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@@ -130,9 +130,27 @@ void RasterizerSceneGLES3::GeometryInstanceGLES3::_mark_dirty() {
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}
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void RasterizerSceneGLES3::GeometryInstanceGLES3::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
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+ lightmap_instance = p_lightmap_instance;
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+ lightmap_uv_scale = p_lightmap_uv_scale;
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+ lightmap_slice_index = p_lightmap_slice_index;
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+
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+ _mark_dirty();
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}
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void RasterizerSceneGLES3::GeometryInstanceGLES3::set_lightmap_capture(const Color *p_sh9) {
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+ if (p_sh9) {
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+ if (lightmap_sh == nullptr) {
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+ lightmap_sh = memnew(GeometryInstanceLightmapSH);
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+ }
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+
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+ memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
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+ } else {
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+ if (lightmap_sh != nullptr) {
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+ memdelete(lightmap_sh);
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+ lightmap_sh = nullptr;
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+ }
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+ }
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+ _mark_dirty();
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}
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void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
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@@ -1271,12 +1289,15 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
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int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
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if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
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- GeometryInstanceGLES3::LightPass pass;
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- pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
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- pass.shadow_id = shadow_id;
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- pass.light_instance_rid = light_instance;
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- pass.is_omni = true;
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- inst->light_passes.push_back(pass);
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+ // Skip static lights when a lightmap is used.
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+ if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) {
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+ GeometryInstanceGLES3::LightPass pass;
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+ pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
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+ pass.shadow_id = shadow_id;
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+ pass.light_instance_rid = light_instance;
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+ pass.is_omni = true;
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+ inst->light_passes.push_back(pass);
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+ }
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} else {
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// Lights without shadow can all go in base pass.
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inst->omni_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
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@@ -1294,11 +1315,14 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
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int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
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if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
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- GeometryInstanceGLES3::LightPass pass;
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- pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
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- pass.shadow_id = shadow_id;
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- pass.light_instance_rid = light_instance;
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- inst->light_passes.push_back(pass);
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+ // Skip static lights when a lightmap is used.
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+ if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) {
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+ GeometryInstanceGLES3::LightPass pass;
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+ pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
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+ pass.shadow_id = shadow_id;
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+ pass.light_instance_rid = light_instance;
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+ inst->light_passes.push_back(pass);
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+ }
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} else {
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// Lights without shadow can all go in base pass.
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inst->spot_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
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@@ -1610,6 +1634,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
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light_data.direction[1] = direction.y;
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light_data.direction[2] = direction.z;
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+ light_data.bake_mode = light_storage->light_get_bake_mode(base);
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+
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float sign = light_storage->light_is_negative(base) ? -1 : 1;
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light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
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@@ -1758,6 +1784,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
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light_data.position[1] = pos.y;
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light_data.position[2] = pos.z;
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+ light_data.bake_mode = light_storage->light_get_bake_mode(base);
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+
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float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
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light_data.inv_radius = 1.0 / radius;
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@@ -2740,6 +2768,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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bool uses_additive_lighting = (inst->light_passes.size() + p_render_data->directional_shadow_count) > 0;
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uses_additive_lighting = uses_additive_lighting && !shader->unshaded;
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+
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// TODOS
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/*
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* Still a bug when atlas space is limited. Somehow need to evict light when it doesn't have a spot on the atlas, current check isn't enough
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@@ -2769,6 +2798,12 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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// Shadow wasn't able to get a spot on the atlas. So skip it.
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continue;
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}
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+ } else if (pass > 0) {
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+ uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
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+ if (inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
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+ // Skip shadows for static lights on meshes with a lightmap.
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+ continue;
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+ }
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}
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}
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@@ -2857,12 +2892,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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GLuint vertex_array_gl = 0;
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GLuint index_array_gl = 0;
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+ uint64_t vertex_input_mask = shader->vertex_input_mask;
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+ if (inst->lightmap_instance.is_valid()) {
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+ vertex_input_mask |= 1 << RS::ARRAY_TEX_UV2;
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+ }
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- //skeleton and blend shape
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+ // Skeleton and blend shapes.
