Przeglądaj źródła

-Fixed occluder rendering, closes #8560
-Ability to smooth out 2D shadow filters

Juan Linietsky 8 lat temu
rodzic
commit
a8a1f2e2a8

+ 3 - 8
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -113,7 +113,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
 
 	li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
 	li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
-	li->ubo_data.shadowpixel_size = 1.0 / p_light->shadow_buffer_size;
+	li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
 	li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
 	li->ubo_data.light_height = p_light->height;
 	if (p_light->radius_cache == 0)
@@ -1111,7 +1111,6 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
 
 	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
 
-	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
 	state.canvas_shadow_shader.bind();
 
 	glViewport(0, 0, cls->size, cls->height);
@@ -1210,18 +1209,14 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
 				}
 			}
 */
-			glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
-			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
-			glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+			glBindVertexArray(cc->array_id);
 			glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
 
 			instance = instance->next;
 		}
 	}
 
-	glDisableVertexAttribArray(VS::ARRAY_VERTEX);
-	glBindBuffer(GL_ARRAY_BUFFER, 0);
-	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+	glBindVertexArray(0);
 }
 void RasterizerCanvasGLES3::reset_canvas() {
 

+ 11 - 2
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -6110,6 +6110,7 @@ RID RasterizerStorageGLES3::canvas_light_occluder_create() {
 	co->index_id = 0;
 	co->vertex_id = 0;
 	co->len = 0;
+	glGenVertexArrays(1, &co->array_id);
 
 	return canvas_occluder_owner.make_rid(co);
 }
@@ -6181,7 +6182,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
 		if (!co->vertex_id) {
 			glGenBuffers(1, &co->vertex_id);
 			glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
-			glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
+			glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_DYNAMIC_DRAW);
 		} else {
 
 			glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
@@ -6194,7 +6195,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
 
 			glGenBuffers(1, &co->index_id);
 			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
-			glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_STATIC_DRAW);
+			glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
 		} else {
 
 			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
@@ -6204,6 +6205,12 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
 
 		co->len = lc;
+		glBindVertexArray(co->array_id);
+		glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+		glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+		glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+		glBindVertexArray(0);
 	}
 }
 
@@ -6432,6 +6439,8 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
 		if (co->vertex_id)
 			glDeleteBuffers(1, &co->vertex_id);
 
+		glDeleteVertexArrays(1, &co->array_id);
+
 		canvas_occluder_owner.free(p_rid);
 		memdelete(co);
 

+ 1 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -1285,6 +1285,7 @@ public:
 
 	struct CanvasOccluder : public RID_Data {
 
+		GLuint array_id; // 0 means, unconfigured
 		GLuint vertex_id; // 0 means, unconfigured
 		GLuint index_id; // 0 means, unconfigured
 		PoolVector<Vector2> lines;

+ 1 - 1
drivers/gles3/shaders/canvas.glsl

@@ -381,7 +381,7 @@ FRAGMENT_SHADER_CODE
 
 #ifdef SHADOW_FILTER_NEAREST
 
-		SHADOW_TEST(su+shadowpixel_size);
+		SHADOW_TEST(su);
 
 #endif
 

+ 16 - 0
scene/2d/light_2d.cpp

@@ -336,6 +336,17 @@ String Light2D::get_configuration_warning() const {
 	return String();
 }
 
+void Light2D::set_shadow_smooth(float p_amount) {
+
+	shadow_smooth = p_amount;
+	VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
+}
+
+float Light2D::get_shadow_smooth() const {
+
+	return shadow_smooth;
+}
+
 void Light2D::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
@@ -389,6 +400,9 @@ void Light2D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
 	ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
 
+	ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
+	ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
+
 	ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
 	ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
 
@@ -420,6 +434,7 @@ void Light2D::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "1,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
 
 	BIND_CONSTANT(MODE_ADD);
@@ -449,6 +464,7 @@ Light2D::Light2D() {
 	energy = 1.0;
 	shadow_color = Color(0, 0, 0, 0);
 	shadow_filter = SHADOW_FILTER_NONE;
+	shadow_smooth = 0;
 
 	set_notify_transform(true);
 }

+ 4 - 0
scene/2d/light_2d.h

@@ -69,6 +69,7 @@ private:
 	int item_mask;
 	int item_shadow_mask;
 	int shadow_buffer_size;
+	float shadow_smooth;
 	float shadow_gradient_length;
 	Mode mode;
 	Ref<Texture> texture;
@@ -146,6 +147,9 @@ public:
 	void set_shadow_color(const Color &p_shadow_color);
 	Color get_shadow_color() const;
 
+	void set_shadow_smooth(float p_amount);
+	float get_shadow_smooth() const;
+
 	virtual Rect2 get_item_rect() const;
 
 	String get_configuration_warning() const;

+ 2 - 0
servers/visual/rasterizer.h

@@ -546,6 +546,7 @@ public:
 		float shadow_gradient_length;
 		VS::CanvasLightShadowFilter shadow_filter;
 		Color shadow_color;
+		float shadow_smooth;
 
 		void *texture_cache; // implementation dependent
 		Rect2 rect_cache;
@@ -584,6 +585,7 @@ public:
 			shadow_buffer_size = 256;
 			shadow_gradient_length = 0;
 			shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE;
+			shadow_smooth = 0.0;
 		}
 	};
 

+ 7 - 0
servers/visual/visual_server_canvas.cpp

@@ -916,6 +916,13 @@ void VisualServerCanvas::canvas_light_set_shadow_color(RID p_light, const Color
 	clight->shadow_color = p_color;
 }
 
+void VisualServerCanvas::canvas_light_set_shadow_smooth(RID p_light, float p_smooth) {
+
+	RasterizerCanvas::Light *clight = canvas_light_owner.get(p_light);
+	ERR_FAIL_COND(!clight);
+	clight->shadow_smooth = p_smooth;
+}
+
 RID VisualServerCanvas::canvas_light_occluder_create() {
 
 	RasterizerCanvas::LightOccluderInstance *occluder = memnew(RasterizerCanvas::LightOccluderInstance);

+ 1 - 0
servers/visual/visual_server_canvas.h

@@ -209,6 +209,7 @@ public:
 	void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
 	void canvas_light_set_shadow_filter(RID p_light, VS::CanvasLightShadowFilter p_filter);
 	void canvas_light_set_shadow_color(RID p_light, const Color &p_color);
+	void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
 
 	RID canvas_light_occluder_create();
 	void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);

+ 1 - 0
servers/visual/visual_server_raster.h

@@ -1082,6 +1082,7 @@ public:
 	BIND2(canvas_light_set_shadow_gradient_length, RID, float)
 	BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
 	BIND2(canvas_light_set_shadow_color, RID, const Color &)
+	BIND2(canvas_light_set_shadow_smooth, RID, float)
 
 	BIND0R(RID, canvas_light_occluder_create)
 	BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)

+ 1 - 0
servers/visual/visual_server_wrap_mt.h

@@ -511,6 +511,7 @@ public:
 	FUNC2(canvas_light_set_shadow_gradient_length, RID, float)
 	FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
 	FUNC2(canvas_light_set_shadow_color, RID, const Color &)
+	FUNC2(canvas_light_set_shadow_smooth, RID, float)
 
 	FUNC0R(RID, canvas_light_occluder_create)
 	FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)

+ 1 - 0
servers/visual_server.h

@@ -844,6 +844,7 @@ public:
 	virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length) = 0;
 	virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0;
 	virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
+	virtual void canvas_light_set_shadow_smooth(RID p_light, float p_smooth) = 0;
 
 	virtual RID canvas_light_occluder_create() = 0;
 	virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;