WIP particle system
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
This commit is contained in:
parent
a62c99c4e4
commit
c2a217c350
22 changed files with 677 additions and 164 deletions
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@ -163,18 +163,30 @@ void RasterizerGLES3::initialize() {
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void RasterizerGLES3::begin_frame(){
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double time_total = double(OS::get_singleton()->get_ticks_usec())/1000000.0;
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uint64_t tick = OS::get_singleton()->get_ticks_usec();
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double time_total = double(tick)/1000000.0;
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storage->frame.time[0]=time_total;
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storage->frame.time[1]=Math::fmod(time_total,3600);
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storage->frame.time[2]=Math::fmod(time_total,900);
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storage->frame.time[3]=Math::fmod(time_total,60);
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storage->frame.count++;
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storage->frame.delta = double(tick-storage->frame.prev_tick)/1000000.0;
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if (storage->frame.prev_tick==0) {
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//to avoid hiccups
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storage->frame.delta=0.001;
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}
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storage->frame.prev_tick=tick;
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storage->update_dirty_multimeshes();
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storage->update_dirty_skeletons();
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storage->update_dirty_shaders();
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storage->update_dirty_materials();
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storage->update_particles();
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storage->info.render_object_count=0;
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storage->info.render_material_switch_count=0;
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@ -186,6 +198,8 @@ void RasterizerGLES3::begin_frame(){
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scene->iteration();
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}
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void RasterizerGLES3::set_current_render_target(RID p_render_target){
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@ -2880,10 +2880,17 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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bool diffuse_copied=false;
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if (env->ssao_enabled) {
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//ssao
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//copy diffuse to front buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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//copy from depth, convert to linear
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GLint ss[2];
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@ -2960,7 +2967,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.normal_rough);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first
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Color white(1,1,1,1);
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@ -3001,23 +3008,36 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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state.effect_blur_shader.bind();
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR,env->ssao_color);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); //previous level, since mipmaps[0] starts one level bigger
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
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_copy_screen();
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,false);
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} else {
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//copy diffuse to effect buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
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glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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diffuse_copied=true;
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}
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if (state.used_sss) {//sss enabled
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//copy diffuse while performing sss
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//copy normal and roughness to effect buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT3);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
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glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST);
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state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_LOW);
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state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_MEDIUM);
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state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_HIGH);
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@ -3030,15 +3050,10 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(1,0));
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glActiveTexture(GL_TEXTURE0);
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if (diffuse_copied) {
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
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} else {
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
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diffuse_copied=true;
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}
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.motion_sss);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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@ -3056,19 +3071,16 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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}
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if (!diffuse_copied) {
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// just copy diffuse
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storage->shaders.copy.bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
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_copy_screen();
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}
