summaryrefslogtreecommitdiff
path: root/drivers/gles3
diff options
context:
space:
mode:
authorclayjohn <claynjohn@gmail.com>2022-10-18 17:59:31 -0700
committerclayjohn <claynjohn@gmail.com>2022-10-28 11:33:23 -0700
commit2ec234ff67496c1410df2ab14c03e144889adc8d (patch)
tree6dccea8038d37fb352dacfd7cf1c688eb11c0316 /drivers/gles3
parent282e50ac88bb02923ef6188015c121eea6c9286a (diff)
Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation Performance will improve later
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/effects/copy_effects.cpp19
-rw-r--r--drivers/gles3/effects/copy_effects.h2
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp588
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h45
-rw-r--r--drivers/gles3/shader_gles3.h6
-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/canvas.glsl149
-rw-r--r--drivers/gles3/shaders/canvas_occlusion.glsl68
-rw-r--r--drivers/gles3/shaders/canvas_sdf.glsl205
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl60
-rw-r--r--drivers/gles3/storage/config.cpp14
-rw-r--r--drivers/gles3/storage/config.h4
-rw-r--r--drivers/gles3/storage/texture_storage.cpp316
-rw-r--r--drivers/gles3/storage/texture_storage.h58
-rw-r--r--drivers/gles3/storage/utilities.cpp2
15 files changed, 1320 insertions, 218 deletions
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index 92c29a4264..3acbcf6b53 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -117,16 +117,12 @@ CopyEffects::~CopyEffects() {
void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
- glBindVertexArray(quad_array);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- glBindVertexArray(0);
+ draw_screen_quad();
}
void CopyEffects::copy_screen() {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
- glBindVertexArray(screen_triangle_array);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
+ draw_screen_triangle();
}
void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
@@ -158,8 +154,19 @@ void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ draw_screen_quad();
+}
+
+void CopyEffects::draw_screen_triangle() {
+ glBindVertexArray(screen_triangle_array);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ glBindVertexArray(0);
+}
+
+void CopyEffects::draw_screen_quad() {
glBindVertexArray(quad_array);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
+
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h
index 7f16b4e0f3..a817c3f0dc 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -65,6 +65,8 @@ public:
void copy_screen();
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void set_color(const Color &p_color, const Rect2i &p_region);
+ void draw_screen_triangle();
+ void draw_screen_quad();
};
} //namespace GLES3
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 5d0edda6c5..21e06046b5 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -36,26 +36,13 @@
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
+#include "core/math/geometry_2d.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
#include "storage/texture_storage.h"
-#ifndef GLES_OVER_GL
-#define glClearDepth glClearDepthf
-#endif
-
-//static const GLenum gl_primitive[] = {
-// GL_POINTS,
-// GL_LINES,
-// GL_LINE_STRIP,
-// GL_LINE_LOOP,
-// GL_TRIANGLES,
-// GL_TRIANGLE_STRIP,
-// GL_TRIANGLE_FAN
-//};
-
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.columns[0][0];
p_mat4[1] = p_transform.columns[0][1];
@@ -174,7 +161,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
- //_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
+ _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height; //0..1 here
@@ -185,8 +172,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- /*
- if (state.shadow_fb.is_valid()) {
+ if (state.shadow_fb != 0) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
@@ -195,15 +181,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
- */
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- /*
+
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
- */
l->render_index_cache = index;
@@ -252,24 +236,22 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- /*
- if (state.shadow_fb.is_valid()) {
- state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
- state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
- state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
- } else {
- state.light_uniforms[index].shadow_pixel_size = 1.0;
- state.light_uniforms[index].shadow_z_far_inv = 1.0;
- state.light_uniforms[index].shadow_y_ofs = 0;
- }
- */
