diff options
author | karroffel <therzog@mail.de> | 2017-12-04 13:41:34 +0100 |
---|---|---|
committer | karroffel <therzog@mail.de> | 2018-03-01 15:12:30 +0100 |
commit | eac4c984dfe5eebb73b094aaf2ed5ab37b6e8fdf (patch) | |
tree | bdd2fc1a9a678422b37513a83f9bd842de532145 | |
parent | 7f3024d343aa1b14641ad5a7b56efaa1501550cf (diff) |
add GLES 2 renderer for 2D
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
41 files changed, 12286 insertions, 719 deletions
diff --git a/SConstruct b/SConstruct index c320513786..7e045c710b 100644 --- a/SConstruct +++ b/SConstruct @@ -145,7 +145,7 @@ opts = Variables(customs, ARGUMENTS) # Target build options opts.Add('arch', "Platform-dependent architecture (arm/arm64/x86/x64/mips/etc)", '') -opts.Add(EnumVariable('bits', "Target platform bits", 'default', ('default', '32', '64'))) +opts.Add(EnumVariable('bits', "Target platform bits", 'default', ('default', '32', '64', 'fat'))) opts.Add('p', "Platform (alias for 'platform')", '') opts.Add('platform', "Target platform (%s)" % ('|'.join(platform_list), ), '') opts.Add(EnumVariable('target', "Compilation target", 'debug', ('debug', 'release_debug', 'release'))) @@ -161,11 +161,11 @@ opts.Add(BoolVariable('xml', "XML format support for resources", True)) # Advanced options opts.Add(BoolVariable('disable_3d', "Disable 3D nodes for smaller executable", False)) -opts.Add(BoolVariable('disable_advanced_gui', "Disable advanced 3D gui nodes and behaviors", False)) +opts.Add(BoolVariable('disable_advanced_gui', "Disable advance 3D gui nodes and behaviors", False)) opts.Add('extra_suffix', "Custom extra suffix added to the base filename of all generated binary files", '') opts.Add('unix_global_settings_path', "UNIX-specific path to system-wide settings. Currently only used for templates", '') opts.Add(BoolVariable('verbose', "Enable verbose output for the compilation", False)) -opts.Add(BoolVariable('vsproj', "Generate Visual Studio Project", False)) +opts.Add(BoolVariable('vsproj', "Generate Visual Studio Project.", False)) opts.Add(EnumVariable('warnings', "Set the level of warnings emitted during compilation", 'no', ('extra', 'all', 'moderate', 'no'))) opts.Add(BoolVariable('progress', "Show a progress indicator during build", True)) opts.Add(BoolVariable('dev', "If yes, alias for verbose=yes warnings=all", False)) @@ -353,7 +353,6 @@ if selected_platform in platform_list: env.Append(CCFLAGS=['-Wall', '-Wno-unused']) else: # 'no' env.Append(CCFLAGS=['-w']) - env.Append(CCFLAGS=['-Werror=return-type']) #env['platform_libsuffix'] = env['LIBSUFFIX'] @@ -383,6 +382,8 @@ if selected_platform in platform_list: suffix += ".32" elif (env["bits"] == "64"): suffix += ".64" + elif (env["bits"] == "fat"): + suffix += ".fat" suffix += env.extra_suffix @@ -445,7 +446,8 @@ if selected_platform in platform_list: methods.no_verbose(sys, env) if (not env["platform"] == "server"): # FIXME: detect GLES3 - env.Append( BUILDERS = { 'GLES3_GLSL' : env.Builder(action = methods.build_gles3_headers, suffix = 'glsl.gen.h',src_suffix = '.glsl') } ) + env.Append( BUILDERS = { 'GLES3_GLSL' : env.Builder(action = methods.build_gles3_headers, suffix = 'glsl.gen.h', src_suffix = '.glsl') } ) + env.Append( BUILDERS = { 'GLES2_GLSL' : env.Builder(action = methods.build_gles2_headers, suffix = 'glsl.gen.h', src_suffix = '.glsl') } ) scons_cache_path = os.environ.get("SCONS_CACHE") if scons_cache_path != None: diff --git a/drivers/SCsub b/drivers/SCsub index fc017f4891..2c5e9434e8 100644 --- a/drivers/SCsub +++ b/drivers/SCsub @@ -24,6 +24,7 @@ if env['xaudio2']: # Graphics drivers if (env["platform"] != "server"): SConscript('gles3/SCsub') + SConscript('gles2/SCsub') SConscript('gl_context/SCsub') else: SConscript('dummy/SCsub') diff --git a/drivers/gles2/SCsub b/drivers/gles2/SCsub new file mode 100644 index 0000000000..2471dd3739 --- /dev/null +++ b/drivers/gles2/SCsub @@ -0,0 +1,7 @@ +#!/usr/bin/env python + +Import('env') + +env.add_source_files(env.drivers_sources,"*.cpp") + +SConscript("shaders/SCsub") diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp new file mode 100644 index 0000000000..217f1522ee --- /dev/null +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -0,0 +1,1145 @@ +/*************************************************************************/ +/* rasterizer_canvas_gles2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "rasterizer_canvas_gles2.h" +#include "os/os.h" +#include "project_settings.h" +#include "rasterizer_scene_gles2.h" +#include "servers/visual/visual_server_raster.h" +#ifndef GLES_OVER_GL +#define glClearDepth glClearDepthf +#endif + +RID RasterizerCanvasGLES2::light_internal_create() { + + return RID(); +} + +void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) { +} + +void RasterizerCanvasGLES2::light_internal_free(RID p_rid) { +} + +void RasterizerCanvasGLES2::_set_uniforms() { + + state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix); + state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); + state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix); + + state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate); +} + +void RasterizerCanvasGLES2::canvas_begin() { + + if (storage->frame.clear_request) { + glClearColor(storage->frame.clear_request_color.r, + storage->frame.clear_request_color.g, + storage->frame.clear_request_color.b, + storage->frame.clear_request_color.a); + glClear(GL_COLOR_BUFFER_BIT); + storage->frame.clear_request = false; + } + + if (storage->frame.current_rt) { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + glColorMask(1, 1, 1, 1); + } + + reset_canvas(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + glDisableVertexAttribArray(VS::ARRAY_COLOR); + + // set up default uniforms + + Transform canvas_transform; + + if (storage->frame.current_rt) { + + float csy = 1.0; + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { + csy = -1.0; + } + canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f); + canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f)); + } else { + Vector2 ssize = OS::get_singleton()->get_window_size(); + canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); + canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f)); + } + + state.uniforms.projection_matrix = canvas_transform; + + state.uniforms.final_modulate = Color(1, 1, 1, 1); + + state.uniforms.modelview_matrix = Transform2D(); + state.uniforms.extra_matrix = Transform2D(); + + _set_uniforms(); + _bind_quad_buffer(); +} + +void RasterizerCanvasGLES2::canvas_end() { + + glBindBuffer(GL_ARRAY_BUFFER, 0); + + for (int i = 0; i < VS::ARRAY_MAX; i++) { + glDisableVertexAttribArray(i); + } + + state.using_texture_rect = false; + state.using_ninepatch = false; +} + +RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { + + RasterizerStorageGLES2::Texture *tex_return = NULL; + + if (p_texture.is_valid()) { + + RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture); + + if (!texture) { + state.current_tex = RID(); + state.current_tex_ptr = NULL; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + + } else { + + texture = texture->get_ptr(); + + if (texture->render_target) { + texture->render_target->used_in_frame = true; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, texture->tex_id); + + state.current_tex = p_texture; + state.current_tex_ptr = texture; + + tex_return = texture; + } + } else { + state.current_tex = RID(); + state.current_tex_ptr = NULL; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + } + + return tex_return; +} + +void RasterizerCanvasGLES2::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) { +} + +void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + + uint32_t buffer_ofs = 0; + + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + } else { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(Color) * p_vertex_count; + } + + if (p_uvs) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + + glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + + uint32_t buffer_ofs = 0; + + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + } else { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(Color) * p_vertex_count; + } + + if (p_uvs) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glDrawArrays(p_primitive, 0, p_vertex_count); + + glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { + + static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; + + int color_offset = 0; + int uv_offset = 0; + int stride = 2; + + if (p_colors) { + color_offset = stride; + stride += 4; + } + + if (p_uvs) { + uv_offset = stride; + stride += 2; + } + + float buffer_data[(2 + 2 + 4) * 4]; + + for (int i = 0; i < p_points; i++) { + buffer_data[stride * i + 0] = p_vertices[i].x; + buffer_data[stride * i + 1] = p_vertices[i].y; + } + + if (p_colors) { + for (int i = 0; i < p_points; i++) { + buffer_data[stride * i + color_offset + 0] = p_colors[i].r; + buffer_data[stride * i + color_offset + 1] = p_colors[i].g; + buffer_data[stride * i + color_offset + 2] = p_colors[i].b; + buffer_data[stride * i + color_offset + 3] = p_colors[i].a; + } + } + + if (p_uvs) { + for (int i = 0; i < p_points; i++) { + buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x; + buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y; + } + } + + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); + + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); + + if (p_colors) { + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float)); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + } + + if (p_uvs) { + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float)); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glDrawArrays(prim[p_points], 0, p_points); + + glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) { + + int command_count = p_item->commands.size(); + Item::Command **commands = p_item->commands.ptrw(); + + for (int i = 0; i < command_count; i++) { + + Item::Command *command = commands[i]; + + switch (command->type) { + + case Item::Command::TYPE_LINE: { + + Item::CommandLine *line = static_cast<Item::CommandLine *>(command); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + state.canvas_shader.bind(); + + _set_uniforms(); + + _bind_canvas_texture(RID(), RID()); + + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components); + + state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); + + if (line->width <= 1) { + Vector2 verts[2] = { + Vector2(line->from.x, line->from.y), + Vector2(line->to.x, line->to.y) + }; + + _draw_gui_primitive(2, verts, NULL, NULL); + } else { + Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5; + + Vector2 verts[4] = { + line->from - t, + line->from + t, + line->to + t, + line->to - t + }; + + _draw_gui_primitive(4, verts, NULL, NULL); + } + + } break; + + case Item::Command::TYPE_RECT: { + + Item::CommandRect *r = static_cast<Item::CommandRect *>(command); + + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); + + _bind_quad_buffer(); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + if (state.canvas_shader.bind()) + _set_uniforms(); + + RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); + + if (!tex) { + Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } + + state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1)); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } else { + + bool untile = false; + + if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + untile = true; + } + + Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); + Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + + Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } + + if (r->flags & CANVAS_RECT_FLIP_H) { + src_rect.size.x *= -1; + } + + if (r->flags & CANVAS_RECT_FLIP_V) { + src_rect.size.y *= -1; + } + + if (r->flags & CANVAS_RECT_TRANSPOSE) { + dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform + } + + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + + state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y)); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + if (untile) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + } break; + + case Item::Command::TYPE_NINEPATCH: { + + Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); + if (state.canvas_shader.bind()) + _set_uniforms(); + + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components); + + RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map); + + if (!tex) { + print_line("TODO: ninepatch without texture"); + continue; + } + + Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); + + // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + + // prepare vertex buffer + + float buffer[16 * 2 + 16 * 2]; + + { + + // first row + + buffer[(0 * 4 * 4) + 0] = np->rect.position.x; + buffer[(0 * 4 * 4) + 1] = np->rect.position.y; + + buffer[(0 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; + buffer[(0 * 4 * 4) + 3] = np->source.position.y * texpixel_size.y; + + buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; + buffer[(0 * 4 * 4) + 5] = np->rect.position.y; + + buffer[(0 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; + buffer[(0 * 4 * 4) + 7] = np->source.position.y * texpixel_size.y; + + buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; + buffer[(0 * 4 * 4) + 9] = np->rect.position.y; + + buffer[(0 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; + buffer[(0 * 4 * 4) + 11] = np->source.position.y * texpixel_size.y; + + buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; + buffer[(0 * 4 * 4) + 13] = np->rect.position.y; + + buffer[(0 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; + buffer[(0 * 4 * 4) + 15] = np->source.position.y * texpixel_size.y; + + // second row + + buffer[(1 * 4 * 4) + 0] = np->rect.position.x; + buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP]; + + buffer[(1 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; + buffer[(1 * 4 * 4) + 3] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + + buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; + buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP]; + + buffer[(1 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; + buffer[(1 * 4 * 4) + 7] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + + buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; + buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP]; + + buffer[(1 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; + buffer[(1 * 4 * 4) + 11] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + + buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; + buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP]; + + buffer[(1 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; + buffer[(1 * 4 * 4) + 15] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + + // thrid row + + buffer[(2 * 4 * 4) + 0] = np->rect.position.x; + buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + + buffer[(2 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; + buffer[(2 * 4 * 4) + 3] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + + buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; + buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + + buffer[(2 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; + buffer[(2 * 4 * 4) + 7] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + + buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; + buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + + buffer[(2 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; + buffer[(2 * 4 * 4) + 11] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + + buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; + buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + + buffer[(2 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; + buffer[(2 * 4 * 4) + 15] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + + // fourth row + + buffer[(3 * 4 * 4) + 0] = np->rect.position.x; + buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y; + + buffer[(3 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x; + buffer[(3 * 4 * 4) + 3] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + + buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; + buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y; + + buffer[(3 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; + buffer[(3 * 4 * 4) + 7] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + + buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; + buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y; + + buffer[(3 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; + buffer[(3 * 4 * 4) + 11] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + + buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; + buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y; + + buffer[(3 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x; + buffer[(3 * 4 * 4) + 15] = (np->source.position.y + np->source.size.y) * texpixel_size.y; + + // print_line(String::num((np->source.position.y + np->source.size.y) * texpixel_size.y)); + } + + glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2)); + + glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + } break; + + case Item::Command::TYPE_CIRCLE: { + + Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + + if (state.canvas_shader.bind()) + _set_uniforms(); + + static const int num_points = 32; + + Vector2 points[num_points + 1]; + points[num_points] = circle->pos; + + int indices[num_points * 3]; + + for (int i = 0; i < num_points; i++) { + points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius; + indices[i * 3 + 0] = i; + indices[i * 3 + 1] = (i + 1) % num_points; + indices[i * 3 + 2] = num_points; + } + + _bind_canvas_texture(RID(), RID()); + + _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true); + } break; + + case Item::Command::TYPE_POLYGON: { + + Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + + if (state.canvas_shader.bind()) + _set_uniforms(); + + RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); + + if (texture) { + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + } + + _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } break; + + case Item::Command::TYPE_POLYLINE: { + Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + + if (state.canvas_shader.bind()) + _set_uniforms(); + + if (pline->triangles.size()) { + _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1); + } else { + if (pline->multiline) { + int todo = pline->lines.size() / 2; + int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4); + int offset = 0; + + while (todo) { + int to_draw = MIN(max_per_call, todo); + _draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1); + todo -= to_draw; + offset += to_draw * 2; + } + } else { + _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1); + } + } + } break; + + case Item::Command::TYPE_PRIMITIVE: { + + Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); + + if (state.canvas_shader.bind()) + _set_uniforms(); + + ERR_CONTINUE(primitive->points.size() < 1); + + RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map); + + if (texture) { + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + } + + if (primitive->colors.size() == 1 && primitive->points.size() > 1) { + Color c = primitive->colors[0]; + glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a); + } else if (primitive->colors.empty()) { + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + } + + _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr()); + } break; + + case Item::Command::TYPE_TRANSFORM: { + Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command); + state.uniforms.extra_matrix = transform->xform; + state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix); + } break; + + case Item::Command::TYPE_PARTICLES: { + + } break; + + case Item::Command::TYPE_CLIP_IGNORE: { + + Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command); + if (current_clip) { + if (ci->ignore != reclip) { + if (ci->ignore) { + glDisable(GL_SCISSOR_TEST); + reclip = true; + } else { + glEnable(GL_SCISSOR_TEST); + + int x = current_clip->final_clip_rect.position.x; + int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); + int w = current_clip->final_clip_rect.size.x; + int h = current_clip->final_clip_rect.size.y; + + glScissor(x, y, w, h); + + reclip = false; + } + } + } + + } break; + + default: { + print_line("other"); + } break; + } + } +} + +void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { + + // This isn't really working yet, so disabling for now. + + /* + glDisable(GL_BLEND); + + state.canvas_texscreen_used = true; + + Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height); + Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y); + + if (p_rect != Rect2()) { + // only use section + + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true); + } + + + storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section); + + _bind_quad_buffer(); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glDisableVertexAttribArray(VS::ARRAY_VERTEX); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + + state.canvas_shader.bind(); + _bind_canvas_texture(state.current_tex, state.current_normal); + + glEnable(GL_BLEND); + */ +} + +void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) { + + Item *current_clip = NULL; + + RasterizerStorageGLES2::Shader *shader_cache = NULL; + + bool rebind_shader = true; + + Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height); + + state.current_tex = RID(); + state.current_tex_ptr = NULL; + state.current_normal = RID(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + + int last_blend_mode = -1; + + RID canvas_last_material = RID(); + + while (p_item_list) { + + Item *ci = p_item_list; + + if (current_clip != ci->final_clip_owner) { + + current_clip = ci->final_clip_owner; + + if (current_clip) { + glEnable(GL_SCISSOR_TEST); + glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); + } else { + glDisable(GL_SCISSOR_TEST); + } + } + + // TODO: copy back buffer + + if (ci->copy_back_buffer) { + if (ci->copy_back_buffer->full) { + _copy_texscreen(Rect2()); + } else { + _copy_texscreen(ci->copy_back_buffer->rect); + } + } + + Item *material_owner = ci->material_owner ? ci->material_owner : ci; + + RID material = material_owner->material; + + if (material != canvas_last_material || rebind_shader) { + + RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material); + RasterizerStorageGLES2::Shader *shader_ptr = NULL; + + if (material_ptr) { + shader_ptr = material_ptr->shader; + + if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) { + shader_ptr = NULL; // not a canvas item shader, don't use. + } + } + + if (shader_ptr) { + if (shader_ptr->canvas_item.uses_screen_texture) { + _copy_texscreen(Rect2()); + } + + if (shader_ptr != shader_cache) { + + if (shader_ptr->canvas_item.uses_time) { + VisualServerRaster::redraw_request(); + } + + state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); + state.canvas_shader.bind(); + } + + int tc = material_ptr->textures.size(); + RID *textures = material_ptr->textures.ptrw(); + + ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw(); + + for (int i = 0; i < tc; i++) { + + glActiveTexture(GL_TEXTURE2 + i); + + RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i]); + + if (!t) { + + switch (texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); + } break; + default: { + glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + } break; + } + + continue; + } + + t = t->get_ptr(); + + glBindTexture(t->target, t->tex_id); + } + } else { + state.canvas_shader.set_custom_shader(0); + state.canvas_shader.bind(); + } + + shader_cache = shader_ptr; + + canvas_last_material = material; + + rebind_shader = false; + } + + int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX; + bool unshaded = true || (shader_cache && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX); + bool reclip = false; + + if (last_blend_mode != blend_mode) { + + switch (blend_mode) { + + case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + } break; + case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: { + + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + + } break; + case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: { + + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + } break; + case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_DST_COLOR, GL_ZERO); + } break; + case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } break; + } + } + + state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a); + + state.uniforms.modelview_matrix = ci->final_transform; + state.uniforms.extra_matrix = Transform2D(); + + _set_uniforms(); + + _canvas_item_render_commands(p_item_list, NULL, reclip); + + rebind_shader = true; // hacked in for now. + + if (reclip) { + glEnable(GL_SCISSOR_TEST); + glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); + } + + p_item_list = p_item_list->next; + } + + if (current_clip) { + glDisable(GL_SCISSOR_TEST); + } +} + +void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) { +} + +void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) { +} + +void RasterizerCanvasGLES2::reset_canvas() { + + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_DITHER); + glEnable(GL_BLEND); + + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + // bind the back buffer to a texture so shaders can use it. + // It should probably use texture unit -3 (as GLES3 does as well) but currently that's buggy. + // keeping this for now as there's nothing else that uses texture unit 2 + // TODO ^ + if (storage->frame.current_rt) { + glActiveTexture(GL_TEXTURE0 + 2); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_bind_quad_buffer() { + glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL); +} +void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { + + state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y)); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} + +void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) { +} + +void RasterizerCanvasGLES2::initialize() { + + // quad buffer + { + glGenBuffers(1, &data.canvas_quad_vertices); + glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); + + const float qv[8] = { + 0, 0, + 0, 1, + 1, 1, + 1, 0 + }; + + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + + // polygon buffer + { + uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); + poly_size *= 1024; + poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); + glGenBuffers(1, &data.polygon_buffer); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); + + data.polygon_buffer_size = poly_size; + + glBindBuffer(GL_ARRAY_BUFFER, 0); + + uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128); + index_size *= 1024; // kb + glGenBuffers(1, &data.polygon_index_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + // ninepatch buffers + { + // array buffer + glGenBuffers(1, &data.ninepatch_vertices); + glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); + + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + + // element buffer + glGenBuffers(1, &data.ninepatch_elements); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); + +#define _EIDX(y, x) (y * 4 + x) + uint8_t elems[3 * 2 * 9] = { + + // first row + + _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1), + _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0), + + _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2), + _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1), + + _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3), + _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2), + + // second row + + _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1), + _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0), + + // the center one would be here, but we'll put it at the end + // so it's easier to disable the center and be able to use + // one draw call for both + + _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3), + _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2), + + // third row + + _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1), + _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0), + + _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2), + _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1), + + _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3), + _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2), + + // center field + + _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2), + _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1) + }; + ; +#undef _EIDX + + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + state.canvas_shader.init(); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + + state.canvas_shader.bind(); +} + +void RasterizerCanvasGLES2::finalize() { +} + +RasterizerCanvasGLES2::RasterizerCanvasGLES2() { +} diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h new file mode 100644 index 0000000000..06dcc57df4 --- /dev/null +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -0,0 +1,129 @@ +/*************************************************************************/ +/* rasterizer_canvas_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef RASTERIZERCANVASGLES2_H +#define RASTERIZERCANVASGLES2_H + +#include "rasterizer_storage_gles2.h" +#include "servers/visual/rasterizer.h" + +#include "shaders/canvas.glsl.gen.h" + +// #include "shaders/canvas_shadow.glsl.gen.h" + +class RasterizerSceneGLES2; + +class RasterizerCanvasGLES2 : public RasterizerCanvas { +public: + struct Uniforms { + Transform projection_matrix; + + Transform2D modelview_matrix; + Transform2D extra_matrix; + + Color final_modulate; + + float time; + }; + + struct Data { + + GLuint canvas_quad_vertices; + GLuint polygon_buffer; + GLuint polygon_index_buffer; + + uint32_t polygon_buffer_size; + + GLuint ninepatch_vertices; + GLuint ninepatch_elements; + + } data; + + struct State { + Uniforms uniforms; + bool canvas_texscreen_used; + CanvasShaderGLES2 canvas_shader; + // CanvasShadowShaderGLES3 canvas_shadow_shader; + + bool using_texture_rect; + bool using_ninepatch; + + RID current_tex; + RID current_normal; + RasterizerStorageGLES2::Texture *current_tex_ptr; + + Transform vp; + + } state; + + typedef void Texture; + + RasterizerSceneGLES2 *scene_render; + + RasterizerStorageGLES2 *storage; + + virtual RID light_internal_create(); + virtual void light_internal_update(RID p_rid, Light *p_light); + virtual void light_internal_free(RID p_rid); + + void _set_uniforms(); + + virtual void canvas_begin(); + virtual void canvas_end(); + + _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false); + + _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); + _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + + _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip); + _FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect); + + virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform); + virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow); + + virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache); + + virtual void reset_canvas(); + + RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map); + + void _bind_quad_buffer(); + void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src); + + void initialize(); + void finalize(); + + virtual void draw_window_margins(int *black_margin, RID *black_image); + + RasterizerCanvasGLES2(); +}; + +#endif // RASTERIZERCANVASGLES2_H diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp new file mode 100644 index 0000000000..b357073ba5 --- /dev/null +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -0,0 +1,383 @@ +/*************************************************************************/ +/* rasterizer_gles2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "rasterizer_gles2.h" + +#include "gl_context/context_gl.h" +#include "os/os.h" +#include "project_settings.h" +#include <string.h> + +#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define _EXT_DEBUG_SOURCE_API_ARB 0x8246 +#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B +#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C +#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251 +#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148 +#define _EXT_DEBUG_OUTPUT 0x92E0 + +#if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED) +#define GLAPIENTRY APIENTRY +#else +#define GLAPIENTRY +#endif + +static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) { + + if (type == _EXT_DEBUG_TYPE_OTHER_ARB) + return; + + if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) + return; //these are ultimately annoying, so removing for now + + char debSource[256], debType[256], debSev[256]; + if (source == _EXT_DEBUG_SOURCE_API_ARB) + strcpy(debSource, "OpenGL"); + else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) + strcpy(debSource, "Windows"); + else if (source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) + strcpy(debSource, "Shader Compiler"); + else if (source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) + strcpy(debSource, "Third Party"); + else if (source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) + strcpy(debSource, "Application"); + else if (source == _EXT_DEBUG_SOURCE_OTHER_ARB) + strcpy(debSource, "Other"); + + if (type == _EXT_DEBUG_TYPE_ERROR_ARB) + strcpy(debType, "Error"); + else if (type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) + strcpy(debType, "Deprecated behavior"); + else if (type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) + strcpy(debType, "Undefined behavior"); + else if (type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) + strcpy(debType, "Portability"); + else if (type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) + strcpy(debType, "Performance"); + else if (type == _EXT_DEBUG_TYPE_OTHER_ARB) + strcpy(debType, "Other"); + + if (severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) + strcpy(debSev, "High"); + else if (severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) + strcpy(debSev, "Medium"); + else if (severity == _EXT_DEBUG_SEVERITY_LOW_ARB) + strcpy(debSev, "Low"); + + String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; + + ERR_PRINTS(output); +} + +typedef void (*DEBUGPROCARB)(GLenum source, + GLenum type, + GLuint id, + GLenum severity, + GLsizei length, + const char *message, + const void *userParam); + +typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam); + +RasterizerStorage *RasterizerGLES2::get_storage() { + + return storage; +} + +RasterizerCanvas *RasterizerGLES2::get_canvas() { + + return canvas; +} + +RasterizerScene *RasterizerGLES2::get_scene() { + + return scene; +} + +void RasterizerGLES2::initialize() { + + if (OS::get_singleton()->is_stdout_verbose()) { + print_line("Using GLES2 video driver"); + } + +#ifdef GLAD_ENABLED + if (!gladLoadGL()) { + ERR_PRINT("Error initializing GLAD"); + } + +// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them +#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required + if (GLVersion.major < 3) { +#else // OpenGL ES 3.0 + if (GLVersion.major < 2) { +#endif + ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / OpenGL ES 2.0, sorry :(\n" + "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault."); + OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / OpenGL ES 2.0, sorry :(\n" + "Godot Engine will self-destruct as soon as you acknowledge this error message.", + "Fatal error: Insufficient OpenGL / GLES driver support"); + } + +#ifdef __APPLE__ +// FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas.. +#else + if (true || OS::get_singleton()->is_stdout_verbose()) { + glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); + glDebugMessageCallbackARB(_gl_debug_print, NULL); + glEnable(_EXT_DEBUG_OUTPUT); + } +#endif + +#endif // GLAD_ENABLED + + // For debugging +#ifdef GLES_OVER_GL + glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); + glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); + glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); + glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PORTABILITY_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); + glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_PERFORMANCE_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); + glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_OTHER_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE); +#endif + /* glDebugMessageInsertARB( + GL_DEBUG_SOURCE_API_ARB, + GL_DEBUG_TYPE_OTHER_ARB, 1, + GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello"); + */ + + const GLubyte *renderer = glGetString(GL_RENDERER); + print_line("OpenGL ES 2.0 Renderer: " + String((const char *)renderer)); + storage->initialize(); + canvas->initialize(); + scene->initialize(); +} + +void RasterizerGLES2::begin_frame() { + uint64_t tick = OS::get_singleton()->get_ticks_usec(); + + double delta = double(tick - prev_ticks) / 1000000.0; + delta *= Engine::get_singleton()->get_time_scale(); + + time_total += delta; + + if (delta == 0) { + //to avoid hiccups + delta = 0.001; + } + + prev_ticks = tick; + + // double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs"); + // if (time_total > time_roll_over) + // time_total = 0; //roll over every day (should be customz + + storage->frame.time[0] = time_total; + storage->frame.time[1] = Math::fmod(time_total, 3600); + storage->frame.time[2] = Math::fmod(time_total, 900); + storage->frame.time[3] = Math::fmod(time_total, 60); + storage->frame.count++; + storage->frame.delta = delta; + + storage->frame.prev_tick = tick; + + storage->update_dirty_resources(); + + storage->info.render_final = storage->info.render; + storage->info.render.reset(); + + scene->iteration(); +} + +void RasterizerGLES2::set_current_render_target(RID p_render_target) { + + if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) { + // pending clear request. Do that first. + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + glClearColor(storage->frame.clear_request_color.r, + storage->frame.clear_request_color.g, + storage->frame.clear_request_color.b, + storage->frame.clear_request_color.a); + glClear(GL_COLOR_BUFFER_BIT); + } + + if (p_render_target.is_valid()) { + RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); + storage->frame.current_rt = rt; + ERR_FAIL_COND(!rt); + storage->frame.clear_request = false; + + glViewport(0, 0, rt->width, rt->height); + } else { + storage->frame.current_rt = NULL; + storage->frame.clear_request = false; + glViewport(0, 0, OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); + } +} + +void RasterizerGLES2::restore_render_target() { + ERR_FAIL_COND(storage->frame.current_rt == NULL); + RasterizerStorageGLES2::RenderTarget *rt = storage->frame.current_rt; + glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); + glViewport(0, 0, rt->width, rt->height); +} + +void RasterizerGLES2::clear_render_target(const Color &p_color) { + ERR_FAIL_COND(!storage->frame.current_rt); + + storage->frame.clear_request = true; + storage->frame.clear_request_color = p_color; +} + +void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) { + + if (p_image.is_null() || p_image->empty()) + return; + + int window_w = OS::get_singleton()->get_video_mode(0).width; + int window_h = OS::get_singleton()->get_video_mode(0).height; + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, window_w, window_h); + glDisable(GL_BLEND); + glDepthMask(GL_FALSE); + glClearColor(p_color.r, p_color.g, p_color.b, p_color.a); + glClear(GL_COLOR_BUFFER_BIT); + + canvas->canvas_begin(); + + RID texture = storage->texture_create(); + storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), VS::TEXTURE_FLAG_FILTER); + storage->texture_set_data(texture, p_image); + + Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); + Rect2 screenrect; + + screenrect = imgrect; + screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); + + RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(texture); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, t->tex_id); + canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1)); + glBindTexture(GL_TEXTURE_2D, 0); + canvas->canvas_end(); + + storage->free(texture); + + OS::get_singleton()->swap_buffers(); +} + +void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen) { + + ERR_FAIL_COND(storage->frame.current_rt); + + RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + + canvas->state.canvas_shader.bind(); + + canvas->canvas_begin(); + canvas->state.canvas_shader.set_uniform(CanvasShaderGLES2::BLIT_PASS, true); + glDisable(GL_BLEND); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, rt->color); + + // TODO normals + + canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1)); + + canvas->state.canvas_shader.set_uniform(CanvasShaderGLES2::BLIT_PASS, false); + + glBindTexture(GL_TEXTURE_2D, 0); + canvas->canvas_end(); +} + +void RasterizerGLES2::end_frame(bool p_swap_buffers) { + if (p_swap_buffers) + OS::get_singleton()->swap_buffers(); + else + glFinish(); +} + +void RasterizerGLES2::finalize() { +} + +Rasterizer *RasterizerGLES2::_create_current() { + + return memnew(RasterizerGLES2); +} + +void RasterizerGLES2::make_current() { + _create_func = _create_current; +} + +void RasterizerGLES2::register_config() { +} + +RasterizerGLES2::RasterizerGLES2() { + + storage = memnew(RasterizerStorageGLES2); + canvas = memnew(RasterizerCanvasGLES2); + scene = memnew(RasterizerSceneGLES2); + canvas->storage = storage; + canvas->scene_render = scene; + storage->canvas = canvas; + scene->storage = storage; + storage->scene = scene; + + prev_ticks = 0; + time_total = 0; +} + +RasterizerGLES2::~RasterizerGLES2() { + + memdelete(storage); + memdelete(canvas); +} diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h new file mode 100644 index 0000000000..3ab99109cb --- /dev/null +++ b/drivers/gles2/rasterizer_gles2.h @@ -0,0 +1,72 @@ +/*************************************************************************/ +/* rasterizer_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef RASTERIZERGLES2_H +#define RASTERIZERGLES2_H + +#include "rasterizer_canvas_gles2.h" +#include "rasterizer_scene_gles2.h" +#include "rasterizer_storage_gles2.h" +#include "servers/visual/rasterizer.h" + +class RasterizerGLES2 : public Rasterizer { + + static Rasterizer *_create_current(); + + RasterizerStorageGLES2 *storage; + RasterizerCanvasGLES2 *canvas; + RasterizerSceneGLES2 *scene; + + uint64_t prev_ticks; + double time_total; + +public: + virtual RasterizerStorage *get_storage(); + virtual RasterizerCanvas *get_canvas(); + virtual RasterizerScene *get_scene(); + + virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale); + + virtual void initialize(); + virtual void begin_frame(); + virtual void set_current_render_target(RID p_render_target); + virtual void restore_render_target(); + virtual void clear_render_target(const Color &p_color); + virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0); + virtual void end_frame(bool p_swap_buffers); + virtual void finalize(); + + static void make_current(); + + static void register_config(); + RasterizerGLES2(); + ~RasterizerGLES2(); +}; + +#endif // RASTERIZERGLES2_H diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp new file mode 100644 index 0000000000..1f19e90f4e --- /dev/null +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -0,0 +1,235 @@ +/*************************************************************************/ +/* rasterizer_scene_gles2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "rasterizer_scene_gles2.h" +#include "math_funcs.h" +#include "os/os.h" +#include "project_settings.h" +#include "rasterizer_canvas_gles2.h" +#include "servers/visual/visual_server_raster.h" + +#ifndef GLES_OVER_GL +#define glClearDepth glClearDepthf +#endif + +/* SHADOW ATLAS API */ + +RID RasterizerSceneGLES2::shadow_atlas_create() { + + return RID(); +} + +void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) { +} + +void RasterizerSceneGLES2::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { +} + +bool RasterizerSceneGLES2::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { + return false; +} + +void RasterizerSceneGLES2::set_directional_shadow_count(int p_count) { +} + +int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance) { + return 0; +} +////////////////////////////////////////////////////// + +RID RasterizerSceneGLES2::reflection_atlas_create() { + return RID(); +} + +void RasterizerSceneGLES2::reflection_atlas_set_size(RID p_ref_atlas, int p_size) { +} + +void RasterizerSceneGLES2::reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) { +} + +//////////////////////////////////////////////////// + +RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { + return RID(); +} + +void RasterizerSceneGLES2::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) { +} + +void RasterizerSceneGLES2::reflection_probe_release_atlas_index(RID p_instance) { +} + +bool RasterizerSceneGLES2::reflection_probe_instance_needs_redraw(RID p_instance) { + return false; +} + +bool RasterizerSceneGLES2::reflection_probe_instance_has_reflection(RID p_instance) { + return false; +} + +bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { + return false; +} + +bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_instance) { + return false; +} + +/* ENVIRONMENT API */ + +RID RasterizerSceneGLES2::environment_create() { + + return RID(); +} + +void RasterizerSceneGLES2::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) { +} + +void RasterizerSceneGLES2::environment_set_sky(RID p_env, RID p_sky) { +} + +void RasterizerSceneGLES2::environment_set_sky_custom_fov(RID p_env, float p_scale) { +} + +void RasterizerSceneGLES2::environment_set_bg_color(RID p_env, const Color &p_color) { +} + +void RasterizerSceneGLES2::environment_set_bg_energy(RID p_env, float p_energy) { +} + +void RasterizerSceneGLES2::environment_set_canvas_max_layer(RID p_env, int p_max_layer) { +} + +void RasterizerSceneGLES2::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_sky_contribution) { +} + +void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { +} + +void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { +} + +void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { +} + +void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { +} + +void RasterizerSceneGLES2::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) { +} + +void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { +} + +void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { +} + +void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) { +} + +void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { +} + +void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { +} + +void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { +} + +bool RasterizerSceneGLES2::is_environment(RID p_env) { + return false; +} + +VS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) { + return VS::ENV_BG_CLEAR_COLOR; +} + +int RasterizerSceneGLES2::environment_get_canvas_max_layer(RID p_env) { + return 0; +} + +RID RasterizerSceneGLES2::light_instance_create(RID p_light) { + return RID(); +} + +void RasterizerSceneGLES2::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) { +} + +void RasterizerSceneGLES2::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) { +} + +void RasterizerSceneGLES2::light_instance_mark_visible(RID p_light_instance) { +} + +////////////////////// + +RID RasterizerSceneGLES2::gi_probe_instance_create() { + + return RID(); +} + +void RasterizerSceneGLES2::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) { +} +void RasterizerSceneGLES2::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) { +} + +void RasterizerSceneGLES2::gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) { +} + +//////////////////////////// +//////////////////////////// +//////////////////////////// + +void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { +} + +void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { +} + +void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) { +} + +bool RasterizerSceneGLES2::free(RID p_rid) { + return true; +} + +void RasterizerSceneGLES2::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) { +} + +void RasterizerSceneGLES2::initialize() { +} + +void RasterizerSceneGLES2::iteration() { +} + +void RasterizerSceneGLES2::finalize() { +} + +RasterizerSceneGLES2::RasterizerSceneGLES2() { +} diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h new file mode 100644 index 0000000000..723accbb3b --- /dev/null +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -0,0 +1,258 @@ +/*************************************************************************/ +/* rasterizer_scene_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef RASTERIZERSCENEGLES2_H +#define RASTERIZERSCENEGLES2_H + +/* Must come before shaders or the Windows build fails... */ +#include "rasterizer_storage_gles2.h" + +#include "shaders/scene.glsl.gen.h" +/* + +#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h" +#include "drivers/gles3/shaders/effect_blur.glsl.gen.h" +#include "drivers/gles3/shaders/exposure.glsl.gen.h" +#include "drivers/gles3/shaders/resolve.glsl.gen.h" +#include "drivers/gles3/shaders/scene.glsl.gen.h" +#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h" +#include "drivers/gles3/shaders/ssao.glsl.gen.h" +#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h" +#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h" +#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h" +#include "drivers/gles3/shaders/tonemap.glsl.gen.h" + +*/ + +class RasterizerSceneGLES2 : public RasterizerScene { +public: + RasterizerStorageGLES2 *storage; + struct State { + + bool texscreen_copied; + int current_blend_mode; + float current_line_width; + int current_depth_draw; + bool current_depth_test; + GLuint current_main_tex; + + SceneShaderGLES2 scene_shader; + // CubeToDpShaderGLES3 cube_to_dp_shader; + // ResolveShaderGLES3 resolve_shader; + // ScreenSpaceReflectionShaderGLES3 ssr_shader; + // EffectBlurShaderGLES3 effect_blur_shader; + // SubsurfScatteringShaderGLES3 sss_shader; + // SsaoMinifyShaderGLES3 ssao_minify_shader; + // SsaoShaderGLES3 ssao_shader; + // SsaoBlurShaderGLES3 ssao_blur_shader; + // ExposureShaderGLES3 exposure_shader; + // TonemapShaderGLES3 tonemap_shader; + + /* + struct SceneDataUBO { + //this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes + float projection_matrix[16]; + float inv_projection_matrix[16]; + float camera_inverse_matrix[16]; + float camera_matrix[16]; + float ambient_light_color[4]; + float bg_color[4]; + float fog_color_enabled[4]; + float fog_sun_color_amount[4]; + + float ambient_energy; + float bg_energy; + float z_offset; + float z_slope_scale; + float shadow_dual_paraboloid_render_zfar; + float shadow_dual_paraboloid_render_side; + float viewport_size[2]; + float screen_pixel_size[2]; + float shadow_atlas_pixel_size[2]; + float shadow_directional_pixel_size[2]; + + float time; + float z_far; + float reflection_multiplier; + float subsurface_scatter_width; + float ambient_occlusion_affect_light; + + uint32_t fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + uint32_t fog_transmit_enabled; + float fog_transmit_curve; + uint32_t fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + // make sure this struct is padded to be a multiple of 16 bytes for webgl + + } ubo_data; + + GLuint scene_ubo; + + struct EnvironmentRadianceUBO { + + float transform[16]; + float ambient_contribution; + uint8_t padding[12]; + + } env_radiance_data; + + GLuint env_radiance_ubo; + + GLuint sky_verts; + GLuint sky_array; + + GLuint directional_ubo; + + GLuint spot_array_ubo; + GLuint omni_array_ubo; + GLuint reflection_array_ubo; + + GLuint immediate_buffer; + GLuint immediate_array; + + uint32_t ubo_light_size; + uint8_t *spot_array_tmp; + uint8_t *omni_array_tmp; + uint8_t *reflection_array_tmp; + + int max_ubo_lights; + int max_forward_lights_per_object; + int max_ubo_reflections; + int max_skeleton_bones; + + bool used_contact_shadows; + + int spot_light_count; + int omni_light_count; + int directional_light_count; + int reflection_probe_count; + + bool cull_front; + bool cull_disabled; + bool used_sss; + bool used_screen_texture; + bool using_contact_shadows; + + VS::ViewportDebugDraw debug_draw; + */ + } state; + + /* SHADOW ATLAS API */ + + RID shadow_atlas_create(); + void shadow_atlas_set_size(RID p_atlas, int p_size); + void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision); + bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version); + + virtual int get_directional_light_shadow_size(RID p_light_intance); + virtual void set_directional_shadow_count(int p_count); + + /* REFLECTION PROBE ATLAS API */ + + virtual RID reflection_atlas_create(); + virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size); + virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv); + + /* REFLECTION CUBEMAPS */ + + /* REFLECTION PROBE INSTANCE */ + + virtual RID reflection_probe_instance_create(RID p_probe); + virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform); + virtual void reflection_probe_release_atlas_index(RID p_instance); + virtual bool reflection_probe_instance_needs_redraw(RID p_instance); + virtual bool reflection_probe_instance_has_reflection(RID p_instance); + virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas); + virtual bool reflection_probe_instance_postprocess_step(RID p_instance); + + /* ENVIRONMENT API */ + virtual RID environment_create(); + + virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); + virtual void environment_set_sky(RID p_env, RID p_sky); + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); + virtual void environment_set_bg_color(RID p_env, const Color &p_color); + virtual void environment_set_bg_energy(RID p_env, float p_energy); + virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer); + virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0); + + virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale); + virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture); + + virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness); + virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); + + virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); + + virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp); + + virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount); + virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve); + virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve); + + virtual bool is_environment(RID p_env); + + virtual VS::EnvironmentBG environment_get_background(RID p_env); + virtual int environment_get_canvas_max_layer(RID p_env); + + /* LIGHT INSTANCE */ + virtual RID light_instance_create(RID p_light); + virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); + virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0); + virtual void light_instance_mark_visible(RID p_light_instance); + + /* REFLECTION INSTANCE */ + + virtual RID gi_probe_instance_create(); + virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data); + virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform); + virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds); + + /* RENDER LIST */ + + virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass); + virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count); + virtual bool free(RID p_rid); + + virtual void set_scene_pass(uint64_t p_pass); + virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw); + + void iteration(); + void initialize(); + void finalize(); + RasterizerSceneGLES2(); +}; + +#endif // RASTERIZERSCENEGLES2_H diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp new file mode 100644 index 0000000000..0f5c139f45 --- /dev/null +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -0,0 +1,2061 @@ +/*************************************************************************/ +/* rasterizer_storage_gles2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "rasterizer_storage_gles2.h" +#include "project_settings.h" +#include "rasterizer_canvas_gles2.h" +#include "rasterizer_scene_gles2.h" + +GLuint RasterizerStorageGLES2::system_fbo = 0; + +/* TEXTURE API */ + +Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type) { + + r_gl_format = 0; + Ref<Image> image = p_image; + + bool need_decompress = false; + + switch (p_format) { + + case Image::FORMAT_L8: { + + r_gl_internal_format = GL_LUMINANCE; + r_gl_format = GL_LUMINANCE; + r_gl_type = GL_UNSIGNED_BYTE; + } break; + case Image::FORMAT_LA8: { + r_gl_internal_format = GL_LUMINANCE_ALPHA; + r_gl_format = GL_LUMINANCE_ALPHA; + r_gl_type = GL_UNSIGNED_BYTE; + } break; + case Image::FORMAT_R8: { + + r_gl_internal_format = GL_ALPHA; + r_gl_format = GL_ALPHA; + r_gl_type = GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_RG8: { + + ERR_EXPLAIN("RG texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RGB8: { + + r_gl_internal_format = GL_RGB; + r_gl_format = GL_RGB; + r_gl_type = GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_RGBA8: { + + r_gl_format = GL_RGBA; + r_gl_internal_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_RGBA4444: { + + r_gl_internal_format = GL_RGBA; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4; + + } break; + case Image::FORMAT_RGBA5551: { + + r_gl_internal_format = GL_RGB5_A1; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1; + + } break; + case Image::FORMAT_RF: { + ERR_EXPLAIN("R float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RGF: { + ERR_EXPLAIN("RG float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RGBF: { + + ERR_EXPLAIN("RGB float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RGBAF: { + + ERR_EXPLAIN("RGBA float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RH: { + ERR_EXPLAIN("R half float texture not supported"); + ERR_FAIL_V(image); + } break; + case Image::FORMAT_RGH: { + ERR_EXPLAIN("RG half float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RGBH: { + ERR_EXPLAIN("RGB half float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RGBAH: { + ERR_EXPLAIN("RGBA half float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_RGBE9995: { + ERR_EXPLAIN("RGBA float texture not supported"); + ERR_FAIL_V(image); + + } break; + case Image::FORMAT_DXT1: { + + need_decompress = true; + + } break; + case Image::FORMAT_DXT3: { + + need_decompress = true; + + } break; + case Image::FORMAT_DXT5: { + + need_decompress = true; + + } break; + case Image::FORMAT_RGTC_R: { + + need_decompress = true; + + } break; + case Image::FORMAT_RGTC_RG: { + + need_decompress = true; + + } break; + case Image::FORMAT_BPTC_RGBA: { + + need_decompress = true; + } break; + case Image::FORMAT_BPTC_RGBF: { + + need_decompress = true; + } break; + case Image::FORMAT_BPTC_RGBFU: { + + need_decompress = true; + } break; + case Image::FORMAT_PVRTC2: { + + need_decompress = true; + } break; + case Image::FORMAT_PVRTC2A: { + + need_decompress = true; + } break; + case Image::FORMAT_PVRTC4: { + + need_decompress = true; + } break; + case Image::FORMAT_PVRTC4A: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC2_R11: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC2_R11S: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC2_RG11: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC2_RG11S: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC2_RGB8: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC2_RGBA8: { + + need_decompress = true; + } break; + case Image::FORMAT_ETC2_RGB8A1: { + + need_decompress = true; + } break; + default: { + + ERR_FAIL_V(Ref<Image>()); + } + } + + if (need_decompress) { + + if (!image.is_null()) { + image = image->duplicate(); + image->decompress(); + ERR_FAIL_COND_V(image->is_compressed(), image); + image->convert(Image::FORMAT_RGBA8); + } + + r_gl_format = GL_RGBA; + r_gl_internal_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + + return image; + } + + return p_image; +} + +static const GLenum _cube_side_enum[6] = { + + GL_TEXTURE_CUBE_MAP_NEGATIVE_X, + GL_TEXTURE_CUBE_MAP_POSITIVE_X, + GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, + GL_TEXTURE_CUBE_MAP_POSITIVE_Y, + GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, + GL_TEXTURE_CUBE_MAP_POSITIVE_Z, + +}; + +RID RasterizerStorageGLES2::texture_create() { + + Texture *texture = memnew(Texture); + ERR_FAIL_COND_V(!texture, RID()); + glGenTextures(1, &texture->tex_id); + texture->active = false; + texture->total_data_size = 0; + + return texture_owner.make_rid(texture); +} + +void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) { + GLenum format; + GLenum internal_format; + GLenum type; + + if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video + } + + Texture *texture = texture_owner.getornull(p_texture); + ERR_FAIL_COND(!texture); + texture->width = p_width; + texture->height = p_height; + texture->format = p_format; + texture->flags = p_flags; + texture->stored_cube_sides = 0; + texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; + + _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, format, internal_format, type); + + texture->alloc_width = texture->width; + texture->alloc_height = texture->height; + + texture->gl_format_cache = format; + texture->gl_type_cache = type; + texture->gl_internal_format_cache = internal_format; + texture->data_size = 0; + texture->mipmaps = 1; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + //prealloc if video + glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, NULL); + } + + texture->active = true; +} + +void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side) { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(!texture->active); + ERR_FAIL_COND(texture->render_target); + ERR_FAIL_COND(texture->format != p_image->get_format()); + ERR_FAIL_COND(p_image.is_null()); + + GLenum type; + GLenum format; + GLenum internal_format; + bool compressed = false; + bool srgb; + + if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + texture->images[p_cube_side] = p_image; + } + + Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, format, internal_format, type); + + if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + + texture->alloc_height = MAX(1, texture->alloc_height / 2); + texture->alloc_width = MAX(1, texture->alloc_width / 2); + + if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) { + + img->shrink_x2(); + } else if (img->get_format() <= Image::FORMAT_RGBA8) { + + img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); + } + }; + + GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D; + + texture->data_size = img->get_data().size(); + PoolVector<uint8_t>::Read read = img->get_data().read(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + texture->ignore_mipmaps = compressed && !img->has_mipmaps(); + + if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); + else { + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + } + + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering + + } else { + + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering + } + + if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { + + if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } + } else { + + //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + +//set swizle for older format compatibility +#ifdef GLES_OVER_GL + switch (texture->format) { + + case Image::FORMAT_L8: { + + } break; + case Image::FORMAT_LA8: { + + } break; + default: { + + } break; + } +#endif + + int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1; + + int w = img->get_width(); + int h = img->get_height(); + + int tsize = 0; + + for (int i = 0; i < mipmaps; i++) { + + int size, ofs; + img->get_mipmap_offset_and_size(i, ofs, size); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); + } else { + glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); + } + + tsize += size; + + w = MAX(1, w >> 1); + h = MAX(1, h >> 1); + } + + info.texture_mem -= texture->total_data_size; + texture->total_data_size = tsize; + info.texture_mem += texture->total_data_size; + + // printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem); + + texture->stored_cube_sides |= (1 << p_cube_side); + + if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides == (1 << 6) - 1)) { + //generate mipmaps if they were requested and the image does not contain them + glGenerateMipmap(texture->target); + } + + texture->mipmaps = mipmaps; +} + +Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const { + + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, Ref<Image>()); + ERR_FAIL_COND_V(!texture->active, Ref<Image>()); + ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>()); + + if (!texture->images[p_cube_side].is_null()) { + return texture->images[p_cube_side]; + } +#ifdef GLES_OVER_GL + + PoolVector<uint8_t> data; + + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->format, texture->mipmaps > 1 ? -1 : 0); + + data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers + PoolVector<uint8_t>::Write wb = data.write(); + + glActiveTexture(GL_TEXTURE0); + + glBindTexture(texture->target, texture->tex_id); + + glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); + + //print_line("GET FORMAT: " + Image::get_format_name(texture->format) + " mipmaps: " + itos(texture->mipmaps)); + + for (int i = 0; i < texture->mipmaps; i++) { + + int ofs = 0; + if (i > 0) { + ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->format, i - 1); + } + + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]); + } + + wb = PoolVector<uint8_t>::Write(); + + data.resize(data_size); + + Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1 ? true : false, texture->format, data)); + + return Ref<Image>(img); +#else + + ERR_EXPLAIN("Sorry, It's not posible to obtain images back in OpenGL ES"); + return Ref<Image>(); +#endif +} + +void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) { + + Texture *texture = texture_owner.getornull(p_texture); + ERR_FAIL_COND(!texture); + + bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; + texture->flags = p_flags | cube; // can't remove a cube from being a cube + + if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { + + if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } + } else { + //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + + if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) { + if (!had_mipmaps && texture->mipmaps == 1) { + glGenerateMipmap(texture->target); + } + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); + + } else { + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + } + + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering + + } else { + + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering + } +} + +uint32_t RasterizerStorageGLES2::texture_get_flags(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, 0); + + return texture->flags; +} + +Image::Format RasterizerStorageGLES2::texture_get_format(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, Image::FORMAT_L8); + + return texture->format; +} + +uint32_t RasterizerStorageGLES2::texture_get_texid(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, 0); + + return texture->tex_id; +} + +uint32_t RasterizerStorageGLES2::texture_get_width(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, 0); + + return texture->width; +} + +uint32_t RasterizerStorageGLES2::texture_get_height(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, 0); + + return texture->height; +} + +void RasterizerStorageGLES2::texture_set_size_override(RID p_texture, int p_width, int p_height) { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(texture->render_target); + + ERR_FAIL_COND(p_width <= 0 || p_width > 16384); + ERR_FAIL_COND(p_height <= 0 || p_height > 16384); + //real texture size is in alloc width and height + texture->width = p_width; + texture->height = p_height; +} + +void RasterizerStorageGLES2::texture_set_path(RID p_texture, const String &p_path) { + Texture *texture = texture_owner.getornull(p_texture); + ERR_FAIL_COND(!texture); + + texture->path = p_path; +} + +String RasterizerStorageGLES2::texture_get_path(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + ERR_FAIL_COND_V(!texture, ""); + + return texture->path; +} + +void RasterizerStorageGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info) { + List<RID> textures; + texture_owner.get_owned_list(&textures); + + for (List<RID>::Element *E = textures.front(); E; E = E->next()) { + + Texture *t = texture_owner.getornull(E->get()); + if (!t) + continue; + VS::TextureInfo tinfo; + tinfo.path = t->path; + tinfo.format = t->format; + tinfo.size.x = t->alloc_width; + tinfo.size.y = t->alloc_height; + tinfo.bytes = t->total_data_size; + r_info->push_back(tinfo); + } +} + +void RasterizerStorageGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) { + config.shrink_textures_x2 = p_enable; +} + +void RasterizerStorageGLES2::textures_keep_original(bool p_enable) { + config.keep_original_textures = p_enable; +} + +void RasterizerStorageGLES2::texture_set_proxy(RID p_texture, RID p_proxy) { + Texture *texture = texture_owner.getornull(p_texture); + ERR_FAIL_COND(!texture); + + if (texture->proxy) { + texture->proxy->proxy_owners.erase(texture); + texture->proxy = NULL; + } + + if (p_proxy.is_valid()) { + Texture *proxy = texture_owner.get(p_proxy); + ERR_FAIL_COND(!proxy); + ERR_FAIL_COND(proxy == texture); + proxy->proxy_owners.insert(texture); + texture->proxy = proxy; + } +} + +void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { + // TODO +} + +void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { + // TODO +} + +void RasterizerStorageGLES2::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { + // TODO +} + +RID RasterizerStorageGLES2::texture_create_radiance_cubemap(RID p_source, int p_resolution) const { + // TODO + return RID(); +} + +RID RasterizerStorageGLES2::sky_create() { + return RID(); +} + +void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) { +} + +/* SHADER API */ + +RID RasterizerStorageGLES2::shader_create() { + + Shader *shader = memnew(Shader); + shader->mode = VS::SHADER_SPATIAL; + shader->shader = &scene->state.scene_shader; + RID rid = shader_owner.make_rid(shader); + _shader_make_dirty(shader); + shader->self = rid; + + return rid; +} + +void RasterizerStorageGLES2::_shader_make_dirty(Shader *p_shader) { + if (p_shader->dirty_list.in_list()) + return; + + _shader_dirty_list.add(&p_shader->dirty_list); +} + +void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code) { + + Shader *shader = shader_owner.getornull(p_shader); + ERR_FAIL_COND(!shader); + + shader->code = p_code; + + String mode_string = ShaderLanguage::get_shader_type(p_code); + VS::ShaderMode mode; + + if (mode_string == "canvas_item") + mode = VS::SHADER_CANVAS_ITEM; + else if (mode_string == "particles") + mode = VS::SHADER_PARTICLES; + else + mode = VS::SHADER_SPATIAL; + + if (shader->custom_code_id && mode != shader->mode) { + shader->shader->free_custom_shader(shader->custom_code_id); + shader->custom_code_id = 0; + } + + shader->mode = mode; + + // TODO handle all shader types + if (mode == VS::SHADER_CANVAS_ITEM) { + shader->shader = &canvas->state.canvas_shader; + + } else { + return; + } + + if (shader->custom_code_id == 0) { + shader->custom_code_id = shader->shader->create_custom_shader(); + } + + _shader_make_dirty(shader); +} + +String RasterizerStorageGLES2::shader_get_code(RID p_shader) const { + + const Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, ""); + + return shader->code; +} + +void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const { + + _shader_dirty_list.remove(&p_shader->dirty_list); + + p_shader->valid = false; + + p_shader->uniforms.clear(); + + ShaderCompilerGLES2::GeneratedCode gen_code; + ShaderCompilerGLES2::IdentifierActions *actions = NULL; + + switch (p_shader->mode) { + + // TODO + + case VS::SHADER_CANVAS_ITEM: { + + p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX; + + p_shader->canvas_item.uses_screen_texture = false; + p_shader->canvas_item.uses_screen_uv = false; + p_shader->canvas_item.uses_time = false; + + shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD); + shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX); + shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB); + shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL); + shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA); + + // shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED); + // shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); + + shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv; + shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv; + shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture; + shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time; + + actions = &shaders.actions_canvas; + actions->uniforms = &p_shader->uniforms; + } break; + + default: { + return; + } break; + } + + Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code); + + ERR_FAIL_COND(err != OK); + + p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.custom_defines); + + p_shader->texture_count = gen_code.texture_uniforms.size(); + p_shader->texture_hints = gen_code.texture_hints; + + p_shader->uses_vertex_time = gen_code.uses_vertex_time; + p_shader->uses_fragment_time = gen_code.uses_fragment_time; + + for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) { + _material_make_dirty(E->self()); + } + + p_shader->valid = true; + p_shader->version++; +} + +void RasterizerStorageGLES2::update_dirty_shaders() { + while (_shader_dirty_list.first()) { + _update_shader(_shader_dirty_list.first()->self()); + } +} + +void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { + + Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + + if (shader->dirty_list.in_list()) { + _update_shader(shader); + } + + Map<int, StringName> order; + + for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) { + + if (E->get().texture_order >= 0) { + order[E->get().texture_order + 100000] = E->key(); + } else { + order[E->get().order] = E->key(); + } + } + + for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) { + + PropertyInfo pi; + ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()]; + + pi.name = E->get(); + + switch (u.type) { + case ShaderLanguage::TYPE_VOID: { + pi.type = Variant::NIL; + } break; + + case ShaderLanguage::TYPE_BOOL: { + pi.type = Variant::BOOL; + } break; + + // bool vectors + case ShaderLanguage::TYPE_BVEC2: { + pi.type = Variant::INT; + pi.hint = PROPERTY_HINT_FLAGS; + pi.hint_string = "x,y"; + } break; + case ShaderLanguage::TYPE_BVEC3: { + pi.type = Variant::INT; + pi.hint = PROPERTY_HINT_FLAGS; + pi.hint_string = "x,y,z"; + } break; + case ShaderLanguage::TYPE_BVEC4: { + pi.type = Variant::INT; + pi.hint = PROPERTY_HINT_FLAGS; + pi.hint_string = "x,y,z,w"; + } break; + + // int stuff + case ShaderLanguage::TYPE_UINT: + case ShaderLanguage::TYPE_INT: { + pi.type = Variant::INT; + + if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { + pi.hint = PROPERTY_HINT_RANGE; + pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]); + } + } break; + + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_UVEC2: + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_UVEC3: + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC4: { + pi.type = Variant::POOL_INT_ARRAY; + } break; + + case ShaderLanguage::TYPE_VEC2: { + pi.type = Variant::VECTOR2; + } break; + case ShaderLanguage::TYPE_VEC3: { + pi.type = Variant::VECTOR3; + } break; + + case ShaderLanguage::TYPE_VEC4: { + if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { + pi.type = Variant::COLOR; + } else { + pi.type = Variant::PLANE; + } + } break; + + case ShaderLanguage::TYPE_MAT2: { + pi.type = Variant::TRANSFORM2D; + } break; + + case ShaderLanguage::TYPE_MAT3: { + pi.type = Variant::BASIS; + } break; + + case ShaderLanguage::TYPE_MAT4: { + pi.type = Variant::TRANSFORM; + } break; + + case ShaderLanguage::TYPE_SAMPLER2D: + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: { + pi.type = Variant::OBJECT; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "Texture"; + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + pi.type = Variant::OBJECT; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "CubeMap"; + } break; + } + + p_param_list->push_back(pi); + } +} + +void RasterizerStorageGLES2::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) { + + Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture)); + + if (p_texture.is_valid()) { + shader->default_textures[p_name] = p_texture; + } else { + shader->default_textures.erase(p_name); + } + + _shader_make_dirty(shader); +} + +RID RasterizerStorageGLES2::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { + + const Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, RID()); + + const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name); + + if (!E) { + return RID(); + } + + return E->get(); +} + +/* COMMON MATERIAL API */ + +void RasterizerStorageGLES2::_material_make_dirty(Material *p_material) const { + + if (p_material->dirty_list.in_list()) + return; + + _material_dirty_list.add(&p_material->dirty_list); +} + +RID RasterizerStorageGLES2::material_create() { + + Material *material = memnew(Material); + + return material_owner.make_rid(material); +} + +void RasterizerStorageGLES2::material_set_shader(RID p_material, RID p_shader) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + + Shader *shader = shader_owner.getornull(p_shader); + + if (material->shader) { + // if a shader is present, remove the old shader + material->shader->materials.remove(&material->list); + } + + material->shader = shader; + + if (shader) { + shader->materials.add(&material->list); + } + + _material_make_dirty(material); +} + +RID RasterizerStorageGLES2::material_get_shader(RID p_material) const { + + const Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material, RID()); + + if (material->shader) { + return material->shader->self; + } + + return RID(); +} + +void RasterizerStorageGLES2::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + + if (p_value.get_type() == Variant::NIL) { + material->params.erase(p_param); + } else { + material->params[p_param] = p_value; + } + + _material_make_dirty(material); +} + +Variant RasterizerStorageGLES2::material_get_param(RID p_material, const StringName &p_param) const { + + const Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material, RID()); + + if (material->params.has(p_param)) { + return material->params[p_param]; + } + + return Variant(); +} + +void RasterizerStorageGLES2::material_set_line_width(RID p_material, float p_width) { +} + +void RasterizerStorageGLES2::material_set_next_pass(RID p_material, RID p_next_material) { +} + +bool RasterizerStorageGLES2::material_is_animated(RID