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if (env->ssr_enabled) {
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//copy normal and roughness to effect buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT2);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
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glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST);
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//blur diffuse into effect mipmaps using separatable convolution
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//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
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for(int i=0;i<storage->frame.current_rt->effects.mip_maps[1].sizes.size();i++) {
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@ -3127,14 +3139,12 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.normal_rough);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo);
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glViewport(0,0,ssr_w,ssr_h);
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@ -3145,11 +3155,22 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT1);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
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//glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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//copy reflection over diffuse, resolving SSR if needed
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state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR,env->ssr_enabled);
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state.resolve_shader.bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.specular);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
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if (env->ssr_enabled) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
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@ -3169,7 +3190,12 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
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state.effect_blur_shader.bind();
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state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(0));
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
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{
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GLuint db = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1,&db);
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}
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
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@ -3193,11 +3219,23 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_
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//turn off everything used
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//copy specular to front buffer
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//copy diffuse to effect buffer
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
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glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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if (!env) {
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//no environment, simply return and convert to SRGB
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
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glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
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storage->shaders.copy.bind();
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@ -3219,7 +3257,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_
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//4) Tonemap
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//5) Adjustments
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GLuint composite_from = storage->frame.current_rt->buffers.diffuse;
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GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color;
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if (env->dof_blur_far_enabled) {
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@ -3701,11 +3739,15 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
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if (storage->frame.current_rt && true) {
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//pre z pass
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
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glDrawBuffers(0,NULL);
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glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
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glColorMask(0,0,0,0);
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@ -3808,10 +3850,15 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
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} else {
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current_fbo = storage->frame.current_rt->buffers.alpha_fbo;
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo);
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current_fbo = storage->frame.current_rt->buffers.fbo;
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
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Vector<GLenum> draw_buffers;
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draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
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glDrawBuffers(draw_buffers.size(),draw_buffers.ptr());
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}
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}
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@ -3902,9 +3949,9 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
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if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
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if (use_mrt) {
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.alpha_fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
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}
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//if (use_mrt) {
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// glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
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//
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_draw_skybox(skybox,p_cam_projection,p_cam_transform,storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
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}
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@ -4902,6 +4949,10 @@ void RasterizerSceneGLES3::initialize() {
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GLOBAL_DEF("rendering/gles3/subsurface_scattering/max_size",1.0);
