diff options
author | Juan Linietsky <reduzio@gmail.com> | 2018-09-29 19:17:34 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2018-09-29 19:17:52 -0300 |
commit | 3333166b070dea0e1d1255a9f9c4cfefe0ec32e5 (patch) | |
tree | dce517791b6ff162c8d555448a1777ab653ed1d1 | |
parent | 0378a9ba80dc5083bbafa4a216ed70ea5d450c03 (diff) |
Many more GLES2 fixes
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 39 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 75 | ||||
-rw-r--r-- | scene/resources/material.cpp | 74 |
4 files changed, 116 insertions, 74 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index feefb74480..c7506c6775 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1804,8 +1804,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); - Color attenuation = Color(0.0, 0.0, 0.0, 0.0); - attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { @@ -1858,8 +1857,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized(); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction); - Color attenuation = Color(0.0, 0.0, 0.0, 0.0); - attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]; @@ -2024,6 +2022,9 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, ReflectionProbeInstance *refprobe_2 = NULL; RasterizerStorageGLES2::Texture *lightmap = NULL; bool use_lightmap_capture = false; + bool rebind_light = false; + bool rebind_reflection = false; + bool rebind_lightmap = false; if (!p_shadow) { @@ -2059,6 +2060,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _setup_light_type(light, shadow_atlas); rebind = true; + rebind_light = true; } int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix @@ -2142,6 +2144,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap); } rebind = true; + rebind_reflection = true; } use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty(); @@ -2171,6 +2174,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glBindTexture(GL_TEXTURE_2D, lightmap->tex_id); } rebind = true; + rebind_lightmap = true; } } @@ -2233,17 +2237,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0); } - if (light) { - _setup_light(light, shadow_atlas, p_view_transform); - } - - if (refprobe_1 || refprobe_2) { - _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env); - } - - if (lightmap) { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy); - } + //rebind all these + rebind_light = true; + rebind_reflection = true; + rebind_lightmap = true; } state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse); @@ -2257,6 +2254,18 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? } + if (rebind_light && light) { + _setup_light(light, shadow_atlas, p_view_transform); + } + + if (rebind_reflection && (refprobe_1 || refprobe_2)) { + _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env); + } + + if (rebind_lightmap && lightmap) { + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy); + } + state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); if (use_lightmap_capture) { //this is per instance, must be set always if present diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 0863e03b76..5f5dfadcc5 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -3914,7 +3914,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 462aff8828..fc20cb81a2 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -165,7 +165,7 @@ uniform vec3 light_direction; uniform vec3 light_position; uniform float light_range; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -463,10 +463,15 @@ VERTEX_SHADER_CODE float normalized_distance = light_length / light_range; - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + if (normalized_distance < 1.0) { - vec3 attenuation = vec3(omni_attenuation); - light_att = vec3(omni_attenuation); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); + + vec3 attenuation = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); @@ -478,17 +483,30 @@ VERTEX_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; + if (normalized_distance < 1.0) { + + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; + + float spot_cutoff = light_spot_angle; - float spot_cutoff = light_spot_angle; + float angle = dot(-normalize(light_rel_vec), spot_dir); - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + if (angle > spot_cutoff) { - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + + light_att = vec3(spot_attenuation); + } else { + light_att=vec3(0.0); + } + } else { + light_att=vec3(0.0); + } - light_att = vec3(spot_attenuation); L = normalize(light_rel_vec); #endif @@ -814,7 +832,7 @@ uniform vec3 light_direction; // omni uniform vec3 light_position; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -1267,6 +1285,7 @@ void main() { float clearcoat_gloss = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); + float