prepass = false;
GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
GLES3::SceneShaderData::DepthDraw current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
GLES3::SceneShaderData::DepthTest current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED;
GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
bool texscreen_copied = false;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
} scene_state;
struct GeometryInstanceGLES3;
// Cached data for drawing surfaces
struct GeometryInstanceSurface {
enum {
FLAG_PASS_DEPTH = 1,
FLAG_PASS_OPAQUE = 2,
FLAG_PASS_ALPHA = 4,
FLAG_PASS_SHADOW = 8,
FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
FLAG_USES_SCREEN_TEXTURE = 2048,
FLAG_USES_DEPTH_TEXTURE = 4096,
FLAG_USES_NORMAL_TEXTURE = 8192,
FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
};
union {
struct {
uint64_t lod_index : 8;
uint64_t surface_index : 8;
uint64_t geometry_id : 32;
uint64_t material_id_low : 16;
uint64_t material_id_hi : 16;
uint64_t shader_id : 32;
uint64_t uses_softshadow : 1;
uint64_t uses_projector : 1;
uint64_t uses_forward_gi : 1;
uint64_t uses_lightmap : 1;
uint64_t depth_layer : 4;
uint64_t priority : 8;
};
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
} sort;
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
uint32_t flags = 0;
uint32_t surface_index = 0;
uint32_t lod_index = 0;
void *surface = nullptr;
GLES3::SceneShaderData *shader = nullptr;
GLES3::SceneMaterialData *material = nullptr;
void *surface_shadow = nullptr;
GLES3::SceneShaderData *shader_shadow = nullptr;
GLES3::SceneMaterialData *material_shadow = nullptr;
GeometryInstanceSurface *next = nullptr;
GeometryInstanceGLES3 *owner = nullptr;
};
struct GeometryInstanceGLES3 : public GeometryInstance {
//used during rendering
bool mirror = false;
bool non_uniform_scale = false;
float lod_bias = 0.0;
float lod_model_scale = 1.0;
AABB transformed_aabb; //needed for LOD
float depth = 0;
uint32_t flags_cache = 0;
bool store_transform_cache = true;
int32_t shader_parameters_offset = -1;
uint32_t layer_mask = 1;
uint32_t instance_count = 0;
RID mesh_instance;
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
bool fade_near = false;
float fade_near_begin = 0;
float fade_near_end = 0;
bool fade_far = false;
float fade_far_begin = 0;
float fade_far_end = 0;
float force_alpha = 1.0;
float parent_fade_alpha = 1.0;
uint32_t omni_light_count = 0;
uint32_t omni_lights[8];
uint32_t spot_light_count = 0;
uint32_t spot_lights[8];
//used during setup
uint32_t base_flags = 0;
Transform3D transform;
GeometryInstanceSurface *surface_caches = nullptr;
SelfList<GeometryInstanceGLES3> dirty_list_element;
struct Data {
//data used less often goes into regular heap
RID base;
RS::InstanceType base_type;
RID skeleton;
Vector<RID> surface_materials;
RID material_override;
RID material_overlay;
AABB aabb;
bool use_dynamic_gi = false;
bool use_baked_light = false;
bool cast_double_sided_shadows = false;
bool mirror = false;
bool dirty_dependencies = false;
RendererStorage::DependencyTracker dependency_tracker;
};
Data *data = nullptr;
GeometryInstanceGLES3() :
dirty_list_element(this) {}
};
enum {
INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
};
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
// Use PagedAllocator instead of RID to maximize performance
PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
struct RenderListParameters {
GeometryInstanceSurface **elements = nullptr;
int element_count = 0;
bool reverse_cull = false;
uint32_t spec_constant_base_flags = 0;
bool force_wireframe = false;
Plane lod_plane;
float lod_distance_multiplier = 0.0;
float screen_mesh_lod_threshold = 0.0;
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false, const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
spec_constant_base_flags = p_spec_constant_base_flags;
force_wireframe = p_force_wireframe;
lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
};
struct RenderList {
LocalVector<GeometryInstanceSurface *> elements;
void clear() {
elements.clear();
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key() {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr(), elements.size());
}
void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr() + p_from, p_size);
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth() { //used for shadows
SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
sorter.sort(elements.ptr(), elements.size());
}
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
}
_FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
elements.push_back(p_element);
}
};
RenderList render_list[RENDER_LIST_MAX];
void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows);
void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false);
protected:
double time;
double time_step = 0;
@ -125,6 +459,8 @@ protected:
//bool use_debanding = false;
//uint32_t view_count = 1;
bool is_transparent = false;
RID render_target;
GLuint internal_texture = 0; // Used for rendering when post effects are enabled
GLuint depth_texture = 0; // Main depth texture
@ -391,9 +727,15 @@ public:
/* SDFGI UPDATE */
void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }
int sdfgi_get_pending_region_count(RID p_render_buffers) const override {
return 0;
}
AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override {
return AABB();
}
uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override {
return 0;
}
/* SKY API */