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Globals::get_singleton()->set_custom_property_info("rendering/gles3/subsurface_scattering/max_size",PropertyInfo(Variant::INT,"rendering/gles3/subsurface_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01"));
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GLOBAL_DEF("rendering/gles3/subsurface_scattering/follow_surface",false);
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GLOBAL_DEF("rendering/gles3/high_quality_vct_gi",true);
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}
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exposure_shrink_size=243;
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@ -4940,6 +4991,9 @@ void RasterizerSceneGLES3::iteration() {
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subsurface_scatter_follow_surface=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/follow_surface");
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subsurface_scatter_quality=SubSurfaceScatterQuality(int(Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/quality")));
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subsurface_scatter_size=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/max_size");
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state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,Globals::get_singleton()->get("rendering/gles3/high_quality_vct_gi"));
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}
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void RasterizerSceneGLES3::finalize(){
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@ -53,7 +53,6 @@ public:
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Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
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int exposure_shrink_size;
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struct State {
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@ -1401,7 +1401,7 @@ void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode)
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ShaderGLES3* shaders[VS::SHADER_MAX]={
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&scene->state.scene_shader,
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&canvas->state.canvas_shader,
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&canvas->state.canvas_shader,
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&this->shaders.particles,
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};
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@ -1510,6 +1510,11 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
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}
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case VS::SHADER_PARTICLES: {
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actions=&shaders.actions_particles;
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actions->uniforms=&p_shader->uniforms;
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}
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}
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@ -4998,6 +5003,7 @@ void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, i
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///////
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RID RasterizerStorageGLES3::particles_create() {
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Particles *particles = memnew( Particles );
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@ -5018,7 +5024,30 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles,int p_amount)
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Particles *particles = particles_owner.getornull(p_particles);
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ERR_FAIL_COND(!particles);
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||||
int floats = p_amount*24;
|
||||
float * data = memnew_arr(float,floats);
|
||||
|
||||
for(int i=0;i<floats;i++) {
|
||||
data[i]=0;
|
||||
}
|
||||
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER,0);
|
||||
|
||||
particles->prev_ticks=0;
|
||||
particles->phase=0;
|
||||
particles->prev_phase=0;
|
||||
|
||||
memdelete_arr(data);
|
||||
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles,float p_lifetime){
|
||||
|
||||
Particles *particles = particles_owner.getornull(p_particles);
|
||||
|
@ -5125,7 +5154,7 @@ void RasterizerStorageGLES3::particles_set_draw_pass_material(RID p_particles,in
|
|||
Particles *particles = particles_owner.getornull(p_particles);
|
||||
ERR_FAIL_COND(!particles);
|
||||
ERR_FAIL_INDEX(p_pass,particles->draw_passes.size());
|
||||
p_pass,particles->draw_passes[p_pass].material=p_material;
|
||||
particles->draw_passes[p_pass].material=p_material;
|
||||
|
||||
}
|
||||
void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh) {
|
||||
|
@ -5133,7 +5162,7 @@ void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles,int p_
|
|||
Particles *particles = particles_owner.getornull(p_particles);
|
||||
ERR_FAIL_COND(!particles);
|
||||
ERR_FAIL_INDEX(p_pass,particles->draw_passes.size());
|
||||
p_pass,particles->draw_passes[p_pass].mesh=p_mesh;
|
||||
particles->draw_passes[p_pass].mesh=p_mesh;
|
||||
|
||||
}
|
||||
|
||||
|
@ -5145,6 +5174,124 @@ AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
|
|||
return particles->computed_aabb;
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::update_particles() {
|
||||
|
||||
glEnable(GL_RASTERIZER_DISCARD);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
while (particle_update_list.first()) {
|
||||
|
||||
//use transform feedback to process particles
|
||||
|
||||
Particles *particles = particle_update_list.first()->self();
|
||||
|
||||
|
||||
Material *material = material_owner.getornull(particles->process_material);
|
||||
if (!material || !material->shader || material->shader->mode!=VS::SHADER_PARTICLES) {
|
||||
|
||||
shaders.particles.set_custom_shader(0);
|
||||
} else {
|
||||
shaders.particles.set_custom_shader( material->shader->custom_code_id );
|
||||
|
||||
if (material->ubo_id) {
|
||||
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER,0,material->ubo_id);
|
||||
}
|
||||
|
||||
int tc = material->textures.size();
|
||||
RID* textures = material->textures.ptr();
|
||||
ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = material->shader->texture_hints.ptr();
|
||||
|
||||
|
||||
for(int i=0;i<tc;i++) {
|
||||
|
||||
glActiveTexture(GL_TEXTURE0+i);
|
||||
|
||||
GLenum target;
|
||||
GLuint tex;
|
||||
|
||||
RasterizerStorageGLES3::Texture *t = texture_owner.getornull( textures[i] );
|
||||
|
||||
if (!t) {
|
||||
//check hints
|
||||
target=GL_TEXTURE_2D;
|
||||
|
||||
switch(texture_hints[i]) {
|
||||
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