sss_strength = 0.0; //unused float alpha = 1.0; float side = 1.0; @@ -1474,10 +1493,14 @@ FRAGMENT_SHADER_CODE float light_length = length(light_vec); float normalized_distance = light_length / light_range; + if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - light_att = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); #endif @@ -1643,17 +1666,25 @@ FRAGMENT_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; - - float spot_cutoff = light_spot_angle; + if (normalized_distance < 1.0) { + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + float spot_cutoff = light_spot_angle; + float angle = dot(-normalize(light_rel_vec), spot_dir); - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + if (angle > spot_cutoff) { + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - light_att = vec3(spot_attenuation); + light_att = vec3(spot_attenuation); + } else { + light_att = vec3(0.0); + } + } else { + light_att = vec3(0.0); + } L = normalize(light_rel_vec); diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index b671b1f874..274c74a9a2 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -817,7 +817,7 @@ void SpatialMaterial::_update_shader() { code += "\tALPHA = albedo.a * albedo_tex.a;\n"; } - if (proximity_fade_enabled) { + if (!VisualServer::get_singleton()->is_low_end() && proximity_fade_enabled) { code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n"; code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n"; code += "\tworld_pos.xyz/=world_pos.w;\n"; @@ -825,43 +825,45 @@ void SpatialMaterial::_update_shader() { } if (distance_fade != DISTANCE_FADE_DISABLED) { - if (distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER) { - - code += "\t{\n"; - if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { - code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; - - } else { - code += "\t\tfloat fade_distance=-VERTEX.z;\n"; + if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { + + if (!VisualServer::get_singleton()->is_low_end()) { + code += "\t{\n"; + if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { + code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; + + } else { + code += "\t\tfloat fade_distance=-VERTEX.z;\n"; + } + + code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; + code += "\t\tint x = int(FRAGCOORD.x) % 4;\n"; + code += "\t\tint y = int(FRAGCOORD.y) % 4;\n"; + code += "\t\tint index = x + y * 4;\n"; + code += "\t\tfloat limit = 0.0;\n\n"; + code += "\t\tif (x < 8) {\n"; + code += "\t\t\tif (index == 0) limit = 0.0625;\n"; + code += "\t\t\tif (index == 1) limit = 0.5625;\n"; + code += "\t\t\tif (index == 2) limit = 0.1875;\n"; + code += "\t\t\tif (index == 3) limit = 0.6875;\n"; + code += "\t\t\tif (index == 4) limit = 0.8125;\n"; + code += "\t\t\tif (index == 5) limit = 0.3125;\n"; + code += "\t\t\tif (index == 6) limit = 0.9375;\n"; + code += "\t\t\tif (index == 7) limit = 0.4375;\n"; + code += "\t\t\tif (index == 8) limit = 0.25;\n"; + code += "\t\t\tif (index == 9) limit = 0.75;\n"; + code += "\t\t\tif (index == 10) limit = 0.125;\n"; + code += "\t\t\tif (index == 11) limit = 0.625;\n"; + code += "\t\t\tif (index == 12) limit = 1.0;\n"; + code += "\t\t\tif (index == 13) limit = 0.5;\n"; + code += "\t\t\tif (index == 14) limit = 0.875;\n"; + code += "\t\t\tif (index == 15) limit = 0.375;\n"; + code += "\t\t}\n\n"; + code += "\tif (fade < limit)\n"; + code += "\t\tdiscard;\n"; + code += "\t}\n\n"; } - code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; - code += "\t\tint x = int(FRAGCOORD.x) % 4;\n"; - code += "\t\tint y = int(FRAGCOORD.y) % 4;\n"; - code += "\t\tint index = x + y * 4;\n"; - code += "\t\tfloat limit = 0.0;\n\n"; - code += "\t\tif (x < 8) {\n"; - code += "\t\t\tif (index == 0) limit = 0.0625;\n"; - code += "\t\t\tif (index == 1) limit = 0.5625;\n"; - code += "\t\t\tif (index == 2) limit = 0.1875;\n"; - code += "\t\t\tif (index == 3) limit = 0.6875;\n"; - code += "\t\t\tif (index == 4) limit = 0.8125;\n"; - code += "\t\t\tif (index == 5) limit = 0.3125;\n"; - code += "\t\t\tif (index == 6) limit = 0.9375;\n"; - code += "\t\t\tif (index == 7) limit = 0.4375;\n"; - code += "\t\t\tif (index == 8) limit = 0.25;\n"; - code += "\t\t\tif (index == 9) limit = 0.75;\n"; - code += "\t\t\tif (index == 10) limit = 0.125;\n"; - code += "\t\t\tif (index == 11) limit = 0.625;\n"; - code += "\t\t\tif (index == 12) limit = 1.0;\n"; - code += "\t\t\tif (index == 13) limit = 0.5;\n"; - code += "\t\t\tif (index == 14) limit = 0.875;\n"; - code += "\t\t\tif (index == 15) limit = 0.375;\n"; - code += "\t\t}\n\n"; - code += "\tif (fade < limit)\n"; - code += "\t\tdiscard;\n"; - code += "\t}\n\n"; - } else { code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; } |