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@ -344,9 +344,10 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
RS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
return RS::INSTANCE_MESH;
}
if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
} else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
return RS::INSTANCE_MULTIMESH;
} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
return RS::INSTANCE_LIGHT;
}
return RS::INSTANCE_NONE;
}
@ -376,19 +377,14 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
} else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
return true;
} else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
GLES3::LightStorage::get_singleton()->light_free(p_rid);
return true;
} else {
return false;
}
/*
} else if (light_owner.owns(p_rid)) {
Light *light = light_owner.get_or_null(p_rid);
light->instance_remove_deps();
light_owner.free(p_rid);
memdelete(light);
return true;
} else if (reflection_probe_owner.owns(p_rid)) {
else if (reflection_probe_owner.owns(p_rid)) {
// delete the texture
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
reflection_probe->instance_remove_deps();

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@ -41,6 +41,7 @@
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "storage/config.h"
#include "storage/light_storage.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
#include "storage/texture_storage.h"
@ -55,6 +56,48 @@ public:
GLES3::Config *config = nullptr;
static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.rows[0][0];
p_array[1] = p_mtx.basis.rows[1][0];
p_array[2] = p_mtx.basis.rows[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.basis.rows[0][1];
p_array[5] = p_mtx.basis.rows[1][1];
p_array[6] = p_mtx.basis.rows[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.basis.rows[0][2];
p_array[9] = p_mtx.basis.rows[1][2];
p_array[10] = p_mtx.basis.rows[2][2];
p_array[11] = 0;
p_array[12] = p_mtx.origin.x;
p_array[13] = p_mtx.origin.y;
p_array[14] = p_mtx.origin.z;
p_array[15] = 1;
}
static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
p_array[0] = p_mtx.rows[0][0];
p_array[1] = p_mtx.rows[1][0];
p_array[2] = p_mtx.rows[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.rows[0][1];
p_array[5] = p_mtx.rows[1][1];
p_array[6] = p_mtx.rows[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.rows[0][2];
p_array[9] = p_mtx.rows[1][2];
p_array[10] = p_mtx.rows[2][2];
p_array[11] = 0;
}
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
}
}
}
struct Resources {
GLuint mipmap_blur_fbo;
GLuint mipmap_blur_color;

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@ -171,6 +171,15 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
}
builder.append("\n"); //make sure defines begin at newline
// Default to highp precision unless specified otherwise.
builder.append("precision highp float;\n");
builder.append("precision highp int;\n");
#ifndef GLES_OVER_GL
builder.append("precision highp sampler2D;\n");
builder.append("precision highp samplerCube;\n");
builder.append("precision highp sampler2DArray;\n");
#endif
for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
const StageTemplate::Chunk &chunk = p_template.chunks[i];
switch (chunk.type) {

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@ -218,6 +218,7 @@ protected:
ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND_V(!version, -1);
ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1);
return version->variants[p_variant].lookup_ptr(p_specialization)->uniform_location[p_which];
}

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@ -518,8 +518,8 @@ void main() {
float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
if (outline_thickness > 0) {
float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range;
if (outline_thickness > 0.0) {
float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range;
float a = clamp((d + cr) * px_size, 0.0, 1.0);
color.a = a * color.a;
} else {
@ -710,8 +710,8 @@ void main() {
vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
float tex_ofs;
float distance;
if (pos_rot.y > 0) {
if (pos_rot.x > 0) {
if (pos_rot.y > 0.0) {
if (pos_rot.x > 0.0) {
tex_ofs = pos_box.y * 0.125 + 0.125;
distance = shadow_pos.x;
} else {
@ -719,7 +719,7 @@ void main() {
distance = shadow_pos.y;
}
} else {
if (pos_rot.x < 0) {
if (pos_rot.x < 0.0) {
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
distance = -shadow_pos.x;
} else {