+ if (state.shadow_fb != 0) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- /*
+
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
- */
if (clight->texture.is_valid()) {
Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
@@ -313,6 +295,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, texture_atlas);
+ GLuint shadow_tex = state.shadow_texture;
+ if (shadow_tex == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ shadow_tex = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_tex);
}
{
@@ -342,8 +331,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- glViewport(0, 0, render_target_size.x, render_target_size.y);
-
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
@@ -366,6 +353,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
+
glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
@@ -375,11 +363,17 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
+
{
state.default_filter = p_default_filter;
state.default_repeat = p_default_repeat;
}
+ Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
+ glViewport(0, 0, render_target_size.x, render_target_size.y);
+
r_sdf_used = false;
int item_count = 0;
bool backbuffer_cleared = false;
@@ -621,6 +615,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
+ specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
_bind_material(material_data, variant, specialization);
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -1395,28 +1390,516 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+
+ cl->shadow.enabled = p_enable;
}
void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ cl->shadow.z_far = p_far;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(p_far, p_far, p_far, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+
+ for (int i = 0; i < 4; i++) {
+ glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
+
+ Projection projection;
+ {
+ real_t fov = 90;
+ real_t nearp = p_near;
+ real_t farp = p_far;
+ real_t aspect = 1.0;
+
+ real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
+ real_t ymin = -ymax;
+ real_t xmin = ymin * aspect;
+ real_t xmax = ymax * aspect;
+
+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
+ }
+
+ Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+
+ projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+
+ static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, p_far, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = p_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+ }
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ Vector2 light_dir = p_light_xform.columns[1].normalized();
+
+ Vector2 center = p_clip_rect.get_center();
+
+ float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
+
+ Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
+ float distance = to_edge_distance * 2.0 + p_cull_distance;
+ float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
+
+ cl->shadow.z_far = distance;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ Transform2D to_light_xform;
+
+ to_light_xform[2] = from_pos;
+ to_light_xform[1] = light_dir;
+ to_light_xform[0] = -light_dir.orthogonal();
+
+ to_light_xform.invert();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(1.0, 1.0, 1.0, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+
+ Projection projection;
+ projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
+ projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 1.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, distance, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+
+ Transform2D to_shadow;
+ to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
+ to_shadow.columns[2].x = 0.5;
+
+ cl->shadow.directional_xform = to_shadow * to_light_xform;
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_CULL_FACE);
+}
+
+void RasterizerCanvasGLES3::_update_shadow_atlas() {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ if (state.shadow_fb == 0) {
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &state.shadow_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+
+ glGenRenderbuffers(1, &state.shadow_depth_buffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer);
+
+ glGenTextures(1, &state.shadow_texture);
+ glBindTexture(GL_TEXTURE_2D, state.shadow_texture);
+ if (config->float_texture_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ }
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
+ Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ Transform2D to_sdf;
+ to_sdf.columns[0] *= rect.size.width;
+ to_sdf.columns[1] *= rect.size.height;
+ to_sdf.columns[2] = rect.position;
