Browse Source

shadows were not working in-editor for nvidia, fixed now

Juan Linietsky 8 years ago
parent
commit
6bfaa0f12c

+ 0 - 2
core/io/resource_import.cpp

@@ -91,7 +91,6 @@ RES ResourceFormatImporter::load(const String &p_path,const String& p_original_p
 
 
 void ResourceFormatImporter::get_recognized_extensions(List<String> *p_extensions) const{
 void ResourceFormatImporter::get_recognized_extensions(List<String> *p_extensions) const{
 
 
-	print_line("getting exts from: "+itos(importers.size()));
 	Set<String> found;
 	Set<String> found;
 
 
 	for (Set< Ref<ResourceImporter> >::Element *E=importers.front();E;E=E->next()) {
 	for (Set< Ref<ResourceImporter> >::Element *E=importers.front();E;E=E->next()) {
@@ -99,7 +98,6 @@ void ResourceFormatImporter::get_recognized_extensions(List<String> *p_extension
 		E->get()->get_recognized_extensions(&local_exts);
 		E->get()->get_recognized_extensions(&local_exts);
 		for (List<String>::Element *F=local_exts.front();F;F=F->next()) {
 		for (List<String>::Element *F=local_exts.front();F;F=F->next()) {
 			if (!found.has(F->get())) {
 			if (!found.has(F->get())) {
-				print_line("adding ext "+String(F->get()));
 				p_extensions->push_back(F->get());
 				p_extensions->push_back(F->get());
 				found.insert(F->get());
 				found.insert(F->get());
 			}
 			}

+ 1 - 0
drivers/gles3/rasterizer_gles3.cpp

@@ -167,6 +167,7 @@ void RasterizerGLES3::initialize() {
 
 
 void RasterizerGLES3::begin_frame(){
 void RasterizerGLES3::begin_frame(){
 
 
+
 	uint64_t tick = OS::get_singleton()->get_ticks_usec();
 	uint64_t tick = OS::get_singleton()->get_ticks_usec();
 
 
 	double time_total = double(tick)/1000000.0;
 	double time_total = double(tick)/1000000.0;

+ 8 - 4
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -148,6 +148,9 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){
 		glClearDepth(0.0f);
 		glClearDepth(0.0f);
 		glClear(GL_DEPTH_BUFFER_BIT);
 		glClear(GL_DEPTH_BUFFER_BIT);
 
 
+		glBindFramebuffer(GL_FRAMEBUFFER,0);
+
+
 	}
 	}
 }
 }
 
 
@@ -557,6 +560,8 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas,int p_size)
 
 
 
 
 }
 }
+
+
 void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv) {
 void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv) {
 
 
 	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
 	ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
@@ -4422,18 +4427,18 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa
 
 
 	render_list.sort_by_depth(false); //shadow is front to back for performance
 	render_list.sort_by_depth(false); //shadow is front to back for performance
 
 
-	glDepthMask(true);
-	glColorMask(1,1,1,1);
 	glDisable(GL_BLEND);
 	glDisable(GL_BLEND);
 	glDisable(GL_DITHER);
 	glDisable(GL_DITHER);
 	glEnable(GL_DEPTH_TEST);
 	glEnable(GL_DEPTH_TEST);
 	glBindFramebuffer(GL_FRAMEBUFFER,fbo);
 	glBindFramebuffer(GL_FRAMEBUFFER,fbo);
+	glDepthMask(true);
+	glColorMask(0,0,0,0);
+
 
 
 	if (custom_vp_size) {
 	if (custom_vp_size) {
 		glViewport(0,0,custom_vp_size,custom_vp_size);
 		glViewport(0,0,custom_vp_size,custom_vp_size);
 		glScissor(0,0,custom_vp_size,custom_vp_size);
 		glScissor(0,0,custom_vp_size,custom_vp_size);
 
 
-
 	} else {
 	} else {
 		glViewport(x,y,width,height);
 		glViewport(x,y,width,height);
 		glScissor(x,y,width,height);
 		glScissor(x,y,width,height);
@@ -5028,5 +5033,4 @@ void RasterizerSceneGLES3::finalize(){
 
 
 RasterizerSceneGLES3::RasterizerSceneGLES3()
 RasterizerSceneGLES3::RasterizerSceneGLES3()
 {
 {
-
 }
 }

+ 0 - 1
drivers/gles3/rasterizer_scene_gles3.h

@@ -210,7 +210,6 @@ public:
 	bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
 	bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
 	bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version);
 	bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version);
 
 
-
 	struct DirectionalShadow {
 	struct DirectionalShadow {
 		GLuint fbo;
 		GLuint fbo;
 		GLuint depth;
 		GLuint depth;

+ 13 - 3
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -2495,6 +2495,7 @@ RID RasterizerStorageGLES3::mesh_create(){
 
 
 void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes,const Vector<Rect3>& p_bone_aabbs){
 void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes,const Vector<Rect3>& p_bone_aabbs){
 
 
+
 	PoolVector<uint8_t> array = p_array;
 	PoolVector<uint8_t> array = p_array;
 