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@ -20,13 +20,19 @@ USE_LIGHT_POSITIONAL = false
#include "stdlib_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
#endif
/*
from RenderingServer:
ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit)
ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored.
ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal.
ARRAY_COLOR = 3, // RGBA8
ARRAY_TEX_UV = 4, // RG32F
ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal.
ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored.
ARRAY_TEX_UV2 = 5, // RG32F
ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat.
ARRAY_CUSTOM1 = 7,
@ -40,7 +46,7 @@ ARRAY_MAX = 13
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
layout(location = 0) in highp vec3 vertex_attrib;
/* clang-format on */
#ifdef NORMAL_USED
@ -79,19 +85,23 @@ layout(location = 8) in vec4 custom2_attrib;
layout(location = 9) in vec4 custom3_attrib;
#endif
#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS)
#if defined(BONES_USED)
layout(location = 10) in uvec4 bone_attrib;
#endif
#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS)
#if defined(WEIGHTS_USED)
layout(location = 11) in vec4 weight_attrib;
#endif
layout(std140) uniform SceneData { // ubo:3
mat4 projection_matrix;
mat4 inv_projection_matrix;
mat4 inv_view_matrix;
mat4 view_matrix;
layout(std140) uniform GlobalVariableData { //ubo:1
vec4 global_variables[MAX_GLOBAL_VARIABLES];
};
layout(std140) uniform SceneData { // ubo:2
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 inv_view_matrix;
highp mat4 view_matrix;
vec2 viewport_size;
vec2 screen_pixel_size;
@ -143,15 +153,15 @@ out highp vec3 vertex_interp;
out vec3 normal_interp;
#endif
#if defined(ENABLE_COLOR_INTERP)
#if defined(COLOR_USED)
out vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
#if defined(UV_USED)
out vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP)
#if defined(UV2_USED)
out vec2 uv2_interp;
#else
#ifdef USE_LIGHTMAP
@ -159,15 +169,15 @@ out vec2 uv2_interp;
#endif
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
#if defined(USE_MATERIAL)
#if defined(MATERIAL_UNIFORMS_USED)
/* clang-format off */
layout(std140) uniform UniformData { // ubo:1
layout(std140) uniform MaterialUniforms { // ubo:3
#MATERIAL_UNIFORMS
@ -194,31 +204,31 @@ void main() {
#ifdef NORMAL_USED
vec3 normal = normal_attrib * 2.0 - 1.0;
#endif
mat3 model_normal_matrix = mat3(model_matrix);
highp mat3 model_normal_matrix = mat3(model_matrix);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 tangent;
float binormalf;
tangent = normal_tangent_attrib.xyz;
binormalf = normal_tangent_attrib.a;
#endif
#if defined(ENABLE_COLOR_INTERP)
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
#if defined(ENABLE_UV_INTERP)
#if defined(UV_USED)
uv_interp = uv_attrib;
#endif
#ifdef USE_LIGHTMAP
uv2_interp = lightmap_uv_rect.zw * uv2_attrib + lightmap_uv_rect.xy;
#else
#if defined(ENABLE_UV2_INTERP)
#if defined(UV2_USED)
uv2_interp = uv2_attrib;
#endif
#endif
@ -226,8 +236,8 @@ void main() {
#if defined(OVERRIDE_POSITION)
highp vec4 position;
#endif
mat4 projection_matrix = scene_data.projection_matrix;
mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
highp mat4 projection_matrix = scene_data.projection_matrix;
highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
vec4 instance_custom = vec4(0.0);
@ -250,8 +260,8 @@ void main() {
float roughness = 1.0;
mat4 modelview = scene_data.view_matrix * model_matrix;
mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
highp mat4 modelview = scene_data.view_matrix * model_matrix;
highp mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
float point_size = 1.0;
@ -296,7 +306,7 @@ void main() {
normal_interp = normal;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
@ -327,7 +337,7 @@ void main() {
#define SPECULAR_SCHLICK_GGX
#endif
#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#if !defined(MODE_RENDER_DEPTH) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) ||defined(LIGHT_CLEARCOAT_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
@ -351,19 +361,19 @@ uniform highp mat4 world_transform;
/* clang-format on */
#define M_PI 3.14159265359
#define SHADER_IS_SRGB false
#define SHADER_IS_SRGB true
/* Varyings */
#if defined(ENABLE_COLOR_INTERP)
#if defined(COLOR_USED)
in vec4 color_interp;
#endif
#if defined(ENABLE_UV_INTERP)
#if defined(UV_USED)
in vec2 uv_interp;
#endif
#if defined(ENABLE_UV2_INTERP)
#if defined(UV2_USED)
in vec2 uv2_interp;
#else
#ifdef USE_LIGHTMAP
@ -371,19 +381,22 @@ in vec2 uv2_interp;
#endif
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
#if defined(TANGENT_USED) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
in vec3 tangent_interp;
in vec3 binormal_interp;
#endif
in highp vec3 vertex_interp;
#ifdef NORMAL_USED
in vec3 normal_interp;
#endif
in highp vec3 vertex_interp;
/* PBR CHANNELS */
#ifdef USE_RADIANCE_MAP
layout(std140) uniform Radiance { // ubo:2
layout(std140) uniform Radiance { // ubo:4
mat4 radiance_inverse_xform;
float radiance_ambient_contribution;
@ -405,12 +418,16 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec, float p_roughness) {
#endif
/* Material Uniforms */
layout(std140) uniform GlobalVariableData { //ubo:1
vec4 global_variables[MAX_GLOBAL_VARIABLES];
};
#if defined(USE_MATERIAL)
/* Material Uniforms */
#if defined(MATERIAL_UNIFORMS_USED)
/* clang-format off */
layout(std140) uniform UniformData {
layout(std140) uniform MaterialUniforms { // ubo:3
#MATERIAL_UNIFORMS
@ -419,11 +436,11 @@ layout(std140) uniform UniformData {
#endif
layout(std140) uniform SceneData { // ubo:3
mat4 projection_matrix;
mat4 inv_projection_matrix;
mat4 inv_view_matrix;
mat4 view_matrix;
layout(std140) uniform SceneData { // ubo:2
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 inv_view_matrix;
highp mat4 view_matrix;
vec2 viewport_size;
vec2 screen_pixel_size;
@ -501,12 +518,12 @@ struct LightData { //this structure needs to be as packed as possible
bool shadow_enabled;
};
layout(std140) uniform OmniLightData { // ubo:4
layout(std140) uniform OmniLightData { // ubo:5
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
layout(std140) uniform SpotLightData { // ubo:5
layout(std140) uniform SpotLightData { // ubo:6
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};