|
||||
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
|
||||
tex=resources.black_tex;
|
||||
} break;
|
||||
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
|
||||
tex=resources.aniso_tex;
|
||||
} break;
|
||||
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
|
||||
tex=resources.normal_tex;
|
||||
} break;
|
||||
default: {
|
||||
tex=resources.white_tex;
|
||||
} break;
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
target=t->target;
|
||||
tex = t->tex_id;
|
||||
|
||||
}
|
||||
|
||||
glBindTexture(target,tex);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
shaders.particles.bind();
|
||||
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::ORIGIN,particles->origin);
|
||||
|
||||
float new_phase = Math::fmod(particles->phase+(frame.delta/particles->lifetime),1.0);
|
||||
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE,new_phase);
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE,particles->phase);
|
||||
particles->phase = new_phase;
|
||||
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES,particles->amount);
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::TIME,0.0);
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS,particles->explosiveness);
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA,frame.delta);
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::GRAVITY,particles->gravity);
|
||||
shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT,0);
|
||||
|
||||
|
||||
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]);
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->particle_buffers[1]);
|
||||
|
||||
for(int i=0;i<6;i++) {
|
||||
glEnableVertexAttribArray(i);
|
||||
glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,sizeof(float)*4*6,((uint8_t*)0)+(i*16));
|
||||
}
|
||||
|
||||
|
||||
glBeginTransformFeedback(GL_POINTS);
|
||||
glDrawArrays(GL_POINTS,0,particles->amount);
|
||||
glEndTransformFeedback();
|
||||
|
||||
particle_update_list.remove(particle_update_list.first());
|
||||
|
||||
SWAP(particles->particle_buffers[0],particles->particle_buffers[1]);
|
||||
}
|
||||
|
||||
glDisable(GL_RASTERIZER_DISCARD);
|
||||
|
||||
for(int i=0;i<6;i++) {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
////////
|
||||
|
||||
void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) {
|
||||
|
@ -5258,13 +5405,15 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
|
|||
|
||||
if (rt->buffers.fbo) {
|
||||
glDeleteFramebuffers(1,&rt->buffers.fbo);
|
||||
glDeleteFramebuffers(1,&rt->buffers.alpha_fbo);
|
||||
glDeleteTextures(1,&rt->buffers.diffuse);
|
||||
glDeleteTextures(1,&rt->buffers.specular);
|
||||
glDeleteTextures(1,&rt->buffers.normal_rough);
|
||||
glDeleteTextures(1,&rt->buffers.motion_sss);
|
||||
glDeleteRenderbuffers(1,&rt->buffers.depth);
|
||||
glDeleteRenderbuffers(1,&rt->buffers.diffuse);
|
||||
glDeleteRenderbuffers(1,&rt->buffers.specular);
|
||||
glDeleteRenderbuffers(1,&rt->buffers.normal_rough);
|
||||
glDeleteRenderbuffers(1,&rt->buffers.motion_sss);
|
||||
glDeleteFramebuffers(1,&rt->buffers.effect_fbo);
|
||||
glDeleteTextures(1,&rt->buffers.effect);
|
||||
|
||||
rt->buffers.fbo=0;
|
||||
rt->buffers.alpha_fbo=0;
|
||||
}
|
||||
|
||||
if (rt->depth) {
|
||||
|
@ -5327,19 +5476,12 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
|
|||
|
||||
|
||||
|
||||
if (config.render_arch==RENDER_ARCH_MOBILE || rt->flags[RENDER_TARGET_NO_3D]) {
|
||||
if (!rt->flags[RENDER_TARGET_HDR] || rt->flags[RENDER_TARGET_NO_3D]) {
|
||||
|
||||
if (rt->flags[RENDER_TARGET_TRANSPARENT]) {
|
||||
color_internal_format=GL_RGBA8;
|
||||
color_format=GL_RGBA;
|
||||
color_type=GL_UNSIGNED_BYTE;
|
||||
image_format=Image::FORMAT_RGBA8;
|
||||
} else {
|
||||
color_internal_format=GL_RGB10_A2;
|
||||
color_format=GL_RGBA;
|
||||
color_type=GL_UNSIGNED_INT_2_10_10_10_REV;
|
||||
image_format=Image::FORMAT_RGBA8;//todo
|
||||
}
|
||||
color_internal_format=GL_RGBA8;
|
||||
color_format=GL_RGBA;
|
||||
color_type=GL_UNSIGNED_BYTE;
|
||||
image_format=Image::FORMAT_RGBA8;
|
||||
} else {
|
||||
color_internal_format=GL_RGBA16F;
|
||||
color_format=GL_RGBA;
|
||||
|
@ -5347,6 +5489,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
|
|||
image_format=Image::FORMAT_RGBAH;
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
/* FRONT FBO */
|
||||
|
||||
|
@ -5407,69 +5550,99 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
|
|||
|
||||
|
||||
|
||||
static const int msaa_value[]={0,2,4,8,16};
|
||||
int msaa=msaa_value[rt->msaa];
|
||||
|
||||
//regular fbo
|
||||
glGenFramebuffers(1, &rt->buffers.fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
||||
GL_TEXTURE_2D, rt->depth, 0);
|
||||
glGenRenderbuffers(1, &rt->buffers.depth);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
|
||||
if (msaa==0)
|
||||
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,rt->width,rt->height);
|
||||
else
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_DEPTH24_STENCIL8,rt->width,rt->height);
|
||||
|
||||
glGenTextures(1, &rt->buffers.diffuse);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->buffers.diffuse);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rt->width, rt->height, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,rt->buffers.depth);
|
||||
|
||||
glGenRenderbuffers(1, &rt->buffers.diffuse);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse);
|
||||
|
||||
glGenTextures(1, &rt->buffers.specular);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->buffers.specular);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rt->width, rt->height, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->buffers.specular, 0);
|
||||
if (msaa==0)
|
||||
glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height);
|
||||
else
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA16F,rt->width,rt->height);
|
||||
|
||||
glGenTextures(1, &rt->buffers.normal_rough);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->buffers.normal_rough);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->buffers.normal_rough, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,rt->buffers.diffuse);
|
||||
|
||||
glGenRenderbuffers(1, &rt->buffers.specular);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
|
||||
|
||||
if (msaa==0)
|
||||
glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA16F,rt->width,rt->height);
|
||||
else
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_RENDERBUFFER,rt->buffers.specular);
|
||||
|
||||
glGenRenderbuffers(1, &rt->buffers.normal_rough);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
|
||||
|
||||
if (msaa==0)
|
||||
glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height);
|
||||
else
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT2,GL_RENDERBUFFER,rt->buffers.normal_rough);