+
+ Transform2D to_clip;
+ to_clip.columns[0] *= 2.0;
+ to_clip.columns[1] *= 2.0;
+ to_clip.columns[2] = -Vector2(1.0, 1.0);
+
+ to_clip = to_clip * to_sdf.affine_inverse();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb);
+ glViewport(0, 0, rect.size.width, rect.size.height);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_SCISSOR_TEST);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
+ shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!oc || oc->sdf_vertex_array == 0) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_clip * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ glBindVertexArray(oc->sdf_vertex_array);
+ glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0);
+
+ instance = instance->next;
+ }
+
+ texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID RasterizerCanvasGLES3::occluder_polygon_create() {
- return RID();
+ OccluderPolygon occluder;
+
+ return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+
+ Vector<Vector2> lines;
+
+ if (p_points.size()) {
+ int lc = p_points.size() * 2;
+
+ lines.resize(lc - (p_closed ? 0 : 2));
+ {
+ Vector2 *w = lines.ptrw();
+ const Vector2 *r = p_points.ptr();
+
+ int max = lc / 2;
+ if (!p_closed) {
+ max--;
+ }
+ for (int i = 0; i < max; i++) {
+ Vector2 a = r[i];
+ Vector2 b = r[(i + 1) % (lc / 2)];
+ w[i * 2 + 0] = a;
+ w[i * 2 + 1] = b;
+ }
+ }
+ }
+
+ if (oc->line_point_count != lines.size() && oc->vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->vertex_array);
+ glDeleteBuffers(1, &oc->vertex_buffer);
+ glDeleteBuffers(1, &oc->index_buffer);
+
+ oc->vertex_array = 0;
+ oc->vertex_buffer = 0;
+ oc->index_buffer = 0;
+ }
+
+ if (lines.size()) {
+ Vector<uint8_t> geometry;
+ Vector<uint8_t> indices;
+ int lc = lines.size();
+
+ geometry.resize(lc * 6 * sizeof(float));
+ indices.resize(lc * 3 * sizeof(uint16_t));
+
+ {
+ uint8_t *vw = geometry.ptrw();
+ float *vwptr = reinterpret_cast<float *>(vw);
+ uint8_t *iw = indices.ptrw();
+ uint16_t *iwptr = (uint16_t *)iw;
+
+ const Vector2 *lr = lines.ptr();
+
+ const int POLY_HEIGHT = 16384;
+
+ for (int i = 0; i < lc / 2; i++) {
+ vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 2] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 5] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 8] = -POLY_HEIGHT;
+
+ vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 11] = -POLY_HEIGHT;
+
+ iwptr[i * 6 + 0] = i * 4 + 0;
+ iwptr[i * 6 + 1] = i * 4 + 1;
+ iwptr[i * 6 + 2] = i * 4 + 2;
+
+ iwptr[i * 6 + 3] = i * 4 + 2;
+ iwptr[i * 6 + 4] = i * 4 + 3;
+ iwptr[i * 6 + 5] = i * 4 + 0;
+ }
+ }
+
+ if (oc->vertex_array == 0) {
+ oc->line_point_count = lc;
+ glGenVertexArrays(1, &oc->vertex_array);
+ glBindVertexArray(oc->vertex_array);
+ glGenBuffers(1, &oc->vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindVertexArray(oc->vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ }
+ }
+
+ // sdf
+
+ Vector<int> sdf_indices;
+
+ if (p_points.size()) {
+ if (p_closed) {
+ sdf_indices = Geometry2D::triangulate_polygon(p_points);
+ oc->sdf_is_lines = false;
+ } else {
+ int max = p_points.size();
+ sdf_indices.resize(max * 2);
+
+ int *iw = sdf_indices.ptrw();
+ for (int i = 0; i < max; i++) {
+ iw[i * 2 + 0] = i;
+ iw[i * 2 + 1] = (i + 1) % max;
+ }
+ oc->sdf_is_lines = true;
+ }
+ }
+
+ if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->sdf_vertex_array);
+ glDeleteBuffers(1, &oc->sdf_vertex_buffer);
+ glDeleteBuffers(1, &oc->sdf_index_buffer);
+
+ oc->sdf_vertex_array = 0;
+ oc->sdf_vertex_buffer = 0;
+ oc->sdf_index_buffer = 0;
+
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ }
+
+ if (sdf_indices.size()) {
+ if (oc->sdf_vertex_array == 0) {
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ glGenVertexArrays(1, &oc->sdf_vertex_array);
+ glBindVertexArray(oc->sdf_vertex_array);
+ glGenBuffers(1, &oc->sdf_vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->sdf_index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+ oc->cull_mode = p_mode;
}
void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+ p_size = nearest_power_of_2_templated(p_size);
+ if (p_size == state.shadow_texture_size) {
+ return;
+ }
+
+ if (p_size > config->max_texture_size) {
+ p_size = config->max_texture_size;
+ WARN_PRINT("Attempting to set CanvasItem shadow atlas size to " + itos(p_size) + " which is beyond limit of " + itos(config->max_texture_size) + "supported by hardware.");
+ }
+
+ state.shadow_texture_size = p_size;
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