View file

@ -12,23 +12,14 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA
#[vertex]
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision highp float;
precision highp int;
#endif
out vec2 uv_interp;
/* clang-format on */
void main() {
// One big triangle to cover the whole screen
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
uv_interp = base_arr[gl_VertexID];
gl_Position = vec4(uv_interp, 0.0, 1.0);
gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
@ -36,20 +27,6 @@ void main() {
#define M_PI 3.14159265359
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;
#else
precision mediump float;
precision mediump int;
#endif
#endif
#include "tonemap_inc.glsl"
in vec2 uv_interp;
@ -65,22 +42,22 @@ uniform sampler2D half_res; //texunit:-2
uniform sampler2D quarter_res; //texunit:-3
#endif
layout(std140) uniform SceneData { //ubo:0
float pad1;
float pad2;
};
layout(std140) uniform GlobalVariableData { //ubo:1
vec4 global_variables[MAX_GLOBAL_VARIABLES];
};
layout(std140) uniform SceneData { //ubo:2
float pad1;
float pad2;
};
struct DirectionalLightData {
vec4 direction_energy;
vec4 color_size;
bool enabled;
};
layout(std140) uniform DirectionalLights { //ubo:2
layout(std140) uniform DirectionalLights { //ubo:3
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@ -88,7 +65,7 @@ directional_lights;
/* clang-format off */
#ifdef MATERIAL_UNIFORMS_USED
layout(std140) uniform MaterialUniforms{ //ubo:3
layout(std140) uniform MaterialUniforms{ //ubo:4
#MATERIAL_UNIFORMS