|
||||
|
||||
|
||||
glGenRenderbuffers(1, &rt->buffers.motion_sss);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss);
|
||||
|
||||
if (msaa==0)
|
||||
glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height);
|
||||
else
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height);
|
||||
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT3,GL_RENDERBUFFER,rt->buffers.motion_sss);
|
||||
|
||||
glGenTextures(1, &rt->buffers.motion_sss);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->buffers.motion_sss);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, rt->width, rt->height, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, rt->buffers.motion_sss, 0);
|
||||
|
||||
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
|
||||
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
printf("err status: %x\n",status);
|
||||
_render_target_clear(rt);
|
||||
ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
|
||||
}
|
||||
}
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER,0);
|
||||
|
||||
// effect resolver
|
||||
|
||||
glGenFramebuffers(1, &rt->buffers.effect_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
|
||||
|
||||
glGenTextures(1, &rt->buffers.effect);
|
||||
glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
GL_TEXTURE_2D, rt->buffers.effect, 0);
|
||||
|
||||
|
||||
//alpha fbo
|
||||
glGenFramebuffers(1, &rt->buffers.alpha_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.alpha_fbo);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
printf("err status: %x\n",status);
|
||||
_render_target_clear(rt);
|
||||
ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
|
||||
}
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
||||
GL_TEXTURE_2D, rt->depth, 0);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0);
|
||||
|
||||
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
|
||||
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
|
@ -5499,7 +5672,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
|
|||
|
||||
RenderTarget::Effects::MipMaps::Size mm;
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA16F, w, h, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, level, color_internal_format, w, h, 0, color_format, color_type, NULL);
|
||||
mm.width=w;
|
||||
mm.height=h;
|
||||
rt->effects.mip_maps[i].sizes.push_back(mm);
|
||||
|
@ -5711,6 +5884,20 @@ bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_targe
|
|||
return false;
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa) {
|
||||
|
||||
RenderTarget *rt = render_target_owner.getornull(p_render_target);
|
||||
ERR_FAIL_COND(!rt);
|
||||
|
||||
if (rt->msaa==p_msaa)
|
||||
return;
|
||||
|
||||
_render_target_clear(rt);
|
||||
rt->msaa=p_msaa;
|
||||
_render_target_allocate(rt);
|
||||
|
||||
}
|
||||
|
||||
/* CANVAS SHADOW */
|
||||
|
||||
|
||||
|
@ -6283,10 +6470,13 @@ void RasterizerStorageGLES3::initialize() {
|
|||
}
|
||||
|
||||
shaders.cubemap_filter.init();
|
||||
shaders.particles.init();
|
||||
|
||||
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
|
||||
frame.count=0;
|
||||
frame.prev_tick=0;
|
||||
frame.delta=0;
|
||||
config.keep_original_textures=false;
|
||||
}
|
||||
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include "shaders/canvas.glsl.h"
|
||||
#include "shaders/blend_shape.glsl.h"
|
||||
#include "shaders/cubemap_filter.glsl.h"
|
||||
#include "shaders/particles.glsl.h"
|
||||
#include "self_list.h"
|
||||
#include "shader_compiler_gles3.h"
|
||||
|
||||
|
@ -70,8 +71,11 @@ public:
|
|||
|
||||
BlendShapeShaderGLES3 blend_shapes;
|
||||
|
||||
ParticlesShaderGLES3 particles;
|
||||
|
||||
ShaderCompilerGLES3::IdentifierActions actions_canvas;
|
||||
ShaderCompilerGLES3::IdentifierActions actions_scene;
|
||||
ShaderCompilerGLES3::IdentifierActions actions_particles;
|
||||
} shaders;
|
||||
|
||||
struct Resources {
|
||||
|
@ -385,6 +389,12 @@ public:
|
|||
|
||||
} spatial;
|
||||
|
||||
struct Particles {
|
||||
|
||||
|
||||
} particles;
|
||||
|
||||
|
||||
bool uses_vertex_time;
|
||||
bool uses_fragment_time;
|
||||
|
||||
|
@ -988,7 +998,17 @@ public:
|
|||
|
||||
AABB computed_aabb;
|
||||
|
||||
Particles() {
|
||||
GLuint particle_buffers[2];
|
||||
|
||||
SelfList<Particles> particle_element;
|
||||
|
||||
float phase;
|
||||
float prev_phase;
|
||||
uint64_t prev_ticks;
|
||||
|
||||
Transform origin;
|
||||
|
||||
Particles() : particle_element(this) {
|
||||
emitting=false;
|
||||
amount=0;
|
||||
lifetime=1.0;;
|
||||
|
@ -1000,13 +1020,29 @@ public:
|
|||
draw_order=VS::PARTICLES_DRAW_ORDER_INDEX;
|
||||
emission_shape=VS::PARTICLES_EMSSION_POINT;
|
||||
emission_sphere_radius=1.0;
|
||||
float emission_sphere_radius;
|
||||
emission_box_extents=Vector3(1,1,1);
|
||||
emission_point_texture=0;
|
||||
particle_buffers[0]=0;
|
||||
particle_buffers[1]=0;
|
||||
|
||||
prev_ticks=0;
|
||||
|
||||
glGenBuffers(2,particle_buffers);
|
||||
}
|
||||
|
||||
~Particles() {
|
||||
|
||||
glDeleteBuffers(2,particle_buffers);
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
SelfList<Particles>::List particle_update_list;
|
||||
|
||||
void update_particles();
|
||||
|
||||
|
||||
mutable RID_Owner<Particles> particles_owner;
|
||||
|
||||
virtual RID particles_create();
|
||||
|
@ -1054,11 +1090,15 @@ public:
|
|||
|
||||
struct Buffers {
|
||||
GLuint fbo;
|
||||
GLuint alpha_fbo; //single buffer, just diffuse (for alpha pass)
|
||||
GLuint depth;
|
||||
GLuint specular;
|
||||
GLuint diffuse;
|
||||
GLuint normal_rough;
|
||||
GLuint motion_sss;
|
||||
|
||||
GLuint effect_fbo;
|
||||
GLuint effect;
|
||||
|
||||
} buffers;
|
||||
|
||||
struct Effects {
|
||||
|
@ -1110,22 +1150,24 @@ public:
|
|||
bool flags[RENDER_TARGET_FLAG_MAX];
|
||||
|
||||
bool used_in_frame;
|
||||
VS::ViewportMSAA msaa;
|
||||
|
||||
RID texture;
|
||||
|
||||
RenderTarget() {
|
||||
|
||||
msaa=VS::VIEWPORT_MSAA_DISABLED;
|
||||
width=0;
|
||||
height=0;
|
||||
depth=0;
|
||||
fbo=0;
|
||||
buffers.fbo=0;
|
||||
buffers.alpha_fbo=0;
|
||||
used_in_frame=false;
|
||||
|
||||
flags[RENDER_TARGET_VFLIP]=false;
|
||||
flags[RENDER_TARGET_TRANSPARENT]=false;
|
||||
flags[RENDER_TARGET_NO_3D]=false;
|
||||
flags[RENDER_TARGET_HDR]=true;
|
||||
flags[RENDER_TARGET_NO_SAMPLING]=false;
|
||||
|
||||
last_exposure_tick=0;
|
||||
|
@ -1143,6 +1185,7 @@ public:
|
|||
|
||||
virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value);
|
||||
virtual bool render_target_renedered_in_frame(RID p_render_target);
|
||||
virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa);
|
||||
|
||||
/* CANVAS SHADOW */
|
||||
|
||||
|
@ -1187,6 +1230,8 @@ public:
|
|||
Color clear_request_color;
|
||||
int canvas_draw_commands;
|
||||
float time[4];
|
||||