@@ -1424,6 +1907,9 @@ bool RasterizerCanvasGLES3::free(RID p_rid) {
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!cl, false);
canvas_light_owner.free(p_rid);
+ } else if (occluder_polygon_owner.owns(p_rid)) {
+ occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
+ occluder_polygon_owner.free(p_rid);
} else {
return false;
}
@@ -1623,16 +2109,16 @@ void RasterizerCanvasGLES3::reset_canvas() {
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
-void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
-}
-
-void RasterizerCanvasGLES3::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, Projection *p_xform_cache) {
-}
-
void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
}
@@ -1663,7 +2149,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
polygon_buffer.resize(buffer_size * sizeof(float));
{
glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
uint8_t *r = polygon_buffer.ptrw();
float *fptr = reinterpret_cast<float *>(r);
uint32_t *uptr = (uint32_t *)r;
@@ -1772,7 +2257,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
}
glGenBuffers(1, &pb.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
pb.count = p_indices.size();
}
@@ -2064,6 +2548,9 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+ shadow_render.shader.initialize();
+ shadow_render.shader_version = shadow_render.shader.version_create();
+
{
default_canvas_group_shader = material_storage->shader_allocate();
material_storage->shader_initialize(default_canvas_group_shader);
@@ -2116,9 +2603,11 @@ void fragment() {
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ singleton = nullptr;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
+ shadow_render.shader.version_free(shadow_render.shader_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
material_storage->material_free(default_clip_children_material);
@@ -2134,6 +2623,15 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
memdelete_arr(state.instance_data_array);
memdelete_arr(state.light_uniforms);
+
+ if (state.shadow_fb != 0) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ }
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index aee2782b62..d672d05e14 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -40,6 +40,7 @@
#include "storage/texture_storage.h"
#include "shaders/canvas.glsl.gen.h"
+#include "shaders/canvas_occlusion.glsl.gen.h"
class RasterizerSceneGLES3;
@@ -102,10 +103,40 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
struct CanvasLight {
RID texture;
+ struct {
+ bool enabled = false;
+ float z_far;
+ float y_offset;
+ Transform2D directional_xform;
+ } shadow;
};
RID_Owner<CanvasLight> canvas_light_owner;
+ struct OccluderPolygon {
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+ int line_point_count = 0;
+ GLuint vertex_buffer = 0;
+ GLuint vertex_array = 0;
+ GLuint index_buffer = 0;
+
+ int sdf_point_count = 0;
+ int sdf_index_count = 0;
+ GLuint sdf_vertex_buffer = 0;
+ GLuint sdf_vertex_array = 0;
+ GLuint sdf_index_buffer = 0;
+ bool sdf_is_lines = false;
+ };
+
+ RID_Owner<OccluderPolygon> occluder_polygon_owner;
+
+ void _update_shadow_atlas();
+
+ struct {
+ CanvasOcclusionShaderGLES3 shader;
+ RID shader_version;
+ } shadow_render;
+
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
@@ -153,9 +184,9 @@ public:
};
struct PolygonBuffers {
- GLuint vertex_buffer;
- GLuint vertex_array;
- GLuint index_buffer;
+ GLuint vertex_buffer = 0;
+ GLuint vertex_array = 0;
+ GLuint index_buffer = 0;
int count = 0;
bool color_disabled = false;
Color color;
@@ -265,6 +296,11 @@ public:
LightUniform *light_uniforms = nullptr;
+ GLuint shadow_texture = 0;
+ GLuint shadow_depth_buffer = 0;
+ GLuint shadow_fb = 0;
+ int shadow_texture_size = 2048;
+
bool using_directional_lights = false;
RID current_tex = RID();
@@ -295,9 +331,6 @@ public:
void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void reset_canvas();
- 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, Projection *p_xform_cache);
-
- virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
RID light_create() override;
void light_set_texture(RID p_rid, RID p_texture) override;
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 760b5e5ddb..f5b4a8cb3c 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -208,8 +208,10 @@ protected:
spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
}
- ERR_FAIL_COND(!spec); // Should never happen
- ERR_FAIL_COND(!spec->ok); // Should never happen
+ if (!spec || !spec->ok) {
+ WARN_PRINT_ONCE("shader failed to compile, unable to bind shader.");