View file

@ -1,5 +1,6 @@
#ifdef USE_GLES_OVER_GL
// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile.
uint float2half(uint f) {
return ((f >> uint(16)) & uint(0x8000)) |
((((f & uint(0x7f800000)) - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
@ -37,6 +38,7 @@ vec2 unpackSnorm2x16(uint p) {
vec2 v = vec2(float(p & uint(0xffff)), float(p >> uint(16)));
return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0));
}
#endif
uint packUnorm4x8(vec4 v) {
uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0));
@ -56,4 +58,3 @@ vec4 unpackSnorm4x8(uint p) {
vec4 v = vec4(float(p & uint(0xffff)), float((p >> uint(8)) & uint(0xffff)), float((p >> uint(16)) & uint(0xffff)), float(p >> uint(24)));
return clamp((v - vec4(127.0)) * vec4(0.00787401574), vec4(-1.0), vec4(1.0));
}
#endif

View file

@ -10,10 +10,12 @@ uniform sampler3D source_color_correction; //texunit:-1
#endif
#endif
// These could be grouped into some form of SceneData UBO along with time, will have to test performance though
uniform int tonemapper;
uniform float exposure;
uniform float white;
layout(std140) uniform TonemapData { //ubo:0
float exposure;
float white;
int tonemapper;
int pad;
};
vec3 apply_bcs(vec3 color, vec3 bcs) {
color = mix(vec3(0.0), color, bcs.x);

View file

@ -120,16 +120,6 @@ Config::Config() {
support_write_depth = extensions.has("GL_EXT_frag_depth");
#endif
support_half_float_vertices = true;
//every platform should support this except web, iOS has issues with their support, so add option to disable
#ifdef JAVASCRIPT_ENABLED
support_half_float_vertices = false;
#endif
bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float");
if (disable_half_float) {
support_half_float_vertices = false;
}
//picky requirements for these
support_shadow_cubemaps = support_write_depth && support_depth_cubemaps;
// the use skeleton software path should be used if either float texture is not supported,
@ -149,6 +139,27 @@ Config::Config() {
force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
if (use_depth_prepass) {
String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors");
Vector<String> vendor_match = vendors.split(",");
String renderer = (const char *)glGetString(GL_RENDERER);
for (int i = 0; i < vendor_match.size(); i++) {
String v = vendor_match[i].strip_edges();
if (v == String()) {
continue;
}
if (renderer.findn(v) != -1) {
use_depth_prepass = false;
}
}
}
max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements");
max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights");
max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object");
}
Config::~Config() {

View file

@ -58,6 +58,9 @@ public:
int max_texture_image_units = 0;
int max_texture_size = 0;
int max_uniform_buffer_size = 0;
int max_renderable_elements = 0;
int max_renderable_lights = 0;
int max_lights_per_object = 0;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
@ -82,7 +85,6 @@ public:
bool support_32_bits_indices = false;
bool support_write_depth = false;
bool support_half_float_vertices = false;
bool support_npot_repeat_mipmap = false;
bool support_depth_cubemaps = false;
bool support_shadow_cubemaps = false;
@ -97,6 +99,8 @@ public:
// so the user can switch orphaning off for them.
bool should_orphan = true;
bool use_depth_prepass = true;
static Config *get_singleton() { return singleton; };
Config();