float delta;
|
||||
uint64_t prev_tick;
|
||||
uint64_t count;
|
||||
} frame;
|
||||
|
||||
|
|
|
@ -703,6 +703,24 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
|||
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
|
||||
|
||||
|
||||
/* PARTICLES SHADER */
|
||||
|
||||
actions[VS::SHADER_PARTICLES].renames["COLOR"]="color";
|
||||
actions[VS::SHADER_PARTICLES].renames["VELOCITY"]="out_velocity_active.xyz";
|
||||
actions[VS::SHADER_PARTICLES].renames["MASS"]="mass";
|
||||
actions[VS::SHADER_PARTICLES].renames["ACTIVE"]="active";
|
||||
actions[VS::SHADER_PARTICLES].renames["RESTART"]="restart";
|
||||
actions[VS::SHADER_PARTICLES].renames["CUSTOM"]="out_custom";
|
||||
actions[VS::SHADER_PARTICLES].renames["TRANSFORM"]="xform";
|
||||
actions[VS::SHADER_PARTICLES].renames["TIME"]="time";
|
||||
actions[VS::SHADER_PARTICLES].renames["LIFETIME"]="lifetime";
|
||||
actions[VS::SHADER_PARTICLES].renames["DELTA"]="delta";
|
||||
actions[VS::SHADER_PARTICLES].renames["SEED"]="seed";
|
||||
actions[VS::SHADER_PARTICLES].renames["ORIGIN"]="origin";
|
||||
actions[VS::SHADER_PARTICLES].renames["INDEX"]="index";
|
||||
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"]="#define DISABLE_FORCE\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"]="#define DISABLE_VELOCITY\n";
|
||||
|
||||
|
||||
vertex_name="vertex";
|
||||
|
@ -710,7 +728,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
|||
time_name="TIME";
|
||||
|
||||
|
||||
|
||||
List<String> func_list;
|
||||
|
||||
ShaderLanguage::get_builtin_funcs(&func_list);
|
||||
|
|
|
@ -2,10 +2,12 @@
|
|||
|
||||
|
||||
|
||||
layout(location=0) in highp vec4 pos_lifetime;
|
||||
layout(location=1) in highp vec4 color;
|
||||
layout(location=2) in highp vec4 velocity_seed;
|
||||
layout(location=3) in highp vec4 rot_active;
|
||||
layout(location=0) in highp vec4 color;
|
||||
layout(location=1) in highp vec4 velocity_active;
|
||||
layout(location=2) in highp vec4 custom;
|
||||
layout(location=3) in highp vec4 xform_1;
|
||||
layout(location=4) in highp vec4 xform_2;
|
||||
layout(location=5) in highp vec4 xform_3;
|
||||
|
||||
|
||||
struct Attractor {
|
||||
|
@ -32,10 +34,24 @@ uniform int attractor_count;
|
|||
uniform Attractor attractors[MAX_ATTRACTORS];
|
||||
|
||||
|
||||
out highp vec4 out_pos_lifetime; //tfb:
|
||||
out highp vec4 out_color; //tfb:
|
||||
out highp vec4 out_velocity_seed; //tfb:
|
||||
out highp vec4 out_rot_active; //tfb:
|
||||
out highp vec4 out_velocity_active; //tfb:
|
||||
out highp vec4 out_custom; //tfb:
|
||||
out highp vec4 out_xform_1; //tfb:
|
||||
out highp vec4 out_xform_2; //tfb:
|
||||
out highp vec4 out_xform_3; //tfb:
|
||||
|
||||
VERTEX_SHADER_GLOBALS
|
||||
|
||||
#if defined(USE_MATERIAL)
|
||||
|
||||
layout(std140) uniform UniformData { //ubo:0
|
||||
|
||||
MATERIAL_UNIFORMS
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
|
@ -47,6 +63,7 @@ void main() {
|
|||
float restart_phase = float(gl_InstanceID)/total_particles;
|
||||
restart_phase*= explosiveness;
|
||||
bool restart=false;
|
||||
bool active = out_velocity_active.a > 0.5;
|
||||
|
||||
if (system_phase > prev_system_phase) {
|
||||
restart = prev_system_phase < restart_phase && system_phase >= restart_phase;
|
||||
|
@ -55,60 +72,96 @@ void main() {
|
|||
}
|
||||
|
||||
if (restart) {
|
||||
out_rot_active.a=1.0;
|
||||
active=true;
|
||||
}
|
||||
|
||||
out_pos_lifetime=pos_lifetime;
|
||||
out_color=color;
|
||||
out_velocity_seed=velocity_seed;
|
||||
out_velocity_active=velocity_active;
|
||||
out_custom=custom;
|
||||
|
||||
mat4 xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0)));
|
||||
|
||||
|
||||
out_rot_active=rot_active;
|
||||
|
||||
if (out_rot_active.a) {
|
||||
if (active) {
|
||||
//execute shader
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (apply_forces) {
|
||||
|
||||
vec3 force = gravity;
|
||||
for(int i=0;i<attractor_count;i++) {
|
||||
|
||||
vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos;
|
||||
float dist = rel_vec.length();
|
||||
if (attractors[i].radius < dist)
|
||||
continue;
|
||||
if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) {
|
||||
rot_active.a=0.0;
|
||||
}
|
||||
|
||||
rel_vec = normalize(rel_vec);
|
||||
|
||||
float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation);
|
||||
|
||||
if (attractors[i].dir==vec3(0.0)) {
|
||||
//towards center
|
||||
force+=attractors[i].strength * rel_vec * attenuation * mass;
|
||||
} else {
|
||||
force+=attractors[i].strength * attractors[i].dir * attenuation *mass;
|
||||
|
||||
}
|
||||
{
|
||||
VERTEX_SHADER_CODE
|
||||
}
|
||||
|
||||
out_velocity_seed.xyz += force * delta;
|
||||
#if !defined(DISABLE_FORCE)
|
||||
|
||||
{
|
||||
|
||||
vec3 force = gravity;
|
||||
for(int i=0;i<attractor_count;i++) {
|
||||
|
||||
vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos;
|
||||
float dist = rel_vec.length();
|
||||
if (attractors[i].radius < dist)
|
||||
continue;
|
||||
if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) {
|
||||
out_velocity_active.a=0.0;
|
||||
}
|
||||
|
||||
rel_vec = normalize(rel_vec);
|
||||
|
||||
float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation);
|
||||
|
||||
if (attractors[i].dir==vec3(0.0)) {
|
||||
//towards center
|
||||
force+=attractors[i].strength * rel_vec * attenuation * mass;
|
||||
} else {
|
||||
force+=attractors[i].strength * attractors[i].dir * attenuation *mass;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
out_velocity_seed.xyz += force * delta;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if !defined(DISABLE_VELOCITY)
|
||||
|
||||
{
|
||||
|
||||
out_pos_lifetime.xyz += out_velocity_seed.xyz * delta;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if (apply_velocity) {
|
||||
xform = transpose(xform);
|
||||
|
||||
out_velocity_active.a = mix(0.0,1.0,active);
|
||||
|
||||
out_xform_1 = xform[0];
|
||||
out_xform_2 = xform[1];
|
||||
out_xform_3 = xform[2];
|
||||
|
||||
out_pos_lifetime.xyz += out_velocity_seed.xyz * delta;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[fragment]
|
||||
|
||||
//any code here is never executed, stuff is filled just so it works
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
#if defined(USE_MATERIAL)
|
||||
|
||||
layout(std140) uniform UniformData {
|
||||
|
||||
MATERIAL_UNIFORMS
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
{
|
||||
FRAGMENT_SHADER_CODE
|
||||
}
|
||||
}
|
||||
|
|
|
@ -484,7 +484,7 @@ layout(location=0) out vec4 diffuse_buffer;
|
|||
layout(location=1) out vec4 specular_buffer;
|
||||
layout(location=2) out vec4 normal_mr_buffer;
|
||||
#if defined (ENABLE_SSS_MOTION)
|
||||
layout(location=3) out uint motion_ssr_buffer;
|
||||
layout(location=3) out vec4 motion_ssr_buffer;
