implement overdraw, lighting, and unshaded debug draw modes for opengl
This commit is contained in:
parent
84e205b5a1
commit
c8bdd1d774
2 changed files with 53 additions and 4 deletions
|
@ -1485,7 +1485,15 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
|
|||
//time global variables
|
||||
scene_state.ubo.time = time;
|
||||
|
||||
if (is_environment(p_render_data->environment)) {
|
||||
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
|
||||
scene_state.ubo.use_ambient_light = true;
|
||||
scene_state.ubo.ambient_light_color_energy[0] = 1;
|
||||
scene_state.ubo.ambient_light_color_energy[1] = 1;
|
||||
scene_state.ubo.ambient_light_color_energy[2] = 1;
|
||||
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
|
||||
scene_state.ubo.use_ambient_cubemap = false;
|
||||
scene_state.ubo.use_reflection_cubemap = false;
|
||||
} else if (is_environment(p_render_data->environment)) {
|
||||
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
|
||||
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
|
||||
|
||||
|
@ -2324,7 +2332,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
|
|||
bool keep_color = false;
|
||||
float sky_energy_multiplier = 1.0;
|
||||
|
||||
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
|
||||
if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
|
||||
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
|
||||
} else if (render_data.environment.is_valid()) {
|
||||
RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment);
|
||||
|
@ -2693,6 +2701,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
|
|||
}
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
|
||||
}
|
||||
|
||||
} else if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
|
||||
shader_variant = SceneShaderGLES3::MODE_DEPTH;
|
||||
}
|
||||
|
@ -2730,8 +2739,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
|
|||
material_data = surf->material_shadow;
|
||||
mesh_surface = surf->surface_shadow;
|
||||
} else {
|
||||
shader = surf->shader;
|
||||
material_data = surf->material;
|
||||
if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
|
||||
material_data = overdraw_material_data_ptr;
|
||||
shader = material_data->shader_data;
|
||||
} else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
|
||||
material_data = default_material_data_ptr;
|
||||
shader = material_data->shader_data;
|
||||
} else {
|
||||
shader = surf->shader;
|
||||
material_data = surf->material;
|
||||
}
|
||||
mesh_surface = surf->surface;
|
||||
}
|
||||
|
||||
|
@ -3638,6 +3655,29 @@ void fragment() {
|
|||
scene_globals.default_material = material_storage->material_allocate();
|
||||
material_storage->material_initialize(scene_globals.default_material);
|
||||
material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
|
||||
default_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
|
||||
}
|
||||
|
||||
{
|
||||
// Overdraw material and shader.
|
||||
scene_globals.overdraw_shader = material_storage->shader_allocate();
|
||||
material_storage->shader_initialize(scene_globals.overdraw_shader);
|
||||
material_storage->shader_set_code(scene_globals.overdraw_shader, R"(
|
||||
// 3D editor Overdraw debug draw mode shader.
|
||||
|
||||
shader_type spatial;
|
||||
|
||||
render_mode blend_add, unshaded;
|
||||
|
||||
void fragment() {
|
||||
ALBEDO = vec3(0.4, 0.8, 0.8);
|
||||
ALPHA = 0.2;
|
||||
}
|
||||
)");
|
||||
scene_globals.overdraw_material = material_storage->material_allocate();
|
||||
material_storage->material_initialize(scene_globals.overdraw_material);
|
||||
material_storage->material_set_shader(scene_globals.overdraw_material, scene_globals.overdraw_shader);
|
||||
overdraw_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.overdraw_material, RS::SHADER_SPATIAL));
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -3752,6 +3792,10 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() {
|
|||
RSG::material_storage->material_free(scene_globals.default_material);
|
||||
RSG::material_storage->shader_free(scene_globals.default_shader);
|
||||
|
||||
// Overdraw Shader
|
||||
RSG::material_storage->material_free(scene_globals.overdraw_material);
|
||||
RSG::material_storage->shader_free(scene_globals.overdraw_shader);
|
||||
|
||||
// Sky Shader
|
||||
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
|
||||
RSG::material_storage->material_free(sky_globals.default_material);
|
||||
|
|
|
@ -152,8 +152,13 @@ private:
|
|||
RID default_material;
|
||||
RID default_shader;
|
||||
RID cubemap_filter_shader_version;
|
||||
RID overdraw_material;
|
||||
RID overdraw_shader;
|
||||
} scene_globals;
|
||||
|
||||
GLES3::SceneMaterialData *default_material_data_ptr = nullptr;
|
||||
GLES3::SceneMaterialData *overdraw_material_data_ptr = nullptr;
|
||||
|
||||
/* LIGHT INSTANCE */
|
||||
|
||||
struct LightData {
|
||||
|
|
Loading…
Reference in a new issue