View file

@ -43,7 +43,7 @@ using namespace GLES3;
///////////////////////////////////////////////////////////////////////////
// UBI helper functions
_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) {
_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) {
switch (type) {
case ShaderLanguage::TYPE_BOOL: {
uint32_t *gui = (uint32_t *)data;
@ -399,9 +399,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
Color color = a[i];
if (p_linear_color) {
color = color.srgb_to_linear();
}
gui[j] = color.r;
gui[j + 1] = color.g;
gui[j + 2] = color.b;
@ -433,10 +430,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
if (value.get_type() == Variant::COLOR) {
Color v = value;
if (p_linear_color) {
v = v.srgb_to_linear();
}
gui[0] = v.r;
gui[1] = v.g;
gui[2] = v.b;
@ -459,9 +452,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
Color color = a[i];
if (p_linear_color) {
color = color.srgb_to_linear();
}
gui[j] = color.r;
gui[j + 1] = color.g;
gui[j + 2] = color.b;
@ -496,10 +486,6 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
if (value.get_type() == Variant::COLOR) {
Color v = value;
if (p_linear_color) {
v = v.srgb_to_linear();
}
gui[0] = v.r;
gui[1] = v.g;
gui[2] = v.b;
@ -987,7 +973,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
if (V) {
//user provided
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data, p_use_linear_color);
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data);
} else if (E.value.default_value.size()) {
//default value
@ -997,7 +983,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
//zero because it was not provided
if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
} else {
//else just zero it out
_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
@ -1883,7 +1869,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob
bv.w = v.a;
GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1];
v = v.srgb_to_linear();
//v = v.srgb_to_linear();
bv_linear.x = v.r;
bv_linear.y = v.g;
bv_linear.z = v.b;
@ -2322,7 +2308,7 @@ void MaterialStorage::global_variables_instance_update(RID p_instance, int p_ind
pos += p_index;
_fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer
_fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos]);
_global_variable_mark_buffer_dirty(pos, 1);
}
@ -2929,7 +2915,7 @@ void CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_par
void CanvasMaterialData::bind_uniforms() {
// Bind Material Uniforms
glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_BUFFER_OBJECT, uniform_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);
RID *textures = texture_cache.ptrw();
ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
@ -3162,7 +3148,7 @@ GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) {
void SkyMaterialData::bind_uniforms() {
// Bind Material Uniforms
glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
RID *textures = texture_cache.ptrw();
ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
@ -3278,6 +3264,18 @@ void SceneShaderData::set_code(const String &p_code) {
actions.write_flag_pointers["VERTEX"] = &uses_vertex;
actions.write_flag_pointers["POSITION"] = &uses_position;
actions.usage_flag_pointers["TANGENT"] = &uses_tangent;
actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;
actions.usage_flag_pointers["COLOR"] = &uses_color;
actions.usage_flag_pointers["UV"] = &uses_uv;
actions.usage_flag_pointers["UV2"] = &uses_uv2;
actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;
actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;
actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2;
actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3;
actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;
actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;
actions.uniforms = &uniforms;
Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
@ -3292,6 +3290,17 @@ void SceneShaderData::set_code(const String &p_code) {
cull_mode = Cull(cull_modei);
blend_mode = BlendMode(blend_modei);
alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
vertex_input_mask = uint32_t(uses_normal);
vertex_input_mask |= uses_tangent << 1;
vertex_input_mask |= uses_color << 2;
vertex_input_mask |= uses_uv << 3;
vertex_input_mask |= uses_uv2 << 4;
vertex_input_mask |= uses_custom0 << 5;
vertex_input_mask |= uses_custom1 << 6;
vertex_input_mask |= uses_custom2 << 7;
vertex_input_mask |= uses_custom3 << 8;
vertex_input_mask |= uses_bones << 9;
vertex_input_mask |= uses_weights << 10;
#if 0
print_line("**compiling shader:");
@ -3455,7 +3464,7 @@ GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {
void SceneMaterialData::bind_uniforms() {
// Bind Material Uniforms
glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniform_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
RID *textures = texture_cache.ptrw();
ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();

View file

@ -279,14 +279,6 @@ struct SceneShaderData : public ShaderData {
CULL_BACK
};
enum CullVariant {
CULL_VARIANT_NORMAL,
CULL_VARIANT_REVERSED,
CULL_VARIANT_DOUBLE_SIDED,
CULL_VARIANT_MAX
};
enum AlphaAntiAliasing {
ALPHA_ANTIALIASING_OFF,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
@ -335,6 +327,18 @@ struct SceneShaderData : public ShaderData {
bool uses_time;
bool writes_modelview_or_projection;
bool uses_world_coordinates;
bool uses_tangent;
bool uses_color;
bool uses_uv;
bool uses_uv2;
bool uses_custom0;
bool uses_custom1;
bool uses_custom2;
bool uses_custom3;
bool uses_bones;
bool uses_weights;
uint32_t vertex_input_mask = 0;
uint64_t last_pass = 0;
uint32_t index = 0;