p_material) { + return false; +} + +bool RasterizerStorageGLES2::material_casts_shadows(RID p_material) { + return false; +} + +void RasterizerStorageGLES2::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { +} + +void RasterizerStorageGLES2::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { +} + +void RasterizerStorageGLES2::material_set_render_priority(RID p_material, int priority) { +} + +void RasterizerStorageGLES2::update_dirty_materials() { +} + +/* MESH API */ + +RID RasterizerStorageGLES2::mesh_create() { + return RID(); +} + +void RasterizerStorageGLES2::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 AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) { +} + +void RasterizerStorageGLES2::mesh_set_blend_shape_count(RID p_mesh, int p_amount) { +} + +int RasterizerStorageGLES2::mesh_get_blend_shape_count(RID p_mesh) const { + return 0; +} + +void RasterizerStorageGLES2::mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) { +} + +VS::BlendShapeMode RasterizerStorageGLES2::mesh_get_blend_shape_mode(RID p_mesh) const { + return VS::BLEND_SHAPE_MODE_NORMALIZED; +} + +void RasterizerStorageGLES2::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) { +} + +void RasterizerStorageGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) { +} + +RID RasterizerStorageGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const { + return RID(); +} + +int RasterizerStorageGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const { + return 0; +} + +int RasterizerStorageGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { + return 0; +} + +PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, int p_surface) const { + return PoolVector<uint8_t>(); +} + +PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_index_array(RID p_mesh, int p_surface) const { + return PoolVector<uint8_t>(); +} + +uint32_t RasterizerStorageGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const { + return 0; +} + +VS::PrimitiveType RasterizerStorageGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { + return VS::PRIMITIVE_TRIANGLES; +} + +AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) const { + return AABB(); +} + +Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { + return Vector<PoolVector<uint8_t> >(); +} +Vector<AABB> RasterizerStorageGLES2::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const { + return Vector<AABB>(); +} + +void RasterizerStorageGLES2::mesh_remove_surface(RID p_mesh, int p_surface) { +} + +int RasterizerStorageGLES2::mesh_get_surface_count(RID p_mesh) const { + return 0; +} + +void RasterizerStorageGLES2::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) { +} + +AABB RasterizerStorageGLES2::mesh_get_custom_aabb(RID p_mesh) const { + return AABB(); +} + +AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { + return AABB(); +} +void RasterizerStorageGLES2::mesh_clear(RID p_mesh) { +} + +/* MULTIMESH API */ + +RID RasterizerStorageGLES2::multimesh_create() { + return RID(); +} + +void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format) { +} + +int RasterizerStorageGLES2::multimesh_get_instance_count(RID p_multimesh) const { + return 0; +} + +void RasterizerStorageGLES2::multimesh_set_mesh(RID p_multimesh, RID p_mesh) { +} + +void RasterizerStorageGLES2::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) { +} + +void RasterizerStorageGLES2::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) { +} + +void RasterizerStorageGLES2::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) { +} + +RID RasterizerStorageGLES2::multimesh_get_mesh(RID p_multimesh) const { + return RID(); +} + +Transform RasterizerStorageGLES2::multimesh_instance_get_transform(RID p_multimesh, int p_index) const { + return Transform(); +} + +Transform2D RasterizerStorageGLES2::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { + return Transform2D(); +} + +Color RasterizerStorageGLES2::multimesh_instance_get_color(RID p_multimesh, int p_index) const { + return Color(); +} + +void RasterizerStorageGLES2::multimesh_set_visible_instances(RID p_multimesh, int p_visible) { +} + +int RasterizerStorageGLES2::multimesh_get_visible_instances(RID p_multimesh) const { + return 0; +} + +AABB RasterizerStorageGLES2::multimesh_get_aabb(RID p_multimesh) const { + + return AABB(); +} + +void RasterizerStorageGLES2::update_dirty_multimeshes() { +} + +/* IMMEDIATE API */ + +RID RasterizerStorageGLES2::immediate_create() { + return RID(); +} + +void RasterizerStorageGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture) { +} + +void RasterizerStorageGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) { +} + +void RasterizerStorageGLES2::immediate_normal(RID p_immediate, const Vector3 &p_normal) { +} + +void RasterizerStorageGLES2::immediate_tangent(RID p_immediate, const Plane &p_tangent) { +} + +void RasterizerStorageGLES2::immediate_color(RID p_immediate, const Color &p_color) { +} + +void RasterizerStorageGLES2::immediate_uv(RID p_immediate, const Vector2 &tex_uv) { +} + +void RasterizerStorageGLES2::immediate_uv2(RID p_immediate, const Vector2 &tex_uv) { +} + +void RasterizerStorageGLES2::immediate_end(RID p_immediate) { +} + +void RasterizerStorageGLES2::immediate_clear(RID p_immediate) { +} + +AABB RasterizerStorageGLES2::immediate_get_aabb(RID p_immediate) const { + return AABB(); +} + +void RasterizerStorageGLES2::immediate_set_material(RID p_immediate, RID p_material) { +} + +RID RasterizerStorageGLES2::immediate_get_material(RID p_immediate) const { + return RID(); +} + +/* SKELETON API */ + +RID RasterizerStorageGLES2::skeleton_create() { + return RID(); +} + +void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) { +} + +int RasterizerStorageGLES2::skeleton_get_bone_count(RID p_skeleton) const { + return 0; +} + +void RasterizerStorageGLES2::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) { +} + +Transform RasterizerStorageGLES2::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { + return Transform(); +} +void RasterizerStorageGLES2::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) { +} + +Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { + return Transform2D(); +} + +void RasterizerStorageGLES2::update_dirty_skeletons() { +} + +/* Light API */ + +RID RasterizerStorageGLES2::light_create(VS::LightType p_type) { + return RID(); +} + +void RasterizerStorageGLES2::light_set_color(RID p_light, const Color &p_color) { +} + +void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param, float p_value) { +} + +void RasterizerStorageGLES2::light_set_shadow(RID p_light, bool p_enabled) { +} + +void RasterizerStorageGLES2::light_set_shadow_color(RID p_light, const Color &p_color) { +} + +void RasterizerStorageGLES2::light_set_projector(RID p_light, RID p_texture) { +} + +void RasterizerStorageGLES2::light_set_negative(RID p_light, bool p_enable) { +} + +void RasterizerStorageGLES2::light_set_cull_mask(RID p_light, uint32_t p_mask) { +} + +void RasterizerStorageGLES2::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) { +} + +void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) { +} + +VS::LightOmniShadowMode RasterizerStorageGLES2::light_omni_get_shadow_mode(RID p_light) { + return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; +} + +void RasterizerStorageGLES2::light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) { +} + +void RasterizerStorageGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) { +} + +void RasterizerStorageGLES2::light_directional_set_blend_splits(RID p_light, bool p_enable) { +} + +bool RasterizerStorageGLES2::light_directional_get_blend_splits(RID p_light) const { + return false; +} + +VS::LightDirectionalShadowMode RasterizerStorageGLES2::light_directional_get_shadow_mode(RID p_light) { + return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; +} + +void RasterizerStorageGLES2::light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) { +} + +VS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES2::light_directional_get_shadow_depth_range_mode(RID p_light) const { + return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; +} + +VS::LightType RasterizerStorageGLES2::light_get_type(RID p_light) const { + return VS::LIGHT_DIRECTIONAL; +} + +float RasterizerStorageGLES2::light_get_param(RID p_light, VS::LightParam p_param) { + + return VS::LIGHT_DIRECTIONAL; +} + +Color RasterizerStorageGLES2::light_get_color(RID p_light) { + return Color(); +} + +bool RasterizerStorageGLES2::light_has_shadow(RID p_light) const { + + return VS::LIGHT_DIRECTIONAL; +} + +uint64_t RasterizerStorageGLES2::light_get_version(RID p_light) const { + return 0; +} + +AABB RasterizerStorageGLES2::light_get_aabb(RID p_light) const { + return AABB(); +} + +/* PROBE API */ + +RID RasterizerStorageGLES2::reflection_probe_create() { + return RID(); +} + +void RasterizerStorageGLES2::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) { +} + +void RasterizerStorageGLES2::reflection_probe_set_intensity(RID p_probe, float p_intensity) { +} + +void RasterizerStorageGLES2::reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) { +} + +void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) { +} + +void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) { +} + +void RasterizerStorageGLES2::reflection_probe_set_max_distance(RID p_probe, float p_distance) { +} + +void RasterizerStorageGLES2::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) { +} + +void RasterizerStorageGLES2::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) { +} + +void RasterizerStorageGLES2::reflection_probe_set_as_interior(RID p_probe, bool p_enable) { +} + +void RasterizerStorageGLES2::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { +} + +void RasterizerStorageGLES2::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) { +} + +void RasterizerStorageGLES2::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) { +} + +AABB RasterizerStorageGLES2::reflection_probe_get_aabb(RID p_probe) const { + return AABB(); +} +VS::ReflectionProbeUpdateMode RasterizerStorageGLES2::reflection_probe_get_update_mode(RID p_probe) const { + return VS::REFLECTION_PROBE_UPDATE_ALWAYS; +} + +uint32_t RasterizerStorageGLES2::reflection_probe_get_cull_mask(RID p_probe) const { + return 0; +} + +Vector3 RasterizerStorageGLES2::reflection_probe_get_extents(RID p_probe) const { + return Vector3(); +} +Vector3 RasterizerStorageGLES2::reflection_probe_get_origin_offset(RID p_probe) const { + return Vector3(); +} + +bool RasterizerStorageGLES2::reflection_probe_renders_shadows(RID p_probe) const { + return false; +} + +float RasterizerStorageGLES2::reflection_probe_get_origin_max_distance(RID p_probe) const { + return 0; +} + +RID RasterizerStorageGLES2::gi_probe_create() { + return RID(); +} + +void RasterizerStorageGLES2::gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) { +} + +AABB RasterizerStorageGLES2::gi_probe_get_bounds(RID p_probe) const { + return AABB(); +} + +void RasterizerStorageGLES2::gi_probe_set_cell_size(RID p_probe, float p_size) { +} + +float RasterizerStorageGLES2::gi_probe_get_cell_size(RID p_probe) const { + return 0.0; +} + +void RasterizerStorageGLES2::gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) { +} + +Transform RasterizerStorageGLES2::gi_probe_get_to_cell_xform(RID p_probe) const { + return Transform(); +} + +void RasterizerStorageGLES2::gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) { +} + +PoolVector<int> RasterizerStorageGLES2::gi_probe_get_dynamic_data(RID p_probe) const { + return PoolVector<int>(); +} + +void RasterizerStorageGLES2::gi_probe_set_dynamic_range(RID p_probe, int p_range) { +} + +int RasterizerStorageGLES2::gi_probe_get_dynamic_range(RID p_probe) const { + return 0; +} + +void RasterizerStorageGLES2::gi_probe_set_energy(RID p_probe, float p_range) { +} + +void RasterizerStorageGLES2::gi_probe_set_bias(RID p_probe, float p_range) { +} + +void RasterizerStorageGLES2::gi_probe_set_normal_bias(RID p_probe, float p_range) { +} + +void RasterizerStorageGLES2::gi_probe_set_propagation(RID p_probe, float p_range) { +} + +void RasterizerStorageGLES2::gi_probe_set_interior(RID p_probe, bool p_enable) { +} + +bool RasterizerStorageGLES2::gi_probe_is_interior(RID p_probe) const { + return false; +} + +void RasterizerStorageGLES2::gi_probe_set_compress(RID p_probe, bool p_enable) { +} + +bool RasterizerStorageGLES2::gi_probe_is_compressed(RID p_probe) const { + return false; +} +float RasterizerStorageGLES2::gi_probe_get_energy(RID p_probe) const { + return 0; +} + +float RasterizerStorageGLES2::gi_probe_get_bias(RID p_probe) const { + return 0; +} + +float RasterizerStorageGLES2::gi_probe_get_normal_bias(RID p_probe) const { + return 0; +} + +float RasterizerStorageGLES2::gi_probe_get_propagation(RID p_probe) const { + return 0; +} + +uint32_t RasterizerStorageGLES2::gi_probe_get_version(RID p_probe) { + return 0; +} + +RasterizerStorage::GIProbeCompression RasterizerStorageGLES2::gi_probe_get_dynamic_data_get_preferred_compression() const { + return GI_PROBE_UNCOMPRESSED; +} + +RID RasterizerStorageGLES2::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) { + return RID(); +} + +void RasterizerStorageGLES2::gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) { +} + +/////// + +RID RasterizerStorageGLES2::lightmap_capture_create() { + return RID(); +} + +void RasterizerStorageGLES2::lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) { +} + +AABB RasterizerStorageGLES2::lightmap_capture_get_bounds(RID p_capture) const { + return AABB(); +} + +void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) { +} + +PoolVector<uint8_t> RasterizerStorageGLES2::lightmap_capture_get_octree(RID p_capture) const { + return PoolVector<uint8_t>(); +} + +void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) { +} + +Transform RasterizerStorageGLES2::lightmap_capture_get_octree_cell_transform(RID p_capture) const { + return Transform(); +} + +void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) { +} + +int RasterizerStorageGLES2::lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { + return 0; +} + +void RasterizerStorageGLES2::lightmap_capture_set_energy(RID p_capture, float p_energy) { +} + +float RasterizerStorageGLES2::lightmap_capture_get_energy(RID p_capture) const { + return 0.0; +} + +const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES2::lightmap_capture_get_octree_ptr(RID p_capture) const { + return NULL; +} + +/////// + +RID RasterizerStorageGLES2::particles_create() { + return RID(); +} + +void RasterizerStorageGLES2::particles_set_emitting(RID p_particles, bool p_emitting) { +} + +bool RasterizerStorageGLES2::particles_get_emitting(RID p_particles) { + return false; +} + +void RasterizerStorageGLES2::particles_set_amount(RID p_particles, int p_amount) { +} + +void RasterizerStorageGLES2::particles_set_lifetime(RID p_particles, float p_lifetime) { +} + +void RasterizerStorageGLES2::particles_set_one_shot(RID p_particles, bool p_one_shot) { +} + +void RasterizerStorageGLES2::particles_set_pre_process_time(RID p_particles, float p_time) { +} + +void RasterizerStorageGLES2::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) { +} + +void RasterizerStorageGLES2::particles_set_randomness_ratio(RID p_particles, float p_ratio) { +} + +void RasterizerStorageGLES2::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) { +} + +void RasterizerStorageGLES2::particles_set_speed_scale(RID p_particles, float p_scale) { +} + +void RasterizerStorageGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { +} + +void RasterizerStorageGLES2::particles_set_fixed_fps(RID p_particles, int p_fps) { +} + +void RasterizerStorageGLES2::particles_set_fractional_delta(RID p_particles, bool p_enable) { +} + +void RasterizerStorageGLES2::particles_set_process_material(RID p_particles, RID p_material) { +} + +void RasterizerStorageGLES2::particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) { +} + +void RasterizerStorageGLES2::particles_set_draw_passes(RID p_particles, int p_passes) { +} + +void RasterizerStorageGLES2::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) { +} + +void RasterizerStorageGLES2::particles_restart(RID p_particles) { +} + +void RasterizerStorageGLES2::particles_request_process(RID p_particles) { +} + +AABB RasterizerStorageGLES2::particles_get_current_aabb(RID p_particles) { + return AABB(); +} + +AABB RasterizerStorageGLES2::particles_get_aabb(RID p_particles) const { + return AABB(); +} + +void RasterizerStorageGLES2::particles_set_emission_transform(RID p_particles, const Transform &p_transform) { +} + +int RasterizerStorageGLES2::particles_get_draw_passes(RID p_particles) const { + return 0; +} + +RID RasterizerStorageGLES2::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { + return RID(); +} + +void RasterizerStorageGLES2::update_particles() { +} + +//////// + +void RasterizerStorageGLES2::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) { +} + +void RasterizerStorageGLES2::instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) { +} + +void RasterizerStorageGLES2::instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) { +} + +void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) { +} + +/* RENDER TARGET */ + +void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { + + if (rt->width <= 0 || rt->height <= 0) + return; + + Texture *texture = texture_owner.getornull(rt->texture); + ERR_FAIL_COND(!texture); + + // create fbo + + glGenFramebuffers(1, &rt->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); + + // color + + glGenTextures(1, &rt->color); + glBindTexture(GL_TEXTURE_2D, rt->color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); + + // depth + + glGenRenderbuffers(1, &rt->depth); + glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + + glDeleteRenderbuffers(1, &rt->fbo); + glDeleteTextures(1, &rt->depth); + glDeleteTextures(1, &rt->color); + rt->fbo = 0; + rt->width = 0; + rt->height = 0; + rt->color = 0; + rt->depth = 0; + texture->tex_id = 0; + texture->active = false; + WARN_PRINT("Could not create framebuffer!!"); + return; + } + + texture->format = Image::FORMAT_RGBA8; + texture->gl_format_cache = GL_RGBA; + texture->gl_type_cache = GL_UNSIGNED_BYTE; + texture->gl_internal_format_cache = GL_RGBA; + texture->tex_id = rt->color; + texture->width = rt->width; + texture->alloc_width = rt->width; + texture->height = rt->height; + texture->alloc_height = rt->height; + texture->active = true; + + texture_set_flags(rt->texture, texture->flags); + + // copy texscreen buffers + { + int w = rt->width; + int h = rt->height; + + glGenTextures(1, &rt->copy_screen_effect.color); + glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + glGenFramebuffers(1, &rt->copy_screen_effect.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } + } + + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); +} + +void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) { + + if (rt->fbo) { + glDeleteFramebuffers(1, &rt->fbo); + glDeleteTextures(1, &rt->color); + rt->fbo = 0; + } + + if (rt->depth) { + glDeleteRenderbuffers(1, &rt->depth); + rt->depth = 0; + } + + Texture *tex = texture_owner.get(rt->texture); + tex->alloc_height = 0; + tex->alloc_width = 0; + tex->width = 0; + tex->height = 0; + tex->active = false; + + // TODO hardcoded texscreen copy effect + if (rt->copy_screen_effect.color) { + glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo); + rt->copy_screen_effect.fbo = 0; + + glDeleteTextures(1, &rt->copy_screen_effect.color); + rt->copy_screen_effect.color = 0; + } +} + +RID RasterizerStorageGLES2::render_target_create() { + + RenderTarget *rt = memnew(RenderTarget); + + Texture *t = memnew(Texture); + + t->flags = 0; + t->width = 0; + t->height = 0; + t->alloc_height = 0; + t->alloc_width = 0; + t->format = Image::FORMAT_R8; + t->target = GL_TEXTURE_2D; + t->gl_format_cache = 0; + t->gl_internal_format_cache = 0; + t->gl_type_cache = 0; + t->data_size = 0; + t->total_data_size = 0; + t->ignore_mipmaps = false; + t->mipmaps = 1; + t->active = true; + t->tex_id = 0; + t->render_target = rt; + + rt->texture = texture_owner.make_rid(t); + + return render_target_owner.make_rid(rt); +} + +void RasterizerStorageGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height) { + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + if (p_width == rt->width && p_height == rt->height) + return; + + _render_target_clear(rt); + + rt->width = p_width; + rt->height = p_height; + + _render_target_allocate(rt); +} + +RID RasterizerStorageGLES2::render_target_get_texture(RID p_render_target) const { + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + return rt->texture; +} + +void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) { + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + rt->flags[p_flag] = p_value; + + switch (p_flag) { + case RENDER_TARGET_HDR: + case RENDER_TARGET_NO_3D: + case RENDER_TARGET_NO_SAMPLING: + case RENDER_TARGET_NO_3D_EFFECTS: { + //must reset for these formats + _render_target_clear(rt); + _render_target_allocate(rt); + + } break; + default: {} + } +} + +bool RasterizerStorageGLES2::render_target_was_used(RID p_render_target) { + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND_V(!rt, false); + + return rt->used_in_frame; +} + +void RasterizerStorageGLES2::render_target_clear_used(RID p_render_target) { + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + rt->used_in_frame = false; +} + +void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) { + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + if (rt->msaa == p_msaa) + return; + + _render_target_clear(rt); + rt->msaa = p_msaa; + _render_target_allocate(rt); +} + +/* CANVAS SHADOW */ + +RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) { + return RID(); +} + +/* LIGHT SHADOW MAPPING */ + +RID RasterizerStorageGLES2::canvas_light_occluder_create() { + return RID(); +} + +void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) { +} + +VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const { + return VS::INSTANCE_NONE; +} + +bool RasterizerStorageGLES2::free(RID p_rid) { + return false; +} + +bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const { + return false; +} + +//////////////////////////////////////////// + +void RasterizerStorageGLES2::set_debug_generate_wireframes(bool p_generate) { +} + +void RasterizerStorageGLES2::render_info_begin_capture() { +} + +void RasterizerStorageGLES2::render_info_end_capture() { +} + +int RasterizerStorageGLES2::get_captured_render_info(VS::RenderInfo p_info) { + + return get_render_info(p_info); +} + +int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) { + return 0; +} + +void RasterizerStorageGLES2::initialize() { + RasterizerStorageGLES2::system_fbo = 0; + + { + const char *gl_extensions = (const char *)glGetString(GL_EXTENSIONS); + Vector<String> strings = String(gl_extensions).split(" ", false); + for (int i = 0; i < strings.size(); i++) { + config.extensions.insert(strings[i]); + } + } + + frame.count = 0; + frame.prev_tick = 0; + frame.delta = 0; + frame.current_rt = NULL; + frame.clear_request = false; + // config.keep_original_textures = false; + + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size); + + shaders.copy.init(); + + { + //default textures + + glGenTextures(1, &resources.white_tex); + unsigned char whitetexdata[8 * 8 * 3]; + for (int i = 0; i < 8 * 8 * 3; i++) { + whitetexdata[i] = 255; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, resources.white_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); + + glGenTextures(1, &resources.black_tex); + unsigned char blacktexdata[8 * 8 * 3]; + for (int i = 0; i < 8 * 8 * 3; i++) { + blacktexdata[i] = 0; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, resources.black_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); + + glGenTextures(1, &resources.normal_tex); + unsigned char normaltexdata[8 * 8 * 3]; + for (int i = 0; i < 8 * 8 * 3; i += 3) { + normaltexdata[i + 0] = 128; + normaltexdata[i + 1] = 128; + normaltexdata[i + 2] = 255; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, resources.normal_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); + + glGenTextures(1, &resources.aniso_tex); + unsigned char anisotexdata[8 * 8 * 3]; + for (int i = 0; i < 8 * 8 * 3; i += 3) { + anisotexdata[i + 0] = 255; + anisotexdata[i + 1] = 128; + anisotexdata[i + 2] = 0; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, resources.aniso_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); + } +} + +void RasterizerStorageGLES2::finalize() { +} + +void RasterizerStorageGLES2::update_dirty_resources() { + update_dirty_shaders(); + update_dirty_materials(); +} + +RasterizerStorageGLES2::RasterizerStorageGLES2() { + RasterizerStorageGLES2::system_fbo = 0; +} diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h new file mode 100644 index 0000000000..c3c3a391d4 --- /dev/null +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -0,0 +1,838 @@ +/*************************************************************************/ +/* rasterizer_storage_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef RASTERIZERSTORAGEGLES2_H +#define RASTERIZERSTORAGEGLES2_H + +#include "self_list.h" +#include "servers/visual/rasterizer.h" +#include "servers/visual/shader_language.h" +#include "shader_compiler_gles2.h" +#include "shader_gles2.h" + +#include "shaders/copy.glsl.gen.h" +/* +#include "shaders/blend_shape.glsl.gen.h" +#include "shaders/canvas.glsl.gen.h" +#include "shaders/copy.glsl.gen.h" +#include "shaders/cubemap_filter.glsl.gen.h" +#include "shaders/particles.glsl.gen.h" +*/ + +class RasterizerCanvasGLES2; +class RasterizerSceneGLES2; + +class RasterizerStorageGLES2 : public RasterizerStorage { +public: + RasterizerCanvasGLES2 *canvas; + RasterizerSceneGLES2 *scene; + + static GLuint system_fbo; + + struct Config { + + bool shrink_textures_x2; + bool use_fast_texture_filter; + // bool use_anisotropic_filter; + + bool hdr_supported; + + bool use_rgba_2d_shadows; + + // float anisotropic_level; + + int max_texture_image_units; + int max_texture_size; + + bool generate_wireframes; + + bool use_texture_array_environment; + + Set<String> extensions; + + bool keep_original_textures; + + bool no_depth_prepass; + bool force_vertex_shading; + } config; + + struct Resources { + + GLuint white_tex; + GLuint black_tex; + GLuint normal_tex; + GLuint aniso_tex; + + GLuint quadie; + GLuint quadie_array; + + } resources; + + mutable struct Shaders { + + ShaderCompilerGLES2 compiler; + + CopyShaderGLES2 copy; + + ShaderCompilerGLES2::IdentifierActions actions_canvas; + ShaderCompilerGLES2::IdentifierActions actions_scene; + ShaderCompilerGLES2::IdentifierActions actions_particles; + + } shaders; + + struct Info { + + uint64_t texture_mem; + uint64_t vertex_mem; + + struct Render { + uint32_t object_count; + uint32_t draw_call_count; + uint32_t material_switch_count; + uint32_t surface_switch_count; + uint32_t shader_rebind_count; + uint32_t vertices_count; + + void reset() { + object_count = 0; + draw_call_count = 0; + material_switch_count = 0; + surface_switch_count = 0; + shader_rebind_count = 0; + vertices_count = 0; + } + } render, render_final, snap; + + Info() { + + texture_mem = 0; + vertex_mem = 0; + render.reset(); + render_final.reset(); + } + + } info; + + ///////////////////////////////////////////////////////////////////////////////////////// + //////////////////////////////////DATA/////////////////////////////////////////////////// + ///////////////////////////////////////////////////////////////////////////////////////// + + ///////////////////////////////////////////////////////////////////////////////////////// + //////////////////////////////////API//////////////////////////////////////////////////// + ///////////////////////////////////////////////////////////////////////////////////////// + + /* TEXTURE API */ + + struct RenderTarget; + + struct Texture : RID_Data { + + Texture *proxy; + Set<Texture *> proxy_owners; + + String path; + uint32_t flags; + int width, height; + int alloc_width, alloc_height; + Image::Format format; + + GLenum target; + GLenum gl_format_cache; + GLenum gl_internal_format_cache; + GLenum gl_type_cache; + + int data_size; + int total_data_size; + bool ignore_mipmaps; + + int mipmaps; + + bool active; + GLenum tex_id; + + uint16_t stored_cube_sides; + + RenderTarget *render_target; + + Ref<Image> images[6]; + + Texture() { + flags = 0; + width = 0; + height = 0; + alloc_width = 0; + alloc_height = 0; + format = Image::FORMAT_L8; + + target = 0; + + data_size = 0; + total_data_size = 0; + ignore_mipmaps = false; + + active = false; + + tex_id = 0; + + stored_cube_sides = 0; + + proxy = NULL; + + render_target = NULL; + } + + _ALWAYS_INLINE_ Texture *get_ptr() { + if (proxy) { + return proxy; //->get_ptr(); only one level of indirection, else not inlining possible. + } else { + return this; + } + } + + ~Texture() { + if (tex_id != 0) { + glDeleteTextures(1, &tex_id); + } + + for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) { + E->get()->proxy = NULL; + } + + if (proxy) { + proxy->proxy_owners.erase(this); + } + } + }; + + mutable RID_Owner<Texture> texture_owner; + + Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type); + + virtual RID texture_create(); + virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); + virtual Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const; + virtual void texture_set_flags(RID p_texture, uint32_t p_flags); + virtual uint32_t texture_get_flags(RID p_texture) const; + virtual Image::Format texture_get_format(RID p_texture) const; + virtual uint32_t texture_get_texid(RID p_texture) const; + virtual uint32_t texture_get_width(RID p_texture) const; + virtual uint32_t texture_get_height(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); + + virtual void texture_set_path(RID p_texture, const String &p_path); + virtual String texture_get_path(RID p_texture) const; + + virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); + + virtual void texture_debug_usage(List<VS::TextureInfo> *r_info); + + virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const; + + virtual void textures_keep_original(bool p_enable); + + virtual void texture_set_proxy(RID p_texture, RID p_proxy); + + virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); + + /* SKY API */ + + virtual RID sky_create(); + virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size); + + /* SHADER API */ + + struct Material; + + struct Shader : public RID_Data { + + RID self; + + VS::ShaderMode mode; + ShaderGLES2 *shader; + String code; + SelfList<Material>::List materials; + + Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + + uint32_t texture_count; + + uint32_t custom_code_id; + uint32_t version; + + SelfList<Shader> dirty_list; + + Map<StringName, RID> default_textures; + + Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; + + bool valid; + + String path; + + struct CanvasItem { + + enum BlendMode { + BLEND_MODE_MIX, + BLEND_MODE_ADD, + BLEND_MODE_SUB, + BLEND_MODE_MUL, + BLEND_MODE_PMALPHA, + }; + + int blend_mode; + + /* + enum LightMode { + LIGHT_MODE_NORMAL, + LIGHT_MODE_UNSHADED, + LIGHT_MODE_LIGHT_ONLY + }; + + int light_mode; + */ + bool uses_screen_texture; + bool uses_screen_uv; + bool uses_time; + + } canvas_item; + + /* + struct Spatial { + + enum BlendMode { + BLEND_MODE_MIX, + BLEND_MODE_ADD, + BLEND_MODE_SUB, + BLEND_MODE_MUL, + }; + + int blend_mode; + + enum DepthDrawMode { + DEPTH_DRAW_OPAQUE, + DEPTH_DRAW_ALWAYS, + DEPTH_DRAW_NEVER, + DEPTH_DRAW_ALPHA_PREPASS, + }; + + int depth_draw_mode; + + enum CullMode { + CULL_MODE_FRONT, + CULL_MODE_BACK, + CULL_MODE_DISABLED, + }; + + int cull_mode; + + bool uses_alpha; + bool uses_alpha_scissor; + bool unshaded; + bool no_depth_test; + bool uses_vertex; + bool uses_discard; + bool uses_sss; + bool uses_screen_texture; + bool uses_time; + bool writes_modelview_or_projection; + bool uses_vertex_lighting; + bool uses_world_coordinates; + + } spatial; + + struct Particles { + + } particles; + */ + + bool uses_vertex_time; + bool uses_fragment_time; + + Shader() : + dirty_list(this) { + + shader = NULL; + valid = false; + custom_code_id = 0; + version = 1; + } + }; + + mutable RID_Owner<Shader> shader_owner; + mutable SelfList<Shader>::List _shader_dirty_list; + + void _shader_make_dirty(Shader *p_shader); + + virtual RID shader_create(); + + virtual void shader_set_code(RID p_shader, const String &p_code); + virtual String shader_get_code(RID p_shader) const; + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; + + virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); + virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; + + void _update_shader(Shader *p_shader) const; + void update_dirty_shaders(); + + /* COMMON MATERIAL API */ + + struct Material : public RID_Data { + + Shader *shader; + Map<StringName, Variant> params; + SelfList<Material> list; + SelfList<Material> dirty_list; + Vector<RID> textures; + float line_width; + int render_priority; + + RID next_pass; + + uint32_t index; + uint64_t last_pass; + + Map<Geometry *, int> geometry_owners; + Map<RasterizerScene::InstanceBase *, int> instance_owners; + + bool can_cast_shadow_cache; + bool is_animated_cache; + + Material() : + list(this), + dirty_list(this) { + can_cast_shadow_cache = false; + is_animated_cache = false; + shader = NULL; + line_width = 1.0; + last_pass = 0; + render_priority = 0; + } + }; + + mutable SelfList<Material>::List _material_dirty_list; + void _material_make_dirty(Material *p_material) const; + + mutable RID_Owner<Material> material_owner; + + virtual RID material_create(); + + virtual void material_set_shader(RID p_material, RID p_shader); + virtual RID material_get_shader(RID p_material) const; + + virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); + virtual Variant material_get_param(RID p_material, const StringName &p_param) const; + + virtual void material_set_line_width(RID p_material, float p_width); + virtual void material_set_next_pass(RID p_material, RID p_next_material); + + virtual bool material_is_animated(RID p_material); + virtual bool material_casts_shadows(RID p_material); + + virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + + virtual void material_set_render_priority(RID p_material, int priority); + + void update_dirty_materials(); + + /* MESH API */ + virtual RID mesh_create(); + + virtual void 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 AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()); + + virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount); + virtual int mesh_get_blend_shape_count(RID p_mesh) const; + + virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode); + virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; + + virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data); + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; + + virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const; + virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const; + + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; + virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + + virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; + virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; + virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; + + virtual void mesh_remove_surface(RID p_mesh, int p_surface); + virtual int mesh_get_surface_count(RID p_mesh) const; + + virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); + virtual AABB mesh_get_custom_aabb(RID p_mesh) const; + + virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const; + virtual void mesh_clear(RID p_mesh); + + /* MULTIMESH API */ + + virtual RID multimesh_create(); + + virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format); + virtual int multimesh_get_instance_count(RID p_multimesh) const; + + virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh); + virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); + virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform); + virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); + + virtual RID multimesh_get_mesh(RID p_multimesh) const; + + virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; + virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const; + virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; + + virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible); + virtual int multimesh_get_visible_instances(RID p_multimesh) const; + + virtual AABB multimesh_get_aabb(RID p_multimesh) const; + + void update_dirty_multimeshes(); + + /* IMMEDIATE API */ + + virtual RID immediate_create(); + virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()); + virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex); + virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal); + virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent); + virtual void immediate_color(RID p_immediate, const Color &p_color); + virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv); + virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv); + virtual void immediate_end(RID p_immediate); + virtual void immediate_clear(RID p_immediate); + virtual void immediate_set_material(RID p_immediate, RID p_material); + virtual RID immediate_get_material(RID p_immediate) const; + virtual AABB immediate_get_aabb(RID p_immediate) const; + + /* SKELETON API */ + + void update_dirty_skeletons(); + + virtual RID skeleton_create(); + virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false); + virtual int skeleton_get_bone_count(RID p_skeleton) const; + virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform); + virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const; + virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); + virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; + + /* Light API */ + + virtual RID light_create(VS::LightType p_type); + + virtual void light_set_color(RID p_light, const Color &p_color); + virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value); + virtual void light_set_shadow(RID p_light, bool p_enabled); + virtual void light_set_shadow_color(RID p_light, const Color &p_color); + virtual void light_set_projector(RID p_light, RID p_texture); + virtual void light_set_negative(RID p_light, bool p_enable); + virtual void light_set_cull_mask(RID p_light, uint32_t p_mask); + virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); + + virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); + virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail); + + virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); + virtual void light_directional_set_blend_splits(RID p_light, bool p_enable); + virtual bool light_directional_get_blend_splits(RID p_light) const; + + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); + + virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode); + virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; + + virtual bool light_has_shadow(RID p_light) const; + + virtual VS::LightType light_get_type(RID p_light) const; + virtual float light_get_param(RID p_light, VS::LightParam p_param); + virtual Color light_get_color(RID p_light); + + virtual AABB light_get_aabb(RID p_light) const; + virtual uint64_t light_get_version(RID p_light) const; + + /* PROBE API */ + virtual RID