+ return;
+ }
glUseProgram(spec->id);
current_shader = spec;
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 83ffe8b1e1..b8bb08ec34 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -17,3 +17,5 @@ if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("scene.glsl")
env.GLES3_GLSL("sky.glsl")
env.GLES3_GLSL("cubemap_filter.glsl")
+ env.GLES3_GLSL("canvas_occlusion.glsl")
+ env.GLES3_GLSL("canvas_sdf.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 23db41802e..ca806304c5 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -10,6 +10,7 @@ mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
#[specializations]
DISABLE_LIGHTING = false
+USE_RGBA_SHADOWS = false
#[vertex]
@@ -213,8 +214,8 @@ void main() {
#ifndef DISABLE_LIGHTING
uniform sampler2D atlas_texture; //texunit:-2
+uniform sampler2D shadow_atlas_texture; //texunit:-3
#endif // DISABLE_LIGHTING
-//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
@@ -245,6 +246,35 @@ layout(std140) uniform MaterialUniforms{
#endif
#GLOBALS
+
+float vec4_to_float(vec4 p_vec) {
+ return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
+}
+
+vec2 screen_uv_to_sdf(vec2 p_uv) {
+ return screen_to_sdf * p_uv;
+}
+
+float texture_sdf(vec2 p_sdf) {
+ vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
+ float d = vec4_to_float(texture(sdf_texture, uv));
+ d *= SDF_MAX_LENGTH;
+ return d * tex_to_sdf;
+}
+
+vec2 texture_sdf_normal(vec2 p_sdf) {
+ vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
+
+ const float EPSILON = 0.001;
+ return normalize(vec2(
+ vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))),
+ vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON)))));
+}
+
+vec2 sdf_to_screen_uv(vec2 p_sdf) {
+ return p_sdf * sdf_to_screen;
+}
+
#ifndef DISABLE_LIGHTING
#ifdef LIGHT_CODE_USED
@@ -299,6 +329,70 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
}
}
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0)
+
+#else
+
+#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r)
+
+#endif
+
+#define SHADOW_TEST(m_uv) \
+ { \
+ highp float sd = SHADOW_DEPTH(m_uv); \
+ shadow += step(sd, shadow_uv.z / shadow_uv.w); \
+ }
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow = 0.0;
+ uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ SHADOW_TEST(shadow_uv.xy);
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
+ shadow /= 5.0;
+ } else { //PCF13
+ vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0);
+ SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0);
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color);
+#ifdef LIGHT_CODE_USED
+ shadow_color.rgb *= shadow_modulate;
+#endif
+
+ shadow_color.a *= light_color.a; //respect light alpha
+
+ return mix(light_color, shadow_color, shadow);
+}
+
void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
@@ -527,6 +621,19 @@ void main() {
}
#endif
+ if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
@@ -584,6 +691,46 @@ void main() {
light_color.a = 0.0;
}
+ if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec2 pos_norm = normalize(shadow_pos);
+ vec2 pos_abs = abs(pos_norm);
+ vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
+ vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
+ float tex_ofs;
+ float dist;
+ if (pos_rot.y > 0.0) {
+ if (pos_rot.x > 0.0) {
+ tex_ofs = pos_box.y * 0.125 + 0.125;
+ dist = shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
+ dist = shadow_pos.y;
+ }
+ } else {
+ if (pos_rot.x < 0.0) {
+ tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
+ dist = -shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
+ dist = -shadow_pos.y;
+ }
+ }
+
+ dist *= light_array[light_base].shadow_zfar_inv;
+
+ //float distance = length(shadow_pos);
+ vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/drivers/gles3/shaders/canvas_occlusion.glsl b/drivers/gles3/shaders/canvas_occlusion.glsl
new file mode 100644
index 0000000000..512800839a
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_occlusion.glsl
@@ -0,0 +1,68 @@
+/* clang-format off */
+#[modes]
+
+mode_sdf =
+mode_shadow = #define MODE_SHADOW
+mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec3 vertex;
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+out float depth;
+#endif
+
+void main() {
+ highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+
+#ifdef MODE_SHADOW
+ depth = dot(direction, vtx.xy);
+#endif
+ gl_Position = projection * vtx;
+}
+
+#[fragment]
+
+
+uniform highp mat4 projection;
+uniform highp vec4 modelview1;