View file

@ -194,6 +194,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
glBufferData(GL_ARRAY_BUFFER, p_surface.attribute_data.size(), p_surface.attribute_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
s->attribute_buffer_size = p_surface.attribute_data.size();
}
if (p_surface.skin_data.size()) {
glGenBuffers(1, &s->skin_buffer);
@ -216,6 +217,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.index_data.size(), p_surface.index_data.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
s->index_count = p_surface.index_count;
s->index_buffer_size = p_surface.index_data.size();
if (p_surface.lods.size()) {
s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size());
@ -323,7 +325,97 @@ RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
}
RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
return RS::SurfaceData();
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, RS::SurfaceData());
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData());
Mesh::Surface &s = *mesh->surfaces[p_surface];
RS::SurfaceData sd;
sd.format = s.format;
{
Vector<uint8_t> ret;
ret.resize(s.vertex_buffer_size);
glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, w);
}
#else
void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, RS::SurfaceData());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, s.vertex_buffer_size);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
sd.vertex_data = ret;
}
if (s.attribute_buffer != 0) {
Vector<uint8_t> ret;
ret.resize(s.attribute_buffer_size);
glBindBuffer(GL_ARRAY_BUFFER, s.attribute_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, w);
}
#else
void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, RS::SurfaceData());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, s.attribute_buffer_size);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
sd.attribute_data = ret;
}
sd.vertex_count = s.vertex_count;
sd.index_count = s.index_count;
sd.primitive = s.primitive;
if (sd.index_count) {
Vector<uint8_t> ret;
ret.resize(s.index_buffer_size);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s.index_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, w);
}
#else
void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, RS::SurfaceData());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, s.index_buffer_size);
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
sd.index_data = ret;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
sd.aabb = s.aabb;
for (uint32_t i = 0; i < s.lod_count; i++) {
RS::SurfaceData::LOD lod;
lod.edge_length = s.lods[i].edge_length;
//lod.index_data = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer);
sd.lods.push_back(lod);
}
sd.bone_aabbs = s.bone_aabbs;
glBindBuffer(GL_ARRAY_BUFFER, 0);
return sd;
}
int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
@ -496,7 +588,6 @@ void MeshStorage::mesh_clear(RID p_mesh) {
if (s.index_buffer != 0) {
glDeleteBuffers(1, &s.index_buffer);
glDeleteVertexArrays(1, &s.index_array);
}
memdelete(mesh->surfaces[i]);
}
@ -553,14 +644,14 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
case RS::ARRAY_NORMAL: {
attribs[i].offset = vertex_stride;
// Will need to change to accommodate octahedral compression
attribs[i].size = 1;
attribs[i].size = 4;
attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV;
vertex_stride += sizeof(float);
attribs[i].normalized = GL_TRUE;
} break;
case RS::ARRAY_TANGENT: {
attribs[i].offset = vertex_stride;
attribs[i].size = 1;
attribs[i].size = 4;
attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV;
vertex_stride += sizeof(float);
attribs[i].normalized = GL_TRUE;
@ -629,14 +720,17 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
continue;
}
if (i <= RS::ARRAY_TANGENT) {
attribs[i].stride = vertex_stride;
if (mis) {
glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer);
} else {
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
}
} else if (i <= RS::ARRAY_CUSTOM3) {
attribs[i].stride = attributes_stride;
glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
} else {
attribs[i].stride = skin_stride;
glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
}
@ -645,7 +739,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
} else {
glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
}
glEnableVertexAttribArray(attribs[i].index);
glEnableVertexAttribArray(i);
}
// Do not bind index here as we want to switch between index buffers for LOD

View file

@ -54,7 +54,6 @@ struct Mesh {
struct Attrib {
bool enabled;
bool integer;
GLuint index;
GLint size;
GLenum type;
GLboolean normalized;
@ -69,6 +68,7 @@ struct Mesh {
GLuint skin_buffer = 0;
uint32_t vertex_count = 0;
uint32_t vertex_buffer_size = 0;
uint32_t attribute_buffer_size = 0;
uint32_t skin_buffer_size = 0;
// Cache vertex arrays so they can be created
@ -84,8 +84,8 @@ struct Mesh {
uint32_t version_count = 0;
GLuint index_buffer = 0;
GLuint index_array = 0;
uint32_t index_count = 0;
uint32_t index_buffer_size = 0;
struct LOD {
float edge_length = 0.0;
@ -357,6 +357,12 @@ public:
}
}
_FORCE_INLINE_ GLenum mesh_surface_get_index_type(void *p_surface) const {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
return s->vertex_count <= 65536 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
}
// Use this to cache Vertex Array Objects so they are only generated once
_FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);

