This fixes a bug in refprobe blending, but I have no idea when I fixed it. It just started working all of sudden..
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c6f09fb97b
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4115e6d179
3 changed files with 30 additions and 9 deletions
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@ -944,6 +944,8 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
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int rpsize = e->instance->reflection_probe_instances.size();
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if (rpsize > 0) {
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bool first = true;
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rpsize = MIN(rpsize, 2); //more than 2 per object are not supported, this keeps it stable
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for (int i = 0; i < rpsize; i++) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(e->instance->reflection_probe_instances[i]);
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if (rpi->last_pass != render_pass) {
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@ -958,11 +960,11 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
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}
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}
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if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible
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uint16_t tmp = e->refprobe_0_index;
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/* if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible
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uint64_t tmp = e->refprobe_0_index;
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e->refprobe_0_index = e->refprobe_1_index;
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e->refprobe_1_index = tmp;
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}
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}*/
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}
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//add directional lights
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@ -1231,7 +1233,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
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}
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}
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//bool clear_skeleton_buffer = !storage->config.float_texture_supported;
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bool clear_skeleton_buffer = !storage->config.float_texture_supported;
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if (p_skeleton) {
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@ -1351,10 +1353,17 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
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glVertexAttribPointer(INSTANCE_BONE_BASE + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
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glVertexAttribPointer(INSTANCE_BONE_BASE + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
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//clear_skeleton_buffer = false;
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clear_skeleton_buffer = false;
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}
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}
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if (clear_skeleton_buffer) {
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glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
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glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
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glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
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}
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} break;
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case VS::INSTANCE_MULTIMESH: {
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@ -1391,6 +1400,9 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
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glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 2);
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glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 3);
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glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 4);
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glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
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glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
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glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
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} break;
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@ -2110,9 +2122,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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}
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if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) {
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ERR_FAIL_INDEX(e->refprobe_0_index, reflection_probe_count);
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refprobe_1 = reflection_probe_instances[e->refprobe_0_index];
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}
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if (!unshaded && !accum_pass && e->refprobe_1_index != RenderList::MAX_REFLECTION_PROBES) {
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ERR_FAIL_INDEX(e->refprobe_1_index, reflection_probe_count);
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refprobe_2 = reflection_probe_instances[e->refprobe_1_index];
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}
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@ -2437,7 +2451,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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if (p_reflection_probe_cull_count) {
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reflection_probe_instances = (ReflectionProbeInstance **)alloca(sizeof(ReflectionProbeInstance *) * p_reflection_probe_cull_count);
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reflection_probe_count = p_reflection_probe_cull_count;
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for (int i = 0; i < p_reflection_probe_cull_count; i++) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]);
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ERR_CONTINUE(!rpi);
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@ -2448,6 +2462,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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} else {
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reflection_probe_instances = NULL;
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reflection_probe_count = 0;
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}
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// render list stuff
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@ -325,6 +325,7 @@ public:
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mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
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ReflectionProbeInstance **reflection_probe_instances;
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int reflection_probe_count;
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virtual RID reflection_probe_instance_create(RID p_probe);
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virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
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@ -755,12 +755,12 @@ void reflection_process(samplerCube reflection_map,
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#endif
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ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb;
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ambient_out.a = blend;
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ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a);
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if (exterior) {
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ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
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}
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ambient_out.a = blend;
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ambient_out.rgb *= blend;
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ambient_accum += ambient_out;
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@ -1357,12 +1357,14 @@ FRAGMENT_SHADER_CODE
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ambient_light *= ambient_energy;
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#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
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#ifdef USE_REFLECTION_PROBE1
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vec4 ambient_accum = vec4(0.0);
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vec4 reflection_accum = vec4(0.0);
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#ifdef USE_REFLECTION_PROBE1
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reflection_process(reflection_probe1,
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#ifdef USE_VERTEX_LIGHTING
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@ -1379,6 +1381,9 @@ FRAGMENT_SHADER_CODE
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ambient_light, specular_light, reflection_accum, ambient_accum);
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#endif // USE_REFLECTION_PROBE1
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#ifdef USE_REFLECTION_PROBE2
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reflection_process(reflection_probe2,
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@ -1407,7 +1412,7 @@ FRAGMENT_SHADER_CODE
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}
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#endif
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#endif //use reflection probe 1
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#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
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#ifdef USE_LIGHTMAP
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//ambient light will come entirely from lightmap is lightmap is used
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