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authorJuan Linietsky2014-10-27 22:54:32 -0300
committerJuan Linietsky2014-10-27 22:54:32 -0300
commite82dc402052a47b44bb3bcf50ee4801257f92778 (patch)
tree01c2cd8692b5569cae778f6504b76b3d1f9ccdad /drivers/gles2/rasterizer_gles2.cpp
parent9608d4255eb6c76b1c4496f4494c829133e096f4 (diff)
downloadgodot-e82dc402052a47b44bb3bcf50ee4801257f92778.tar.gz
godot-e82dc402052a47b44bb3bcf50ee4801257f92778.tar.zst
godot-e82dc402052a47b44bb3bcf50ee4801257f92778.zip
-Much improvement to baked light baker
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp180
1 files changed, 168 insertions, 12 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index d596aad4b..bb0fd2e59 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -5108,7 +5108,7 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
if (li->near_shadow_buffer) {
- glActiveTexture(GL_TEXTURE7);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
//if (read_depth_supported) {
glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
@@ -5119,7 +5119,7 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,max_texture_units-1);
if (shadow_filter==SHADOW_FILTER_ESM)
material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));
@@ -5739,9 +5739,10 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater
float twd=(1.0/mm->tw)*4.0;
float thd=1.0/mm->th;
float parm[3]={0.0,01.0,(1.0f/mm->tw)};
- glActiveTexture(GL_TEXTURE6);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-2);
glDisableVertexAttribArray(6);
glBindTexture(GL_TEXTURE_2D,mm->tex_id);
+ material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES,GL_TEXTURE0+max_texture_units-2);
if (s->index_array_len>0) {
@@ -6042,7 +6043,7 @@ void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
if (p_skeleton && p_skeleton->tex_id) {
- glActiveTexture(GL_TEXTURE6);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-2);
glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
}
@@ -6091,7 +6092,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
-
+ float sampled_light_dp_multiplier=1.0;
bool prev_blend=false;
glDisable(GL_BLEND);
@@ -6110,6 +6111,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
bool bind_baked_light_octree=false;
bool bind_baked_lightmap=false;
bool additive=false;
+ bool bind_dp_sampler=false;
if (!shadow) {
@@ -6231,6 +6233,22 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false);
+
+ if (e->instance->sampled_light.is_valid()) {
+
+ SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
+ if (sl) {
+
+ baked_light=NULL; //can't mix
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,true);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-3);
+ glBindTexture(GL_TEXTURE_2D,sl->texture); //bind the texture
+ sampled_light_dp_multiplier=sl->multiplier;
+ bind_dp_sampler=true;
+ }
+ }
+
if (!additive && baked_light) {
@@ -6241,9 +6259,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
Texture *tex=texture_owner.get(baked_light->octree_texture);
if (tex) {
- glActiveTexture(GL_TEXTURE5);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-3);
glBindTexture(tex->target,tex->tex_id); //bind the texture
}
+ if (baked_light->light_texture.is_valid()) {
+ Texture *texl=texture_owner.get(baked_light->light_texture);
+ if (texl) {
+ glActiveTexture(GL_TEXTURE0+max_texture_units-4);
+ glBindTexture(texl->target,texl->tex_id); //bind the light texture
+ }
+ }
}
} else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) {
@@ -6266,7 +6291,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
Texture *tex = texture_owner.get(texid);
if (tex) {
- glActiveTexture(GL_TEXTURE5);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-3);
glBindTexture(tex->target,tex->tex_id); //bind the texture
}
@@ -6342,7 +6367,15 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,5);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,max_texture_units-3);
+ if (baked_light->light_texture.is_valid()) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-4);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->light_tex_pixel_size);
+ } else {
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-3);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->octree_tex_pixel_size);
+ }
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size);
@@ -6351,11 +6384,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, 5);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units-3);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);
