Clean up specialization constants in OpenGL scene renderer
Also add support for disabling omni and spot lights when not used
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f3e6750a7e
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975a8f9ada
4 changed files with 30 additions and 16 deletions
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@ -1902,7 +1902,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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glColorMask(0, 0, 0, 0);
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glClearDepth(1.0f);
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glClear(GL_DEPTH_BUFFER_BIT);
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uint32_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
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uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
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SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
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SceneShaderGLES3::DISABLE_LIGHT_SPOT;
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@ -1943,7 +1943,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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glClearBufferfv(GL_COLOR, 0, clear_color.components);
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}
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RENDER_TIMESTAMP("Render Opaque Pass");
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uint32_t spec_constant_base_flags = 0;
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uint64_t spec_constant_base_flags = 0;
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{
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// Specialization Constants that apply for entire rendering pass.
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@ -2014,8 +2014,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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GeometryInstanceGLES3 *prev_inst = nullptr;
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SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
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SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized
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uint64_t prev_spec_constants = 0;
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uint32_t base_spec_constants = p_params->spec_constant_base_flags;
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// Specializations constants used by all instances in the scene.
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uint64_t base_spec_constants = p_params->spec_constant_base_flags;
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if (p_render_data->view_count > 1) {
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base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
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@ -2235,8 +2237,18 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
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}
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if (prev_shader != shader || prev_variant != instance_variant) {
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bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
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uint64_t spec_constants = base_spec_constants;
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if (inst->omni_light_count == 0) {
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spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
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}
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if (inst->spot_light_count == 0) {
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spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
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}
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if (prev_shader != shader || prev_variant != instance_variant || spec_constants != prev_spec_constants) {
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bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, spec_constants);
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if (!success) {
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continue;
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}
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@ -2248,29 +2260,30 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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opaque_prepass_threshold = 0.1;
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}
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, base_spec_constants);
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, spec_constants);
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prev_shader = shader;
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prev_variant = instance_variant;
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prev_spec_constants = spec_constants;
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}
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if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) {
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// Rebind the light indices.
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, base_spec_constants);
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, base_spec_constants);
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, spec_constants);
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, spec_constants);
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if (inst->omni_light_count) {
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glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
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glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
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}
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if (inst->spot_light_count) {
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glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
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glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
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}
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prev_inst = inst;
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}
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, base_spec_constants);
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material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, spec_constants);
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if (inst->instance_count > 0) {
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// Using MultiMesh or Particles.
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// Bind instance buffers.
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@ -392,10 +392,10 @@ private:
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GeometryInstanceSurface **elements = nullptr;
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int element_count = 0;
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bool reverse_cull = false;
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uint32_t spec_constant_base_flags = 0;
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uint64_t spec_constant_base_flags = 0;
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bool force_wireframe = false;
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RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
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RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
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elements = p_elements;
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element_count = p_element_count;
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reverse_cull = p_reverse_cull;
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@ -41,8 +41,6 @@ layout(std140) uniform MaterialUniforms{ //ubo:4
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#include "canvas_uniforms_inc.glsl"
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#include "stdlib_inc.glsl"
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uniform sampler2D transforms_texture; //texunit:-1
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out vec2 uv_interp;
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out vec4 color_interp;
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out vec2 vertex_interp;
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@ -779,7 +779,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
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nd *= nd; // nd^2
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return nd * pow(max(distance, 0.0001), -decay);
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}
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#ifndef DISABLE_LIGHT_OMNI
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void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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@ -821,7 +821,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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diffuse_light,
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specular_light);
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}
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#endif // !DISABLE_LIGHT_OMNI
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#ifndef DISABLE_LIGHT_SPOT
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void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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@ -869,6 +871,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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#endif
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diffuse_light, specular_light);
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}
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#endif // !DISABLE_LIGHT_SPOT
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#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
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#ifndef MODE_RENDER_DEPTH
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