reflection_probe_create(); + + virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); + virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); + virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient); + virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); + virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); + virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance); + virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); + virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); + virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable); + virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); + virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); + virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); + + virtual AABB reflection_probe_get_aabb(RID p_probe) const; + virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; + virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; + + virtual Vector3 reflection_probe_get_extents(RID p_probe) const; + virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const; + virtual float reflection_probe_get_origin_max_distance(RID p_probe) const; + virtual bool reflection_probe_renders_shadows(RID p_probe) const; + + /* GI PROBE API */ + virtual RID gi_probe_create(); + + virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds); + virtual AABB gi_probe_get_bounds(RID p_probe) const; + + virtual void gi_probe_set_cell_size(RID p_probe, float p_size); + virtual float gi_probe_get_cell_size(RID p_probe) const; + + virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform); + virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const; + + virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data); + virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const; + + virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range); + virtual int gi_probe_get_dynamic_range(RID p_probe) const; + + virtual void gi_probe_set_energy(RID p_probe, float p_range); + virtual float gi_probe_get_energy(RID p_probe) const; + + virtual void gi_probe_set_bias(RID p_probe, float p_range); + virtual float gi_probe_get_bias(RID p_probe) const; + + virtual void gi_probe_set_normal_bias(RID p_probe, float p_range); + virtual float gi_probe_get_normal_bias(RID p_probe) const; + + virtual void gi_probe_set_propagation(RID p_probe, float p_range); + virtual float gi_probe_get_propagation(RID p_probe) const; + + virtual void gi_probe_set_interior(RID p_probe, bool p_enable); + virtual bool gi_probe_is_interior(RID p_probe) const; + + virtual void gi_probe_set_compress(RID p_probe, bool p_enable); + virtual bool gi_probe_is_compressed(RID p_probe) const; + + virtual uint32_t gi_probe_get_version(RID p_probe); + + virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const; + virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression); + virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data); + + /* LIGHTMAP */ + + virtual RID lightmap_capture_create(); + virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds); + virtual AABB lightmap_capture_get_bounds(RID p_capture) const; + virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree); + virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const; + virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform); + virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const; + virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv); + virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const; + virtual void lightmap_capture_set_energy(RID p_capture, float p_energy); + virtual float lightmap_capture_get_energy(RID p_capture) const; + virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const; + + /* PARTICLES */ + void update_particles(); + + virtual RID particles_create(); + + virtual void particles_set_emitting(RID p_particles, bool p_emitting); + virtual bool particles_get_emitting(RID p_particles); + + virtual void particles_set_amount(RID p_particles, int p_amount); + virtual void particles_set_lifetime(RID p_particles, float p_lifetime); + virtual void particles_set_one_shot(RID p_particles, bool p_one_shot); + virtual void particles_set_pre_process_time(RID p_particles, float p_time); + virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio); + virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio); + virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb); + virtual void particles_set_speed_scale(RID p_particles, float p_scale); + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); + virtual void particles_set_process_material(RID p_particles, RID p_material); + virtual void particles_set_fixed_fps(RID p_particles, int p_fps); + virtual void particles_set_fractional_delta(RID p_particles, bool p_enable); + virtual void particles_restart(RID p_particles); + + virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order); + + virtual void particles_set_draw_passes(RID p_particles, int p_passes); + virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh); + + virtual void particles_request_process(RID p_particles); + virtual AABB particles_get_current_aabb(RID p_particles); + virtual AABB particles_get_aabb(RID p_particles) const; + + virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform); + + virtual int particles_get_draw_passes(RID p_particles) const; + virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const; + + /* INSTANCE */ + + virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); + virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); + + virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); + virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); + + /* RENDER TARGET */ + + struct RenderTarget : public RID_Data { + GLuint fbo; + + GLuint color; + GLuint depth; + + // TODO post processing effects? + + // TODO HDR? + + // TODO this is hardcoded for texscreen copies for now + + struct Effect { + GLuint fbo; + int width; + int height; + + GLuint color; + + Effect() { + fbo = 0; + width = 0; + height = 0; + color = 0; + } + }; + + Effect copy_screen_effect; + + int width, height; + + bool flags[RENDER_TARGET_FLAG_MAX]; + + bool used_in_frame; + VS::ViewportMSAA msaa; + + RID texture; + + RenderTarget() { + fbo = 0; + + color = 0; + depth = 0; + + width = 0; + height = 0; + + for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) { + flags[i] = false; + } + + used_in_frame = false; + + msaa = VS::VIEWPORT_MSAA_DISABLED; + } + }; + + mutable RID_Owner<RenderTarget> render_target_owner; + + void _render_target_clear(RenderTarget *rt); + void _render_target_allocate(RenderTarget *rt); + + virtual RID render_target_create(); + virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); + virtual RID render_target_get_texture(RID p_render_target) const; + + virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); + virtual bool render_target_was_used(RID p_render_target); + virtual void render_target_clear_used(RID p_render_target); + virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa); + + /* CANVAS SHADOW */ + + virtual RID canvas_light_shadow_buffer_create(int p_width); + + /* LIGHT SHADOW MAPPING */ + + virtual RID canvas_light_occluder_create(); + virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines); + + virtual VS::InstanceType get_base_type(RID p_rid) const; + + virtual bool free(RID p_rid); + + struct Frame { + + RenderTarget *current_rt; + + bool clear_request; + Color clear_request_color; + int canvas_draw_commands; + float time[4]; + float delta; + uint64_t prev_tick; + uint64_t count; + + } frame; + + void initialize(); + void finalize(); + + virtual bool has_os_feature(const String &p_feature) const; + + virtual void update_dirty_resources(); + + virtual void set_debug_generate_wireframes(bool p_generate); + + virtual void render_info_begin_capture(); + virtual void render_info_end_capture(); + virtual int get_captured_render_info(VS::RenderInfo p_info); + + virtual int get_render_info(VS::RenderInfo p_info); + + RasterizerStorageGLES2(); +}; + +#endif // RASTERIZERSTORAGEGLES2_H diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp new file mode 100644 index 0000000000..d2a4226905 --- /dev/null +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -0,0 +1,891 @@ +/*************************************************************************/ +/* shader_compiler_gles3.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "shader_compiler_gles2.h" + +#include "os/os.h" +#include "string_buffer.h" +#include "string_builder.h" + +#define SL ShaderLanguage + +static String _mktab(int p_level) { + + String tb; + for (int i = 0; i < p_level; i++) { + tb += "\t"; + } + + return tb; +} + +static String _typestr(SL::DataType p_type) { + + return ShaderLanguage::get_datatype_name(p_type); +} + +static String _prestr(SL::DataPrecision p_pres) { + + switch (p_pres) { + case SL::PRECISION_LOWP: return "lowp "; + case SL::PRECISION_MEDIUMP: return "mediump "; + case SL::PRECISION_HIGHP: return "highp "; + case SL::PRECISION_DEFAULT: return ""; + } + return ""; +} + +static String _qualstr(SL::ArgumentQualifier p_qual) { + + switch (p_qual) { + case SL::ARGUMENT_QUALIFIER_IN: return "in "; + case SL::ARGUMENT_QUALIFIER_OUT: return "out "; + case SL::ARGUMENT_QUALIFIER_INOUT: return "inout "; + } + return ""; +} + +static String _opstr(SL::Operator p_op) { + + return SL::get_operator_text(p_op); +} + +static String _mkid(const String &p_id) { + + StringBuffer<> id; + id += "m_"; + id += p_id; + + return id.as_string(); +} + +static String f2sp0(float p_float) { + + if (int(p_float) == p_float) + return itos(p_float) + ".0"; + else + return rtoss(p_float); +} + +static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) { + + switch (p_type) { + case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false"; + case SL::TYPE_BVEC2: + case SL::TYPE_BVEC3: + case SL::TYPE_BVEC4: { + + StringBuffer<> text; + + text += "bvec"; + text += itos(p_type - SL::TYPE_BOOL + 1); + text += "("; + + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; + + text += p_values[i].boolean ? "true" : "false"; + } + text += ")"; + return text.as_string(); + } + + // GLSL ES 2 doesn't support uints, so we just use signed ints instead... + case SL::TYPE_UINT: return itos(p_values[0].uint); + case SL::TYPE_UVEC2: + case SL::TYPE_UVEC3: + case SL::TYPE_UVEC4: { + + StringBuffer<> text; + + text += "ivec"; + text += itos(p_type - SL::TYPE_UINT + 1); + text += "("; + + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; + + text += itos(p_values[i].uint); + } + text += ")"; + return text.as_string(); + + } break; + + case SL::TYPE_INT: return itos(p_values[0].sint); + case SL::TYPE_IVEC2: + case SL::TYPE_IVEC3: + case SL::TYPE_IVEC4: { + + StringBuffer<> text; + + text += "ivec"; + text += itos(p_type - SL::TYPE_INT + 1); + text += "("; + + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; + + text += itos(p_values[i].sint); + } + text += ")"; + return text.as_string(); + + } break; + case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f"; + case SL::TYPE_VEC2: + case SL::TYPE_VEC3: + case SL::TYPE_VEC4: { + + StringBuffer<> text; + + text += "vec"; + text += itos(p_type - SL::TYPE_FLOAT + 1); + text += "("; + + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; + + text += f2sp0(p_values[i].real); + } + text += ")"; + return text.as_string(); + + } break; + case SL::TYPE_MAT2: + case SL::TYPE_MAT3: + case SL::TYPE_MAT4: { + + StringBuffer<> text; + + text += "mat"; + text += itos(p_type - SL::TYPE_MAT2 + 2); + text += "("; + + for (int i = 0; i < p_values.size(); i++) { + if (i > 0) + text += ","; + + text += f2sp0(p_values[i].real); + } + text += ")"; + return text.as_string(); + + } break; + default: ERR_FAIL_V(String()); + } +} + +void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) { + int fidx = -1; + + for (int i = 0; i < p_node->functions.size(); i++) { + if (p_node->functions[i].name == p_for_func) { + fidx = i; + break; + } + } + + ERR_FAIL_COND(fidx == -1); + + for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) { + + if (r_added.has(E->get())) { + continue; + } + + _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added); + + SL::FunctionNode *fnode = NULL; + + for (int i = 0; i < p_node->functions.size(); i++) { + if (p_node->functions[i].name == E->get()) { + fnode = p_node->functions[i].function; + break; + } + } + + ERR_FAIL_COND(!fnode); + + r_to_add += "\n"; + + StringBuffer<128> header; + + header += _typestr(fnode->return_type); + header += " "; + header += _mkid(fnode->name); + header += "("; + + for (int i = 0; i < fnode->arguments.size(); i++) { + if (i > 0) + header += ", "; + + header += _qualstr(fnode->arguments[i].qualifier); + header += _prestr(fnode->arguments[i].precision); + header += _typestr(fnode->arguments[i].type); + header += " "; + header += _mkid(fnode->arguments[i].name); + } + + header += ")\n"; + r_to_add += header.as_string(); + r_to_add += p_func_code[E->get()]; + + r_added.insert(E->get()); + } +} + +String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) { + + StringBuilder code; + + switch (p_node->type) { + + case SL::Node::TYPE_SHADER: { + + SL::ShaderNode *snode = (SL::ShaderNode *)p_node; + + for (int i = 0; i < snode->render_modes.size(); i++) { + + if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) { + + r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8()); + used_rmode_defines.insert(snode->render_modes[i]); + } + + if (p_actions.render_mode_flags.has(snode->render_modes[i])) { + *p_actions.render_mode_flags[snode->render_modes[i]] = true; + } + + if (p_actions.render_mode_values.has(snode->render_modes[i])) { + Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]]; + *p.first = p.second; + } + } + + int max_texture_uniforms = 0; + int max_uniforms = 0; + + for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) { + if (SL::is_sampler_type(E->get().type)) + max_texture_uniforms++; + else + max_uniforms++; + } + + r_gen_code.texture_uniforms.resize(max_texture_uniforms); + r_gen_code.texture_hints.resize(max_texture_uniforms); + + r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms); + + StringBuilder vertex_global; + StringBuilder fragment_global; + + // uniforms + + for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) { + StringBuffer<> uniform_code; + + uniform_code += "uniform "; + + uniform_code += _prestr(E->get().precission); + uniform_code += _typestr(E->get().type); + uniform_code += " "; + uniform_code += _mkid(E->key()); + uniform_code += ";\n"; + + if (SL::is_sampler_type(E->get().type)) { + r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key()); + r_gen_code.texture_hints[E->get().texture_order] = E->get().hint; + } else { + r_gen_code.uniforms[E->get().order] = E->key(); + } + + vertex_global += uniform_code.as_string(); + fragment_global += uniform_code.as_string(); + + p_actions.uniforms->insert(E->key(), E->get()); + } + + // varyings + + for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) { + + StringBuffer<> varying_code; + + varying_code += "varying "; + varying_code += _prestr(E->get().precission); + varying_code += _typestr(E->get().type); + varying_code += " "; + varying_code += _mkid(E->key()); + varying_code += ";\n"; + + String final_code = varying_code.as_string(); + + vertex_global += final_code; + fragment_global += final_code; + } + + // functions + + Map<StringName, String> function_code; + + for (int i = 0; i < snode->functions.size(); i++) { + SL::FunctionNode *fnode = snode->functions[i].function; + function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning); + } + + Set<StringName> added_vertex; + Set<StringName> added_fragment; + + for (int i = 0; i < snode->functions.size(); i++) { + + SL::FunctionNode *fnode = snode->functions[i].function; + + current_func_name = fnode->name; + + if (fnode->name == vertex_name) { + _dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex); + r_gen_code.vertex = function_code[vertex_name]; + + } else if (fnode->name == fragment_name) { + _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment); + r_gen_code.fragment = function_code[fragment_name]; + + } else if (fnode->name == light_name) { + _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment); + r_gen_code.light = function_code[light_name]; + } + } + + r_gen_code.vertex_global = vertex_global.as_string(); + r_gen_code.fragment_global = fragment_global.as_string(); + + } break; + + case SL::Node::TYPE_FUNCTION: { + + } break; + + case SL::Node::TYPE_BLOCK: { + + SL::BlockNode *bnode = (SL::BlockNode *)p_node; + + if (!bnode->single_statement) { + code += _mktab(p_level - 1); + code += "{\n"; + } + + for (int i = 0; i < bnode->statements.size(); i++) { + String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + + if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) { + code += statement_code; + } else { + code += _mktab(p_level); + code += statement_code; + code += ";\n"; + } + } + + if (!bnode->single_statement) { + code += _mktab(p_level - 1); + code += "}\n"; + } + } break; + + case SL::Node::TYPE_VARIABLE_DECLARATION: { + SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node; + + StringBuffer<> declaration; + + declaration += _prestr(var_dec_node->precision); + declaration += _typestr(var_dec_node->datatype); + + for (int i = 0; i < var_dec_node->declarations.size(); i++) { + + if (i > 0) { + declaration += ","; + } + + declaration += " "; + + declaration += _mkid(var_dec_node->declarations[i].name); + + if (var_dec_node->declarations[i].initializer) { + declaration += " = "; + declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } + } + + code += declaration.as_string(); + } break; + + case SL::Node::TYPE_VARIABLE: { + SL::VariableNode *var_node = (SL::VariableNode *)p_node; + + if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) { + *p_actions.write_flag_pointers[var_node->name] = true; + } + + if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) { + String define = p_default_actions.usage_defines[var_node->name]; + + if (define.begins_with("@")) { + define = p_default_actions.usage_defines[define.substr(1, define.length())]; + } + + r_gen_code.custom_defines.push_back(define.utf8()); + used_name_defines.insert(var_node->name); + } + + if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) { + *p_actions.usage_flag_pointers[var_node->name] = true; + used_flag_pointers.insert(var_node->name); + } + + if (p_default_actions.renames.has(var_node->name)) { + code += p_default_actions.renames[var_node->name]; + } else { + code += _mkid(var_node->name); + } + + if (var_node->name == time_name) { + if (current_func_name == vertex_name) { + r_gen_code.uses_vertex_time = true; + } + if (current_func_name == fragment_name || current_func_name == light_name) { + r_gen_code.uses_fragment_time = true; + } + } + } break; + + case SL::Node::TYPE_CONSTANT: { + SL::ConstantNode *const_node = (SL::ConstantNode *)p_node; + + return get_constant_text(const_node->datatype, const_node->values); + } break; + + case SL::Node::TYPE_OPERATOR: { + SL::OperatorNode *op_node = (SL::OperatorNode *)p_node; + + switch (op_node->op) { + case SL::OP_ASSIGN: + case SL::OP_ASSIGN_ADD: + case SL::OP_ASSIGN_SUB: + case SL::OP_ASSIGN_MUL: + case SL::OP_ASSIGN_DIV: + case SL::OP_ASSIGN_SHIFT_LEFT: + case SL::OP_ASSIGN_SHIFT_RIGHT: + case SL::OP_ASSIGN_MOD: + case SL::OP_ASSIGN_BIT_AND: + case SL::OP_ASSIGN_BIT_OR: + case SL::OP_ASSIGN_BIT_XOR: { + code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true); + code += " "; + code += _opstr(op_node->op); + code += " "; + code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } break; + + case SL::OP_BIT_INVERT: + case SL::OP_NEGATE: + case SL::OP_NOT: + case SL::OP_DECREMENT: + case SL::OP_INCREMENT: { + code += _opstr(op_node->op); + code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } break; + + case SL::OP_POST_DECREMENT: + case SL::OP_POST_INCREMENT: { + code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += _opstr(op_node->op); + } break; + + case SL::OP_CALL: + case SL::OP_CONSTRUCT: { + ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String()); + + SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0]; + + if (op_node->op == SL::OP_CONSTRUCT) { + code += var_node->name; + } else { + + if (var_node->name == "texture") { + // emit texture call + + if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) { + code += "texture2D"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { + code += "textureCube"; + } + + } else if (p_default_actions.renames.has(var_node->name)) { + code += p_default_actions.renames[var_node->name]; + } else if (internal_functions.has(var_node->name)) { + code += var_node->name; + } else { + code += _mkid(var_node->name); + } + } + + code += "("; + + for (int i = 1; i < op_node->arguments.size(); i++) { + if (i > 1) { + code += ", "; + } + + code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } + + code += ")"; + + } break; + + case SL::OP_INDEX: { + code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "["; + code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "]"; + } break; + + case SL::OP_SELECT_IF: { + code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += " ? "; + code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += " : "; + code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } break; + + default: { + code += "("; + code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += " "; + code += _opstr(op_node->op); + code += " "; + code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += ")"; + } break; + } + } break; + + case SL::Node::TYPE_CONTROL_FLOW: { + SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node; + + if (cf_node->flow_op == SL::FLOW_OP_IF) { + + code += _mktab(p_level); + code += "if ("; + code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += ")\n"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + + if (cf_node->blocks.size() == 2) { + code += _mktab(p_level); + code += "else\n"; + code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + } + } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) { + code += _mktab(p_level); + code += "while ("; + code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += ")\n"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + } else if (cf_node->flow_op == SL::FLOW_OP_FOR) { + + code += _mktab(p_level); + code += "for ("; + code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "; "; + code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "; "; + code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += ")\n"; + + code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + + } else if (cf_node->flow_op == SL::FLOW_OP_RETURN) { + code += _mktab(p_level); + code += "return"; + + if (cf_node->expressions.size()) { + code += " "; + code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } + code += ";\n"; + } else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) { + code += "discard;"; + } else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) { + code += "continue;"; + } else if (cf_node->flow_op == SL::FLOW_OP_BREAK) { + code += "break;"; + } + } break; + + case SL::Node::TYPE_MEMBER: { + SL::MemberNode *member_node = (SL::MemberNode *)p_node; + code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "."; + code += member_node->name; + } break; + } + + return code.as_string(); +} + +Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { + + Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types()); + + if (err != OK) { + + Vector<String> shader = p_code.split("\n"); + for (int i = 0; i < shader.size(); i++) { + print_line(itos(i) + " " + shader[i]); + } + + _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER); + return err; + } + + r_gen_code.custom_defines.clear(); + r_gen_code.uniforms.clear(); + r_gen_code.texture_uniforms.clear(); + r_gen_code.texture_hints.clear(); + r_gen_code.vertex = String(); + r_gen_code.vertex_global = String(); + r_gen_code.fragment = String(); + r_gen_code.fragment_global = String(); + r_gen_code.light = String(); + r_gen_code.uses_fragment_time = false; + r_gen_code.uses_vertex_time = false; + + used_name_defines.clear(); + used_rmode_defines.clear(); + used_flag_pointers.clear(); + + _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false); + + return OK; +} + +ShaderCompilerGLES2::ShaderCompilerGLES2() { + + /** CANVAS ITEM SHADER **/ + + actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; + actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize"; + + actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; + actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; + actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix"; + actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time"; + actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass"; + actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom"; + + actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth"; + actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp"; + actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; + actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; + actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; + actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv"; + actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size"; + actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord"; + + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; + //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; + actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; + + actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + + actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + + /** SPATIAL SHADER **/ + + actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform"; + actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; + actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix"; + actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; + actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix"; + actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; + + actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz"; + actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; + actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; + actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; + actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; + actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; + actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; + actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; + //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT; + + //builtins + + actions[VS::SHADER_SPATIAL].renames["TIME"] = "time"; + actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size"; + + actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; + actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; + actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap"; + actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; + actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; + actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; + actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; + actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; + actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim"; + actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint"; + actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat"; + actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; + actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; + //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; + actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; + actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; + actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; + actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; + actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; + //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; + actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; + actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; + actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; + actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; + actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side"; + actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; + + //for light + actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view"; + actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; + actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; + actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; + actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; + + actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; + actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; + actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM"; + actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n"; + actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; + actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; + actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n"; + actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; + actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; + actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; + + actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + + actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + + actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; + + actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; + + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; + + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; + + /* PARTICLES SHADER */ + + actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; + actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz"; + actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass"; + actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active"; + actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart"; + actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom"; + actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform"; + actions[VS::SHADER_PARTICLES].renames["TIME"] = "time"; + actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime"; + actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta"; + actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number"; + actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index"; + actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity"; + actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform"; + actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed"; + + actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; + + vertex_name = "vertex"; + fragment_name = "fragment"; + light_name = "light"; + time_name = "TIME"; + + List<String> func_list; + + ShaderLanguage::get_builtin_funcs(&func_list); + + for (List<String>::Element *E = func_list.front(); E; E = E->next()) { + internal_functions.insert(E->get()); + } +} diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h new file mode 100644 index 0000000000..b9cbc216d7 --- /dev/null +++ b/drivers/gles2/shader_compiler_gles2.h @@ -0,0 +1,101 @@ +/*************************************************************************/ +/* shader_compiler_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADERCOMPILERGLES2_H +#define SHADERCOMPILERGLES2_H + +#include "pair.h" +#include "servers/visual/shader_language.h" +#include "servers/visual/shader_types.h" +#include "servers/visual_server.h" + +#include "string_builder.h" + +class ShaderCompilerGLES2 { +public: + struct IdentifierActions { + + Map<StringName, Pair<int *, int> > render_mode_values; + Map<StringName, bool *> render_mode_flags; + Map<StringName, bool *> usage_flag_pointers; + Map<StringName, bool *> write_flag_pointers; + + Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms; + }; + + struct GeneratedCode { + + Vector<CharString> custom_defines; + Vector<StringName> uniforms; + Vector<StringName> texture_uniforms; + Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; + + String vertex_global; + String vertex; + String fragment_global; + String fragment; + String light; + + bool uses_fragment_time; + bool uses_vertex_time; + }; + +private: + ShaderLanguage parser; + + struct DefaultIdentifierActions { + + Map<StringName, String> renames; + Map<StringName, String> render_mode_defines; + Map<StringName, String> usage_defines; + }; + + void _dump_function_deps(ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added); + String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning); + + StringName current_func_name; + StringName vertex_name; + StringName fragment_name; + StringName light_name; + StringName time_name; + + Set<StringName> used_name_defines; + Set<StringName> used_flag_pointers; + Set<StringName> used_rmode_defines; + Set<StringName> internal_functions; + + DefaultIdentifierActions actions[VS::SHADER_MAX]; + +public: + Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code); + + ShaderCompilerGLES2(); +}; + +#endif // SHADERCOMPILERGLES3_H diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp new file mode 100644 index 0000000000..7564497d47 --- /dev/null +++ b/drivers/gles2/shader_gles2.cpp @@ -0,0 +1,689 @@ +/*************************************************************************/ +/* shader_gles2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "shader_gles2.h" + +#include "memory.h" +#include "print_string.h" +#include "string_builder.h" + +//#define DEBUG_OPENGL + +// #include "shaders/copy.glsl.gen.h" + +#ifdef DEBUG_OPENGL + +#define DEBUG_TEST_ERROR(m_section) \ + { \ + uint32_t err = glGetError(); \ + if (err) { \ + print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \ + } \ + } +#else + +#define DEBUG_TEST_ERROR(m_section) + +#endif + +ShaderGLES2 *ShaderGLES2::active = NULL; + +//#define DEBUG_SHADER + +#ifdef DEBUG_SHADER + +#define DEBUG_PRINT(m_text) print_line(m_text); + +#else + +#define DEBUG_PRINT(m_text) + +#endif + +void ShaderGLES2::bind_uniforms() { + if (!uniforms_dirty) + return; + + // regular uniforms + + const Map<uint32_t, Variant>::Element *E = uniform_defaults.front(); + + while (E) { + int idx = E->key(); + int location = version->uniform_location[idx]; + + if (location < 0) { + E = E->next(); + continue; + } + + const Variant &v = E->value(); + _set_uniform_variant(location, v); + E = E->next(); + } + + // camera uniforms + + const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front(); + + while (C) { + int idx = E->key(); + int location = version->uniform_location[idx]; + + if (location < 0) { + C = C->next(); + continue; + } + + glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0])); + C = C->next(); + } + + uniforms_dirty = false; +} + +GLint ShaderGLES2::get_uniform_location(int p_index) const { + + ERR_FAIL_COND_V(!version, -1); + + return version->uniform_location[p_index]; +} + +bool ShaderGLES2::bind() { + + if (active != this || !version || new_conditional_version.key != conditional_version.key) { + conditional_version = new_conditional_version; + version = get_current_version(); + } else { + return false; + } + + ERR_FAIL_COND_V(!version, false); + + glUseProgram(version->id); + + DEBUG_TEST_ERROR("use program"); + + active = this; + uniforms_dirty = true; + + return true; +} + +void ShaderGLES2::unbind() { + version = NULL; + glUseProgram(0); + uniforms_dirty = true; + active = NULL; +} + +static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) { + + int last_find_pos = -1; + // NVIDIA + String error = p_error; + while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) { + + int end_pos = last_find_pos + 1; + + while (true) { + + if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') { + + end_pos++; + continue; + } else if (p_error[end_pos] == ')') { + break; + } else { + + end_pos = -1; + break; + } + } + + if (end_pos == -1) + continue; + + String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1); + String begin = error.substr(0, last_find_pos + 1); + String end = error.substr(end_pos, error.length()); + int num = numstr.to_int() + p_code_start - p_offset; + error = begin + itos(num) + end; + } + + // ATI + last_find_pos = -1; + while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) { + + last_find_pos += 6; + int end_pos = last_find_pos + 1; + + while (true) { + + if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') { + + end_pos++; + continue; + } else if (p_error[end_pos] == ':') { + break; + } else { + + end_pos = -1; + break; + } + } + continue; + if (end_pos == -1) + continue; + + String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1); + print_line("numstr: " + numstr); + String begin = error.substr(0, last_find_pos + 1); + String end = error.substr(end_pos, error.length()); + int num = numstr.to_int() + p_code_start - p_offset; + error = begin + itos(num) + end; + } + return error; +} + +ShaderGLES2::Version *ShaderGLES2::get_current_version() { + + Version *_v = version_map.getptr(conditional_version); + + if (_v) { + if (conditional_version.code_version != 0) { + CustomCode *cc = custom_code_map.getptr(conditional_version.code_version); + ERR_FAIL_COND_V(!cc, _v); + if (cc->version == _v->code_version) + return _v; + } else { + return _v; + } + } + + if (!_v) + version_map[conditional_version]; + + Version &v = version_map[conditional_version]; + + if (!