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if (surf->owner->mesh_instance.is_valid()) {
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- mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl);
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+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, vertex_input_mask, vertex_array_gl);
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} else {
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- mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl);
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+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, vertex_input_mask, vertex_array_gl);
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}
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index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
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@@ -2922,12 +2961,28 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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if (p_render_data->directional_light_count == p_render_data->directional_shadow_count) {
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spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
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}
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+
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+ if (inst->lightmap_instance.is_valid()) {
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+ spec_constants |= SceneShaderGLES3::USE_LIGHTMAP;
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+
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+ GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
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+ GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
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+
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+ if (lm->uses_spherical_harmonics) {
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+ spec_constants |= SceneShaderGLES3::USE_SH_LIGHTMAP;
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+ }
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+ } else if (inst->lightmap_sh) {
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+ spec_constants |= SceneShaderGLES3::USE_LIGHTMAP_CAPTURE;
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+ } else {
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+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
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+ }
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} else {
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// Only base pass uses the radiance map.
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spec_constants &= ~SceneShaderGLES3::USE_RADIANCE_MAP;
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spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
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spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
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spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
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+ spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
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}
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if (uses_additive_lighting) {
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@@ -2950,6 +3005,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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// Render directional lights.
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uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
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+ if (pass == 0 && inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
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+ // Disable additive lighting with a static light and a lightmap.
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+ spec_constants &= ~SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
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+ }
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if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[0] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[1]) {
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// Orthogonal, do nothing.
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} else if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[1] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[2]) {
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@@ -3039,6 +3098,46 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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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_gl_cache.size(), inst->spot_light_gl_cache.ptr());
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}
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+ if (inst->lightmap_instance.is_valid()) {
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+ GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
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+ GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
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+
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+ GLuint tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lm->light_texture);
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+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
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+ glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
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+
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+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_SLICE, inst->lightmap_slice_index, shader->version, instance_variant, spec_constants);
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+
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+ Vector4 uv_scale(inst->lightmap_uv_scale.position.x, inst->lightmap_uv_scale.position.y, inst->lightmap_uv_scale.size.x, inst->lightmap_uv_scale.size.y);
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+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_UV_SCALE, uv_scale, shader->version, instance_variant, spec_constants);
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+
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+ float exposure_normalization = 1.0;
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+ if (p_render_data->camera_attributes.is_valid()) {
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+ float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
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+ exposure_normalization = enf / lm->baked_exposure;
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+ }
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+ material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_EXPOSURE_NORMALIZATION, exposure_normalization, shader->version, instance_variant, spec_constants);
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+
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+ if (lm->uses_spherical_harmonics) {
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+ Basis to_lm = li->transform.basis.inverse() * p_render_data->cam_transform.basis;
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+ to_lm = to_lm.inverse().transposed();
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+ GLfloat matrix[9] = {
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+ (GLfloat)to_lm.rows[0][0],
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+ (GLfloat)to_lm.rows[1][0],
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+ (GLfloat)to_lm.rows[2][0],
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+ (GLfloat)to_lm.rows[0][1],
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+ (GLfloat)to_lm.rows[1][1],
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+ (GLfloat)to_lm.rows[2][1],
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+ (GLfloat)to_lm.rows[0][2],
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+ (GLfloat)to_lm.rows[1][2],
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+ (GLfloat)to_lm.rows[2][2],
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+ };
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+ glUniformMatrix3fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_NORMAL_XFORM, shader->version, instance_variant, spec_constants), 1, GL_FALSE, matrix);
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+ }
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+ } else if (inst->lightmap_sh) {
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+ glUniform4fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_CAPTURES, shader->version, instance_variant, spec_constants), 9, reinterpret_cast<const GLfloat *>(inst->lightmap_sh->sh));
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+ }
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+
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prev_inst = inst;
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}
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}
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