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
@ -902,7 +902,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
|
|||
float max_distance = length(bounds);
|
||||
|
||||
//radiance
|
||||
#ifndef VCT_QUALITY_HIGH
|
||||
#ifdef VCT_QUALITY_HIGH
|
||||
|
||||
#define MAX_CONE_DIRS 6
|
||||
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] (
|
||||
|
@ -1407,7 +1407,7 @@ LIGHT_SHADER_CODE
|
|||
normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness);
|
||||
|
||||
#if defined (ENABLE_SSS_MOTION)
|
||||
motion_ssr_buffer = uint(clamp(sqrt(sss_strength)*255.0,0.0,255))<<24;
|
||||
motion_ssr_buffer = vec4(vec3(0.0),sss_strength);
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
|
|
@ -107,14 +107,14 @@ uniform vec2 dir;
|
|||
in vec2 uv_interp;
|
||||
|
||||
uniform sampler2D source_diffuse; //texunit:0
|
||||
uniform highp usampler2D source_motion_ss; //texunit:1
|
||||
uniform sampler2D source_motion_ss; //texunit:1
|
||||
uniform sampler2D source_depth; //texunit:2
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
|
||||
float strength = float(texture(source_motion_ss,uv_interp).r>>24)*(1.0/255.0);
|
||||
float strength = texture(source_motion_ss,uv_interp).a;
|
||||
strength*=strength; //stored as sqrt
|
||||
|
||||
// Fetch color of current pixel:
|
||||
|
|
|
@ -2322,6 +2322,11 @@ SceneTree::SceneTree() {
|
|||
|
||||
int ref_atlas_size = GLOBAL_DEF("rendering/reflections/atlas_size",2048);
|
||||
int ref_atlas_subdiv = GLOBAL_DEF("rendering/reflections/atlas_subdiv",8);
|
||||
int msaa_mode = GLOBAL_DEF("rendering/antialias/msaa",0);
|
||||
Globals::get_singleton()->set_custom_property_info("rendering/antialias/msaa",PropertyInfo(Variant::INT,"rendering/antialias/msaa",PROPERTY_HINT_ENUM,"Disabled,2x,4x,8x,16x"));
|
||||
root->set_msaa(Viewport::MSAA(msaa_mode));
|
||||
bool hdr = GLOBAL_DEF("rendering/dynamic_range/hdr",true);
|
||||
root->set_hdr(hdr);
|
||||
|
||||
VS::get_singleton()->scenario_set_reflection_atlas_size(root->get_world()->get_scenario(),ref_atlas_size,ref_atlas_subdiv);
|
||||
|
||||
|
|
|
@ -2593,6 +2593,36 @@ int Viewport::gui_get_canvas_sort_index() {
|
|||
return gui.canvas_sort_index++;
|
||||
}
|
||||
|
||||
void Viewport::set_msaa(MSAA p_msaa) {
|
||||
|
||||
ERR_FAIL_INDEX(p_msaa,5);
|
||||
if (msaa==p_msaa)
|
||||
return;
|
||||
msaa=p_msaa;
|
||||
VS::get_singleton()->viewport_set_msaa(viewport,VS::ViewportMSAA(p_msaa));
|
||||
}
|
||||
|
||||
Viewport::MSAA Viewport::get_msaa() const {
|
||||
|
||||
return msaa;
|
||||
}
|
||||
|
||||
void Viewport::set_hdr(bool p_hdr) {
|
||||
|
||||
if (hdr==p_hdr)
|
||||
return;
|
||||
|
||||
hdr=p_hdr;
|
||||
VS::get_singleton()->viewport_set_hdr(viewport,p_hdr);
|
||||
|
||||
}
|
||||
|
||||
bool Viewport::get_hdr() const{
|
||||
|
||||
return hdr;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Viewport::_bind_methods() {
|
||||
|
||||
|
@ -2643,6 +2673,12 @@ void Viewport::_bind_methods() {
|
|||
ObjectTypeDB::bind_method(_MD("set_update_mode","mode"), &Viewport::set_update_mode);
|
||||
ObjectTypeDB::bind_method(_MD("get_update_mode"), &Viewport::get_update_mode);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_msaa","msaa"), &Viewport::set_msaa);
|
||||
ObjectTypeDB::bind_method(_MD("get_msaa"), &Viewport::get_msaa);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_hdr","enable"), &Viewport::set_hdr);
|
||||
ObjectTypeDB::bind_method(_MD("get_hdr"), &Viewport::get_hdr);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("get_texture:ViewportTexture"), &Viewport::get_texture);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_physics_object_picking","enable"), &Viewport::set_physics_object_picking);
|
||||
|
@ -2692,6 +2728,8 @@ void Viewport::_bind_methods() {
|
|||
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"world",PROPERTY_HINT_RESOURCE_TYPE,"World"), _SCS("set_world"), _SCS("get_world") );
|
||||
// ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"world_2d",PROPERTY_HINT_RESOURCE_TYPE,"World2D"), _SCS("set_world_2d"), _SCS("get_world_2d") );
|
||||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transparent_bg"), _SCS("set_transparent_background"), _SCS("has_transparent_background") );
|
||||
ADD_PROPERTY( PropertyInfo(Variant::INT,"msaa",PROPERTY_HINT_ENUM,"Disabled,2x,4x,8x,16x"), _SCS("set_msaa"), _SCS("get_msaa") );
|
||||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"hdr"), _SCS("set_hdr"), _SCS("get_hdr") );
|
||||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/v_flip"), _SCS("set_vflip"), _SCS("get_vflip") );
|
||||
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"render_target/clear_on_new_frame"), _SCS("set_clear_on_new_frame"), _SCS("get_clear_on_new_frame") );
|
||||
ADD_PROPERTY( PropertyInfo(Variant::INT,"render_target/update_mode",PROPERTY_HINT_ENUM,"Disabled,Once,When Visible,Always"), _SCS("set_update_mode"), _SCS("get_update_mode") );
|
||||
|
@ -2721,6 +2759,13 @@ void Viewport::_bind_methods() {
|
|||
BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_256 );
|
||||
BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_1024 );
|
||||
BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_MAX );
|
||||
|
||||
BIND_CONSTANT( MSAA_DISABLED );
|
||||
BIND_CONSTANT( MSAA_2X );
|
||||
BIND_CONSTANT( MSAA_4X );
|
||||
BIND_CONSTANT( MSAA_8X );
|
||||
BIND_CONSTANT( MSAA_16X );
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -2790,7 +2835,8 @@ Viewport::Viewport() {
|
|||
gui.canvas_sort_index=0;
|
||||
|
||||
|
||||
|
||||
msaa=MSAA_DISABLED;
|
||||
hdr=false;
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -98,6 +98,14 @@ public:
|
|||
|
||||
};
|
||||
|
||||
enum MSAA {
|
||||
MSAA_DISABLED,
|
||||
MSAA_2X,
|
||||
MSAA_4X,
|
||||
MSAA_8X,
|
||||
MSAA_16X,
|
||||
};
|
||||
|
||||
private:
|
||||
|
||||
friend class ViewportTexture;
|
||||
|
@ -188,6 +196,9 @@ friend class ViewportTexture;
|
|||
int shadow_atlas_size;
|
||||
ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
|
||||
|
||||
MSAA msaa;
|
||||
bool hdr;
|
||||
|
||||
|
||||
struct GUI {
|
||||
// info used when this is a window
|
||||
|
@ -366,6 +377,12 @@ public:
|
|||
void set_shadow_atlas_quadrant_subdiv(int p_quadrant,ShadowAtlasQuadrantSubdiv p_subdiv);
|
||||
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
|
||||
|
||||
void set_msaa(MSAA p_msaa);
|
||||
MSAA get_msaa() const;
|
||||
|
||||
void set_hdr(bool p_hdr);
|
||||
bool get_hdr() const;
|
||||
|
||||
Vector2 get_camera_coords(const Vector2& p_viewport_coords) const;
|
||||
Vector2 get_camera_rect_size() const;
|
||||
|
||||
|
@ -410,7 +427,8 @@ public:
|
|||
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(Viewport::UpdateMode);
|
||||
VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
|
||||
VARIANT_ENUM_CAST( Viewport::UpdateMode );
