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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

-Many many fixes

-Gizmos work again
This commit is contained in:
Juan Linietsky
2016-10-29 20:48:09 -03:00
parent 53d8f2b1ec
commit d6567010bf
27 changed files with 1143 additions and 352 deletions

View File

@@ -150,27 +150,19 @@ void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_b
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper){
}
void RasterizerSceneGLES3::environment_set_brightness(RID p_env,bool p_enable,float p_brightness){
}
void RasterizerSceneGLES3::environment_set_contrast(RID p_env,bool p_enable,float p_contrast){
}
void RasterizerSceneGLES3::environment_set_saturation(RID p_env,bool p_enable,float p_saturation){
}
void RasterizerSceneGLES3::environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp){
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, bool p_enable, float p_exposure, float p_white, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale, VS::EnvironmentToneMapper p_tone_mapper){
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
print_line("hello light");
LightInstance *light_instance = memnew( LightInstance );
light_instance->light=p_light;
@@ -204,6 +196,29 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
glEnable(GL_CULL_FACE);
}
if (state.current_line_width!=p_material->line_width) {
glLineWidth(p_material->line_width);
state.current_line_width=p_material->line_width;
}
if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) {
switch(p_material->shader->spatial.depth_draw_mode) {
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
glDepthMask(!p_alpha_pass);
} break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
glDepthMask(GL_TRUE);
} break;
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
glDepthMask(GL_FALSE);
} break;
}
state.current_depth_draw=p_material->shader->spatial.depth_draw_mode;
}
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
/*
@@ -216,7 +231,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
//if (p_material->line_width)
// glLineWidth(p_material->line_width);
#if 0
//blend mode
if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
@@ -256,7 +271,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
state.current_blend_mode=p_material->shader->spatial.blend_mode;
}
#endif
//material parameters
@@ -273,6 +288,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
int tc = p_material->textures.size();
RID* textures = p_material->textures.ptr();
ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr();
for(int i=0;i<tc;i++) {
@@ -281,11 +297,48 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_m
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
if (!t) {
//check hints
switch(texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
} break;
}
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
continue;
}
if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb=false;
if (t->srgb && texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO) {
must_srgb=true;
}
if (t->using_srgb!=must_srgb) {
if (must_srgb) {
glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
#ifdef TOOLS_ENABLED
if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
} else {
glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
}
t->using_srgb=must_srgb;
}
}
glBindTexture(t->target,t->tex_id);
}
@@ -348,7 +401,60 @@ void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) {
glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform
}
void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) {
if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) {
Transform xf=p_instance->transform;
if (p_instance->depth_scale) {
if (p_projection.matrix[3][3]) {
//orthogonal matrix, try to do about the same
//with viewport size
//real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
float sc = (h*2.0); //consistent with Y-fov
xf.basis.scale( Vector3(sc,sc,sc));
} else {
//just scale by depth
real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin);
xf.basis.scale( Vector3(sc,sc,sc));
}
}
if (p_instance->billboard) {
Vector3 scale = xf.basis.get_scale();
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
} else {
xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
}
xf.basis.scale(scale);
}
if (p_instance->billboard_y) {
Vector3 scale = xf.basis.get_scale();
Vector3 look_at = p_view_transform.get_origin();
look_at.y = 0.0;
Vector3 look_at_norm = look_at.normalized();
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
} else {
xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
}
xf.basis.scale(scale);
}
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf);
} else {
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform);
}
}
void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass) {
@@ -372,12 +478,18 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
glBindTexture(p_base_env->target,p_base_env->tex_id);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,true);
} else {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false);
}
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
state.current_blend_mode=-1;
state.current_line_width=-1;
state.current_depth_draw=-1;
glDisable(GL_BLEND);
@@ -390,6 +502,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
int prev_blend=-1;
int current_blend_mode=-1;
bool prev_additive=false;
for (int i=0;i<p_element_count;i++) {
RenderList::Element *e = p_elements[i];
@@ -554,10 +668,16 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
_setup_geometry(e);
}
if (rebind || prev_additive!=additive) {
state.scene_shader.set_uniform(SceneShaderGLES3::NO_AMBIENT_LIGHT, additive);
}
// _set_cull(e->mirror,p_reverse_cull);
state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
_setup_transform(e->instance,p_view_transform,p_projection);
// _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
@@ -567,6 +687,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
prev_material=material;
prev_base_type=e->instance->base_type;
prev_geometry=e->geometry;
