Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132
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6ab16512eb
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7 changed files with 96 additions and 89 deletions
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@ -2877,7 +2877,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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if (light->type == VS::LIGHT_OMNI) {
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// cubemap only
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if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE) {
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if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) {
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int cubemap_index = shadow_cubemaps.size() - 1;
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// find an appropriate cubemap to render to
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@ -2973,7 +2973,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false);
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// convert cubemap to dual paraboloid if needed
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if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) {
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if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) && p_pass == 5) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
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glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
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@ -473,6 +473,7 @@ public:
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
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virtual void light_instance_mark_visible(RID p_light_instance);
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virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_write_depth; }
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LightInstance **render_light_instances;
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int render_directional_lights;
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@ -4673,6 +4673,13 @@ void RasterizerStorageGLES2::initialize() {
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config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint");
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#endif
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#ifdef GLES_OVER_GL
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config.support_write_depth = true;
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#else
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config.support_write_depth = config.extensions.has("GL_EXT_frag_depth");
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#endif
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frame.count = 0;
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frame.delta = 0;
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frame.current_rt = NULL;
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@ -80,6 +80,7 @@ public:
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bool use_rgba_2d_shadows;
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bool support_32_bits_indices;
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bool support_write_depth;
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} config;
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struct Resources {
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@ -1832,6 +1832,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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storage->info.render.vertices_count += s->index_array_len * amount;
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} else
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#endif
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if (s->index_array_len > 0) {
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glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
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@ -141,6 +141,7 @@ public:
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
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virtual void light_instance_mark_visible(RID p_light_instance) = 0;
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virtual bool light_instances_can_render_shadow_cube() const { return true; }
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virtual RID reflection_atlas_create() = 0;
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virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0;
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@ -1535,106 +1535,102 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);
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switch (shadow_mode) {
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case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: {
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if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) {
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for (int i = 0; i < 2; i++) {
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for (int i = 0; i < 2; i++) {
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//using this one ensures that raster deferred will have it
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float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
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float z = i == 0 ? -1 : 1;
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Vector<Plane> planes;
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planes.resize(5);
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planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
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planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
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planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
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planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
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planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
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int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
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Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
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for (int j = 0; j < cull_count; j++) {
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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} else {
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if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
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animated_material_found = true;
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}
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instance->depth = near_plane.distance_to(instance->transform.origin);
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instance->depth_layer = 0;
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}
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}
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VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
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VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
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}
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} break;
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case VS::LIGHT_OMNI_SHADOW_CUBE: {
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//using this one ensures that raster deferred will have it
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float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
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CameraMatrix cm;
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cm.set_perspective(90, 1, 0.01, radius);
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for (int i = 0; i < 6; i++) {
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float z = i == 0 ? -1 : 1;
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Vector<Plane> planes;
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planes.resize(5);
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planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
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planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
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planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
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planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
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planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
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//using this one ensures that raster deferred will have it
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int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
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Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
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static const Vector3 view_normals[6] = {
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Vector3(-1, 0, 0),
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Vector3(+1, 0, 0),
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Vector3(0, -1, 0),
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Vector3(0, +1, 0),
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Vector3(0, 0, -1),
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Vector3(0, 0, +1)
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};
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static const Vector3 view_up[6] = {
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Vector3(0, -1, 0),
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Vector3(0, -1, 0),
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Vector3(0, 0, -1),
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Vector3(0, 0, +1),
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Vector3(0, -1, 0),
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Vector3(0, -1, 0)
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};
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for (int j = 0; j < cull_count; j++) {
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Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
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Vector<Plane> planes = cm.get_projection_planes(xform);
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int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
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Plane near_plane(xform.origin, -xform.basis.get_axis(2));
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for (int j = 0; j < cull_count; j++) {
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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} else {
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if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
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animated_material_found = true;
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}
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instance->depth = near_plane.distance_to(instance->transform.origin);
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instance->depth_layer = 0;
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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} else {
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if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
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animated_material_found = true;
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}
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}
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VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
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VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
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instance->depth = near_plane.distance_to(instance->transform.origin);
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instance->depth_layer = 0;
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}
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}
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//restore the regular DP matrix
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VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
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VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
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VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
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}
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} else { //shadow cube
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} break;
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float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
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CameraMatrix cm;
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cm.set_perspective(90, 1, 0.01, radius);
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for (int i = 0; i < 6; i++) {
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//using this one ensures that raster deferred will have it
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static const Vector3 view_normals[6] = {
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Vector3(-1, 0, 0),
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Vector3(+1, 0, 0),
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Vector3(0, -1, 0),
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Vector3(0, +1, 0),
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Vector3(0, 0, -1),
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Vector3(0, 0, +1)
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};
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static const Vector3 view_up[6] = {
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Vector3(0, -1, 0),
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Vector3(0, -1, 0),
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Vector3(0, 0, -1),
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Vector3(0, 0, +1),
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Vector3(0, -1, 0),
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Vector3(0, -1, 0)
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};
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Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
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Vector<Plane> planes = cm.get_projection_planes(xform);
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int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
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Plane near_plane(xform.origin, -xform.basis.get_axis(2));
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for (int j = 0; j < cull_count; j++) {
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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} else {
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if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
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animated_material_found = true;
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}
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instance->depth = near_plane.distance_to(instance->transform.origin);
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instance->depth_layer = 0;
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}
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}
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VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
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VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
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}
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//restore the regular DP matrix
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VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
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}
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} break;
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