|
||||
VARIANT_ENUM_CAST( Viewport::ShadowAtlasQuadrantSubdiv );
|
||||
VARIANT_ENUM_CAST( Viewport::MSAA );
|
||||
|
||||
#endif
|
||||
|
|
|
@ -557,6 +557,7 @@ void register_scene_types() {
|
|||
ObjectTypeDB::register_type<RoomBounds>();
|
||||
// ObjectTypeDB::register_type<MaterialShaderGraph>();
|
||||
ObjectTypeDB::register_type<SpatialShader>();
|
||||
ObjectTypeDB::register_type<ParticlesShader>();
|
||||
ObjectTypeDB::add_compatibility_type("Shader","MaterialShader");
|
||||
ObjectTypeDB::add_compatibility_type("ParticleSystemMaterial","FixedSpatialMaterial");
|
||||
ObjectTypeDB::add_compatibility_type("UnshadedMaterial","FixedSpatialMaterial");
|
||||
|
|
|
@ -133,7 +133,7 @@ void Shader::_bind_methods() {
|
|||
|
||||
BIND_CONSTANT( MODE_SPATIAL);
|
||||
BIND_CONSTANT( MODE_CANVAS_ITEM );
|
||||
BIND_CONSTANT( MODE_POST_PROCESS );
|
||||
BIND_CONSTANT( MODE_PARTICLES );
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -44,7 +44,7 @@ public:
|
|||
|
||||
MODE_SPATIAL,
|
||||
MODE_CANVAS_ITEM,
|
||||
MODE_POST_PROCESS,
|
||||
MODE_PARTICLES,
|
||||
MODE_MAX
|
||||
};
|
||||
private:
|
||||
|
@ -119,6 +119,14 @@ public:
|
|||
};
|
||||
|
||||
|
||||
class ParticlesShader : public Shader {
|
||||
|
||||
OBJ_TYPE(ParticlesShader,Shader);
|
||||
|
||||
public:
|
||||
|
||||
ParticlesShader() : Shader(MODE_PARTICLES) {};
|
||||
};
|
||||
|
||||
|
||||
#endif // SHADER_H
|
||||
|
|
|
@ -484,6 +484,7 @@ public:
|
|||
RENDER_TARGET_TRANSPARENT,
|
||||
RENDER_TARGET_NO_3D,
|
||||
RENDER_TARGET_NO_SAMPLING,
|
||||
RENDER_TARGET_HDR,
|
||||
RENDER_TARGET_FLAG_MAX
|
||||
};
|
||||
|
||||
|
@ -492,6 +493,7 @@ public:
|
|||
virtual RID render_target_get_texture(RID p_render_target) const=0;
|
||||
virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value)=0;
|
||||
virtual bool render_target_renedered_in_frame(RID p_render_target)=0;
|
||||
virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa)=0;
|
||||
|
||||
|
||||
/* CANVAS SHADOW */
|
||||
|
|
|
@ -156,7 +156,25 @@ ShaderTypes::ShaderTypes()
|
|||
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only");
|
||||
|
||||
|
||||
/************ PARTICLES **************************/
|
||||
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["VELOCITY"]=ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["MASS"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ACTIVE"]=ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["RESTART"]=ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["CUSTOM"]=ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TRANSFORM"]=ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["LIFETIME"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["DELTA"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["SEED"]=ShaderLanguage::TYPE_BOOL;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ORIGIN"]=ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["INDEX"]=ShaderLanguage::TYPE_INT;
|
||||
|
||||
shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
|
||||
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force");
|
||||
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -919,6 +919,9 @@ public:
|
|||
BIND3(viewport_set_canvas_layer,RID ,RID ,int )
|
||||
BIND2(viewport_set_shadow_atlas_size,RID ,int )
|
||||
BIND3(viewport_set_shadow_atlas_quadrant_subdivision,RID ,int, int )
|
||||
BIND2(viewport_set_msaa,RID ,ViewportMSAA )
|
||||
BIND2(viewport_set_hdr,RID ,bool )
|
||||
|
||||
|
||||
/* ENVIRONMENT API */
|
||||
|
||||
|
|
|
@ -517,6 +517,22 @@ void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_
|
|||
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_msaa(RID p_viewport,VS::ViewportMSAA p_msaa) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VSG::storage->render_target_set_msaa(viewport->render_target,p_msaa);
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_hdr(RID p_viewport,bool p_enabled) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_HDR,p_enabled);
|
||||
|
||||
}
|
||||
|
||||
bool VisualServerViewport::free(RID p_rid) {
|
||||
|
||||
|
|
|
@ -137,6 +137,9 @@ public:
|
|||
void viewport_set_shadow_atlas_size(RID p_viewport,int p_size);
|
||||
void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv);
|
||||
|
||||
void viewport_set_msaa(RID p_viewport,VS::ViewportMSAA p_msaa);
|
||||
void viewport_set_hdr(RID p_viewport,bool p_enabled);
|
||||
|
||||
void draw_viewports();
|
||||
|
||||
bool free(RID p_rid);
|
||||
|
|
|
@ -152,7 +152,7 @@ public:
|
|||
|
||||
SHADER_SPATIAL,
|
||||
SHADER_CANVAS_ITEM,
|
||||
SHADER_LIGHT,
|
||||
SHADER_PARTICLES,
|
||||
SHADER_MAX
|
||||
};
|
||||
|
||||
|
@ -593,6 +593,16 @@ public:
|
|||
virtual void viewport_set_shadow_atlas_size(RID p_viewport,int p_size)=0;
|
||||
virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv)=0;
|
||||
|
||||
enum ViewportMSAA {
|
||||
VIEWPORT_MSAA_DISABLED,
|
||||
VIEWPORT_MSAA_2X,
|
||||
VIEWPORT_MSAA_4X,
|
||||
VIEWPORT_MSAA_8X,
|
||||
VIEWPORT_MSAA_16X,
|
||||
};
|
||||
|
||||
virtual void viewport_set_msaa(RID p_viewport,ViewportMSAA p_msaa)=0;
|
||||
virtual void viewport_set_hdr(RID p_viewport,bool p_enabled)=0;
|
||||
|
||||
/* ENVIRONMENT API */
|
||||
|
||||
|
|
|
@ -1823,6 +1823,7 @@ void SpatialEditorViewport::_notification(int p_what) {
|
|||
surface->update();
|
||||
}
|
||||
|
||||
//update shadow atlas if changed
|
||||
|
||||
int shadowmap_size = Globals::get_singleton()->get("rendering/shadow_atlas/size");
|
||||
int atlas_q0 = Globals::get_singleton()->get("rendering/shadow_atlas/quadrant_0_subdiv");
|
||||
|
@ -1830,12 +1831,22 @@ void SpatialEditorViewport::_notification(int p_what) {
|
|||
int atlas_q2 = Globals::get_singleton()->get("rendering/shadow_atlas/quadrant_2_subdiv");
|
||||
int atlas_q3 = Globals::get_singleton()->get("rendering/shadow_atlas/quadrant_3_subdiv");
|
||||
|
||||
|
||||
viewport->set_shadow_atlas_size(shadowmap_size);
|
||||
viewport->set_shadow_atlas_quadrant_subdiv(0,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q0));
|
||||
viewport->set_shadow_atlas_quadrant_subdiv(1,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q1));
|
||||
viewport->set_shadow_atlas_quadrant_subdiv(2,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q2));
|
||||
viewport->set_shadow_atlas_quadrant_subdiv(3,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q3));
|
||||
|
||||
//update msaa if changed
|
||||
|
||||
int msaa_mode = Globals::get_singleton()->get("rendering/antialias/msaa");
|
||||
viewport->set_msaa(Viewport::MSAA(msaa_mode));
|
||||
|
||||
bool hdr = Globals::get_singleton()->get("rendering/dynamic_range/hdr");
|
||||
viewport->set_hdr(hdr);
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (p_what==NOTIFICATION_ENTER_TREE) {
|
||||
|
|
Loading…
Reference in a new issue