 
 	Mesh *mesh = mesh_owner.getornull(p_mesh);
 	Mesh *mesh = mesh_owner.getornull(p_mesh);
@@ -2693,8 +2694,6 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
 
 
 	int array_size = stride * p_vertex_count;
 	int array_size = stride * p_vertex_count;
 	int index_array_size=0;
 	int index_array_size=0;
-
-	print_line("desired size: "+itos(array_size)+" vcount "+itos(p_vertex_count)+" should be: "+itos(array.size()+p_vertex_count*2)+" but is "+itos(array.size()));
 	if (array.size()!=array_size && array.size()+p_vertex_count*2 == array_size) {
 	if (array.size()!=array_size && array.size()+p_vertex_count*2 == array_size) {
 		//old format, convert
 		//old format, convert
 		array = PoolVector<uint8_t>();
 		array = PoolVector<uint8_t>();
@@ -5447,12 +5446,14 @@ void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerSce
 
 
 void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 
 
+
 	if (rt->fbo) {
 	if (rt->fbo) {
 		glDeleteFramebuffers(1,&rt->fbo);
 		glDeleteFramebuffers(1,&rt->fbo);
 		glDeleteTextures(1,&rt->color);
 		glDeleteTextures(1,&rt->color);
 		rt->fbo=0;
 		rt->fbo=0;
 	}
 	}
 
 
+
 	if (rt->buffers.fbo) {
 	if (rt->buffers.fbo) {
 		glDeleteFramebuffers(1,&rt->buffers.fbo);
 		glDeleteFramebuffers(1,&rt->buffers.fbo);
 		glDeleteRenderbuffers(1,&rt->buffers.depth);
 		glDeleteRenderbuffers(1,&rt->buffers.depth);
@@ -5466,11 +5467,13 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 		rt->buffers.fbo=0;
 		rt->buffers.fbo=0;
 	}
 	}
 
 
+
 	if (rt->depth) {
 	if (rt->depth) {
 		glDeleteTextures(1,&rt->depth);
 		glDeleteTextures(1,&rt->depth);
 		rt->depth=0;
 		rt->depth=0;
 	}
 	}
 
 
+
 	if (rt->effects.ssao.blur_fbo[0]) {
 	if (rt->effects.ssao.blur_fbo[0]) {
 		glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[0]);
 		glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[0]);
 		glDeleteTextures(1,&rt->effects.ssao.blur_red[0]);
 		glDeleteTextures(1,&rt->effects.ssao.blur_red[0]);
@@ -5483,11 +5486,16 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 		rt->effects.ssao.depth_mipmap_fbos.clear();
 		rt->effects.ssao.depth_mipmap_fbos.clear();
 
 
 		glDeleteTextures(1,&rt->effects.ssao.linear_depth);
 		glDeleteTextures(1,&rt->effects.ssao.linear_depth);
+
+		rt->effects.ssao.blur_fbo[0]=0;
+		rt->effects.ssao.blur_fbo[1]=0;
 	}
 	}
 
 
+
 	if (rt->exposure.fbo) {
 	if (rt->exposure.fbo) {
 		glDeleteFramebuffers(1,&rt->exposure.fbo);
 		glDeleteFramebuffers(1,&rt->exposure.fbo);
 		glDeleteTextures(1,&rt->exposure.color);
 		glDeleteTextures(1,&rt->exposure.color);
+		rt->exposure.fbo=0;
 	}
 	}
 	Texture *tex = texture_owner.get(rt->texture);
 	Texture *tex = texture_owner.get(rt->texture);
 	tex->alloc_height=0;
 	tex->alloc_height=0;
@@ -5495,6 +5503,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 	tex->width=0;
 	tex->width=0;
 	tex->height=0;
 	tex->height=0;
 
 
+
 	for(int i=0;i<2;i++) {
 	for(int i=0;i<2;i++) {
 		for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) {
 		for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) {
 			glDeleteFramebuffers(1,&rt->effects.mip_maps[i].sizes[j].fbo);
 			glDeleteFramebuffers(1,&rt->effects.mip_maps[i].sizes[j].fbo);
@@ -5504,6 +5513,8 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 		rt->effects.mip_maps[i].sizes.clear();
 		rt->effects.mip_maps[i].sizes.clear();
 		rt->effects.mip_maps[i].levels=0;
 		rt->effects.mip_maps[i].levels=0;
 	}
 	}
+
+
 /*
 /*
 	if (rt->effects.screen_space_depth) {
 	if (rt->effects.screen_space_depth) {
 		glDeleteTextures(1,&rt->effects.screen_space_depth);
 		glDeleteTextures(1,&rt->effects.screen_space_depth);
@@ -5518,7 +5529,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 	if (rt->width<=0 || rt->height<=0)
 	if (rt->width<=0 || rt->height<=0)
 		return;
 		return;
 
 
-
 	GLuint color_internal_format;
 	GLuint color_internal_format;
 	GLuint color_format;
 	GLuint color_format;
 	GLuint color_type;
 	GLuint color_type;

+ 2 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -1178,9 +1178,11 @@ public:
 			height=0;
 			height=0;
 			depth=0;
 			depth=0;
 			fbo=0;
 			fbo=0;
+			exposure.fbo=0;
 			buffers.fbo=0;
 			buffers.fbo=0;
 			used_in_frame=false;
 			used_in_frame=false;
 
 
+
 			flags[RENDER_TARGET_VFLIP]=false;
 			flags[RENDER_TARGET_VFLIP]=false;
 			flags[RENDER_TARGET_TRANSPARENT]=false;
 			flags[RENDER_TARGET_TRANSPARENT]=false;
 			flags[RENDER_TARGET_NO_3D]=false;
 			flags[RENDER_TARGET_NO_3D]=false;

+ 0 - 1
servers/visual/visual_server_scene.cpp

@@ -2239,7 +2239,6 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came
 			bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version);
 			bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version);
 
 
 			if (redraw) {
 			if (redraw) {
-				print_line("redraw shadow");
 				//must redraw!
 				//must redraw!
 				_light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
 				_light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
 			}
 			}