}
+ if (bind_dp_sampler) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER,sampled_light_dp_multiplier);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER,max_texture_units-3);
+ }
_set_cull(e->mirror,p_reverse_cull);
@@ -6364,7 +6402,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
if (skeleton && use_hw_skeleton_xform) {
- //material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
+ material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,GL_TEXTURE0+max_texture_units-2);
material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
}
if (!shadow) {
@@ -7098,6 +7136,7 @@ void RasterizerGLES2::end_scene() {
_debug_shadows();
}
// _debug_luminances();
+ _debug_samplers();
}
@@ -7498,6 +7537,38 @@ void RasterizerGLES2::_debug_luminances() {
}
+void RasterizerGLES2::_debug_samplers() {
+ canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
+ canvas_begin();
+ glDisable(GL_BLEND);
+ _set_color_attrib(Color(1,1,1,1));
+ canvas_shader.bind();
+
+
+ List<RID> samplers;
+ sampled_light_owner.get_owned_list(&samplers);
+
+ Size2 debug_size(128,128);
+ Size2 ofs;
+
+
+ for (List<RID>::Element *E=samplers.front();E;E=E->next()) {
+
+ SampledLight *sl=sampled_light_owner.get(E->get());
+
+ _debug_draw_shadow(sl->texture, Rect2( ofs, debug_size ));
+
+ ofs.x+=debug_size.x/2;
+ if ( (ofs.x+debug_size.x) > viewport.width ) {
+
+ ofs.x=0;
+ ofs.y+=debug_size.y;
+ }
+ }
+
+
+
+}
void RasterizerGLES2::_debug_shadows() {
canvas_begin();
@@ -8115,6 +8186,78 @@ Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxPar
}
+
+
+RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) {
+
+ SampledLight *slight = memnew(SampledLight);
+ slight->w=p_width;
+ slight->h=p_height;
+ slight->multiplier=1.0;
+ slight->is_float=float_linear_supported;
+
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1,&slight->texture);
+ glBindTexture(GL_TEXTURE_2D, slight->texture);
+// for debug, but glitchy
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+
+ if (slight->is_float) {
+#ifdef GLEW_ENABLED
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
+#endif
+ } else {
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ }
+
+ return sampled_light_owner.make_rid(slight);
+}
+
+void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) {
+
+ SampledLight *slight = sampled_light_owner.get(p_sampled_light);
+ ERR_FAIL_COND(!slight);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, slight->texture);
+
+ if (slight->is_float) {
+
+#ifdef GLEW_ENABLED
+ glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
+#else
+ glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
+#endif
+
+ } else {
+ //convert to bytes
+ uint8_t *tex8 = (uint8_t*)alloca(slight->w*slight->h*4);
+ const float* src=(const float*)p_data;
+
+ for(int i=0;i<slight->w*slight->h*4;i++) {
+
+ tex8[i]=Math::fast_ftoi(CLAMP(src[i]*255.0,0.0,255.0));
+ }
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE,p_data);
+ }
+
+ slight->multiplier=p_multiplier;
+
+}
+
/*MISC*/
bool RasterizerGLES2::is_texture(const RID& p_rid) const {
@@ -8334,6 +8477,13 @@ void RasterizerGLES2::free(const RID& p_rid) {
memdelete(render_target->texture_ptr);
render_target_owner.free(p_rid);
memdelete( render_target );
+ } else if (sampled_light_owner.owns(p_rid)) {
+
+ SampledLight *sampled_light = sampled_light_owner.get( p_rid );
+ ERR_FAIL_COND(!sampled_light);
+ glDeleteTextures(1,&sampled_light->texture);
+ sampled_light_owner.free(p_rid);
+ memdelete( sampled_light );
};
}
@@ -8926,6 +9076,9 @@ void RasterizerGLES2::init() {
latc_supported=true;
s3tc_srgb_supported=true;
use_anisotropic_filter=true;
+ float_linear_supported=true;
+ float_supported=true;
+
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
#ifdef OSX_ENABLED
@@ -8970,7 +9123,10 @@ void RasterizerGLES2::init() {
GLint vtf;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
- use_hw_skeleton_xform=vtf>0 && extensions.has("GL_OES_texture_float");
+ float_supported = extensions.has("GL_OES_texture_float");
+ use_hw_skeleton_xform=vtf>0 && float_supported;
+ float_linear_supported = extensions.has("GL_OES_texture_float_linear");
+
//if (extensions.has("GL_QCOM_tiled_rendering"))
// use_hw_skeleton_xform=false;
GLint mva;
@@ -9008,7 +9164,7 @@ void RasterizerGLES2::init() {
-
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
//read_depth_supported=false;
{