_v) { + v.uniform_location = memnew_arr(GLint, uniform_count); + } else { + if (v.ok) { + glDeleteShader(v.vert_id); + glDeleteShader(v.frag_id); + glDeleteProgram(v.id); + v.id = 0; + } + } + + v.ok = false; + + Vector<const char *> strings; + +#ifdef GLES_OVER_GL + strings.push_back("#version 120\n"); + strings.push_back("#define USE_GLES_OVER_GL\n"); +#else + strings.push_back("#version 100\n"); +#endif + + int define_line_ofs = 1; + + for (int j = 0; j < conditional_count; j++) { + bool enable = (conditional_version.version & (1 << j)) > 0; + + if (enable) { + strings.push_back(conditional_defines[j]); + define_line_ofs++; + DEBUG_PRINT(conditional_defines[j]); + } + } + + // keep them around during the functino + CharString code_string; + CharString code_string2; + CharString code_globals; + + CustomCode *cc = NULL; + + if (conditional_version.code_version > 0) { + cc = custom_code_map.getptr(conditional_version.code_version); + + ERR_FAIL_COND_V(!cc, NULL); + v.code_version = cc->version; + define_line_ofs += 2; + } + + // program + + v.id = glCreateProgram(); + ERR_FAIL_COND_V(v.id == 0, NULL); + + if (cc) { + for (int i = 0; i < cc->custom_defines.size(); i++) { + strings.push_back(cc->custom_defines[i]); + DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i])); + } + } + + // vertex shader + + int string_base_size = strings.size(); + + strings.push_back(vertex_code0.get_data()); + + if (cc) { + code_globals = cc->vertex_globals.ascii(); + strings.push_back(code_globals.get_data()); + } + + strings.push_back(vertex_code1.get_data()); + + if (cc) { + code_string = cc->vertex.ascii(); + strings.push_back(code_string.get_data()); + } + + strings.push_back(vertex_code2.get_data()); + +#ifdef DEBUG_SHADER + + DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); + +#endif + + v.vert_id = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(v.vert_id, strings.size(), &strings[0], NULL); + glCompileShader(v.vert_id); + + GLint status; + + glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) { + GLsizei iloglen; + glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { + glDeleteShader(v.vert_id); + glDeleteProgram(v.id); + v.id = 0; + + ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?"); + } else { + if (iloglen == 0) { + iloglen = 4096; // buggy driver (Adreno 220+) + } + + char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); + ilogmem[iloglen] = '\0'; + glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Vertex shader compilation failed:\n"; + + err_string += ilogmem; + err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs); + + ERR_PRINTS(err_string); + + Memory::free_static(ilogmem); + glDeleteShader(v.vert_id); + glDeleteProgram(v.id); + v.id = 0; + } + + ERR_FAIL_V(NULL); + } + + strings.resize(string_base_size); + + // fragment shader + + strings.push_back(fragment_code0.get_data()); + + if (cc) { + code_globals = cc->fragment_globals.ascii(); + strings.push_back(code_globals.get_data()); + } + + strings.push_back(fragment_code1.get_data()); + + if (cc) { + code_string = cc->fragment.ascii(); + strings.push_back(code_string.get_data()); + } + + strings.push_back(fragment_code2.get_data()); + + if (cc) { + code_string2 = cc->light.ascii(); + strings.push_back(code_string2.get_data()); + } + + strings.push_back(fragment_code3.get_data()); + +#ifdef DEBUG_SHADER + DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); +#endif + + v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(v.frag_id, strings.size(), &strings[0], NULL); + glCompileShader(v.frag_id); + + glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) { + GLsizei iloglen; + glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram(v.id); + v.id = 0; + + ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?"); + } else { + if (iloglen == 0) { + iloglen = 4096; // buggy driver (Adreno 220+) + } + + char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); + ilogmem[iloglen] = '\0'; + glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Fragment shader compilation failed:\n"; + + err_string += ilogmem; + err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs); + + ERR_PRINTS(err_string); + + Memory::free_static(ilogmem); + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram(v.id); + v.id = 0; + } + + ERR_FAIL_V(NULL); + } + + glAttachShader(v.id, v.frag_id); + glAttachShader(v.id, v.vert_id); + + // bind the attribute locations. This has to be done before linking so that the + // linker doesn't assign some random indices + + for (int i = 0; i < attribute_pair_count; i++) { + glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); + } + + glLinkProgram(v.id); + + glGetProgramiv(v.id, GL_LINK_STATUS, &status); + if (status == GL_FALSE) { + GLsizei iloglen; + glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram(v.id); + v.id = 0; + + ERR_PRINT("No OpenGL program link log. What the frick?"); + ERR_FAIL_V(NULL); + } + + if (iloglen == 0) { + iloglen = 4096; // buggy driver (Adreno 220+) + } + + char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); + ilogmem[iloglen] = '\0'; + glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Program linking failed:\n"; + + err_string += ilogmem; + err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs); + + ERR_PRINTS(err_string); + + Memory::free_static(ilogmem); + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram(v.id); + v.id = 0; + + ERR_FAIL_V(NULL); + } + + // get uniform locations + + glUseProgram(v.id); + + for (int i = 0; i < uniform_count; i++) { + v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]); + } + + for (int i = 0; i < texunit_pair_count; i++) { + GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name); + if (loc >= 0) + glUniform1i(loc, texunit_pairs[i].index); + } + + if (cc) { + v.custom_uniform_locations.resize(cc->custom_uniforms.size()); + for (int i = 0; i < cc->custom_uniforms.size(); i++) { + v.custom_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data()); + } + } + + glUseProgram(0); + v.ok = true; + + return &v; +} + +GLint ShaderGLES2::get_uniform_location(const String &p_name) const { + + ERR_FAIL_COND_V(!version, -1); + return glGetUniformLocation(version->id, p_name.ascii().get_data()); +} + +void ShaderGLES2::setup( + const char **p_conditional_defines, + int p_conditional_count, + const char **p_uniform_names, + int p_uniform_count, + const AttributePair *p_attribute_pairs, + int p_attribute_count, + const TexUnitPair *p_texunit_pairs, + int p_texunit_pair_count, + const char *p_vertex_code, + const char *p_fragment_code, + int p_vertex_code_start, + int p_fragment_code_start) { + + ERR_FAIL_COND(version); + + conditional_version.key = 0; + new_conditional_version.key = 0; + uniform_count = p_uniform_count; + conditional_count = p_conditional_count; + conditional_defines = p_conditional_defines; + uniform_names = p_uniform_names; + vertex_code = p_vertex_code; + fragment_code = p_fragment_code; + texunit_pairs = p_texunit_pairs; + texunit_pair_count = p_texunit_pair_count; + vertex_code_start = p_vertex_code_start; + fragment_code_start = p_fragment_code_start; + attribute_pairs = p_attribute_pairs; + attribute_pair_count = p_attribute_count; + + { + String globals_tag = "\nVERTEX_SHADER_GLOBALS"; + String code_tag = "\nVERTEX_SHADER_CODE"; + String code = vertex_code; + int cpos = code.find(globals_tag); + if (cpos == -1) { + vertex_code0 = code.ascii(); + } else { + vertex_code0 = code.substr(0, cpos).ascii(); + code = code.substr(cpos + globals_tag.length(), code.length()); + + cpos = code.find(code_tag); + + if (cpos == -1) { + vertex_code1 = code.ascii(); + } else { + vertex_code1 = code.substr(0, cpos).ascii(); + vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii(); + } + } + } + + { + String globals_tag = "\nFRAGMENT_SHADER_GLOBALS"; + String code_tag = "\nFRAGMENT_SHADER_CODE"; + String light_code_tag = "\nLIGHT_SHADER_CODE"; + String code = fragment_code; + int cpos = code.find(globals_tag); + if (cpos == -1) { + fragment_code0 = code.ascii(); + } else { + fragment_code0 = code.substr(0, cpos).ascii(); + code = code.substr(cpos + globals_tag.length(), code.length()); + + cpos = code.find(code_tag); + + if (cpos == -1) { + fragment_code1 = code.ascii(); + } else { + + fragment_code1 = code.substr(0, cpos).ascii(); + String code2 = code.substr(cpos + code_tag.length(), code.length()); + + cpos = code2.find(light_code_tag); + if (cpos == -1) { + fragment_code2 = code2.ascii(); + } else { + fragment_code2 = code2.substr(0, cpos).ascii(); + fragment_code3 = code2.substr(cpos + light_code_tag.length(), code2.length()).ascii(); + } + } + } + } +} + +void ShaderGLES2::finish() { + const VersionKey *V = NULL; + + while ((V = version_map.next(V))) { + Version &v = version_map[*V]; + glDeleteShader(v.vert_id); + glDeleteShader(v.frag_id); + glDeleteProgram(v.id); + memdelete_arr(v.uniform_location); + } +} + +void ShaderGLES2::clear_caches() { + const VersionKey *V = NULL; + + while ((V = version_map.next(V))) { + Version &v = version_map[*V]; + glDeleteShader(v.vert_id); + glDeleteShader(v.frag_id); + glDeleteProgram(v.id); + memdelete_arr(v.uniform_location); + } + + version_map.clear(); + + custom_code_map.clear(); + version = NULL; + last_custom_code = 1; + uniforms_dirty = true; +} + +uint32_t ShaderGLES2::create_custom_shader() { + custom_code_map[last_custom_code] = CustomCode(); + custom_code_map[last_custom_code].version = 1; + return last_custom_code++; +} + +void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, + const String &p_vertex, + const String &p_vertex_globals, + const String &p_fragment, + const String &p_light, + const String &p_fragment_globals, + const Vector<StringName> &p_uniforms, + const Vector<StringName> &p_texture_uniforms, + const Vector<CharString> &p_custom_defines) { + CustomCode *cc = custom_code_map.getptr(p_code_id); + ERR_FAIL_COND(!cc); + + cc->vertex = p_vertex; + cc->vertex_globals = p_vertex_globals; + cc->fragment = p_fragment; + cc->fragment_globals = p_fragment_globals; + cc->light = p_light; + cc->custom_uniforms = p_uniforms; + cc->custom_defines = p_custom_defines; + cc->version++; +} + +void ShaderGLES2::set_custom_shader(uint32_t p_code_id) { + new_conditional_version.code_version = p_code_id; +} + +void ShaderGLES2::free_custom_shader(uint32_t p_code_id) { + ERR_FAIL_COND(!custom_code_map.has(p_code_id)); + if (conditional_version.code_version == p_code_id) + conditional_version.code_version = 0; + + custom_code_map.erase(p_code_id); +} + +void ShaderGLES2::set_base_material_tex_index(int p_idx) { +} + +ShaderGLES2::ShaderGLES2() { + version = NULL; + last_custom_code = 1; + uniforms_dirty = true; +} + +ShaderGLES2::~ShaderGLES2() { + finish(); +} diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h new file mode 100644 index 0000000000..d92c1ddb62 --- /dev/null +++ b/drivers/gles2/shader_gles2.h @@ -0,0 +1,386 @@ +/*************************************************************************/ +/* shader_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADER_GLES2_H +#define SHADER_GLES2_H + +#include <stdio.h> + +#include "platform_config.h" +#ifndef GLES2_INCLUDE_H +#include <GLES2/gl2.h> +#else +#include GLES2_INCLUDE_H +#endif + +#include "camera_matrix.h" +#include "hash_map.h" +#include "map.h" +#include "variant.h" + +class ShaderGLES2 { +protected: + struct Enum { + + uint64_t mask; + uint64_t shift; + const char *defines[16]; + }; + + struct EnumValue { + + uint64_t set_mask; + uint64_t clear_mask; + }; + + struct AttributePair { + + const char *name; + int index; + }; + + struct UniformPair { + const char *name; + Variant::Type type_hint; + }; + + struct TexUnitPair { + + const char *name; + int index; + }; + + bool uniforms_dirty; + +private: + //@TODO Optimize to a fixed set of shader pools and use a LRU + int uniform_count; + int texunit_pair_count; + int conditional_count; + int vertex_code_start; + int fragment_code_start; + int attribute_pair_count; + + struct CustomCode { + + String vertex; + String vertex_globals; + String fragment; + String fragment_globals; + String light; + uint32_t version; + Vector<StringName> texture_uniforms; + Vector<StringName> custom_uniforms; + Vector<CharString> custom_defines; + }; + + struct Version { + + GLuint id; + GLuint vert_id; + GLuint frag_id; + GLint *uniform_location; + Vector<GLint> texture_uniform_locations; + Vector<GLint> custom_uniform_locations; + uint32_t code_version; + bool ok; + Version() { + code_version = 0; + ok = false; + uniform_location = NULL; + } + }; + + Version *version; + + union VersionKey { + + struct { + uint32_t version; + uint32_t code_version; + }; + uint64_t key; + bool operator==(const VersionKey &p_key) const { return key == p_key.key; } + bool operator<(const VersionKey &p_key) const { return key < p_key.key; } + }; + + struct VersionKeyHash { + + static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); } + }; + + //this should use a way more cachefriendly version.. + HashMap<VersionKey, Version, VersionKeyHash> version_map; + + HashMap<uint32_t, CustomCode> custom_code_map; + uint32_t last_custom_code; + + VersionKey conditional_version; + VersionKey new_conditional_version; + + virtual String get_shader_name() const = 0; + + const char **conditional_defines; + const char **uniform_names; + const AttributePair *attribute_pairs; + const TexUnitPair *texunit_pairs; + const char *vertex_code; + const char *fragment_code; + CharString fragment_code0; + CharString fragment_code1; + CharString fragment_code2; + CharString fragment_code3; + + CharString vertex_code0; + CharString vertex_code1; + CharString vertex_code2; + + Vector<CharString> custom_defines; + + Version *get_current_version(); + + static ShaderGLES2 *active; + + int max_image_units; + + _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) { + + if (p_uniform < 0) + return; // do none + switch (p_value.get_type()) { + + case Variant::BOOL: + case Variant::INT: { + + int val = p_value; + glUniform1i(p_uniform, val); + } break; + case Variant::REAL: { + + real_t val = p_value; + glUniform1f(p_uniform, val); + } break; + case Variant::COLOR: { + + Color val = p_value; + glUniform4f(p_uniform, val.r, val.g, val.b, val.a); + } break; + case Variant::VECTOR2: { + + Vector2 val = p_value; + glUniform2f(p_uniform, val.x, val.y); + } break; + case Variant::VECTOR3: { + + Vector3 val = p_value; + glUniform3f(p_uniform, val.x, val.y, val.z); + } break; + case Variant::PLANE: { + + Plane val = p_value; + glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d); + } break; + case Variant::QUAT: { + + Quat val = p_value; + glUniform4f(p_uniform, val.x, val.y, val.z, val.w); + } break; + + case Variant::TRANSFORM2D: { + + Transform2D tr = p_value; + GLfloat matrix[16] = { /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + 0, + 0, + tr.elements[1][0], + tr.elements[1][1], + 0, + 0, + 0, + 0, + 1, + 0, + tr.elements[2][0], + tr.elements[2][1], + 0, + 1 + }; + + glUniformMatrix4fv(p_uniform, 1, false, matrix); + + } break; + case Variant::BASIS: + case Variant::TRANSFORM: { + + Transform tr = p_value; + GLfloat matrix[16] = { /* build a 16x16 matrix */ + tr.basis.elements[0][0], + tr.basis.elements[1][0], + tr.basis.elements[2][0], + 0, + tr.basis.elements[0][1], + tr.basis.elements[1][1], + tr.basis.elements[2][1], + 0, + tr.basis.elements[0][2], + tr.basis.elements[1][2], + tr.basis.elements[2][2], + 0, + tr.origin.x, + tr.origin.y, + tr.origin.z, + 1 + }; + + glUniformMatrix4fv(p_uniform, 1, false, matrix); + } break; + default: { ERR_FAIL(); } // do nothing + } + } + + Map<uint32_t, Variant> uniform_defaults; + Map<uint32_t, CameraMatrix> uniform_cameras; + +protected: + _FORCE_INLINE_ int _get_uniform(int p_which) const; + _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value); + + void setup(const char **p_conditional_defines, + int p_conditional_count, + const char **p_uniform_names, + int p_uniform_count, + const AttributePair *p_attribute_pairs, + int p_attribute_count, + const TexUnitPair *p_texunit_pairs, + int p_texunit_pair_count, + const char *p_vertex_code, + const char *p_fragment_code, + int p_vertex_code_start, + int p_fragment_code_start); + + ShaderGLES2(); + +public: + enum { + CUSTOM_SHADER_DISABLED = 0 + }; + + GLint get_uniform_location(const String &p_name) const; + GLint get_uniform_location(int p_index) const; + + static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; } + bool bind(); + void unbind(); + void bind_uniforms(); + + inline GLuint get_program() const { return version ? version->id : 0; } + + void clear_caches(); + + uint32_t create_custom_shader(); + void set_custom_shader_code(uint32_t p_code_id, + const String &p_vertex, + const String &p_vertex_globals, + const String &p_fragment, + const String &p_light, + const String &p_fragment_globals, + const Vector<StringName> &p_uniforms, + const Vector<StringName> &p_texture_uniforms, + const Vector<CharString> &p_custom_defines); + + void set_custom_shader(uint32_t p_code_id); + void free_custom_shader(uint32_t p_code_id); + + void set_uniform_default(int p_idx, const Variant &p_value) { + + if (p_value.get_type() == Variant::NIL) { + + uniform_defaults.erase(p_idx); + } else { + + uniform_defaults[p_idx] = p_value; + } + uniforms_dirty = true; + } + + uint32_t get_version() const { return new_conditional_version.version; } + + void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) { + + uniform_cameras[p_idx] = p_mat; + uniforms_dirty = true; + } + + _FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant &p_value) { + + ERR_FAIL_COND(!version); + ERR_FAIL_INDEX(p_idx, version->texture_uniform_locations.size()); + _set_uniform_variant(version->texture_uniform_locations[p_idx], p_value); + } + + _FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) { + + ERR_FAIL_COND_V(!version, -1); + ERR_FAIL_INDEX_V(p_idx, version->texture_uniform_locations.size(), -1); + return version->texture_uniform_locations[p_idx]; + } + + virtual void init() = 0; + void finish(); + + void set_base_material_tex_index(int p_idx); + + void add_custom_define(const String &p_define) { + custom_defines.push_back(p_define.utf8()); + } + + virtual ~ShaderGLES2(); +}; + +// called a lot, made inline + +int ShaderGLES2::_get_uniform(int p_which) const { + + ERR_FAIL_INDEX_V(p_which, uniform_count, -1); + ERR_FAIL_COND_V(!version, -1); + return version->uniform_location[p_which]; +} + +void ShaderGLES2::_set_conditional(int p_which, bool p_value) { + + ERR_FAIL_INDEX(p_which, conditional_count); + if (p_value) + new_conditional_version.version |= (1 << p_which); + else + new_conditional_version.version &= ~(1 << p_which); +} + +#endif diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub new file mode 100644 index 0000000000..5de3e1ac90 --- /dev/null +++ b/drivers/gles2/shaders/SCsub @@ -0,0 +1,22 @@ +#!/usr/bin/env python + +Import('env') + +if 'GLES2_GLSL' in env['BUILDERS']: + env.GLES2_GLSL('copy.glsl'); +# env.GLES2_GLSL('resolve.glsl'); + env.GLES2_GLSL('canvas.glsl'); +# env.GLES2_GLSL('canvas_shadow.glsl'); + env.GLES2_GLSL('scene.glsl'); +# env.GLES2_GLSL('cubemap_filter.glsl'); +# env.GLES2_GLSL('cube_to_dp.glsl'); +# env.GLES2_GLSL('blend_shape.glsl'); +# env.GLES2_GLSL('screen_space_reflection.glsl'); +# env.GLES2_GLSL('effect_blur.glsl'); +# env.GLES2_GLSL('subsurf_scattering.glsl'); +# env.GLES2_GLSL('ssao.glsl'); +# env.GLES2_GLSL('ssao_minify.glsl'); +# env.GLES2_GLSL('ssao_blur.glsl'); +# env.GLES2_GLSL('exposure.glsl'); +# env.GLES2_GLSL('tonemap.glsl'); +# env.GLES2_GLSL('particles.glsl'); diff --git a/drivers/gles2/shaders/blend_shape.glsl b/drivers/gles2/shaders/blend_shape.glsl new file mode 100644 index 0000000000..4e0d066823 --- /dev/null +++ b/drivers/gles2/shaders/blend_shape.glsl @@ -0,0 +1,197 @@ +[vertex] + + +/* +from VisualServer: + +ARRAY_VERTEX=0, +ARRAY_NORMAL=1, +ARRAY_TANGENT=2, +ARRAY_COLOR=3, +ARRAY_TEX_UV=4, +ARRAY_TEX_UV2=5, +ARRAY_BONES=6, +ARRAY_WEIGHTS=7, +ARRAY_INDEX=8, +*/ + +#ifdef USE_2D_VERTEX +#define VFORMAT vec2 +#else +#define VFORMAT vec3 +#endif + +/* INPUT ATTRIBS */ + +layout(location=0) in highp VFORMAT vertex_attrib; +layout(location=1) in vec3 normal_attrib; + +#ifdef ENABLE_TANGENT +layout(location=2) in vec4 tangent_attrib; +#endif + +#ifdef ENABLE_COLOR +layout(location=3) in vec4 color_attrib; +#endif + +#ifdef ENABLE_UV +layout(location=4) in vec2 uv_attrib; +#endif + +#ifdef ENABLE_UV2 +layout(location=5) in vec2 uv2_attrib; +#endif + +#ifdef ENABLE_SKELETON +layout(location=6) in ivec4 bone_attrib; +layout(location=7) in vec4 weight_attrib; +#endif + +/* BLEND ATTRIBS */ + +#ifdef ENABLE_BLEND + +layout(location=8) in highp VFORMAT vertex_attrib_blend; +layout(location=9) in vec3 normal_attrib_blend; + +#ifdef ENABLE_TANGENT +layout(location=10) in vec4 tangent_attrib_blend; +#endif + +#ifdef ENABLE_COLOR +layout(location=11) in vec4 color_attrib_blend; +#endif + +#ifdef ENABLE_UV +layout(location=12) in vec2 uv_attrib_blend; +#endif + +#ifdef ENABLE_UV2 +layout(location=13) in vec2 uv2_attrib_blend; +#endif + +#ifdef ENABLE_SKELETON +layout(location=14) in ivec4 bone_attrib_blend; +layout(location=15) in vec4 weight_attrib_blend; +#endif + +#endif + +/* OUTPUTS */ + +out VFORMAT vertex_out; //tfb: + +#ifdef ENABLE_NORMAL +out vec3 normal_out; //tfb:ENABLE_NORMAL +#endif + +#ifdef ENABLE_TANGENT +out vec4 tangent_out; //tfb:ENABLE_TANGENT +#endif + +#ifdef ENABLE_COLOR +out vec4 color_out; //tfb:ENABLE_COLOR +#endif + +#ifdef ENABLE_UV +out vec2 uv_out; //tfb:ENABLE_UV +#endif + +#ifdef ENABLE_UV2 +out vec2 uv2_out; //tfb:ENABLE_UV2 +#endif + +#ifdef ENABLE_SKELETON +out ivec4 bone_out; //tfb:ENABLE_SKELETON +out vec4 weight_out; //tfb:ENABLE_SKELETON +#endif + +uniform float blend_amount; + +void main() { + + +#ifdef ENABLE_BLEND + + vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount; + +#ifdef ENABLE_NORMAL + normal_out = normal_attrib_blend + normal_attrib * blend_amount; +#endif + +#ifdef ENABLE_TANGENT + + tangent_out.xyz = tangent_attrib_blend.xyz + tangent_attrib.xyz * blend_amount; + tangent_out.w = tangent_attrib_blend.w; //just copy, no point in blending his +#endif + +#ifdef ENABLE_COLOR + + color_out = color_attrib_blend + color_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV + + uv_out = uv_attrib_blend + uv_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV2 + + uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount; +#endif + + +#ifdef ENABLE_SKELETON + + bone_out = bone_attrib_blend; + weight_out = weight_attrib_blend + weight_attrib * blend_amount; +#endif + +#else //ENABLE_BLEND + + + vertex_out = vertex_attrib * blend_amount; + +#ifdef ENABLE_NORMAL + normal_out = normal_attrib * blend_amount; +#endif + +#ifdef ENABLE_TANGENT + + tangent_out.xyz = tangent_attrib.xyz * blend_amount; + tangent_out.w = tangent_attrib.w; //just copy, no point in blending his +#endif + +#ifdef ENABLE_COLOR + + color_out = color_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV + + uv_out = uv_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV2 + + uv2_out = uv2_attrib * blend_amount; +#endif + + +#ifdef ENABLE_SKELETON + + bone_out = bone_attrib; + weight_out = weight_attrib * blend_amount; +#endif + +#endif + gl_Position = vec4(0.0); +} + +[fragment] + + +void main() { + +} + diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl new file mode 100644 index 0000000000..11c6ab9b76 --- /dev/null +++ b/drivers/gles2/shaders/canvas.glsl @@ -0,0 +1,141 @@ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif + +uniform highp mat4 projection_matrix; +uniform highp mat4 modelview_matrix; +uniform highp mat4 extra_matrix; +attribute highp vec2 vertex; // attrib:0 +attribute vec4 color_attrib; // attrib:3 +attribute vec2 uv_attrib; // attrib:4 + +varying vec2 uv_interp; +varying vec4 color_interp; + +uniform highp vec2 color_texpixel_size; + +#ifdef USE_TEXTURE_RECT + +uniform vec4 dst_rect; +uniform vec4 src_rect; + +#endif + +uniform bool blit_pass; + +VERTEX_SHADER_GLOBALS + +vec2 select(vec2 a, vec2 b, bvec2 c) { + vec2 ret; + + ret.x = c.x ? b.x : a.x; + ret.y = c.y ? b.y : a.y; + + return ret; +} + +void main() { + + vec4 color = color_attrib; + +#ifdef USE_TEXTURE_RECT + + if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z + uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx; + } else { + uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; + } + + vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); + + // This is what is done in the GLES 3 bindings and should + // take care of flipped rects. + // + // But it doesn't. + // I don't know why, will need to investigate further. + + outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))); + + // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex; +#else + vec4 outvec = vec4(vertex.xy, 0.0, 1.0); + +#ifdef USE_UV_ATTRIBUTE + uv_interp = uv_attrib; +#else + uv_interp = vertex.xy; +#endif + +#endif + +{ + vec2 src_vtx=outvec.xy; +VERTEX_SHADER_CODE + +} + + color_interp = color; + + gl_Position = projection_matrix * modelview_matrix * outvec; + +} + +[fragment] + +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif + +uniform sampler2D color_texture; // texunit:0 +uniform highp vec2 color_texpixel_size; +uniform mediump sampler2D normal_texture; // texunit:1 + +varying mediump vec2 uv_interp; +varying mediump vec4 color_interp; + +uniform bool blit_pass; + +uniform vec4 final_modulate; + +#ifdef SCREEN_TEXTURE_USED + +uniform sampler2D screen_texture; // texunit:2 + +#endif + +#ifdef SCREEN_UV_USED + +uniform vec2 screen_pixel_size; + +#endif + +FRAGMENT_SHADER_GLOBALS + + +void main() { + + vec4 color = color_interp; + + color *= texture2D(color_texture, uv_interp); +{ + +FRAGMENT_SHADER_CODE + + +} + + color *= final_modulate; + + gl_FragColor = color; + +} diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl new file mode 100644 index 0000000000..c757990de0 --- /dev/null +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -0,0 +1,49 @@ +[vertex] + + + +uniform highp mat4 projection_matrix; +uniform highp mat4 light_matrix; +uniform highp mat4 world_matrix; +uniform highp float distance_norm; + +layout(location=0) in highp vec3 vertex; + +out highp vec4 position_interp; + +void main() { + + gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0))); + position_interp=gl_Position; +} + +[fragment] + +in highp vec4 position_interp; + +#ifdef USE_RGBA_SHADOWS + +layout(location=0) out lowp vec4 distance_buf; + +#else + +layout(location=0) out highp float distance_buf; + +#endif + +void main() { + + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias; + +#ifdef USE_RGBA_SHADOWS + + highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); + comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + distance_buf=comp; +#else + + distance_buf=depth; + +#endif +} + diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl new file mode 100644 index 0000000000..a21da68525 --- /dev/null +++ b/drivers/gles2/shaders/copy.glsl @@ -0,0 +1,72 @@ +[vertex] + +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif + +attribute highp vec4 vertex_attrib; // attrib:0 +attribute vec2 uv_in; // attrib:4 +attribute vec2 uv2_in; // attrib:5 + +varying vec2 uv_interp; + +varying vec2 uv2_interp; + +#ifdef USE_COPY_SECTION +uniform vec4 copy_section; +#endif + +void main() { + + uv_interp = uv_in; + uv2_interp = uv2_in; + gl_Position = vertex_attrib; + +#ifdef USE_COPY_SECTION + uv_interp = copy_section.xy + uv_interp * copy_section.zw; + gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0; +#endif +} + +[fragment] + +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif + + +varying vec2 uv_interp; +uniform sampler2D source; // texunit:0 + +varying vec2 uv2_interp; + +#ifdef USE_CUSTOM_ALPHA +uniform float custom_alpha; +#endif + + +void main() { + + //vec4 color = color_interp; + vec4 color = texture2D( source, uv_interp ); + + +#ifdef USE_NO_ALPHA + color.a=1.0; +#endif + +#ifdef USE_CUSTOM_ALPHA + color.a=custom_alpha; +#endif + + + gl_FragColor = color; +} diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl new file mode 100644 index 0000000000..5ffc78c0b9 --- /dev/null +++ b/drivers/gles2/shaders/cube_to_dp.glsl @@ -0,0 +1,79 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +uniform highp samplerCube source_cube; //texunit:0 +in vec2 uv_interp; + +uniform bool z_flip; +uniform highp float z_far; +uniform highp float z_near; +uniform highp float bias; + +void main() { + + highp vec3 normal = vec3( uv_interp * 2.0 - 1.0, 0.0 ); +/* + if(z_flip) { + normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + } else { + normal.z = -0.5 + 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + } +*/ + + //normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); + //normal.xy*=1.0+normal.z; + + normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + normal = normalize(normal); + +/* + normal.z=0.5; + normal=normalize(normal); +*/ + if (!z_flip) { + normal.z=-normal.z; + } + + //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 )); + float depth = texture(source_cube,normal).r; + + // absolute values for direction cosines, bigger value equals closer to basis axis + vec3 unorm = abs(normal); + + if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) { + // x code + unorm = normal.x > 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( -1.0, 0.0, 0.0 ) ; + } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) { + // y code + unorm = normal.y > 0.0 ? vec3( 0.0, 1.0, 0.0 ) : vec3( 0.0, -1.0, 0.0 ) ; + } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) { + // z code + unorm = normal.z > 0.0 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 0.0, 0.0, -1.0 ) ; + } else { + // oh-no we messed up code + // has to be + unorm = vec3( 1.0, 0.0, 0.0 ); + } + + float depth_fix = 1.0 / dot(normal,unorm); + + + depth = 2.0 * depth - 1.0; + float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); + gl_FragDepth = (linear_depth*depth_fix+bias) / z_far; +} + diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl new file mode 100644 index 0000000000..485fbb6ee0 --- /dev/null +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -0,0 +1,294 @@ +[vertex] + + +layout(location=0) in highp vec2 vertex; + +layout(location=4) in highp vec2 uv; + +out highp vec2 uv_interp; + +void main() { + + uv_interp=uv; + gl_Position=vec4(vertex,0,1); +} + +[fragment] + + +precision highp float; +precision highp int; + +#ifdef USE_SOURCE_PANORAMA +uniform sampler2D source_panorama; //texunit:0 +#endif + +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY +uniform sampler2DArray source_dual_paraboloid_array; //texunit:0 +uniform int source_array_index; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) +uniform samplerCube source_cube; //texunit:0 +#endif + +uniform int face_id; +uniform float roughness; +in highp vec2 uv_interp; + + +layout(location = 0) out vec4 frag_color; + + +#define M_PI 3.14159265359 + + +vec3 texelCoordToVec(vec2 uv, int faceID) +{ + mat3 faceUvVectors[6]; +/* + // -x + faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face +*/ + + // -x + faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face + + // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. + vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; + return normalize(result); +} + +vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) +{ + float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] + + // Compute distribution direction + float Phi = 2.0 * M_PI * Xi.x; + float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); + float SinTheta = sqrt(1.0 - CosTheta * CosTheta); + + // Convert to spherical direction + vec3 H; + H.x = SinTheta * cos(Phi); + H.y = SinTheta * sin(Phi); + H.z = CosTheta; + + vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 TangentX = normalize(cross(UpVector, N)); + vec3 TangentY = cross(N, TangentX); + + // Tangent to world space + return TangentX * H.x + TangentY * H.y + N * H.z; +} + +// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +float GGX(float NdotV, float a) +{ + float k = a / 2.0; + return NdotV / (NdotV * (1.0 - k) + k); +} + +// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +float G_Smith(float a, float nDotV, float nDotL) +{ + return GGX(nDotL, a * a) * GGX(nDotV, a * a); +} + +float radicalInverse_VdC(uint bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 +} + +vec2 Hammersley(uint i, uint N) { + return vec2(float(i)/float(N), radicalInverse_VdC(i)); +} + + + +#ifdef LOW_QUALITY + +#define SAMPLE_COUNT 64u + +#else + +#define SAMPLE_COUNT 512u + +#endif + +uniform bool z_flip; + +#ifdef USE_SOURCE_PANORAMA + +vec4 texturePanorama(vec3 normal,sampler2D pano ) { + + vec2 st = vec2( + atan(normal.x, normal.z), + acos(normal.y) + ); + + if(st.x < 0.0) + st.x += M_PI*2.0; + + st/=vec2(M_PI*2.0,M_PI); + + return textureLod(pano,st,0.0); + +} + +#endif + +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY + + +vec4 textureDualParaboloidArray(vec3 normal) { + + vec3 norm = normalize(normal); + norm.xy/=1.0+abs(norm.z); + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + if (norm.z<0.0) { + norm.y=0.5-norm.y+0.5; + } + return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0); + +} + +#endif + +void main() { + +#ifdef USE_DUAL_PARABOLOID + + vec3 N = vec3( uv_interp * 2.0 - 1.0, 0.0 ); + N.z = 0.5 - 0.5*((N.x * N.x) + (N.y * N.y)); + N = normalize(N); + + if (z_flip) { + N.y=-N.y; //y is flipped to improve blending between both sides + N.z=-N.z; + } + + +#else + vec2 uv = (uv_interp * 2.0) - 1.0; + vec3 N = texelCoordToVec(uv, face_id); +#endif + //vec4 color = color_interp; + +#ifdef USE_DIRECT_WRITE + +#ifdef USE_SOURCE_PANORAMA + + frag_color=vec4(texturePanorama(N,source_panorama).rgb,1.0); +#endif + +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY + + frag_color=vec4(textureDualParaboloidArray(N).rgb,1.0); +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) + + N.y=-N.y; + frag_color=vec4(texture(N,source_cube).rgb,1.0); +#endif + + + + +#else + + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + + for(uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) { + vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT); + + vec3 H = ImportanceSampleGGX( xi, roughness, N ); + vec3 V = N; + vec3 L = normalize(2.0 * dot( V, H ) * H - V); + + float ndotl = clamp(dot(N, L),0.0,1.0); + + if (ndotl>0.0) { +#ifdef USE_SOURCE_PANORAMA + sum.rgb += texturePanorama(H,source_panorama).rgb *ndotl; +#endif + +#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY + + sum.rgb += textureDualParaboloidArray(H).rgb *ndotl; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) + H.y=-H.y; + sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl; +#endif + sum.a += ndotl; + } + } + sum /= sum.a; + + frag_color = vec4(sum.rgb, 1.0); + +#endif + +} + diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl new file mode 100644 index 0000000000..b5f98a1244 --- /dev/null +++ b/drivers/gles2/shaders/effect_blur.glsl @@ -0,0 +1,301 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + +#ifdef USE_BLUR_SECTION + +uniform vec4 blur_section; + +#endif + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +#ifdef USE_BLUR_SECTION + + uv_interp = blur_section.xy + uv_interp * blur_section.zw; + gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0; +#endif +} + +[fragment] + +#if !defined(GLES_OVER_GL) +precision mediump float; +#endif + +in vec2 uv_interp; +uniform sampler2D source_color; //texunit:0 + +#ifdef SSAO_MERGE +uniform sampler2D source_ssao; //texunit:1 +#endif + +uniform float lod; +uniform vec2 pixel_size; + + +layout(location = 0) out vec4 frag_color; + +#ifdef SSAO_MERGE + +uniform vec4 ssao_color; + +#endif + +#if defined (GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) + +uniform float glow_strength; + +#endif + +#if defined(DOF_FAR_BLUR) || defined (DOF_NEAR_BLUR) + +#ifdef DOF_QUALITY_LOW +const int dof_kernel_size=5; +const int dof_kernel_from=2; +const float dof_kernel[5] = float[] (0.153388,0.221461,0.250301,0.221461,0.153388); +#endif + +#ifdef DOF_QUALITY_MEDIUM +const int dof_kernel_size=11; +const int dof_kernel_from=5; +const float dof_kernel[11] = float[] (0.055037,0.072806,0.090506,0.105726,0.116061,0.119726,0.116061,0.105726,0.090506,0.072806,0.055037); + +#endif + +#ifdef DOF_QUALITY_HIGH +const int dof_kernel_size=21; +const int dof_kernel_from=10; +const float dof_kernel[21] = float[] (0.028174,0.032676,0.037311,0.041944,0.046421,0.050582,0.054261,0.057307,0.059587,0.060998,0.061476,0.060998,0.059587,0.057307,0.054261,0.050582,0.046421,0.041944,0.037311,0.032676,0.028174); +#endif + +uniform sampler2D dof_source_depth; //texunit:1 +uniform float dof_begin; +uniform float dof_end; +uniform vec2 dof_dir; +uniform float dof_radius; + +#ifdef DOF_NEAR_BLUR_MERGE + +uniform sampler2D source_dof_original; //texunit:2 +#endif + +#endif + + +#ifdef GLOW_FIRST_PASS + +uniform float exposure; +uniform float white; + +#ifdef GLOW_USE_AUTO_EXPOSURE + +uniform highp sampler2D source_auto_exposure; //texunit:1 +uniform highp float auto_exposure_grey; + +#endif + +uniform float glow_bloom; +uniform float glow_hdr_threshold; +uniform float glow_hdr_scale; + +#endif + +uniform float camera_z_far; +uniform float camera_z_near; + +void main() { + + + +#ifdef GAUSSIAN_HORIZONTAL + vec2 pix_size = pixel_size; + pix_size*=0.5; //reading from larger buffer, so use more samples + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.214607; + color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.189879; + color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.157305; + color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.071303; + color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.189879; + color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.157305; + color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.071303; + frag_color = color; +#endif + +#ifdef GAUSSIAN_VERTICAL + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774; + color+=textureLod( source_color, uv_interp+vec2( 0.0, 1.0)*pixel_size,lod )*0.24477; + color+=textureLod( source_color, uv_interp+vec2( 0.0, 2.0)*pixel_size,lod )*0.06136; + color+=textureLod( source_color, uv_interp+vec2( 0.0,-1.0)*pixel_size,lod )*0.24477; + color+=textureLod( source_color, uv_interp+vec2( 0.0,-2.0)*pixel_size,lod )*0.06136; + frag_color = color; +#endif + +//glow uses larger sigma for a more rounded blur effect + +#ifdef GLOW_GAUSSIAN_HORIZONTAL + vec2 pix_size = pixel_size; + pix_size*=0.5; //reading from larger buffer, so use more samples + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.174938; + color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.165569; + color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.140367; + color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.106595; + color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.165569; + color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.140367; + color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.106595; + color*=glow_strength; + frag_color = color; +#endif + +#ifdef GLOW_GAUSSIAN_VERTICAL + vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.288713; + color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.233062; + color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.122581; + color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.233062; + color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.122581; + color*=glow_strength; + frag_color = color; +#endif + +#ifdef DOF_FAR_BLUR + + vec4 color_accum = vec4(0.0); + + float depth = textureLod( dof_source_depth, uv_interp, 0.0).r; + depth = depth * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); +#endif + + float amount = smoothstep(dof_begin,dof_end,depth); + float k_accum=0.0; + + for(int i=0;i<dof_kernel_size;i++) { + + int int_ofs = i-dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; + + float tap_k = dof_kernel[i]; + + float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); +#endif + float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0); + tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + + vec4 tap_color = textureLod( source_color, tap_uv, 0.0) * tap_k; + + k_accum+=tap_k*tap_amount; + color_accum+=tap_color*tap_amount; + + + } + + if (k_accum>0.0) { + color_accum/=k_accum; + } + + frag_color = color_accum;///k_accum; + +#endif + +#ifdef DOF_NEAR_BLUR + + vec4 color_accum = vec4(0.0); + + float max_accum=0; + + for(int i=0;i<dof_kernel_size;i++) { + + int int_ofs = i-dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; + float ofs_influence = max(0.0,1.0-float(abs(int_ofs))/float(dof_kernel_from)); + + float tap_k = dof_kernel[i]; + + vec4 tap_color = textureLod( source_color, tap_uv, 0.0); + + float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); +#endif + float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth); + tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + +#ifdef DOF_NEAR_FIRST_TAP + + tap_color.a= 1.0-smoothstep(dof_end,dof_begin,tap_depth); + +#endif + + max_accum=max(max_accum,tap_amount*ofs_influence); + + color_accum+=tap_color*tap_k; + + } + + color_accum.a=max(color_accum.a,sqrt(max_accum)); + + +#ifdef DOF_NEAR_BLUR_MERGE + + vec4 original = textureLod( source_dof_original, uv_interp, 0.0); + color_accum = mix(original,color_accum,color_accum.a); + +#endif + +#ifndef DOF_NEAR_FIRST_TAP + //color_accum=vec4(vec3(color_accum.a),1.0); +#endif + frag_color = color_accum; + +#endif + + + +#ifdef GLOW_FIRST_PASS + +#ifdef GLOW_USE_AUTO_EXPOSURE + + frag_color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; +#endif + frag_color*=exposure; + + float luminance = max(frag_color.r,max(frag_color.g,frag_color.b)); + float feedback = max( smoothstep(glow_hdr_threshold,glow_hdr_threshold+glow_hdr_scale,luminance), glow_bloom ); + + frag_color *= feedback; + +#endif + + +#ifdef SIMPLE_COPY + vec4 color =textureLod( source_color, uv_interp,0.0); + frag_color = color; +#endif + +#ifdef SSAO_MERGE + + vec4 color =textureLod( source_color, uv_interp,0.0); + float ssao =textureLod( source_ssao, uv_interp,0.0).r; + + frag_color = vec4( mix(color.rgb,color.rgb*mix(ssao_color.rgb,vec3(1.0),ssao),color.a), 1.0 ); + +#endif + + +} diff --git a/drivers/gles2/shaders/exposure.glsl b/drivers/gles2/shaders/exposure.glsl new file mode 100644 index 0000000000..001b90a0f1 --- /dev/null +++ b/drivers/gles2/shaders/exposure.glsl @@ -0,0 +1,98 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + + +void main() { + + gl_Position = vertex_attrib; + +} + +[fragment] + + +uniform highp sampler2D source_exposure; //texunit:0 + +#ifdef EXPOSURE_BEGIN + +uniform highp ivec2 source_render_size; +uniform highp ivec2 target_size; + +#endif + +#ifdef EXPOSURE_END + +uniform highp sampler2D prev_exposure; //texunit:1 +uniform highp float exposure_adjust; +uniform highp float min_luminance; +uniform highp float max_luminance; + +#endif + +layout(location = 0) out highp float exposure; + + + +void main() { + + + +#ifdef EXPOSURE_BEGIN + + + ivec2 src_pos = ivec2(gl_FragCoord.xy)*source_render_size/target_size; + +#if 1 + //more precise and expensive, but less jittery + ivec2 next_pos = ivec2(gl_FragCoord.xy+ivec2(1))*source_render_size/target_size; + next_pos = max(next_pos,src_pos+ivec2(1)); //so it at least reads one pixel + highp vec3 source_color=vec3(0.0); + for(int i=src_pos.x;i<next_pos.x;i++) { + for(int j=src_pos.y;j<next_pos.y;j++) { + source_color += texelFetch(source_exposure,ivec2(i,j),0).rgb; + } + } + + source_color/=float( (next_pos.x-src_pos.x)*(next_pos.y-src_pos.y) ); +#else + highp vec3 source_color = texelFetch(source_exposure,src_pos,0).rgb; + +#endif + + exposure = max(source_color.r,max(source_color.g,source_color.b)); + +#else + + ivec2 coord = ivec2(gl_FragCoord.xy); + exposure = texelFetch(source_exposure,coord*3+ivec2(0,0),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(1,0),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(2,0),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(0,1),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(1,1),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(2,1),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(0,2),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(1,2),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(2,2),0).r; + exposure *= (1.0/9.0); + +#ifdef EXPOSURE_END + +#ifdef EXPOSURE_FORCE_SET + //will stay as is +#else + highp float prev_lum = texelFetch(prev_exposure,ivec2(0,0),0).r; //1 pixel previous exposure + exposure = clamp( prev_lum + (exposure-prev_lum)*exposure_adjust,min_luminance,max_luminance); + +#endif //EXPOSURE_FORCE_SET + + +#endif //EXPOSURE_END + +#endif //EXPOSURE_BEGIN + + +} + + diff --git a/drivers/gles2/shaders/particles.glsl b/drivers/gles2/shaders/particles.glsl new file mode 100644 index 0000000000..a62c124dfe --- /dev/null +++ b/drivers/gles2/shaders/particles.glsl @@ -0,0 +1,260 @@ +[vertex] + + + +layout(location=0) in highp vec4 color; +layout(location=1) in highp vec4 velocity_active; +layout(location=2) in highp vec4 custom; +layout(location=3) in highp vec4 xform_1; +layout(location=4) in highp vec4 xform_2; +layout(location=5) in highp vec4 xform_3; + + +struct Attractor { + + vec3 pos; + vec3 dir; + float radius; + float eat_radius; + float strength; + float attenuation; +}; + +#define MAX_ATTRACTORS 64 + +uniform bool emitting; +uniform float system_phase; +uniform float prev_system_phase; +uniform int total_particles; +uniform float explosiveness; +uniform float randomness; +uniform float time; +uniform float delta; + +uniform int attractor_count; +uniform Attractor attractors[MAX_ATTRACTORS]; +uniform bool clear; +uniform uint cycle; +uniform float lifetime; +uniform mat4 emission_transform; +uniform uint random_seed; + + +out highp vec4 out_color; //tfb: +out highp vec4 out_velocity_active; //tfb: +out highp vec4 out_custom; //tfb: +out highp vec4 out_xform_1; //tfb: +out highp vec4 out_xform_2; //tfb: +out highp vec4 out_xform_3; //tfb: + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { //ubo:0 + +MATERIAL_UNIFORMS + +}; + +#endif + + +VERTEX_SHADER_GLOBALS + +uint hash(uint x) { + + x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); + x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); + x = (x >> uint(16)) ^ x; + return x; +} + + +void main() { + +#ifdef PARTICLES_COPY + + out_color=color; + out_velocity_active=velocity_active; + out_custom = custom; + out_xform_1 = xform_1; + out_xform_2 = xform_2; + out_xform_3 = xform_3; + +#else + + bool apply_forces=true; + bool apply_velocity=true; + float local_delta=delta; + + float mass = 1.0; + + float restart_phase = float(gl_VertexID)/float(total_particles); + + if (randomness>0.0) { + uint seed = cycle; + if (restart_phase >= system_phase) { + seed-=uint(1); + } + seed*=uint(total_particles); + seed+=uint(gl_VertexID); + float random = float(hash(seed) % uint(65536)) / 65536.0; + restart_phase+=randomness * random * 1.0 / float(total_particles); + } + + restart_phase*= (1.0-explosiveness); + bool restart=false; + bool shader_active = velocity_active.a > 0.5; + + if (system_phase > prev_system_phase) { + // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed + + if (restart_phase >= prev_system_phase && restart_phase < system_phase ) { + restart=true; +#ifdef USE_FRACTIONAL_DELTA + local_delta = (system_phase - restart_phase) * lifetime; +#endif + } + + } else { + if (restart_phase >= prev_system_phase) { + restart=true; +#ifdef USE_FRACTIONAL_DELTA + local_delta = (1.0 - restart_phase + system_phase) * lifetime; +#endif + } else if (restart_phase < system_phase ) { + restart=true; +#ifdef USE_FRACTIONAL_DELTA + local_delta = (system_phase - restart_phase) * lifetime; +#endif + } + } + + uint current_cycle = cycle; + + if (system_phase < restart_phase) { + current_cycle-=uint(1); + } + + uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID); + int index = int(gl_VertexID); + + if (restart) { + shader_active=emitting; + } + + mat4 xform; + +#if defined(ENABLE_KEEP_DATA) + if (clear) { +#else + if (clear || restart) { +#endif + out_color=vec4(1.0); + out_velocity_active=vec4(0.0); + out_custom=vec4(0.0); + if (!restart) + shader_active=false; + + xform = mat4( + vec4(1.0,0.0,0.0,0.0), + vec4(0.0,1.0,0.0,0.0), + vec4(0.0,0.0,1.0,0.0), + vec4(0.0,0.0,0.0,1.0) + ); + } else { + out_color=color; + out_velocity_active=velocity_active; + out_custom=custom; + xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0))); + } + + if (shader_active) { + //execute shader + + { +VERTEX_SHADER_CODE + } + +#if !defined(DISABLE_FORCE) + + if (false) { + + vec3 force = vec3(0.0); + for(int i=0;i<attractor_count;i++) { + + vec3 rel_vec = xform[3].xyz - attractors[i].pos; + float dist = length(rel_vec); + if (attractors[i].radius < dist) + continue; + if (attractors[i].eat_radius>0.0 && attractors[i].eat_radius > dist) { + out_velocity_active.a=0.0; + } + + rel_vec = normalize(rel_vec); + + float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation); + + if (attractors[i].dir==vec3(0.0)) { + //towards center + force+=attractors[i].strength * rel_vec * attenuation * mass; + } else { + force+=attractors[i].strength * attractors[i].dir * attenuation *mass; + + } + } + + out_velocity_active.xyz += force * local_delta; + } +#endif + +#if !defined(DISABLE_VELOCITY) + + if (true) { + + xform[3].xyz += out_velocity_active.xyz * local_delta; + } +#endif + } else { + xform=mat4(0.0); + } + + xform = transpose(xform); + + out_velocity_active.a = mix(0.0,1.0,shader_active); + + out_xform_1 = xform[0]; + out_xform_2 = xform[1]; + out_xform_3 = xform[2]; + +#endif //PARTICLES_COPY + +} + +[fragment] + +//any code here is never executed, stuff is filled just so it works + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { + +MATERIAL_UNIFORMS + +}; + +#endif + +FRAGMENT_SHADER_GLOBALS + +void main() { + + { +LIGHT_SHADER_CODE + } + + { +FRAGMENT_SHADER_CODE + } +} diff --git a/drivers/gles2/shaders/resolve.glsl b/drivers/gles2/shaders/resolve.glsl new file mode 100644 index 0000000000..0b50a9c57b --- /dev/null +++ b/drivers/gles2/shaders/resolve.glsl @@ -0,0 +1,44 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + +#if !defined(GLES_OVER_GL) +precision mediump float; +#endif + +in vec2 uv_interp; +uniform sampler2D source_specular; //texunit:0 +uniform sampler2D source_ssr; //texunit:1 + +uniform vec2 pixel_size; + +in vec2 uv2_interp; + +layout(location = 0) out vec4 frag_color; + +void main() { + + vec4 specular = texture( source_specular, uv_interp ); + +#ifdef USE_SSR + + vec4 ssr = textureLod(source_ssr,uv_interp,0.0); + specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); +#endif + + frag_color = vec4(specular.rgb,1.0); +} + diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl new file mode 100644 index 0000000000..79b989be4a --- /dev/null +++ b/drivers/gles2/shaders/scene.glsl @@ -0,0 +1,2113 @@ +[vertex] + +#define M_PI 3.14159265359 + +/* +from VisualServer: + +ARRAY_VERTEX=0, +ARRAY_NORMAL=1, +ARRAY_TANGENT=2, +ARRAY_COLOR=3, +ARRAY_TEX_UV=4, +ARRAY_TEX_UV2=5, +ARRAY_BONES=6, +ARRAY_WEIGHTS=7, +ARRAY_INDEX=8, +*/ + +//hack to use uv if no uv present so it works with lightmap + + +/* INPUT ATTRIBS */ + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=1) in vec3 normal_attrib; +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +layout(location=2) in vec4 tangent_attrib; +#endif + +#if defined(ENABLE_COLOR_INTERP) +layout(location=3) in vec4 color_attrib; +#endif + +#if defined(ENABLE_UV_INTERP) +layout(location=4) in vec2 uv_attrib; +#endif + +#if defined(ENABLE_UV2_INTERP) +layout(location=5) in vec2 uv2_attrib; +#endif + +uniform float normal_mult; + +#ifdef USE_SKELETON +layout(location=6) in ivec4 bone_indices; // attrib:6 +layout(location=7) in vec4 bone_weights; // attrib:7 +#endif + +#ifdef USE_INSTANCING + +layout(location=8) in highp vec4 instance_xform0; +layout(location=9) in highp vec4 instance_xform1; +layout(location=10) in highp vec4 instance_xform2; +layout(location=11) in lowp vec4 instance_color; + +#if defined(ENABLE_INSTANCE_CUSTOM) +layout(location=12) in highp vec4 instance_custom_data; +#endif + +#endif + +layout(std140) uniform SceneData { //ubo:0 + + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 camera_inverse_matrix; + highp mat4 camera_matrix; + + mediump vec4 ambient_light_color; + mediump vec4 bg_color; + + mediump vec4 fog_color_enabled; + mediump vec4 fog_sun_color_amount; + + mediump float ambient_energy; + mediump float bg_energy; + + mediump float z_offset; + mediump float z_slope_scale; + highp float shadow_dual_paraboloid_render_zfar; + highp float shadow_dual_paraboloid_render_side; + + highp vec2 viewport_size; + highp vec2 screen_pixel_size; + highp vec2 shadow_atlas_pixel_size; + highp vec2 directional_shadow_pixel_size; + + highp float time; + highp float z_far; + mediump float reflection_multiplier; + mediump float subsurface_scatter_width; + mediump float ambient_occlusion_affect_light; + + bool fog_depth_enabled; + highp float fog_depth_begin; + highp float fog_depth_curve; + bool fog_transmit_enabled; + highp float fog_transmit_curve; + bool fog_height_enabled; + highp float fog_height_min; + highp float fog_height_max; + highp float fog_height_curve; + +}; + +uniform highp mat4 world_transform; + + +#ifdef USE_LIGHT_DIRECTIONAL + +layout(std140) uniform DirectionalLightData { //ubo:3 + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color_contact; + highp mat4 shadow_matrix1; + highp mat4 shadow_matrix2; + highp mat4 shadow_matrix3; + highp mat4 shadow_matrix4; + mediump vec4 shadow_split_offsets; +}; + +#endif + +#ifdef USE_VERTEX_LIGHTING +//omni and spot + +struct LightData { + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color_contact; + highp mat4 shadow_matrix; + +}; + + +layout(std140) uniform OmniLightData { //ubo:4 + + LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + +layout(std140) uniform SpotLightData { //ubo:5 + + LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + +#ifdef USE_FORWARD_LIGHTING + + +uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; +uniform int omni_light_count; + +uniform int spot_light_indices[MAX_FORWARD_LIGHTS]; +uniform int spot_light_count; + +#endif + +out vec4 diffuse_light_interp; +out vec4 specular_light_interp; + +void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) { + + float dotNL = max(dot(N,L), 0.0 ); + diffuse += dotNL * light_color / M_PI; + + if (roughness > 0.0) { + + vec3 H = normalize(V + L); + float dotNH = max(dot(N,H), 0.0 ); + float intensity = pow( dotNH, (1.0-roughness) * 256.0); + specular += light_color * intensity; + + } +} + +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal, float roughness,inout vec3 diffuse, inout vec3 specular) { + + vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; + float light_length = length( light_rel_vec ); + float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w )); + + light_compute(normal,normalize(light_rel_vec),eye_vec,omni_lights[idx].light_color_energy.rgb * light_attenuation,roughness,diffuse,specular); + +} + +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) { + + vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; + float light_length = length( light_rel_vec ); + float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w )); + vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; + float spot_cutoff=spot_lights[idx].light_params.y; + float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); + float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); + light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x); + + + light_compute(normal,normalize(light_rel_vec),eye_vec,spot_lights[idx].light_color_energy.rgb*light_attenuation,roughness,diffuse,specular); +} + + +#endif + +/* Varyings */ + +out highp vec3 vertex_interp; +out vec3 normal_interp; + +#if defined(ENABLE_COLOR_INTERP) +out vec4 color_interp; +#endif + +#if defined(ENABLE_UV_INTERP) +out vec2 uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) +out vec2 uv2_interp; +#endif + + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +out vec3 tangent_interp; +out vec3 binormal_interp; +#endif + + + + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { //ubo:1 + +MATERIAL_UNIFORMS + +}; + +#endif + +VERTEX_SHADER_GLOBALS + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + +out highp float dp_clip; + +#endif + +#define SKELETON_TEXTURE_WIDTH 256 + +#ifdef USE_SKELETON +uniform highp sampler2D skeleton_texture; //texunit:-1 +#endif + +out highp vec4 position_interp; + +// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now. +// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316 +//invariant gl_Position; + +void main() { + + highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0); + + mat4 world_matrix = world_transform; + + +#ifdef USE_INSTANCING + + { + highp mat4 m=mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)); + world_matrix = world_matrix * transpose(m); + } +#endif + + vec3 normal = normal_attrib * normal_mult; + + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + vec3 tangent = tangent_attrib.xyz; + tangent*=normal_mult; + float binormalf = tangent_attrib.a; +#endif + +#if defined(ENABLE_COLOR_INTERP) + color_interp = color_attrib; +#if defined(USE_INSTANCING) + color_interp *= instance_color; +#endif + +#endif + +#ifdef USE_SKELETON + { + //skeleton transform + ivec2 tex_ofs = ivec2( bone_indices.x%256, (bone_indices.x/256)*3 ); + highp mat3x4 m = mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.x; + + tex_ofs = ivec2( bone_indices.y%256, (bone_indices.y/256)*3 ); + + m+= mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.y; + + tex_ofs = ivec2( bone_indices.z%256, (bone_indices.z/256)*3 ); + + m+= mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.z; + + + tex_ofs = ivec2( bone_indices.w%256, (bone_indices.w/256)*3 ); + + m+= mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.w; + + + vertex.xyz = vertex * m; + + normal = vec4(normal,0.0) * m; +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + tangent.xyz = vec4(tangent.xyz,0.0) * m; +#endif + } +#endif + + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + vec3 binormal = normalize( cross(normal,tangent) * binormalf ); +#endif + +#if defined(ENABLE_UV_INTERP) + uv_interp = uv_attrib; +#endif + +#if defined(ENABLE_UV2_INTERP) + uv2_interp = uv2_attrib; +#endif + +#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM) + vec4 instance_custom = instance_custom_data; +#else + vec4 instance_custom = vec4(0.0); +#endif + + highp mat4 modelview = camera_inverse_matrix * world_matrix; + highp mat4 local_projection = projection_matrix; + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = world_matrix * vertex; + normal = normalize((world_matrix * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz); + binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz); +#endif +#endif + + float roughness=0.0; + +//defines that make writing custom shaders easier +#define projection_matrix local_projection +#define world_transform world_matrix +{ + +VERTEX_SHADER_CODE + +} + + + +//using local coordinates (default) +#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) + + vertex = modelview * vertex; + normal = normalize((modelview * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((modelview * vec4(tangent,0.0)).xyz); + binormal = normalize((modelview * vec4(binormal,0.0)).xyz); +#endif +#endif + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = camera_inverse_matrix * vertex; + normal = normalize((camera_inverse_matrix * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((camera_inverse_matrix * vec4(tangent,0.0)).xyz); + binormal = normalize((camera_inverse_matrix * vec4(binormal,0.0)).xyz); +#endif +#endif + + vertex_interp = vertex.xyz; + normal_interp = normal; + + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + tangent_interp = tangent; + binormal_interp = binormal; +#endif + + +#ifdef RENDER_DEPTH + + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + + vertex_interp.z*= shadow_dual_paraboloid_render_side; + normal_interp.z*= shadow_dual_paraboloid_render_side; + + dp_clip=vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + + //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges + + highp vec3 vtx = vertex_interp+normalize(vertex_interp)*z_offset; + highp float distance = length(vtx); + vtx = normalize(vtx); + vtx.xy/=1.0-vtx.z; + vtx.z=(distance/shadow_dual_paraboloid_render_zfar); + vtx.z=vtx.z * 2.0 - 1.0; + + vertex.xyz=vtx; + vertex.w=1.0; + + +#else + + float z_ofs = z_offset; + z_ofs += (1.0-abs(normal_interp.z))*z_slope_scale; + vertex_interp.z-=z_ofs; + +#endif //RENDER_DEPTH_DUAL_PARABOLOID + +#endif //RENDER_DEPTH + + gl_Position = projection_matrix * vec4(vertex_interp,1.0); + + position_interp=gl_Position; + +#ifdef USE_VERTEX_LIGHTING + + diffuse_light_interp=vec4(0.0); + specular_light_interp=vec4(0.0); + +#ifdef USE_FORWARD_LIGHTING + + for(int i=0;i<omni_light_count;i++) { + light_process_omni(omni_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb); + } + + for(int i=0;i<spot_light_count;i++) { + light_process_spot(spot_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb); + } +#endif + +#ifdef USE_LIGHT_DIRECTIONAL + + vec3 directional_diffuse = vec3(0.0); + vec3 directional_specular = vec3(0.0); + light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular); + + float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333)); + float diff_dir_avg = dot(directional_diffuse,vec3(0.33333)); + if (diff_avg>0.0) { + diffuse_light_interp.a=diff_dir_avg/(diff_avg+diff_dir_avg); + } else { + diffuse_light_interp.a=1.0; + } + + diffuse_light_interp.rgb+=directional_diffuse; + + float spec_avg = dot(specular_light_interp.rgb,vec3(0.33333)); + float spec_dir_avg = dot(directional_specular,vec3(0.33333)); + if (spec_avg>0.0) { + specular_light_interp.a=spec_dir_avg/(spec_avg+spec_dir_avg); + } else { + specular_light_interp.a=1.0; + } + + specular_light_interp.rgb+=directional_specular; + +#endif //USE_LIGHT_DIRECTIONAL + + +#endif // USE_VERTEX_LIGHTING + +} + + +[fragment] + +/* texture unit usage, N is max_texture_unity-N + +1-skeleton +2-radiance +3-reflection_atlas +4-directional_shadow +5-shadow_atlas +6-decal_atlas +7-screen +8-depth +9-probe1 +10-probe2 + +*/ + +uniform highp mat4 world_transform; + +#define M_PI 3.14159265359 + +/* Varyings */ + +#if defined(ENABLE_COLOR_INTERP) +in vec4 color_interp; +#endif + +#if defined(ENABLE_UV_INTERP) +in vec2 uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) +in vec2 uv2_interp; +#endif + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +in vec3 tangent_interp; +in vec3 binormal_interp; +#endif + +in highp vec3 vertex_interp; +in vec3 normal_interp; + + +/* PBR CHANNELS */ + +//used on forward mainly +uniform bool no_ambient_light; + + + +#ifdef USE_RADIANCE_MAP + + + +layout(std140) uniform Radiance { //ubo:2 + + mat4 radiance_inverse_xform; + float radiance_ambient_contribution; + +}; + +#define RADIANCE_MAX_LOD 5.0 + +#ifdef USE_RADIANCE_MAP_ARRAY + +uniform sampler2DArray radiance_map; //texunit:-2 + +vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) { + + vec3 norm = normalize(p_vec); + norm.xy/=1.0+abs(norm.z); + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + + // we need to lie the derivatives (normg) and assume that DP side is always the same + // to get proper texture filtering + vec2 normg=norm.xy; + if (norm.z>0.0) { + norm.y=0.5-norm.y+0.5; + } + + // thanks to OpenGL spec using floor(layer + 0.5) for texture arrays, + // it's easy to have precision errors using fract() to interpolate layers + // as such, using fixed point to ensure it works. + + float index = p_roughness * RADIANCE_MAX_LOD; + int indexi = int(index * 256.0); + vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi/256)),dFdx(normg),dFdy(normg)).xyz; + vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi/256+1)),dFdx(normg),dFdy(normg)).xyz; + return mix(base,next,float(indexi%256)/256.0); +} + +#else + +uniform sampler2D radiance_map; //texunit:-2 + +vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) { + + vec3 norm = normalize(p_vec); + norm.xy/=1.0+abs(norm.z); + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + if (norm.z>0.0) { + norm.y=0.5-norm.y+0.5; + } + return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz; +} + +#endif + +#endif + +/* Material Uniforms */ + + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { + +MATERIAL_UNIFORMS + +}; + +#endif + +FRAGMENT_SHADER_GLOBALS + +layout(std140) uniform SceneData { + + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 camera_inverse_matrix; + highp mat4 camera_matrix; + + mediump vec4 ambient_light_color; + mediump vec4 bg_color; + + mediump vec4 fog_color_enabled; + mediump vec4 fog_sun_color_amount; + + mediump float ambient_energy; + mediump float bg_energy; + + mediump float z_offset; + mediump float z_slope_scale; + highp float shadow_dual_paraboloid_render_zfar; + highp float shadow_dual_paraboloid_render_side; + + highp vec2 viewport_size; + highp vec2 screen_pixel_size; + highp vec2 shadow_atlas_pixel_size; + highp vec2 directional_shadow_pixel_size; + + highp float time; + highp float z_far; + mediump float reflection_multiplier; + mediump float subsurface_scatter_width; + mediump float ambient_occlusion_affect_light; + + bool fog_depth_enabled; + highp float fog_depth_begin; + highp float fog_depth_curve; + bool fog_transmit_enabled; + highp float fog_transmit_curve; + bool fog_height_enabled; + highp float fog_height_min; + highp float fog_height_max; + highp float fog_height_curve; +}; + +//directional light data + +#ifdef USE_LIGHT_DIRECTIONAL + +layout(std140) uniform DirectionalLightData { + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color_contact; + highp mat4 shadow_matrix1; + highp mat4 shadow_matrix2; + highp mat4 shadow_matrix3; + highp mat4 shadow_matrix4; + mediump vec4 shadow_split_offsets; +}; + + +uniform highp sampler2DShadow directional_shadow; //texunit:-4 + +#endif + +#ifdef USE_VERTEX_LIGHTING +in vec4 diffuse_light_interp; +in vec4 specular_light_interp; +#endif +//omni and spot + +struct LightData { + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color_contact; + highp mat4 shadow_matrix; + +}; + + +layout(std140) uniform OmniLightData { //ubo:4 + + LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + +layout(std140) uniform SpotLightData { //ubo:5 + + LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + + +uniform highp sampler2DShadow shadow_atlas; //texunit:-5 + + +struct ReflectionData { + + mediump vec4 box_extents; + mediump vec4 box_offset; + mediump vec4 params; // intensity, 0, interior , boxproject + mediump vec4 ambient; //ambient color, energy + mediump vec4 atlas_clamp; + highp mat4 local_matrix; //up to here for spot and omni, rest is for directional + //notes: for ambientblend, use distance to edge to blend between already existing global environment +}; + +layout(std140) uniform ReflectionProbeData { //ubo:6 + + ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS]; +}; +uniform mediump sampler2D reflection_atlas; //texunit:-3 + + +#ifdef USE_FORWARD_LIGHTING + +uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; +uniform int omni_light_count; + +uniform int spot_light_indices[MAX_FORWARD_LIGHTS]; +uniform int spot_light_count; + +uniform int reflection_indices[MAX_FORWARD_LIGHTS]; +uniform int reflection_count; + +#endif + + +#if defined(SCREEN_TEXTURE_USED) + +uniform highp sampler2D screen_texture; //texunit:-7 + +#endif + +#ifdef USE_MULTIPLE_RENDER_TARGETS + +layout(location=0) out vec4 diffuse_buffer; +layout(location=1) out vec4 specular_buffer; +layout(location=2) out vec4 normal_mr_buffer; +#if defined(ENABLE_SSS) +layout(location=3) out float sss_buffer; +#endif + +#else + +layout(location=0) out vec4 frag_color; + +#endif + +in highp vec4 position_interp; +uniform highp sampler2D depth_buffer; //texunit:-8 + +#ifdef USE_CONTACT_SHADOWS + +float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { + + if (abs(dir.z)>0.99) + return 1.0; + + vec3 endpoint = pos+dir*max_distance; + vec4 source = position_interp; + vec4 dest = projection_matrix * vec4(endpoint, 1.0); + + vec2 from_screen = (source.xy / source.w) * 0.5 + 0.5; + vec2 to_screen = (dest.xy / dest.w) * 0.5 + 0.5; + + vec2 screen_rel = to_screen - from_screen; + + if (length(screen_rel)<0.00001) + return 1.0; //too small, don't do anything + + /*float pixel_size; //approximate pixel size + + if (screen_rel.x > screen_rel.y) { + + pixel_size = abs((pos.x-endpoint.x)/(screen_rel.x/screen_pixel_size.x)); + } else { + pixel_size = abs((pos.y-endpoint.y)/(screen_rel.y/screen_pixel_size.y)); + + }*/ + vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,0.04), 1.0); //todo un-harcode the 0.04 + + + + vec2 pixel_incr = normalize(screen_rel)*screen_pixel_size; + + + float steps = length(screen_rel) / length(pixel_incr); + steps = min(2000.0,steps); //put a limit to avoid freezing in some strange situation + //steps=10.0; + + vec4 incr = (dest - source)/steps; + float ratio=0.0; + float ratio_incr = 1.0/steps; + + while(steps>0.0) { + source += incr*2.0; + bias+=incr*2.0; + + vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5; + float depth = texture(depth_buffer,uv_depth.xy).r; + + if (depth < uv_depth.z) { + if (depth > (bias.z/bias.w) * 0.5 + 0.5) { + return min(pow(ratio,4.0),1.0); + } else { + return 1.0; + } + } + + + ratio+=ratio_incr; + steps-=1.0; + } + + return 1.0; +} + +#endif + + +// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. +// We're dividing this factor off because the overall term we'll end up looks like +// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): +// +// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V) +// +// We're basically regouping this as +// +// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)] +// +// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V. +// +// The contents of the D and G (G1) functions (GGX) are taken from +// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014). +// Eqns 71-72 and 85-86 (see also Eqns 43 and 80). + +float G_GGX_2cos(float cos_theta_m, float alpha) { + // Schlick's approximation + // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994) + // Eq. (19), although see Heitz (2014) the about the problems with his derivation. + // It nevertheless approximates GGX well with k = alpha/2. + float k = 0.5*alpha; + return 0.5 / (cos_theta_m * (1.0 - k) + k); + + // float cos2 = cos_theta_m*cos_theta_m; + // float sin2 = (1.0-cos2); + // return 1.0 /( cos_theta_m + sqrt(cos2 + alpha*alpha*sin2) ); +} + +float D_GGX(float cos_theta_m, float alpha) { + float alpha2 = alpha*alpha; + float d = 1.0 + (alpha2-1.0)*cos_theta_m*cos_theta_m; + return alpha2/(M_PI * d * d); +} + +float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0-cos2); + float s_x = alpha_x * cos_phi; + float s_y = alpha_y * sin_phi; + return 1.0 / (cos_theta_m + sqrt(cos2 + (s_x*s_x + s_y*s_y)*sin2 )); +} + +float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { + float cos2 = cos_theta_m * cos_theta_m; + float sin2 = (1.0-cos2); + float r_x = cos_phi/alpha_x; + float r_y = sin_phi/alpha_y; + float d = cos2 + sin2*(r_x * r_x + r_y * r_y); + return 1.0 / (M_PI * alpha_x * alpha_y * d * d ); +} + + +float SchlickFresnel(float u) +{ + float m = 1.0-u; + float m2 = m*m; + return m2*m2*m; // pow(m,5) +} + +float GTR1(float NdotH, float a) +{ + if (a >= 1.0) return 1.0/M_PI; + float a2 = a*a; + float t = 1.0 + (a2-1.0)*NdotH*NdotH; + return (a2-1.0) / (M_PI*log(a2)*t); +} + +vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { + float dielectric = (0.034 * 2.0) * specular; + // energy conservation + return mix(vec3(dielectric), albedo, metallic); // TODO: reference? +} + +void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader + + vec3 normal = N; + vec3 albedo = diffuse_color; + vec3 light = L; + vec3 view = V; + +LIGHT_SHADER_CODE + + +#else + float NdotL = dot(N,L); + float cNdotL = max(NdotL, 0.0); // clamped NdotL + float NdotV = dot(N, V); + float cNdotV = max(NdotV, 0.0); + + if (metallic < 1.0) { +#if defined(DIFFUSE_OREN_NAYAR) + vec3 diffuse_brdf_NL; +#else + float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance +#endif + + +#if defined(DIFFUSE_LAMBERT_WRAP) + //energy conserving lambert wrap shader + diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + +#elif defined(DIFFUSE_OREN_NAYAR) + + { + // see http://mimosa-pudica.net/improved-oren-nayar.html + float LdotV = dot(L, V); + + + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + + float sigma2 = roughness * roughness; // TODO: this needs checking + vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) ); + float B = 0.45 * sigma2 / (sigma2 + 0.09); + + diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); + } + +#elif defined(DIFFUSE_TOON) + + diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL); + +#elif defined(DIFFUSE_BURLEY) + + { + + + vec3 H = normalize(V + L); + float cLdotH = max(0.0,dot(L, H)); + + float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; + float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); + float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; + /* + float energyBias = mix(roughness, 0.0, 0.5); + float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); + float fd90 = energyBias + 2.0 * VoH * VoH * roughness; + float f0 = 1.0; + float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); + float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); + + diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/ + } +#else + //lambert + diffuse_brdf_NL = cNdotL * (1.0 / M_PI); +#endif + +#if defined(TRANSMISSION_USED) + diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation; +#else + diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; +#endif + + + +#if defined(LIGHT_USE_RIM) + float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0); + diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; +#endif + } + + + if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely + + + // D + +#if defined(SPECULAR_BLINN) + + vec3 H = normalize(V + L); + float cNdotH = max(dot(N,H), 0.0 ); + float intensity = pow( cNdotH, (1.0-roughness) * 256.0); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; + +#elif defined(SPECULAR_PHONG) + + vec3 R = normalize(-reflect(L,N)); + float cRdotV = max(0.0,dot(R,V)); + float intensity = pow( cRdotV, (1.0-roughness) * 256.0); + specular_light += light_color * intensity * specular_blob_intensity * attenuation; + +#elif defined(SPECULAR_TOON) + + vec3 R = normalize(-reflect(L,N)); + float RdotV = dot(R,V); + float mid = 1.0-roughness; + mid*=mid; + float intensity = smoothstep(mid-roughness*0.5, mid+roughness*0.5, RdotV) * mid; + diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection + +#elif defined(SPECULAR_DISABLED) + //none.. + +#elif defined(SPECULAR_SCHLICK_GGX) + // shlick+ggx as default + + vec3 H = normalize(V + L); + + float cNdotH = max(dot(N,H), 0.0); + float cLdotH = max(dot(L,H), 0.0); + +# if defined(LIGHT_USE_ANISOTROPY) + + float aspect = sqrt(1.0-anisotropy*0.9); + float rx = roughness/aspect; + float ry = roughness*aspect; + float ax = rx*rx; + float ay = ry*ry; + float XdotH = dot( T, H ); + float YdotH = dot( B, H ); + float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); + float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); + +# else + float alpha = roughness * roughness; + float D = D_GGX(cNdotH, alpha); + float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha); +# endif + // F + float F0 = 1.0; // FIXME + float cLdotH5 = SchlickFresnel(cLdotH); + float F = mix(cLdotH5, 1.0, F0); + + float specular_brdf_NL = cNdotL * D * F * G; + + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; +#endif + +#if defined(LIGHT_USE_CLEARCOAT) + if (clearcoat_gloss > 0.0) { +# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) + vec3 H = normalize(V + L); +# endif +# if !defined(SPECULAR_SCHLICK_GGX) + float cNdotH = max(dot(N,H), 0.0); + float cLdotH = max(dot(L,H), 0.0); + float cLdotH5 = SchlickFresnel(cLdotH); +#endif + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + + + float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; + } +#endif + } + + +#endif //defined(USE_LIGHT_SHADER_CODE) +} + + +float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) { + +#ifdef SHADOW_MODE_PCF_13 + + float avg=textureProj(shadow,vec4(pos,depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x*2.0,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x*2.0,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y*2.