prev_additive=additive;
prev_light_type=light_type;
prev_light_index=light_index;
}
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
@@ -824,6 +948,19 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target,tex->tex_id);
if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) {
glTexParameteri(tex->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
tex->using_srgb=true;
#ifdef TOOLS_ENABLED
if (!(tex->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
tex->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
}
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
@@ -876,6 +1013,7 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,
glDrawArrays(GL_TRIANGLE_FAN,0,4);
glBindVertexArray(0);
glColorMask(1,1,1,1);
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false);
@@ -977,9 +1115,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
ERR_FAIL_COND( directional_light_instance_count >= RenderList::MAX_LIGHTS);
directional_light_instances[directional_light_instance_count++]=li;
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
//omni, keep at 0
@@ -1018,9 +1157,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
} break;
case VS::LIGHT_OMNI: {
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -1050,9 +1190,10 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
} break;
case VS::LIGHT_SPOT: {
li->light_ubo_data.light_color_energy[0]=li->light_ptr->color.r;
li->light_ubo_data.light_color_energy[1]=li->light_ptr->color.g;
li->light_ubo_data.light_color_energy[2]=li->light_ptr->color.b;
Color linear_col = li->light_ptr->color.to_linear();
li->light_ubo_data.light_color_energy[0]=linear_col.r;
li->light_ubo_data.light_color_energy[1]=linear_col.g;
li->light_ubo_data.light_color_energy[2]=linear_col.b;
li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -1108,6 +1249,51 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
}
void RasterizerSceneGLES3::_copy_screen() {
glBindVertexArray(storage->resources.quadie_array);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
glBindVertexArray(0);
}
void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) {
//copy to front buffer
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1,1,1,1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
if (!env) {
//no environment, simply convert from linear to srgb
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
} else {
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
}
storage->shaders.copy.bind();
_copy_screen();
//turn off everything used
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);
}
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment){
//first of all, make a new render pass
@@ -1125,6 +1311,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
current_material_index=0;
bool use_mrt=false;
//fill list
for(int i=0;i<p_cull_count;i++) {
@@ -1166,43 +1354,58 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glClearDepth(1.0);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
RasterizerStorageGLES3::Texture* env_radiance_tex;
RasterizerStorageGLES3::Texture* env_radiance_tex=NULL;
if (use_mrt) {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true);
Color black(0,0,0,0);
glClearBufferfv(GL_COLOR,1,black.components); // specular
glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough
} else {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
}
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
Color clear_color(0,0,0,0);
if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {
glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
clear_color = storage->frame.clear_request_color.to_linear();
storage->frame.clear_request=false;
}
} else if (env->bg_mode==VS::ENV_BG_COLOR) {
glClearColor( env->bg_color.r, env->bg_color.g, env->bg_color.b, env->bg_color.a );
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
clear_color = env->bg_color.to_linear();
storage->frame.clear_request=false;
} else if (env->bg_mode==VS::ENV_BG_SKYBOX) {
if (env->skybox_radiance.is_valid()) {
env_radiance_tex = storage->texture_owner.getornull(env->skybox_radiance);
}
glClear(GL_DEPTH_BUFFER_BIT);
storage->frame.clear_request=false;
} else {
glClear(GL_DEPTH_BUFFER_BIT);
storage->frame.clear_request=false;
}
state.current_depth_test=true;
state.current_depth_mask=true;
glClearBufferfv(GL_COLOR,0,clear_color.components); // specular
state.texscreen_copied=false;
glBlendEquation(GL_FUNC_ADD);
@@ -1214,43 +1417,33 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
}
glDisable(GL_BLEND);
//current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
render_list.sort_by_key(false);
//_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
/*
if (draw_tex_background) {
//most 3D vendors recommend drawing a texture bg or skybox here,
//after opaque geometry has been drawn
//so the zbuffer can get rid of most pixels
_draw_tex_bg();
}
*/
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// glDisable(GL_BLEND);
// current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
// state.scene_shader.set_conditional(SceneShaderGLES3::USE_GLOW,false);
// if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
// glColorMask(1,1,1,0); //don't touch alpha
// }
_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
if (use_mrt) {
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
}
_draw_skybox(env->skybox_color,p_cam_projection,p_cam_transform,storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
//glColorMask(1,1,1,1);
@@ -1261,13 +1454,15 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
render_list.sort_by_depth(true);
_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false);
_render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true);
_copy_to_front_buffer(env);
#if 0
if (use_fb) {
@@ -1418,6 +1613,7 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
if (light_instance_owner.owns(p_rid)) {
print_line("bye light");
LightInstance *light_instance = light_instance_owner.getptr(p_rid);
glDeleteBuffers(1,&light_instance->light_ubo);
light_instance_owner.free(p_rid);