View file

@ -62,8 +62,9 @@ TextureStorage::TextureStorage() {
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1, 1, 1, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image);
@ -92,8 +93,9 @@ TextureStorage::TextureStorage() {
{ // black
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
@ -117,8 +119,9 @@ TextureStorage::TextureStorage() {
{
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0.5, 0.5, 1, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image);
@ -127,8 +130,9 @@ TextureStorage::TextureStorage() {
{
Ref<Image> image;
image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
image->create(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1.0, 0.5, 1, 1));
image->generate_mipmaps();
default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image);
@ -189,18 +193,7 @@ TextureStorage::~TextureStorage() {
}
}
void TextureStorage::set_main_thread_id(Thread::ID p_id) {
_main_thread_id = p_id;
}
bool TextureStorage::_is_main_thread() {
//#if defined DEBUG_ENABLED && defined TOOLS_ENABLED
// must be called from main thread in OpenGL
bool is_main_thread = _main_thread_id == Thread::get_caller_id();
//#endif
return is_main_thread;
}
//TODO, move back to storage
bool TextureStorage::can_create_resources_async() const {
return false;
}
@ -644,10 +637,14 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im
Texture texture;
texture.width = p_image->get_width();
texture.height = p_image->get_height();
texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
texture.mipmaps = p_image->get_mipmap_count();
texture.format = p_image->get_format();
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.image_cache_2d = p_image; //TODO, remove this once texture_2d_get is implemented
_get_gl_image_and_format(Ref<Image>(), texture.format, 0, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
//texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes
texture.active = true;
glGenTextures(1, &texture.tex_id);
texture_owner.initialize_rid(p_texture, texture);
@ -740,49 +737,66 @@ void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
}
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!tex, Ref<Image>());
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, Ref<Image>());
#ifdef TOOLS_ENABLED
if (tex->image_cache_2d.is_valid() && !tex->is_render_target) {
return tex->image_cache_2d;
if (texture->image_cache_2d.is_valid() && !texture->is_render_target) {
return texture->image_cache_2d;
}
#endif
/*
#ifdef TOOLS_ENABLED
if (tex->image_cache_2d.is_valid()) {
return tex->image_cache_2d;
#ifdef GLES_OVER_GL
// OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
Vector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
uint8_t *w = data.ptrw();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
for (int i = 0; i < texture->mipmaps; i++) {
int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i);
if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetCompressedTexImage(texture->target, i, &w[ofs]);
} else {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]);
}
}
#endif
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
data.resize(data_size);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image;
image.instance();
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
ERR_FAIL_COND_V(image->empty(), Ref<Image>());
if (tex->format != tex->validated_format) {
image->convert(tex->format);
image.instantiate();
image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != texture->real_format) {
image->convert(texture->format);
}
#else
// Support for Web and Mobile will come later.
Ref<Image> image;
#endif
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
tex->image_cache_2d = image;
if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
texture->image_cache_2d = image;
}
#endif
*/
/*
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) {
tex->image_cache_2d = image;
}
#endif
*/
// return image;
return Ref<Image>();
return image;
}
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
@ -1357,6 +1371,9 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
}
texture->format = rt->image_format;
texture->real_format = rt->image_format;
texture->type = Texture::TYPE_2D;
texture->target = GL_TEXTURE_2D;
texture->gl_format_cache = rt->color_format;
texture->gl_type_cache = GL_UNSIGNED_BYTE;
texture->gl_internal_format_cache = rt->color_internal_format;

View file

@ -141,6 +141,7 @@ struct Texture {
int alloc_width = 0;
int alloc_height = 0;
Image::Format format = Image::FORMAT_R8;
Image::Format real_format = Image::FORMAT_R8;
enum Type {
TYPE_2D,
@ -370,9 +371,6 @@ private:
RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX];
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
/* Canvas Texture API */
RID_Owner<CanvasTexture, true> canvas_texture_owner;
@ -440,8 +438,6 @@ public:
};
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
void set_main_thread_id(Thread::ID p_id);
virtual bool can_create_resources_async() const override;
RID texture_create();