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y*2.0),depth,1.0)); + return avg*(1.0/13.0); + +#elif defined(SHADOW_MODE_PCF_5) + + float avg=textureProj(shadow,vec4(pos,depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0)); + return avg*(1.0/5.0); + +#else + + return textureProj(shadow,vec4(pos,depth,1.0)); + +#endif + +} + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + +in highp float dp_clip; + +#endif + + + +#if 0 +//need to save texture depth for this + +vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) { + + float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width; + float d = scale * distance; + + /** + * Armed with the thickness, we can now calculate the color by means of the + * precalculated transmittance profile. + * (It can be precomputed into a texture, for maximum performance): + */ + float dd = -d * d; + vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + + vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + + vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + + vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + + vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + + vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); + + /** + * Using the profile, we finally approximate the transmitted lighting from + * the back of the object: + */ + return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0); +} +#endif + +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { + + vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; + float light_length = length( light_rel_vec ); + float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w )); + + if (omni_lights[idx].light_params.w>0.5) { + //there is a shadowmap + + highp vec3 splane=(omni_lights[idx].shadow_matrix * vec4(vertex,1.0)).xyz; + float shadow_len=length(splane); + splane=normalize(splane); + vec4 clamp_rect=omni_lights[idx].light_clamp; + + if (splane.z>=0.0) { + + splane.z+=1.0; + + clamp_rect.y+=clamp_rect.w; + + } else { + + splane.z=1.0 - splane.z; + + /* + if (clamp_rect.z<clamp_rect.w) { + clamp_rect.x+=clamp_rect.z; + } else { + clamp_rect.y+=clamp_rect.w; + } + */ + + } + + splane.xy/=splane.z; + splane.xy=splane.xy * 0.5 + 0.5; + splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w; + + splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw; + float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect); + +#ifdef USE_CONTACT_SHADOWS + + if (shadow>0.01 && omni_lights[idx].shadow_color_contact.a>0.0) { + + float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,omni_lights[idx].shadow_color_contact.a)); + shadow=min(shadow,contact_shadow); + + } +#endif + light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); + } + + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + +} + +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 transmission,float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { + + vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; + float light_length = length( light_rel_vec ); + float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w )); + vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; + float spot_cutoff=spot_lights[idx].light_params.y; + float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); + float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); + light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x); + + if (spot_lights[idx].light_params.w>0.5) { + //there is a shadowmap + highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0)); + splane.xyz/=splane.w; + + float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp); + +#ifdef USE_CONTACT_SHADOWS + if (shadow>0.01 && spot_lights[idx].shadow_color_contact.a>0.0) { + + float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,spot_lights[idx].shadow_color_contact.a)); + shadow=min(shadow,contact_shadow); + + } +#endif + light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); + } + + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + +} + +void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { + + vec3 ref_vec = normalize(reflect(vertex,normal)); + vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz; + vec3 box_extents = reflections[idx].box_extents.xyz; + + if (any(greaterThan(abs(local_pos),box_extents))) { //out of the reflection box + return; + } + + vec3 inner_pos = abs(local_pos / box_extents); + float blend = max(inner_pos.x,max(inner_pos.y,inner_pos.z)); + //make blend more rounded + blend=mix(length(inner_pos),blend,blend); + blend*=blend; + blend=1.001-blend; + + if (reflections[idx].params.x>0.0){// compute reflection + + vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec,0.0)).xyz; + + if (reflections[idx].params.w > 0.5) { //box project + + vec3 nrdir = normalize(local_ref_vec); + vec3 rbmax = (box_extents - local_pos)/nrdir; + vec3 rbmin = (-box_extents - local_pos)/nrdir; + + + vec3 rbminmax = mix(rbmin,rbmax,greaterThan(nrdir,vec3(0.0,0.0,0.0))); + + float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z); + vec3 posonbox = local_pos + nrdir * fa; + local_ref_vec = posonbox - reflections[idx].box_offset.xyz; + } + + + vec4 clamp_rect=reflections[idx].atlas_clamp; + vec3 norm = normalize(local_ref_vec); + norm.xy/=1.0+abs(norm.z); + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); + if (norm.z>0.0) { + norm.y=0.5-norm.y+0.5; + } + + vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy; + atlas_uv = clamp(atlas_uv,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); + + highp vec4 reflection; + reflection.rgb = textureLod(reflection_atlas,atlas_uv,roughness*5.0).rgb; + + if (reflections[idx].params.z < 0.5) { + reflection.rgb = mix(skybox,reflection.rgb,blend); + } + reflection.rgb*=reflections[idx].params.x; + reflection.a = blend; + reflection.rgb*=reflection.a; + + reflection_accum+=reflection; + } + + if (reflections[idx].ambient.a>0.0) { //compute ambient using skybox + + + vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal,0.0)).xyz; + + vec3 splane=normalize(local_amb_vec); + vec4 clamp_rect=reflections[idx].atlas_clamp; + + splane.z*=-1.0; + if (splane.z>=0.0) { + splane.z+=1.0; + clamp_rect.y+=clamp_rect.w; + } else { + splane.z=1.0 - splane.z; + splane.y=-splane.y; + } + + splane.xy/=splane.z; + splane.xy=splane.xy * 0.5 + 0.5; + + splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy; + splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); + + highp vec4 ambient_out; + ambient_out.a=blend; + ambient_out.rgb = textureLod(reflection_atlas,splane.xy,5.0).rgb; + ambient_out.rgb=mix(reflections[idx].ambient.rgb,ambient_out.rgb,reflections[idx].ambient.a); + if (reflections[idx].params.z < 0.5) { + ambient_out.rgb = mix(ambient,ambient_out.rgb,blend); + } + + ambient_out.rgb *= ambient_out.a; + ambient_accum+=ambient_out; + } else { + + highp vec4 ambient_out; + ambient_out.a=blend; + ambient_out.rgb=reflections[idx].ambient.rgb; + if (reflections[idx].params.z < 0.5) { + ambient_out.rgb = mix(ambient,ambient_out.rgb,blend); + } + ambient_out.rgb *= ambient_out.a; + ambient_accum+=ambient_out; + + } +} + +#ifdef USE_GI_PROBES + +uniform mediump sampler3D gi_probe1; //texunit:-9 +uniform highp mat4 gi_probe_xform1; +uniform highp vec3 gi_probe_bounds1; +uniform highp vec3 gi_probe_cell_size1; +uniform highp float gi_probe_multiplier1; +uniform highp float gi_probe_bias1; +uniform highp float gi_probe_normal_bias1; +uniform bool gi_probe_blend_ambient1; + +uniform mediump sampler3D gi_probe2; //texunit:-10 +uniform highp mat4 gi_probe_xform2; +uniform highp vec3 gi_probe_bounds2; +uniform highp vec3 gi_probe_cell_size2; +uniform highp float gi_probe_multiplier2; +uniform highp float gi_probe_bias2; +uniform highp float gi_probe_normal_bias2; +uniform bool gi_probe2_enabled; +uniform bool gi_probe_blend_ambient2; + +vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) { + + float dist = p_bias;//1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0; + float alpha=0.0; + vec3 color = vec3(0.0); + + while(dist < max_distance && alpha < 0.95) { + float diameter = max(1.0, 2.0 * tan_half_angle * dist); + vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter) ); + float a = (1.0 - alpha); + color += scolor.rgb * a; + alpha += a * scolor.a; + dist += diameter * 0.5; + } + + if (blend_ambient) { + color.rgb = mix(ambient,color.rgb,min(1.0,alpha/0.95)); + } + + return color; +} + +void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) { + + + + vec3 probe_pos = (probe_xform * vec4(pos,1.0)).xyz; + vec3 ref_pos = (probe_xform * vec4(pos+ref_vec,1.0)).xyz; + ref_vec = normalize(ref_pos - probe_pos); + + probe_pos+=(probe_xform * vec4(normal_mtx[2],0.0)).xyz*p_normal_bias; + +/* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0); + out_diff.a = 1.0; + return;*/ + //out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0); + //return; + + //this causes corrupted pixels, i have no idea why.. + if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds))))) { + return; + } + + //vec3 blendv = probe_pos/bounds * 2.0 - 1.0; + //float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z)); + float blend=1.0; + + float max_distance = length(bounds); + + //radiance +#ifdef VCT_QUALITY_HIGH + +#define MAX_CONE_DIRS 6 + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( + vec3(0, 0, 1), + vec3(0.866025, 0, 0.5), + vec3(0.267617, 0.823639, 0.5), + vec3(-0.700629, 0.509037, 0.5), + vec3(-0.700629, -0.509037, 0.5), + vec3(0.267617, -0.823639, 0.5) + ); + + float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15); + float cone_angle_tan = 0.577; + float min_ref_tan = 0.0; +#else + +#define MAX_CONE_DIRS 4 + + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( + vec3(0.707107, 0, 0.707107), + vec3(0, 0.707107, 0.707107), + vec3(-0.707107, 0, 0.707107), + vec3(0, -0.707107, 0.707107) + ); + + float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25); + float cone_angle_tan = 0.98269; + max_distance*=0.5; + float min_ref_tan = 0.2; + +#endif + vec3 light=vec3(0.0); + for(int i=0;i<MAX_CONE_DIRS;i++) { + + vec3 dir = normalize( (probe_xform * vec4(pos + normal_mtx * cone_dirs[i],1.0)).xyz - probe_pos); + light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,ambient,blend_ambient,dir,cone_angle_tan,max_distance,p_bias); + + } + + light*=multiplier; + + out_diff += vec4(light*blend,blend); + + //irradiance + + vec3 irr_light = voxel_cone_trace(probe,cell_size,probe_pos,environment,blend_ambient,ref_vec,max(min_ref_tan,tan(roughness * 0.5 * M_PI)) ,max_distance,p_bias); + + irr_light *= multiplier; + //irr_light=vec3(0.0); + + out_spec += vec4(irr_light*blend,blend); + +} + + +void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) { + + roughness = roughness * roughness; + + vec3 ref_vec = normalize(reflect(normalize(pos),normal)); + + //find arbitrary tangent and bitangent, then build a matrix + vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0); + vec3 tangent = normalize(cross(v0, normal)); + vec3 bitangent = normalize(cross(tangent, normal)); + mat3 normal_mat = mat3(tangent,bitangent,normal); + + vec4 diff_accum = vec4(0.0); + vec4 spec_accum = vec4(0.0); + + vec3 ambient = out_ambient; + out_ambient = vec3(0.0); + + vec3 environment = out_specular; + + out_specular = vec3(0.0); + + gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,gi_probe_bias1,gi_probe_normal_bias1,spec_accum,diff_accum); + + if (gi_probe2_enabled) { + + gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,gi_probe_bias2,gi_probe_normal_bias2,spec_accum,diff_accum); + } + + if (diff_accum.a>0.0) { + diff_accum.rgb/=diff_accum.a; + } + + if (spec_accum.a>0.0) { + spec_accum.rgb/=spec_accum.a; + } + + out_specular+=spec_accum.rgb; + out_ambient+=diff_accum.rgb; + +} + +#endif + + + +void main() { + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + + if (dp_clip>0.0) + discard; +#endif + + //lay out everything, whathever is unused is optimized away anyway + highp vec3 vertex = vertex_interp; + vec3 albedo = vec3(0.8,0.8,0.8); + vec3 transmission = vec3(0.0); + float metallic = 0.0; + float specular = 0.5; + vec3 emission = vec3(0.0,0.0,0.0); + float roughness = 1.0; + float rim = 0.0; + float rim_tint = 0.0; + float clearcoat=0.0; + float clearcoat_gloss=0.0; + float anisotropy = 1.0; + vec2 anisotropy_flow = vec2(1.0,0.0); + +#if defined(ENABLE_AO) + float ao=1.0; + float ao_light_affect=0.0; +#endif + + float alpha = 1.0; + +#ifdef METERIAL_DOUBLESIDED + float side=float(gl_FrontFacing)*2.0-1.0; +#else + float side=1.0; +#endif + + +#if defined(ALPHA_SCISSOR_USED) + float alpha_scissor = 0.5; +#endif + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + vec3 binormal = normalize(binormal_interp)*side; + vec3 tangent = normalize(tangent_interp)*side; +#else + vec3 binormal = vec3(0.0); + vec3 tangent = vec3(0.0); +#endif + vec3 normal = normalize(normal_interp)*side; + +#if defined(ENABLE_UV_INTERP) + vec2 uv = uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) + vec2 uv2 = uv2_interp; +#endif + +#if defined(ENABLE_COLOR_INTERP) + vec4 color = color_interp; +#endif + +#if defined(ENABLE_NORMALMAP) + + vec3 normalmap = vec3(0.0); +#endif + + float normaldepth=1.0; + +#if defined(SCREEN_UV_USED) + vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size; +#endif + +#if defined (ENABLE_SSS) + float sss_strength=0.0; +#endif + +{ + + +FRAGMENT_SHADER_CODE + +} + + +#if defined(ALPHA_SCISSOR_USED) + if (alpha<alpha_scissor) { + discard; + } +#endif + +#ifdef USE_OPAQUE_PREPASS + + if (alpha<0.99) { + discard; + } +#endif + +#if defined(ENABLE_NORMALMAP) + + normalmap.xy=normalmap.xy*2.0-1.0; + normalmap.z=sqrt(1.0-dot(normalmap.xy,normalmap.xy)); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + + normal = normalize( mix(normal_interp,tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z,normaldepth) ) * side; + +#endif + +#if defined(LIGHT_USE_ANISOTROPY) + + if (anisotropy>0.01) { + //rotation matrix + mat3 rot = mat3( tangent, binormal, normal ); + //make local to space + tangent = normalize(rot * vec3(anisotropy_flow.x,anisotropy_flow.y,0.0)); + binormal = normalize(rot * vec3(-anisotropy_flow.y,anisotropy_flow.x,0.0)); + } + +#endif + +#ifdef ENABLE_CLIP_ALPHA + if (albedo.a<0.99) { + //used for doublepass and shadowmapping + discard; + } +#endif + +/////////////////////// LIGHTING ////////////////////////////// + + //apply energy conservation + +#ifdef USE_VERTEX_LIGHTING + + vec3 specular_light = specular_light_interp.rgb; + vec3 diffuse_light = diffuse_light_interp.rgb; +#else + + vec3 specular_light = vec3(0.0,0.0,0.0); + vec3 diffuse_light = vec3(0.0,0.0,0.0); + +#endif + + vec3 ambient_light; + vec3 env_reflection_light = vec3(0.0,0.0,0.0); + + vec3 eye_vec = -normalize( vertex_interp ); + + + +#ifdef USE_RADIANCE_MAP + + if (no_ambient_light) { + ambient_light=vec3(0.0,0.0,0.0); + } else { + { + + { //read radiance from dual paraboloid + + vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); + ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); + vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; + env_reflection_light = radiance; + + } + //no longer a cubemap + //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); + + } + + { + + vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); + vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; + + ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); + //ambient_light=vec3(0.0,0.0,0.0); + } + } + +#else + + if (no_ambient_light){ + ambient_light=vec3(0.0,0.0,0.0); + } else { + ambient_light=ambient_light_color.rgb; + } +#endif + + ambient_light*=ambient_energy; + + float specular_blob_intensity=1.0; +#if defined(SPECULAR_TOON) + specular_blob_intensity*=specular * 2.0; +#endif + +#if defined(USE_LIGHT_DIRECTIONAL) + + vec3 light_attenuation=vec3(1.0); + + float depth_z = -vertex.z; +#ifdef LIGHT_DIRECTIONAL_SHADOW + +#ifdef LIGHT_USE_PSSM4 + if (depth_z < shadow_split_offsets.w) { +#elif defined(LIGHT_USE_PSSM2) + if (depth_z < shadow_split_offsets.y) { +#else + if (depth_z < shadow_split_offsets.x) { +#endif //LIGHT_USE_PSSM4 + + vec3 pssm_coord; + float pssm_fade=0.0; + +#ifdef LIGHT_USE_PSSM_BLEND + float pssm_blend; + vec3 pssm_coord2; + bool use_blend=true; +#endif + + +#ifdef LIGHT_USE_PSSM4 + + + if (depth_z < shadow_split_offsets.y) { + + if (depth_z < shadow_split_offsets.x) { + + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + + +#if defined(LIGHT_USE_PSSM_BLEND) + + splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z); +#endif + + } else { + + highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + +#if defined(LIGHT_USE_PSSM_BLEND) + splane=(shadow_matrix3 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z); +#endif + + } + } else { + + + if (depth_z < shadow_split_offsets.z) { + + highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + +#if defined(LIGHT_USE_PSSM_BLEND) + splane=(shadow_matrix4 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(shadow_split_offsets.y,shadow_split_offsets.z,depth_z); +#endif + + } else { + + highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,depth_z); + +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend=false; + +#endif + + } + } + + + +#endif //LIGHT_USE_PSSM4 + +#ifdef LIGHT_USE_PSSM2 + + if (depth_z < shadow_split_offsets.x) { + + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + + +#if defined(LIGHT_USE_PSSM_BLEND) + + splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z); +#endif + + } else { + highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z); +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend=false; + +#endif + + } + +#endif //LIGHT_USE_PSSM2 + +#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) + { //regular orthogonal + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + } +#endif + + + //one one sample + + float shadow = sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp); + +#if defined(LIGHT_USE_PSSM_BLEND) + + if (use_blend) { + shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend); + } +#endif + +#ifdef USE_CONTACT_SHADOWS + if (shadow>0.01 && shadow_color_contact.a>0.0) { + + float contact_shadow = contact_shadow_compute(vertex,-light_direction_attenuation.xyz,shadow_color_contact.a); + shadow=min(shadow,contact_shadow); + + } +#endif + light_attenuation=mix(mix(shadow_color_contact.rgb,vec3(1.0),shadow),vec3(1.0),pssm_fade); + + + } + + +#endif //LIGHT_DIRECTIONAL_SHADOW + +#ifdef USE_VERTEX_LIGHTING + diffuse_light*=mix(vec3(1.0),light_attenuation,diffuse_light_interp.a); + specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a); + +#else + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb,light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); +#endif + + +#endif //#USE_LIGHT_DIRECTIONAL + +#ifdef USE_GI_PROBES + gi_probes_compute(vertex,normal,roughness,env_reflection_light,ambient_light); + +#endif + +#ifdef USE_FORWARD_LIGHTING + + + highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0); + highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0); + for(int i=0;i<reflection_count;i++) { + reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,env_reflection_light,reflection_accum,ambient_accum); + } + + if (reflection_accum.a>0.0) { + specular_light+=reflection_accum.rgb/reflection_accum.a; + } else { + specular_light+=env_reflection_light; + } + + if (ambient_accum.a>0.0) { + ambient_light+=ambient_accum.rgb/ambient_accum.a; + } + + + +#ifdef USE_VERTEX_LIGHTING + + diffuse_light*=albedo; +#else + + for(int i=0;i<omni_light_count;i++) { + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + } + + for(int i=0;i<spot_light_count;i++) { + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + } + +#endif //USE_VERTEX_LIGHTING + +#endif + + + + +#ifdef RENDER_DEPTH +//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) +#else + + specular_light*=reflection_multiplier; + ambient_light*=albedo; //ambient must be multiplied by albedo at the end + +#if defined(ENABLE_AO) + ambient_light*=ao; + ao_light_affect = mix(1.0,ao,ao_light_affect); + specular_light*=ao_light_affect; + diffuse_light*=ao_light_affect; +#endif + + + + //energy conservation + diffuse_light *= 1.0-metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point + ambient_light *= 1.0-metallic; + + + { + +#if defined(DIFFUSE_TOON) + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; +#else + // Environment brdf approximation (Lazarov 2013) + // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); + float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; + vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; + + vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); + specular_light *= AB.x * specular_color + AB.y; +#endif + + } + + if (fog_color_enabled.a > 0.5) { + + float fog_amount=0.0; + + + +#ifdef USE_LIGHT_DIRECTIONAL + + vec3 fog_color = mix( fog_color_enabled.rgb, fog_sun_color_amount.rgb,fog_sun_color_amount.a * pow(max( dot(normalize(vertex),-light_direction_attenuation.xyz), 0.0),8.0) ); +#else + + vec3 fog_color = fog_color_enabled.rgb; +#endif + + //apply fog + + if (fog_depth_enabled) { + + float fog_z = smoothstep(fog_depth_begin,z_far,length(vertex)); + + fog_amount = pow(fog_z,fog_depth_curve); + if (fog_transmit_enabled) { + vec3 total_light = emission + ambient_light + specular_light + diffuse_light; + float transmit = pow(fog_z,fog_transmit_curve); + fog_color = mix(max(total_light,fog_color),fog_color,transmit); + } + } + + if (fog_height_enabled) { + float y = (camera_matrix * vec4(vertex,1.0)).y; + fog_amount = max(fog_amount,pow(smoothstep(fog_height_min,fog_height_max,y),fog_height_curve)); + } + + float rev_amount = 1.0 - fog_amount; + + + emission = emission * rev_amount + fog_color * fog_amount; + ambient_light*=rev_amount; + specular_light*rev_amount; + diffuse_light*=rev_amount; + + } + +#ifdef USE_MULTIPLE_RENDER_TARGETS + + +#ifdef SHADELESS + diffuse_buffer=vec4(albedo.rgb,0.0); + specular_buffer=vec4(0.0); + +#else + +#if defined(ENABLE_AO) + + float ambient_scale=0.0; // AO is supplied by material +#else + //approximate ambient scale for SSAO, since we will lack full ambient + float max_emission=max(emission.r,max(emission.g,emission.b)); + float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b)); + float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b)); + float total_ambient = max_ambient+max_diffuse+max_emission; + float ambient_scale = (total_ambient>0.0) ? (max_ambient+ambient_occlusion_affect_light*max_diffuse)/total_ambient : 0.0; +#endif //ENABLE_AO + + diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); + specular_buffer=vec4(specular_light,metallic); + +#endif //SHADELESS + + normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness); + +#if defined (ENABLE_SSS) + sss_buffer = sss_strength; +#endif + + +#else //USE_MULTIPLE_RENDER_TARGETS + + +#ifdef SHADELESS + frag_color=vec4(albedo,alpha); +#else + frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha); +#endif //SHADELESS + + +#endif //USE_MULTIPLE_RENDER_TARGETS + + + +#endif //RENDER_DEPTH + + +} diff --git a/drivers/gles2/shaders/screen_space_reflection.glsl b/drivers/gles2/shaders/screen_space_reflection.glsl new file mode 100644 index 0000000000..b2e6f7a736 --- /dev/null +++ b/drivers/gles2/shaders/screen_space_reflection.glsl @@ -0,0 +1,318 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; +out vec2 pos_interp; + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; + pos_interp.xy=gl_Position.xy; +} + +[fragment] + + +in vec2 uv_interp; +in vec2 pos_interp; + +uniform sampler2D source_diffuse; //texunit:0 +uniform sampler2D source_normal_roughness; //texunit:1 +uniform sampler2D source_depth; //texunit:2 + +uniform float camera_z_near; +uniform float camera_z_far; + +uniform vec2 viewport_size; +uniform vec2 pixel_size; + +uniform float filter_mipmap_levels; + +uniform mat4 inverse_projection; +uniform mat4 projection; + +uniform int num_steps; +uniform float depth_tolerance; +uniform float distance_fade; +uniform float curve_fade_in; + + +layout(location = 0) out vec4 frag_color; + + +vec2 view_to_screen(vec3 view_pos,out float w) { + vec4 projected = projection * vec4(view_pos, 1.0); + projected.xyz /= projected.w; + projected.xy = projected.xy * 0.5 + 0.5; + w=projected.w; + return projected.xy; +} + + + +#define M_PI 3.14159265359 + +void main() { + + + //// + + vec4 diffuse = texture( source_diffuse, uv_interp ); + vec4 normal_roughness = texture( source_normal_roughness, uv_interp); + + vec3 normal; + + normal = normal_roughness.xyz*2.0-1.0; + + float roughness = normal_roughness.w; + + float depth_tex = texture(source_depth,uv_interp).r; + + vec4 world_pos = inverse_projection * vec4( uv_interp*2.0-1.0, depth_tex*2.0-1.0, 1.0 ); + vec3 vertex = world_pos.xyz/world_pos.w; + + vec3 view_dir = normalize(vertex); + vec3 ray_dir = normalize(reflect(view_dir, normal)); + + if (dot(ray_dir,normal)<0.001) { + frag_color=vec4(0.0); + return; + } + //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); + + //ray_dir = normalize(vec3(1,1,-1)); + + + //////////////// + + + //make ray length and clip it against the near plane (don't want to trace beyond visible) + float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far; + vec3 ray_end = vertex + ray_dir*ray_len; + + float w_begin; + vec2 vp_line_begin = view_to_screen(vertex,w_begin); + float w_end; + vec2 vp_line_end = view_to_screen( ray_end, w_end); + vec2 vp_line_dir = vp_line_end-vp_line_begin; + + //we need to interpolate w along the ray, to generate perspective correct reflections + + w_begin = 1.0/w_begin; + w_end = 1.0/w_end; + + + float z_begin = vertex.z*w_begin; + float z_end = ray_end.z*w_end; + + vec2 line_begin = vp_line_begin/pixel_size; + vec2 line_dir = vp_line_dir/pixel_size; + float z_dir = z_end - z_begin; + float w_dir = w_end - w_begin; + + + // clip the line to the viewport edges + + float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x)); + float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y)); + float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x)); + float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y)); + float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y); + line_dir *= line_clip; + z_dir *= line_clip; + w_dir *=line_clip; + + //clip z and w advance to line advance + vec2 line_advance = normalize(line_dir); //down to pixel + float step_size = length(line_advance)/length(line_dir); + float z_advance = z_dir*step_size; // adapt z advance to line advance + float w_advance = w_dir*step_size; // adapt w advance to line advance + + //make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) + float advance_angle_adj = 1.0/max(abs(line_advance.x),abs(line_advance.y)); + line_advance*=advance_angle_adj; // adapt z advance to line advance + z_advance*=advance_angle_adj; + w_advance*=advance_angle_adj; + + vec2 pos = line_begin; + float z = z_begin; + float w = w_begin; + float z_from=z/w; + float z_to=z_from; + float depth; + vec2 prev_pos=pos; + + bool found=false; + + float steps_taken=0.0; + + for(int i=0;i<num_steps;i++) { + + pos+=line_advance; + z+=z_advance; + w+=w_advance; + + //convert to linear depth + + depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); +#endif + depth=-depth; + + z_from = z_to; + z_to = z/w; + + if (depth>z_to) { + //if depth was surpassed + if (depth<=max(z_to,z_from)+depth_tolerance) { + //check the depth tolerance + found=true; + } + break; + } + + steps_taken+=1.0; + prev_pos=pos; + } + + + + + if (found) { + + float margin_blend=1.0; + + + vec2 margin = vec2((viewport_size.x+viewport_size.y)*0.5*0.05); //make a uniform margin + if (any(bvec4(lessThan(pos,-margin),greaterThan(pos,viewport_size+margin)))) { + //clip outside screen + margin + frag_color=vec4(0.0); + return; + } + + { + //blend fading out towards external margin + vec2 margin_grad = mix(pos-viewport_size,-pos,lessThan(pos,vec2(0.0))); + margin_blend = 1.0-smoothstep(0.0,margin.x,max(margin_grad.x,margin_grad.y)); + //margin_blend=1.0; + + } + + vec2 final_pos; + float grad; + grad=steps_taken/float(num_steps); + float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in); + float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade; + final_pos=pos; + + + + + + + +#ifdef REFLECT_ROUGHNESS + + + vec4 final_color; + //if roughness is enabled, do screen space cone tracing + if (roughness > 0.001) { + /////////////////////////////////////////////////////////////////////////////////////// + //use a blurred version (in consecutive mipmaps) of the screen to simulate roughness + + float gloss = 1.0-roughness; + float cone_angle = roughness * M_PI * 0.5; + vec2 cone_dir = final_pos - line_begin; + float cone_len = length(cone_dir); + cone_dir = normalize(cone_dir); //will be used normalized from now on + float max_mipmap = filter_mipmap_levels - 1.0; + float gloss_mult=gloss; + + float rem_alpha=1.0; + final_color = vec4(0.0); + + for(int i=0;i<7;i++) { + + float op_len = 2.0 * tan(cone_angle) * cone_len; //opposite side of iso triangle + float radius; + { + //fit to sphere inside cone (sphere ends at end of cone), something like this: + // ___ + // \O/ + // V + // + // as it avoids bleeding from beyond the reflection as much as possible. As a plus + // it also makes the rough reflection more elongated. + float a = op_len; + float h = cone_len; + float a2 = a * a; + float fh2 = 4.0f * h * h; + radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); + } + + //find the place where screen must be sampled + vec2 sample_pos = ( line_begin + cone_dir * (cone_len - radius) ) * pixel_size; + //radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels + float mipmap = clamp( log2( radius ), 0.0, max_mipmap ); + + //mipmap = max(mipmap-1.0,0.0); + //do sampling + + vec4 sample_color; + { + sample_color = textureLod(source_diffuse,sample_pos,mipmap); + } + + //multiply by gloss + sample_color.rgb*=gloss_mult; + sample_color.a=gloss_mult; + + rem_alpha -= sample_color.a; + if(rem_alpha < 0.0) { + sample_color.rgb *= (1.0 - abs(rem_alpha)); + } + + final_color+=sample_color; + + if (final_color.a>=0.95) { + // This code of accumulating gloss and aborting on near one + // makes sense when you think of cone tracing. + // Think of it as if roughness was 0, then we could abort on the first + // iteration. For lesser roughness values, we need more iterations, but + // each needs to have less influence given the sphere is smaller + break; + } + + cone_len-=radius*2.0; //go to next (smaller) circle. + + gloss_mult*=gloss; + + + } + } else { + final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0); + } + + frag_color = vec4(final_color.rgb,fade*margin_blend); + +#else + frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend); +#endif + + + + } else { + frag_color = vec4(0.0,0.0,0.0,0.0); + } + + + +} + diff --git a/drivers/gles2/shaders/ssao.glsl b/drivers/gles2/shaders/ssao.glsl new file mode 100644 index 0000000000..219f0957e0 --- /dev/null +++ b/drivers/gles2/shaders/ssao.glsl @@ -0,0 +1,293 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + +void main() { + + gl_Position = vertex_attrib; + gl_Position.z=1.0; +} + +[fragment] + +#define TWO_PI 6.283185307179586476925286766559 + +#ifdef SSAO_QUALITY_HIGH + +#define NUM_SAMPLES (80) + +#endif + +#ifdef SSAO_QUALITY_LOW + +#define NUM_SAMPLES (15) + +#endif + +#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) + +#define NUM_SAMPLES (40) + +#endif + +// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower +// miplevel to maintain reasonable spatial locality in the cache +// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing. +// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively +#define LOG_MAX_OFFSET (3) + +// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp +#define MAX_MIP_LEVEL (4) + +// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent +// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9 + +const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2, +3, 3, 5, 5, 3, 4, 7, 5, 5, 7, +9, 8, 5, 5, 7, 7, 7, 8, 5, 8, +11, 12, 7, 10, 13, 8, 11, 8, 7, 14, +11, 11, 13, 12, 13, 19, 17, 13, 11, 18, +19, 11, 11, 14, 17, 21, 15, 16, 17, 18, +13, 17, 11, 17, 19, 18, 25, 18, 19, 19, +29, 21, 19, 27, 31, 29, 21, 18, 17, 29, +31, 31, 23, 18, 25, 26, 25, 23, 19, 34, +19, 27, 21, 25, 39, 29, 17, 21, 27 ); + +//#define NUM_SPIRAL_TURNS (7) +const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1]; + +uniform sampler2D source_depth; //texunit:0 +uniform highp usampler2D source_depth_mipmaps; //texunit:1 +uniform sampler2D source_normal; //texunit:2 + +uniform ivec2 screen_size; +uniform float camera_z_far; +uniform float camera_z_near; + +uniform float intensity_div_r6; +uniform float radius; + +#ifdef ENABLE_RADIUS2 +uniform float intensity_div_r62; +uniform float radius2; +#endif + +uniform float bias; +uniform float proj_scale; + +layout(location = 0) out float visibility; + +uniform vec4 proj_info; + +vec3 reconstructCSPosition(vec2 S, float z) { +#ifdef USE_ORTHOGONAL_PROJECTION + return vec3((S.xy * proj_info.xy + proj_info.zw), z); +#else + return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z); + +#endif +} + +vec3 getPosition(ivec2 ssP) { + vec3 P; + P.z = texelFetch(source_depth, ssP, 0).r; + + P.z = P.z * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); +#endif + P.z = -P.z; + + // Offset to pixel center + P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); + return P; +} + +/** Reconstructs screen-space unit normal from screen-space position */ +vec3 reconstructCSFaceNormal(vec3 C) { + return normalize(cross(dFdy(C), dFdx(C))); +} + + + +/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */ +vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR){ + // Radius relative to ssR + float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES)); + float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle; + + ssR = alpha; + return vec2(cos(angle), sin(angle)); +} + + +/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ +vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { + // Derivation: + // mipLevel = floor(log(ssR / MAX_OFFSET)); + int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL); + + ivec2 ssP = ivec2(ssR * unitOffset) + ssC; + + vec3 P; + + // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map. + // Manually clamp to the texture size because texelFetch bypasses the texture unit + ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (screen_size >> mipLevel) - ivec2(1)); + + + if (mipLevel < 1) { + //read from depth buffer + P.z = texelFetch(source_depth, mipP, 0).r; + P.z = P.z * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); + +#endif + P.z = -P.z; + + } else { + //read from mipmaps + uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel-1).r; + P.z = -(float(d)/65535.0)*camera_z_far; + } + + + // Offset to pixel center + P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); + + return P; +} + + + +/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds + to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius + + Note that units of H() in the HPG12 paper are meters, not + unitless. The whole falloff/sampling function is therefore + unitless. In this implementation, we factor out (9 / radius). + + Four versions of the falloff function are implemented below +*/ +float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius,in float p_radius, in int tapIndex, in float randomPatternRotationAngle) { + // Offset on the unit disk, spun for this pixel + float ssR; + vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR); + ssR *= ssDiskRadius; + + // The occluding point in camera space + vec3 Q = getOffsetPosition(ssC, unitOffset, ssR); + + vec3 v = Q - C; + + float vv = dot(v, v); + float vn = dot(v, n_C); + + const float epsilon = 0.01; + float radius2 = p_radius*p_radius; + + // A: From the HPG12 paper + // Note large epsilon to avoid overdarkening within cracks + //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6; + + // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended] + float f=max(radius2 - vv, 0.0); + return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); + + // C: Medium contrast (which looks better at high radii), no division. Note that the + // contribution still falls off with radius^2, but we've adjusted the rate in a way that is + // more computationally efficient and happens to be aesthetically pleasing. + // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0); + + // D: Low contrast, no division operation + // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0); +} + + + +void main() { + + + // Pixel being shaded + ivec2 ssC = ivec2(gl_FragCoord.xy); + + // World space point being shaded + vec3 C = getPosition(ssC); + +/* if (C.z <= -camera_z_far*0.999) { + // We're on the skybox + visibility=1.0; + return; + }*/ + + //visibility=-C.z/camera_z_far; + //return; +#if 0 + vec3 n_C = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; +#else + vec3 n_C = reconstructCSFaceNormal(C); + n_C = -n_C; +#endif + + // Hash function used in the HPG12 AlchemyAO paper + float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI); + + // Reconstruct normals from positions. These will lead to 1-pixel black lines + // at depth discontinuities, however the blur will wipe those out so they are not visible + // in the final image. + + // Choose the screen-space sample radius + // proportional to the projected area of the sphere +#ifdef USE_ORTHOGONAL_PROJECTION + float ssDiskRadius = -proj_scale * radius; +#else + float ssDiskRadius = -proj_scale * radius / C.z; +#endif + float sum = 0.0; + for (int i = 0; i < NUM_SAMPLES; ++i) { + sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle); + } + + float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / float(NUM_SAMPLES))); + +#ifdef ENABLE_RADIUS2 + + //go again for radius2 + randomPatternRotationAngle = mod(float((5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11), TWO_PI); + + // Reconstruct normals from positions. These will lead to 1-pixel black lines + // at depth discontinuities, however the blur will wipe those out so they are not visible + // in the final image. + + // Choose the screen-space sample radius + // proportional to the projected area of the sphere + ssDiskRadius = -proj_scale * radius2 / C.z; + + sum = 0.0; + for (int i = 0; i < NUM_SAMPLES; ++i) { + sum += sampleAO(ssC, C, n_C, ssDiskRadius,radius2, i, randomPatternRotationAngle); + } + + A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES)))); +#endif + // Bilateral box-filter over a quad for free, respecting depth edges + // (the difference that this makes is subtle) + if (abs(dFdx(C.z)) < 0.02) { + A -= dFdx(A) * (float(ssC.x & 1) - 0.5); + } + if (abs(dFdy(C.z)) < 0.02) { + A -= dFdy(A) * (float(ssC.y & 1) - 0.5); + } + + visibility = A; + +} + + + diff --git a/drivers/gles2/shaders/ssao_blur.glsl b/drivers/gles2/shaders/ssao_blur.glsl new file mode 100644 index 0000000000..472dc21acf --- /dev/null +++ b/drivers/gles2/shaders/ssao_blur.glsl @@ -0,0 +1,124 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + + +void main() { + + gl_Position = vertex_attrib; + gl_Position.z=1.0; +} + +[fragment] + + +uniform sampler2D source_ssao; //texunit:0 +uniform sampler2D source_depth; //texunit:1 +uniform sampler2D source_normal; //texunit:3 + + +layout(location = 0) out float visibility; + + +////////////////////////////////////////////////////////////////////////////////////////////// +// Tunable Parameters: + +/** Increase to make depth edges crisper. Decrease to reduce flicker. */ +uniform float edge_sharpness; + +/** Step in 2-pixel intervals since we already blurred against neighbors in the + first AO pass. This constant can be increased while R decreases to improve + performance at the expense of some dithering artifacts. + + Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was + unobjectionable after shading was applied but eliminated most temporal incoherence + from using small numbers of sample taps. + */ + +uniform int filter_scale; + +/** Filter radius in pixels. This will be multiplied by SCALE. */ +#define R (4) + + +////////////////////////////////////////////////////////////////////////////////////////////// + + +// Gaussian coefficients +const float gaussian[R + 1] = +// float[](0.356642, 0.239400, 0.072410, 0.009869); +// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 + float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 +// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 + +/** (1, 0) or (0, 1)*/ +uniform ivec2 axis; + +uniform float camera_z_far; +uniform float camera_z_near; + +uniform ivec2 screen_size; + +void main() { + + ivec2 ssC = ivec2(gl_FragCoord.xy); + + float depth = texelFetch(source_depth, ssC, 0).r; + //vec3 normal = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; + + depth = depth * 2.0 - 1.0; + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + + float depth_divide = 1.0 / camera_z_far; + +// depth*=depth_divide; + + /* + if (depth > camera_z_far*0.999) { + discard;//skybox + } + */ + + float sum = texelFetch(source_ssao, ssC, 0).r; + + // Base weight for depth falloff. Increase this for more blurriness, + // decrease it for better edge discrimination + float BASE = gaussian[0]; + float totalWeight = BASE; + sum *= totalWeight; + + ivec2 clamp_limit = screen_size - ivec2(1); + + for (int r = -R; r <= R; ++r) { + // We already handled the zero case above. This loop should be unrolled and the static branch optimized out, + // so the IF statement has no runtime cost + if (r != 0) { + + ivec2 ppos = ssC + axis * (r * filter_scale); + float value = texelFetch(source_ssao, clamp(ppos,ivec2(0),clamp_limit), 0).r; + ivec2 rpos = clamp(ppos,ivec2(0),clamp_limit); + float temp_depth = texelFetch(source_depth, rpos, 0).r; + //vec3 temp_normal = texelFetch(source_normal, rpos, 0).rgb * 2.0 - 1.0; + + temp_depth = temp_depth * 2.0 - 1.0; + temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near)); +// temp_depth *= depth_divide; + + // spatial domain: offset gaussian tap + float weight = 0.3 + gaussian[abs(r)]; + //weight *= max(0.0,dot(temp_normal,normal)); + + // range domain (the "bilateral" weight). As depth difference increases, decrease weight. + weight *= max(0.0, 1.0 + - edge_sharpness * abs(temp_depth - depth) + ); + + sum += value * weight; + totalWeight += weight; + } + } + + const float epsilon = 0.0001; + visibility = sum / (totalWeight + epsilon); +} diff --git a/drivers/gles2/shaders/ssao_minify.glsl b/drivers/gles2/shaders/ssao_minify.glsl new file mode 100644 index 0000000000..647c762438 --- /dev/null +++ b/drivers/gles2/shaders/ssao_minify.glsl @@ -0,0 +1,59 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + +void main() { + + gl_Position = vertex_attrib; +} + +[fragment] + + +#ifdef MINIFY_START + +#define SDEPTH_TYPE highp sampler2D +uniform float camera_z_far; +uniform float camera_z_near; + +#else + +#define SDEPTH_TYPE mediump usampler2D + +#endif + +uniform SDEPTH_TYPE source_depth; //texunit:0 + +uniform ivec2 from_size; +uniform int source_mipmap; + +layout(location = 0) out mediump uint depth; + +void main() { + + + ivec2 ssP = ivec2(gl_FragCoord.xy); + + // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. + // On DX9, the bit-and can be implemented with floating-point modulo + +#ifdef MINIFY_START + float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; + fdepth = fdepth * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + fdepth = ((fdepth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near)); +#endif + fdepth /= camera_z_far; + depth = uint(clamp(fdepth*65535.0,0.0,65535.0)); + +#else + depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; +#endif + + +} + + diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl new file mode 100644 index 0000000000..fc66d66198 --- /dev/null +++ b/drivers/gles2/shaders/subsurf_scattering.glsl @@ -0,0 +1,192 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + +//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this +#define QUALIFIER const + +#ifdef USE_25_SAMPLES + +const int kernel_size=25; +QUALIFIER vec2 kernel[25] = vec2[] ( + vec2(0.530605, 0.0), + vec2(0.000973794, -3.0), + vec2(0.00333804, -2.52083), + vec2(0.00500364, -2.08333), + vec2(0.00700976, -1.6875), + vec2(0.0094389, -1.33333), + vec2(0.0128496, -1.02083), + vec2(0.017924, -0.75), + vec2(0.0263642, -0.520833), + vec2(0.0410172, -0.333333), + vec2(0.0493588, -0.1875), + vec2(0.0402784, -0.0833333), + vec2(0.0211412, -0.0208333), + vec2(0.0211412, 0.0208333), + vec2(0.0402784, 0.0833333), + vec2(0.0493588, 0.1875), + vec2(0.0410172, 0.333333), + vec2(0.0263642, 0.520833), + vec2(0.017924, 0.75), + vec2(0.0128496, 1.02083), + vec2(0.0094389, 1.33333), + vec2(0.00700976, 1.6875), + vec2(0.00500364, 2.08333), + vec2(0.00333804, 2.52083), + vec2(0.000973794, 3.0) +); + +#endif //USE_25_SAMPLES + +#ifdef USE_17_SAMPLES + +const int kernel_size=17; + +QUALIFIER vec2 kernel[17] = vec2[]( + vec2(0.536343, 0.0), + vec2(0.00317394, -2.0), + vec2(0.0100386, -1.53125), + vec2(0.0144609, -1.125), + vec2(0.0216301, -0.78125), + vec2(0.0347317, -0.5), + vec2(0.0571056, -0.28125), + vec2(0.0582416, -0.125), + vec2(0.0324462, -0.03125), + vec2(0.0324462, 0.03125), + vec2(0.0582416, 0.125), + vec2(0.0571056, 0.28125), + vec2(0.0347317, 0.5), + vec2(0.0216301, 0.78125), + vec2(0.0144609, 1.125), + vec2(0.0100386, 1.53125), + vec2(0.00317394,2.0) +); + +#endif //USE_17_SAMPLES + + +#ifdef USE_11_SAMPLES + +const int kernel_size=11; + +QUALIFIER vec2 kernel[11] = vec2[]( + vec2(0.560479, 0.0), + vec2(0.00471691, -2.0), + vec2(0.0192831, -1.28), + vec2(0.03639, -0.72), + vec2(0.0821904, -0.32), + vec2(0.0771802, -0.08), + vec2(0.0771802, 0.08), + vec2(0.0821904, 0.32), + vec2(0.03639, 0.72), + vec2(0.0192831, 1.28), + vec2(0.00471691,2.0) +); + +#endif //USE_11_SAMPLES + + + +uniform float max_radius; +uniform float camera_z_far; +uniform float camera_z_near; +uniform float unit_size; +uniform vec2 dir; +in vec2 uv_interp; + +uniform sampler2D source_diffuse; //texunit:0 +uniform sampler2D source_sss; //texunit:1 +uniform sampler2D source_depth; //texunit:2 + +layout(location = 0) out vec4 frag_color; + +void main() { + + float strength = texture(source_sss,uv_interp).r; + strength*=strength; //stored as sqrt + + // Fetch color of current pixel: + vec4 base_color = texture(source_diffuse, uv_interp); + + + if (strength>0.0) { + + + // Fetch linear depth of current pixel: + float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; +#ifdef USE_ORTHOGONAL_PROJECTION + depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; + float scale = unit_size; //remember depth is negative by default in OpenGL +#else + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + float scale = unit_size / depth; //remember depth is negative by default in OpenGL +#endif + + + + // Calculate the final step to fetch the surrounding pixels: + vec2 step = max_radius * scale * dir; + step *= strength; // Modulate it using the alpha channel. + step *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3. + + // Accumulate the center sample: + vec3 color_accum = base_color.rgb; + color_accum *= kernel[0].x; +#ifdef ENABLE_STRENGTH_WEIGHTING + float color_weight = kernel[0].x; +#endif + + // Accumulate the other samples: + for (int i = 1; i < kernel_size; i++) { + // Fetch color and depth for current sample: + vec2 offset = uv_interp + kernel[i].y * step; + vec3 color = texture(source_diffuse, offset).rgb; + +#ifdef ENABLE_FOLLOW_SURFACE + // If the difference in depth is huge, we lerp color back to "colorM": + float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0; + +#ifdef USE_ORTHOGONAL_PROJECTION + depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0; +#else + depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); +#endif + + float s = clamp(300.0f * scale * + max_radius * abs(depth - depth_cmp),0.0,1.0); + color = mix(color, base_color.rgb, s); +#endif + + // Accumulate: + color*=kernel[i].x; + +#ifdef ENABLE_STRENGTH_WEIGHTING + float color_s = texture(source_sss, offset).r; + color_weight+=color_s * kernel[i].x; + color*=color_s; +#endif + color_accum += color; + + } + +#ifdef ENABLE_STRENGTH_WEIGHTING + color_accum/=color_weight; +#endif + frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO) + } else { + frag_color = base_color; + } +} diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl new file mode 100644 index 0000000000..2f671158b2 --- /dev/null +++ b/drivers/gles2/shaders/tonemap.glsl @@ -0,0 +1,323 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + +void main() { + + gl_Position = vertex_attrib; + uv_interp = uv_in; +#ifdef V_FLIP + uv_interp.y = 1.0-uv_interp.y; +#endif + +} + +[fragment] + +#if !defined(GLES_OVER_GL) +precision mediump float; +#endif + + +in vec2 uv_interp; + +uniform highp sampler2D source; //texunit:0 + +uniform float exposure; +uniform float white; + +#ifdef USE_AUTO_EXPOSURE + +uniform highp sampler2D source_auto_exposure; //texunit:1 +uniform highp float auto_exposure_grey; + +#endif + +#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) + +uniform highp sampler2D source_glow; //texunit:2 +uniform highp float glow_intensity; + +#endif + +#ifdef USE_BCS + +uniform vec3 bcs; + +#endif + +#ifdef USE_COLOR_CORRECTION + +uniform sampler2D color_correction; //texunit:3 + +#endif + + +layout(location = 0) out vec4 frag_color; + +#ifdef USE_GLOW_FILTER_BICUBIC + +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) +{ + return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); +} + +float w1(float a) +{ + return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); +} + +float w2(float a) +{ + return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); +} + +float w3(float a) +{ + return (1.0/6.0)*(a*a*a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) +{ + return w0(a) + w1(a); +} + +float g1(float a) +{ + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) +{ + return -1.0 + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) +{ + return 1.0 + w3(a) / (w2(a) + w3(a)); +} + +uniform ivec2 glow_texture_size; + +vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) +{ + float lod=float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 pixel_size =1.0/tex_size; + uv = uv*tex_size + 0.5; + vec2 iuv = floor( uv ); + vec2 fuv = fract( uv ); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; + + return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + + g1x * textureLod(tex, p1,lod)) + + g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + + g1x * textureLod(tex, p3,lod)); +} + + + +#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod) + +#else + +#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod)) + +#endif + + +vec3 tonemap_filmic(vec3 color,float white) { + + float A = 0.15; + float B = 0.50; + float C = 0.10; + float D = 0.20; + float E = 0.02; + float F = 0.30; + float W = 11.2; + + vec3 coltn = ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F; + float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F; + + return coltn/whitetn; + +} + +vec3 tonemap_aces(vec3 color) { + float a = 2.51f; + float b = 0.03f; + float c = 2.43f; + float d = 0.59f; + float e = 0.14f; + return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0)); +} + +vec3 tonemap_reindhart(vec3 color,float white) { + + return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color ); +} + +void main() { + + vec4 color = textureLod(source, uv_interp, 0.0); + +#ifdef USE_AUTO_EXPOSURE + + color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; +#endif + + color*=exposure; + +#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) +#define USING_GLOW +#endif + +#if defined(USING_GLOW) + vec3 glow = vec3(0.0); + +#ifdef USE_GLOW_LEVEL1 + + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,1).rgb; +#endif + +#ifdef USE_GLOW_LEVEL2 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,2).rgb; +#endif + +#ifdef USE_GLOW_LEVEL3 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,3).rgb; +#endif + +#ifdef USE_GLOW_LEVEL4 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,4).rgb; +#endif + +#ifdef USE_GLOW_LEVEL5 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,5).rgb; +#endif + +#ifdef USE_GLOW_LEVEL6 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,6).rgb; +#endif + +#ifdef USE_GLOW_LEVEL7 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,7).rgb; +#endif + + + glow *= glow_intensity; + +#endif + + +#ifdef USE_REINDHART_TONEMAPPER + + color.rgb = tonemap_reindhart(color.rgb,white); + +# if defined(USING_GLOW) + glow = tonemap_reindhart(glow,white); +# endif + +#endif + +#ifdef USE_FILMIC_TONEMAPPER + + color.rgb = tonemap_filmic(color.rgb,white); + +# if defined(USING_GLOW) + glow = tonemap_filmic(glow,white); +# endif + +#endif + +#ifdef USE_ACES_TONEMAPPER + + color.rgb = tonemap_aces(color.rgb); + +# if defined(USING_GLOW) + glow = tonemap_aces(glow); +# endif + +#endif + + //regular Linear -> SRGB conversion + vec3 a = vec3(0.055); + color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); + +#if defined(USING_GLOW) + glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308))); +#endif + +//glow needs to be added in SRGB space (together with image space effects) + + color.rgb = clamp(color.rgb,0.0,1.0); + +#if defined(USING_GLOW) + glow = clamp(glow,0.0,1.0); +#endif + +#ifdef USE_GLOW_REPLACE + + color.rgb = glow; + +#endif + +#ifdef USE_GLOW_SCREEN + + color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0)); + +#endif + +#ifdef USE_GLOW_SOFTLIGHT + + { + + glow = (glow * 0.5) + 0.5; + color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); + } + +#endif + +#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) + //additive + color.rgb+=glow; +#endif + +#ifdef USE_BCS + + color.rgb = mix(vec3(0.0),color.rgb,bcs.x); + color.rgb = mix(vec3(0.5),color.rgb,bcs.y); + color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); + +#endif + +#ifdef USE_COLOR_CORRECTION + + color.r = texture(color_correction,vec2(color.r,0.0)).r; + color.g = texture(color_correction,vec2(color.g,0.0)).g; + color.b = texture(color_correction,vec2(color.b,0.0)).b; +#endif + + + frag_color=vec4(color.rgb,1.0); +} diff --git a/methods.py b/methods.py index ab49ae9dda..42679610af 100644 --- a/methods.py +++ b/methods.py @@ -19,637 +19,6 @@ def add_source_files(self, sources, filetype, lib_env=None, shared=False): sources.append(self.Object(f)) -def build_shader_header(target, source, env): - - for x in source: - print(x) - - name = str(x) - name = name[name.rfind("/") + 1:] - name = name[name.rfind("\\") + 1:] - name = name.replace(".", "_") - - fs = open(str(x), "r") - fd = open(str(x) + ".gen.h", "w") - fd.write("/* this file has been generated by SCons, do not edit! */\n") - fd.write("static const char *" + name + "=\n") - line = fs.readline() - while(line): - line = line.replace("\r", "") - line = line.replace("\n", "") - line = line.replace("\\", "\\\\") - line = line.replace("\"", "\\\"") - fd.write("\"" + line + "\\n\"\n") - line = fs.readline() - - fd.write(";\n") - - return 0 - - -def build_glsl_header(filename): - - fs = open(filename, "r") - line = fs.readline() - - vertex_lines = [] - fragment_lines = [] - uniforms = [] - attributes = [] - fbos = [] - conditionals = [] - texunits = [] - texunit_names = [] - ubos = [] - ubo_names = [] - - reading = "" - line_offset = 0 - vertex_offset = 0 - fragment_offset = 0 - - while(line): - - if (line.find("[vertex]") != -1): - reading = "vertex" - line = fs.readline() - line_offset += 1 - vertex_offset = line_offset - continue - - if (line.find("[fragment]") != -1): - reading = "fragment" - line = fs.readline() - line_offset += 1 - fragment_offset = line_offset - continue - - if (line.find("#ifdef ") != -1): - ifdefline = line.replace("#ifdef ", "").strip() - if (not ifdefline in conditionals): - conditionals += [ifdefline] - - if (line.find("#elif defined(") != -1): - ifdefline = line.replace("#elif defined(", "").strip() - ifdefline = ifdefline.replace(")", "").strip() - if (not ifdefline in conditionals): - conditionals += [ifdefline] - - import re - if re.search(r"^\s*uniform", line): - - if (line.lower().find("texunit:") != -1): - # texture unit - texunit = str(int(line[line.find(":") + 1:].strip())) - uline = line[:line.lower().find("//")] - uline = uline.replace("uniform", "") - uline = uline.replace(";", "") - lines = uline.split(",") - for x in lines: - - x = x.strip() - x = x[x.rfind(" ") + 1:] - if (x.find("[") != -1): - # unfiorm array - x = x[:x.find("[")] - - if (not x in texunit_names): - texunits += [(x, texunit)] - texunit_names += [x] - - elif (line.lower().find("ubo:") != -1): - # ubo - uboidx = str(int(line[line.find(":") + 1:].strip())) - uline = line[:line.lower().find("//")] - uline = uline[uline.find("uniform") + len("uniform"):] - uline = uline.replace(";", "") - uline = uline.replace("{", "").strip() - lines = uline.split(",") - for x in lines: - - x = x.strip() - x = x[x.rfind(" ") + 1:] - if (x.find("[") != -1): - # unfiorm array - x = x[:x.find("[")] - - if (not x in ubo_names): - ubos += [(x, uboidx)] - ubo_names += [x] - - else: - uline = line.replace("uniform", "") - uline = uline.replace(";", "") - lines = uline.split(",") - for x in lines: - - x = x.strip() - x = x[x.rfind(" ") + 1:] - if (x.find("[") != -1): - # unfiorm array - x = x[:x.find("[")] - - if (not x in uniforms): - uniforms += [x] - - if ((line.strip().find("in ") == 0 or line.strip().find("attribute ") == 0) and line.find("attrib:") != -1): - uline = line.replace("in ", "") - uline = uline.replace("attribute ", "") - uline = uline.replace(";", "") - uline = uline[uline.find(" "):].strip() - - if (uline.find("//") != -1): - name, bind = uline.split("//") - if (bind.find("attrib:") != -1): - name = name.strip() - bind = bind.replace("attrib:", "").strip() - attributes += [(name, bind)] - - if (line.strip().find("out ") == 0): - uline = line.replace("out", "").strip() - uline = uline.replace(";", "") - uline = uline[uline.find(" "):].strip() - - if (uline.find("//") != -1): - name, bind = uline.split("//") - if (bind.find("drawbuffer:") != -1): - name = name.strip() - bind = bind.replace("drawbuffer:", "").strip() - fbos += [(name, bind)] - - line = line.replace("\r", "") - line = line.replace("\n", "") - line = line.replace("\\", "\\\\") - line = line.replace("\"", "\\\"") - # line=line+"\\n\\" no need to anymore - - if (reading == "vertex"): - vertex_lines += [line] - if (reading == "fragment"): - fragment_lines += [line] - - line = fs.readline() - line_offset += 1 - - fs.close() - - out_file = filename + ".gen.h" - fd = open(out_file, "w") - - fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n") - - out_file_base = out_file - out_file_base = out_file_base[out_file_base.rfind("/") + 1:] - out_file_base = out_file_base[out_file_base.rfind("\\") + 1:] -# print("out file "+out_file+" base " +out_file_base) - out_file_ifdef = out_file_base.replace(".", "_").upper() - fd.write("#ifndef " + out_file_ifdef + "\n") - fd.write("#define " + out_file_ifdef + "\n") - - out_file_class = out_file_base.replace(".glsl.h", "").title().replace("_", "").replace(".", "") + "ShaderGL" - fd.write("\n\n") - fd.write("#include \"drivers/opengl/shader_gl.h\"\n\n\n") - fd.write("class " + out_file_class + " : public ShaderGL {\n\n") - fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n") - fd.write("public:\n\n") - - if (len(conditionals)): - fd.write("\tenum Conditionals {\n") - for x in conditionals: - fd.write("\t\t" + x + ",\n") - fd.write("\t};\n\n") - if (len(uniforms)): - fd.write("\tenum Uniforms {\n") - for x in uniforms: - fd.write("\t\t" + x.upper() + ",\n") - fd.write("\t};\n\n") - - fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n") - if (len(conditionals)): - - fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n") - fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value?1:0); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - #fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n"); - #fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n"); - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Plane& p_plane) { _FU GLfloat plane[4]={p_plane.normal.x,p_plane.normal.y,p_plane.normal.z,p_plane.d}; glUniform4fv(get_uniform(p_uniform),1,plane); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n") - - fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU - - const Transform &tr = p_transform; - - GLfloat matrix[16]={ /* build a 16x16 matrix */ - tr.basis.elements[0][0], - tr.basis.elements[1][0], - tr.basis.elements[2][0], - 0, - tr.basis.elements[0][1], - tr.basis.elements[1][1], - tr.basis.elements[2][1], - 0, - tr.basis.elements[0][2], - tr.basis.elements[1][2], - tr.basis.elements[2][2], - 0, - tr.origin.x, - tr.origin.y, - tr.origin.z, - 1 - }; - - - glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); - - - } - - """) - - fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU - - const Transform2D &tr = p_transform; - - GLfloat matrix[16]={ /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - 0, - 0, - tr.elements[1][0], - tr.elements[1][1], - 0, - 0, - 0, - 0, - 1, - 0, - tr.elements[2][0], - tr.elements[2][1], - 0, - 1 - }; - - - glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); - - - } - - """) - - fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU - - GLfloat matrix[16]; - - for (int i=0;i<4;i++) { - for (int j=0;j<4;j++) { - - matrix[i*4+j]=p_matrix.matrix[i][j]; - } - } - - glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); - }; """) - - fd.write("\n\n#undef _FU\n\n\n") - - fd.write("\tvirtual void init() {\n\n") - if (len(conditionals)): - - fd.write("\t\tstatic const char* _conditional_strings[]={\n") - if (len(conditionals)): - for x in conditionals: - fd.write("\t\t\t\"#define " + x + "\\n\",\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic const char **_conditional_strings=NULL;\n") - - if (len(uniforms)): - - fd.write("\t\tstatic const char* _uniform_strings[]={\n") - if (len(uniforms)): - for x in uniforms: - fd.write("\t\t\t\"" + x + "\",\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic const char **_uniform_strings=NULL;\n") - - if (len(attributes)): - - fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n") - for x in attributes: - fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n") - - if (len(fbos)): - fd.write("\t\tstatic FBOPair _fbo_pairs[]={\n") - for x in fbos: - fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic FBOPair *_fbo_pairs=NULL;\n") - - if (len(ubos)): - fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n") - for x in ubos: - fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\n") - - if (len(texunits)): - fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n") - for x in texunits: - fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n") - - fd.write("\t\tstatic const char* _vertex_code=\"\\\n") - for x in vertex_lines: - fd.write("\t\t\t" + x + "\n") - fd.write("\t\t\";\n\n") - - fd.write("\t\tstatic const int _vertex_code_start=" + str(vertex_offset) + ";\n") - - fd.write("\t\tstatic const char* _fragment_code=\"\\\n") - for x in fragment_lines: - fd.write("\t\t\t" + x + "\n") - fd.write("\t\t\";\n\n") - - fd.write("\t\tstatic const int _fragment_code_start=" + str(fragment_offset) + ";\n") - - fd.write("\t\tsetup(_conditional_strings," + str(len(conditionals)) + ",_uniform_strings," + str(len(uniforms)) + ",_attribute_pairs," + str(len(attributes)) + ",_fbo_pairs," + str(len(fbos)) + ",_ubo_pairs," + str(len(ubos)) + ",_texunit_pairs," + str(len(texunits)) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") - fd.write("\t};\n\n") - - fd.write("};\n\n") - fd.write("#endif\n\n") - fd.close() - - -def build_glsl_headers(target, source, env): - - for x in source: - - build_glsl_header(str(x)) - - return 0 - - -def build_hlsl_dx9_header(filename): - - fs = open(filename, "r") - line = fs.readline() - - vertex_lines = [] - fragment_lines = [] - uniforms = [] - fragment_uniforms = [] - attributes = [] - fbos = [] - conditionals = [] - - reading = "" - line_offset = 0 - vertex_offset = 0 - fragment_offset = 0 - - while(line): - - if (line.find("[vertex]") != -1): - reading = "vertex" - line = fs.readline() - line_offset += 1 - vertex_offset = line_offset - continue - - if (line.find("[fragment]") != -1): - reading = "fragment" - line = fs.readline() - line_offset += 1 - fragment_offset = line_offset - continue - - if (line.find("#ifdef ") != -1): - ifdefline = line.replace("#ifdef ", "").strip() - if (not ifdefline in conditionals): - conditionals += [ifdefline] - - if (line.find("#elif defined(") != -1): - ifdefline = line.replace("#elif defined(", "").strip() - ifdefline = ifdefline.replace(")", "").strip() - if (not ifdefline in conditionals): - conditionals += [ifdefline] - if (line.find("uniform") != -1): - uline = line.replace("uniform", "") - uline = uline.replace(";", "") - lines = uline.split(",") - for x in lines: - - x = x.strip() - x = x[x.rfind(" ") + 1:] - if (x.find("[") != -1): - # unfiorm array - x = x[:x.find("[")] - - if (not x in uniforms): - uniforms += [x] - fragment_uniforms += [reading == "fragment"] - line = line.replace("\r", "") - line = line.replace("\n", "") - line = line.replace("\\", "\\\\") - line = line.replace("\"", "\\\"") - line = line + "\\n\\" - - if (reading == "vertex"): - vertex_lines += [line] - if (reading == "fragment"): - fragment_lines += [line] - - line = fs.readline() - line_offset += 1 - - fs.close() - - out_file = filename + ".gen.h" - fd = open(out_file, "w") - - fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n") - - out_file_base = out_file - out_file_base = out_file_base[out_file_base.rfind("/") + 1:] - out_file_base = out_file_base[out_file_base.rfind("\\") + 1:] -# print("out file "+out_file+" base " +out_file_base) - out_file_ifdef = out_file_base.replace(".", "_").upper() - fd.write("#ifndef " + out_file_ifdef + "\n") - fd.write("#define " + out_file_ifdef + "\n") - - out_file_class = out_file_base.replace(".hlsl.h", "").title().replace("_", "").replace(".", "") + "ShaderDX9" - fd.write("\n\n") - fd.write("#include \"drivers/directx9/shader_dx9.h\"\n\n\n") - fd.write("class " + out_file_class + " : public ShaderDX9 {\n\n") - fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n") - fd.write("public:\n\n") - - if (len(conditionals)): - fd.write("\tenum Conditionals {\n") - for x in conditionals: - fd.write("\t\t" + x + ",\n") - fd.write("\t};\n\n") - if (len(uniforms)): - fd.write("\tenum Uniforms {\n") - for x in uniforms: - fd.write("\t\t" + x.upper() + ",\n") - fd.write("\t};\n\n") - - if (len(conditionals)): - fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n") - - fd.write("\t#define _FU if (!_uniform_valid(p_uniform)) return; ERR_FAIL_COND( get_active()!=this );\n\n ") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU set_uniformb(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - #fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n"); - #fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n"); - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU float col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; set_uniformfv(p_uniform,col); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU float vec2[4]={p_vec2.x,p_vec2.y,0,0}; set_uniformfv(p_uniform,vec2); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU float vec3[4]={p_vec3.x,p_vec3.y,p_vec3.z,0}; set_uniformfv(p_uniform,vec3); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU float vec2[4]={p_a,p_b,0,0}; set_uniformfv(p_uniform,vec2); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU float vec3[4]={p_a,p_b,p_c,0}; set_uniformfv(p_uniform,vec3); }\n\n") - fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU float vec4[4]={p_a,p_b,p_c,p_d}; set_uniformfv(p_uniform,vec4); }\n\n") - - fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU - - const Transform &tr = p_transform; - - float matrix[16]={ /* build a 16x16 matrix */ - tr.basis.elements[0][0], - tr.basis.elements[0][1], - tr.basis.elements[0][2], - tr.origin.x, - tr.basis.elements[1][0], - tr.basis.elements[1][1], - tr.basis.elements[1][2], - tr.origin.y, - tr.basis.elements[2][0], - tr.basis.elements[2][1], - tr.basis.elements[2][2], - tr.origin.z, - 0, - 0, - 0, - 1 - }; - - set_uniformfv(p_uniform,&matrix[0],4); - - } - - """) - - fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU - - float matrix[16]; - - for (int i=0;i<4;i++) { - for (int j=0;j<4;j++) { - - matrix[i*4+j]=p_matrix.matrix[j][i]; - } - } - - set_uniformfv(p_uniform,&matrix[0],4); - }; """) - - fd.write("\n\n#undef _FU\n\n\n") - - fd.write("\tvirtual void init(IDirect3DDevice9 *p_device,ShaderSupport p_version) {\n\n") - if (len(conditionals)): - - fd.write("\t\tstatic const char* _conditional_strings[]={\n") - if (len(conditionals)): - for x in conditionals: - fd.write("\t\t\t\"" + x + "\",\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic const char **_conditional_strings=NULL;\n") - - if (len(uniforms)): - - fd.write("\t\tstatic const char* _uniform_strings[]={\n") - if (len(uniforms)): - for x in uniforms: - fd.write("\t\t\t\"" + x + "\",\n") - fd.write("\t\t};\n\n") - - fd.write("\t\tstatic const bool _fragment_uniforms[]={\n") - - if (len(uniforms)): - for x in fragment_uniforms: - if (x): - fd.write("\t\t\ttrue,\n") - else: - fd.write("\t\t\tfalse,\n") - fd.write("\t\t};\n\n") - else: - fd.write("\t\tstatic const char **_uniform_strings=NULL;\n") - fd.write("\t\tstatic const bool *_fragment_uniforms=NULL;\n") - - fd.write("\t\tstatic const char* _vertex_code=\"\\\n") - for x in vertex_lines: - fd.write("\t\t\t" + x + "\n") - fd.write("\t\t\";\n\n") - - fd.write("\t\tstatic const int _vertex_code_start=" + str(vertex_offset) + ";\n") - - fd.write("\t\tstatic const char* _fragment_code=\"\\\n") - for x in fragment_lines: - fd.write("\t\t\t" + x + "\n") - fd.write("\t\t\";\n\n") - - fd.write("\t\tstatic const int _fragment_code_start=" + str(fragment_offset) + ";\n") - - fd.write("\t\tsetup(p_device,p_version,_conditional_strings," + str(len(conditionals)) + ",_uniform_strings," + str(len(uniforms)) + ",_fragment_uniforms,_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") - fd.write("\t};\n\n") - - fd.write("};\n\n") - fd.write("#endif\n\n") - fd.close() - - -def build_hlsl_dx9_headers(target, source, env): - - for x in source: - - build_hlsl_dx9_header(str(x)) - - return 0 - class LegacyGLHeaderStruct: @@ -840,7 +209,7 @@ def include_file_in_legacygl_header(filename, header_data, depth): return header_data -def build_legacygl_header(filename, include, class_suffix, output_attribs): +def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2=False): header_data = LegacyGLHeaderStruct() include_file_in_legacygl_header(filename, header_data, 0) @@ -928,14 +297,14 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): }; - glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); + glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); } """) - fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU + fd.write("""_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU const Transform2D &tr = p_transform; @@ -959,14 +328,14 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): }; - glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); + glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); } """) - fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU + fd.write("""_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU GLfloat matrix[16]; @@ -978,7 +347,7 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): } glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix); - }; """) + } """) fd.write("\n\n#undef _FU\n\n\n") @@ -1061,7 +430,7 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): feedback_count = 0 - if (len(header_data.feedbacks)): + if (not gles2 and len(header_data.feedbacks)): fd.write("\t\tstatic const Feedback _feedbacks[]={\n") for x in header_data.feedbacks: @@ -1076,7 +445,10 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): fd.write("\t\t};\n\n") else: - fd.write("\t\tstatic const Feedback* _feedbacks=NULL;\n") + if gles2: + pass + else: + fd.write("\t\tstatic const Feedback* _feedbacks=NULL;\n") if (len(header_data.texunits)): fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n") @@ -1086,13 +458,16 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): else: fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n") - if (len(header_data.ubos)): + if (not gles2 and len(header_data.ubos)): fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n") for x in header_data.ubos: fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n") fd.write("\t\t};\n\n") else: - fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\n") + if gles2: + pass + else: + fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\n") fd.write("\t\tstatic const char _vertex_code[]={\n") for x in header_data.vertex_lines: @@ -1115,11 +490,17 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): fd.write("\t\tstatic const int _fragment_code_start=" + str(header_data.fragment_offset) + ";\n") if output_attribs: - fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") + if gles2: + fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") + else: + fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") else: - fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(enum_value_count) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") + if gles2: + fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(enum_value_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") + else: + fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(enum_value_count) + ",_ubo_pairs," + str(len(header_data.ubos)) + ",_feedbacks," + str(feedback_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n") - fd.write("\t};\n\n") + fd.write("\t}\n\n") if (len(enum_constants)): @@ -1134,20 +515,16 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs): fd.close() -def build_legacygl_headers(target, source, env): +def build_gles3_headers(target, source, env): for x in source: - - build_legacygl_header(str(x), include="drivers/legacygl/shader_lgl.h", class_suffix="LGL", output_attribs=False) - - return 0 + build_legacygl_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3", output_attribs=True) -def build_gles3_headers(target, source, env): +def build_gles2_headers(target, source, env): for x in source: - build_legacygl_header(str(x), include="drivers/gles3/shader_gles3.h", class_suffix="GLES3", output_attribs=True) - + build_legacygl_header(str(x), include="drivers/gles2/shader_gles2.h", class_suffix="GLES2", output_attribs=True, gles2=True) def add_module_version_string(self,s): self.module_version_string += "." + s @@ -1220,45 +597,6 @@ def parse_cg_file(fname, uniforms, sizes, conditionals): line = fs.readline() - -def build_cg_shader(sname): - - vp_uniforms = [] - vp_uniform_sizes = [] - vp_conditionals = [] - - parse_cg_file("vp_" + sname + ".cg", vp_uniforms, vp_uniform_sizes, vp_conditionals) - - fp_uniforms = [] - fp_uniform_sizes = [] - fp_conditionals = [] - - parse_cg_file("fp_" + sname + ".cg", fp_uniforms, fp_uniform_sizes, fp_conditionals) - - fd = open("shader_" + sname + ".cg.gen.h", "w") - - fd.write('\n#include "shader_cell.h"\n') - fd.write("\nclass Shader_" + sname + " : public ShaderCell {\n") - fd.write("\n\tstatic struct VertexUniforms[] = {\n") - - offset = 0 - for i in range(0, len(vp_uniforms)): - - fd.write('\t\t{ "%s", %d, %d },\n' % (vp_uniforms[i], offset, vp_uniform_sizes[i])) - offset = offset + vp_uniform_sizes[i] - fd.write("\t};\n\n") - - fd.write("public:\n\n") - - fd.write("\tenum {\n") - - for i in range(0, len(vp_uniforms)): - - fd.write('\t\tVP_%s,\n' % vp_uniforms[i].upper()) - - fd.write("\t};\n") - - import glob diff --git a/modules/mobile_vr/config.py b/modules/mobile_vr/config.py index 4e1155f0c6..aa8ef111d3 100644 --- a/modules/mobile_vr/config.py +++ b/modules/mobile_vr/config.py @@ -1,6 +1,6 @@ def can_build(platform): # should probably change this to only be true on iOS and Android - return True + return False def configure(env): pass diff --git a/platform/osx/platform_config.h b/platform/osx/platform_config.h index 1b497cebef..3f72831d77 100644 --- a/platform/osx/platform_config.h +++ b/platform/osx/platform_config.h @@ -31,4 +31,5 @@ #include <alloca.h> #define GLES3_INCLUDE_H "glad/glad.h" +#define GLES2_INCLUDE_H "glad/glad.h" #define PTHREAD_RENAME_SELF diff --git a/platform/windows/platform_config.h b/platform/windows/platform_config.h index 10ec9110d1..d100385e80 100644 --- a/platform/windows/platform_config.h +++ b/platform/windows/platform_config.h @@ -33,3 +33,4 @@ //#include <alloca.h> //#endif #define GLES3_INCLUDE_H "glad/glad.h" +#define GLES2_INCLUDE_H "glad/glad.h" diff --git a/platform/x11/context_gl_x11.cpp b/platform/x11/context_gl_x11.cpp index 20f2212861..7a659a2734 100644 --- a/platform/x11/context_gl_x11.cpp +++ b/platform/x11/context_gl_x11.cpp @@ -146,20 +146,38 @@ Error ContextGL_X11::initialize() { int (*oldHandler)(Display *, XErrorEvent *) = XSetErrorHandler(&ctxErrorHandler); - if (!opengl_3_context) { - //oldstyle context: - p->glx_context = glXCreateContext(x11_display, vi, 0, GL_TRUE); - } else { - static int context_attribs[] = { - GLX_CONTEXT_MAJOR_VERSION_ARB, 3, - GLX_CONTEXT_MINOR_VERSION_ARB, 3, - GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*|GLX_CONTEXT_DEBUG_BIT_ARB*/, - None - }; - - p->glx_context = glXCreateContextAttribsARB(x11_display, fbc[0], NULL, true, context_attribs); - ERR_EXPLAIN("Could not obtain an OpenGL 3.3 context!"); - ERR_FAIL_COND_V(ctxErrorOccurred || !p->glx_context, ERR_UNCONFIGURED); + switch (context_type) { + case GLES_2_0_COMPATIBLE: + case OLDSTYLE: { + p->glx_context = glXCreateContext(x11_display, vi, 0, GL_TRUE); + } break; + /* + case ContextType::GLES_2_0_COMPATIBLE: { + + static int context_attribs[] = { + GLX_CONTEXT_MAJOR_VERSION_ARB, 3, + GLX_CONTEXT_MINOR_VERSION_ARB, 0, + None + }; + + p->glx_context = glXCreateContextAttribsARB(x11_display, fbc[0], NULL, true, context_attribs); + ERR_EXPLAIN("Could not obtain an OpenGL 3.0 context!"); + ERR_FAIL_COND_V(!p->glx_context, ERR_UNCONFIGURED); + } break; + */ + case GLES_3_0_COMPATIBLE: { + + static int context_attribs[] = { + GLX_CONTEXT_MAJOR_VERSION_ARB, 3, + GLX_CONTEXT_MINOR_VERSION_ARB, 3, + GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*|GLX_CONTEXT_DEBUG_BIT_ARB*/, + None + }; + + p->glx_context = glXCreateContextAttribsARB(x11_display, fbc[0], NULL, true, context_attribs); + ERR_EXPLAIN("Could not obtain an OpenGL 3.3 context!"); + ERR_FAIL_COND_V(ctxErrorOccurred || !p->glx_context, ERR_UNCONFIGURED); + } break; } XSync(x11_display, False); @@ -229,13 +247,13 @@ bool ContextGL_X11::is_using_vsync() const { return use_vsync; } -ContextGL_X11::ContextGL_X11(::Display *p_x11_display, ::Window &p_x11_window, const OS::VideoMode &p_default_video_mode, bool p_opengl_3_context) : +ContextGL_X11::ContextGL_X11(::Display *p_x11_display, ::Window &p_x11_window, const OS::VideoMode &p_default_video_mode, ContextType p_context_type) : x11_window(p_x11_window) { default_video_mode = p_default_video_mode; x11_display = p_x11_display; - opengl_3_context = p_opengl_3_context; + context_type = p_context_type; double_buffer = false; direct_render = false; diff --git a/platform/x11/context_gl_x11.h b/platform/x11/context_gl_x11.h index c969f0044d..b54cc84fac 100644 --- a/platform/x11/context_gl_x11.h +++ b/platform/x11/context_gl_x11.h @@ -46,6 +46,14 @@ struct ContextGL_X11_Private; class ContextGL_X11 : public ContextGL { +public: + enum ContextType { + OLDSTYLE, + GLES_2_0_COMPATIBLE, + GLES_3_0_COMPATIBLE + }; + +private: ContextGL_X11_Private *p; OS::VideoMode default_video_mode; //::Colormap x11_colormap; @@ -54,8 +62,8 @@ class ContextGL_X11 : public ContextGL { bool double_buffer; bool direct_render; int glx_minor, glx_major; - bool opengl_3_context; bool use_vsync; + ContextType context_type; public: virtual void release_current(); @@ -69,7 +77,7 @@ public: virtual void set_use_vsync(bool p_use); virtual bool is_using_vsync() const; - ContextGL_X11(::Display *p_x11_display, ::Window &p_x11_window, const OS::VideoMode &p_default_video_mode, bool p_opengl_3_context); + ContextGL_X11(::Display *p_x11_display, ::Window &p_x11_window, const OS::VideoMode &p_default_video_mode, ContextType p_context_type); ~ContextGL_X11(); }; diff --git a/platform/x11/os_x11.cpp b/platform/x11/os_x11.cpp index c5f8e7c3c9..76fc51d52c 100644 --- a/platform/x11/os_x11.cpp +++ b/platform/x11/os_x11.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "os_x11.h" +#include "drivers/gles2/rasterizer_gles2.h" #include "drivers/gles3/rasterizer_gles3.h" #include "errno.h" #include "key_mapping_x11.h" @@ -81,6 +82,11 @@ int OS_X11::get_video_driver_count() const { } const char *OS_X11::get_video_driver_name(int p_driver) const { + String driver_name = GLOBAL_GET("rendering/quality/driver/driver_name"); + + if (driver_name == "GLES2") { + return "GLES2"; + } return "GLES3"; } @@ -283,12 +289,29 @@ Error OS_X11::initialize(const VideoMode &p_desired, int p_video_driver, int p_a //print_line("def videomode "+itos(current_videomode.width)+","+itos(current_videomode.height)); #if defined(OPENGL_ENABLED) - context_gl = memnew(ContextGL_X11(x11_display, x11_window, current_videomode, true)); - context_gl->initialize(); + String setting_name = "rendering/quality/driver/driver_name"; + ProjectSettings::get_singleton()->set_custom_property_info(setting_name, PropertyInfo(Variant::STRING, setting_name, PROPERTY_HINT_ENUM, "GLES3,GLES2")); + String video_driver_name = GLOBAL_DEF("rendering/quality/driver/driver_name", "GLES3"); + + ContextGL_X11::ContextType opengl_api_type = ContextGL_X11::GLES_3_0_COMPATIBLE; + + if (video_driver_name == "GLES2") { + opengl_api_type = ContextGL_X11::GLES_2_0_COMPATIBLE; + } - RasterizerGLES3::register_config(); + context_gl = memnew(ContextGL_X11(x11_display, x11_window, current_videomode, opengl_api_type)); + context_gl->initialize(); - RasterizerGLES3::make_current(); + switch (opengl_api_type) { + case ContextGL_X11::GLES_2_0_COMPATIBLE: { + RasterizerGLES2::register_config(); + RasterizerGLES2::make_current(); + } break; + case ContextGL_X11::GLES_3_0_COMPATIBLE: { + RasterizerGLES3::register_config(); + RasterizerGLES3::make_current(); + } break; + } context_gl->set_use_vsync(current_videomode.use_vsync); diff --git a/platform/x11/platform_config.h b/platform/x11/platform_config.h index 58d6b210ee..b757be49c3 100644 --- a/platform/x11/platform_config.h +++ b/platform/x11/platform_config.h @@ -37,3 +37,4 @@ #endif #define GLES3_INCLUDE_H "glad/glad.h" +#define GLES2_INCLUDE_H "glad/glad.h" |