+uniform highp vec4 modelview2;
+uniform highp vec2 direction;
+uniform highp float z_far;
+
+#ifdef MODE_SHADOW
+in highp float depth;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+layout(location = 0) out lowp vec4 out_buf;
+#else
+layout(location = 0) out highp float out_buf;
+#endif
+
+void main() {
+ float out_depth = 1.0;
+
+#ifdef MODE_SHADOW
+ out_depth = depth / z_far;
+#endif
+
+#ifdef USE_RGBA_SHADOWS
+ out_depth = clamp(out_depth, -1.0, 1.0);
+ out_depth = out_depth * 0.5 + 0.5;
+ highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ out_buf = comp;
+#else
+ out_buf = out_depth;
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_sdf.glsl b/drivers/gles3/shaders/canvas_sdf.glsl
new file mode 100644
index 0000000000..424ec22457
--- /dev/null
+++ b/drivers/gles3/shaders/canvas_sdf.glsl
@@ -0,0 +1,205 @@
+/* clang-format off */
+#[modes]
+
+mode_load = #define MODE_LOAD
+mode_load_shrink = #define MODE_LOAD_SHRINK
+mode_process = #define MODE_PROCESS
+mode_store = #define MODE_STORE
+mode_store_shrink = #define MODE_STORE_SHRINK
+
+#[specializations]
+
+#[vertex]
+
+layout(location = 0) in vec2 vertex_attrib;
+
+/* clang-format on */
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+void main() {
+ gl_Position = vec4(vertex_attrib, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define SDF_MAX_LENGTH 16384.0
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK)
+uniform lowp sampler2D src_pixels;//texunit:0
+#else
+uniform highp isampler2D src_process;//texunit:0
+#endif
+
+uniform ivec2 size;
+uniform int stride;
+uniform int shift;
+uniform ivec2 base_size;
+
+#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) || defined(MODE_PROCESS)
+layout(location = 0) out ivec4 distance_field;
+#else
+layout(location = 0) out vec4 distance_field;
+#endif
+
+vec4 float_to_vec4(float p_float) {
+ highp vec4 comp = fract(p_float * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
+ return comp;
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_FragCoord.xy);
+
+#ifdef MODE_LOAD
+
+ bool solid = texelFetch(src_pixels, pos, 0).r > 0.5;
+ distance_field = solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0);
+#endif
+
+#ifdef MODE_LOAD_SHRINK
+
+ int s = 1 << shift;
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = ivec2(32767);
+ float d = 1e20;
+ int found = 0;
+ int solid_found = 0;
+ for (int i = 0; i < s; i++) {
+ for (int j = 0; j < s; j++) {
+ ivec2 src_pos = base + ivec2(i, j);
+ if (any(greaterThanEqual(src_pos, base_size))) {
+ continue;
+ }
+ bool solid = texelFetch(src_pixels, src_pos, 0).r > 0.5;
+ if (solid) {
+ float dist = length(vec2(src_pos - center));
+ if (dist < d) {
+ d = dist;
+ rel = src_pos;
+ }
+ solid_found++;
+ }
+ found++;
+ }
+ }
+
+ if (solid_found == found) {
+ //mark solid only if all are solid
+ rel = ivec2(-32767);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_PROCESS
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ if (center != rel) {
+ //only process if it does not point to itself
+ const int ofs_table_size = 8;
+ const ivec2 ofs_table[ofs_table_size] = ivec2[](
+ ivec2(-1, -1),
+ ivec2(0, -1),
+ ivec2(+1, -1),
+
+ ivec2(-1, 0),
+ ivec2(+1, 0),
+
+ ivec2(-1, +1),
+ ivec2(0, +1),
+ ivec2(+1, +1));
+
+ float dist = length(vec2(rel - center));
+ for (int i = 0; i < ofs_table_size; i++) {
+ ivec2 src_pos = pos + ofs_table[i] * stride;
+ if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, size))) {
+ continue;
+ }
+ ivec2 src_rel = texelFetch(src_process, src_pos, 0).xy;
+ bool src_solid = src_rel.x < 0;
+ if (src_solid) {
+ src_rel = -src_rel - ivec2(1);
+ }
+
+ if (src_solid != solid) {
+ src_rel = ivec2(src_pos << shift); //point to itself if of different type
+ }
+
+ float src_dist = length(vec2(src_rel - center));
+ if (src_dist < dist) {
+ dist = src_dist;
+ rel = src_rel;
+ }
+ }
+ }
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ distance_field = ivec4(rel, 0, 0);
+#endif
+
+#ifdef MODE_STORE
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - pos));
+
+ if (solid) {
+ d = -d;
+ }
+
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+
+#ifdef MODE_STORE_SHRINK
+
+ ivec2 base = pos << shift;
+ ivec2 center = base + ivec2(shift);
+
+ ivec2 rel = texelFetch(src_process, pos, 0).xy;
+
+ bool solid = rel.x < 0;
+
+ if (solid) {
+ rel = -rel - ivec2(1);
+ }
+
+ float d = length(vec2(rel - center));
+
+ if (solid) {
+ d = -d;
+ }
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ distance_field = float_to_vec4(d*0.5+0.5);
+
+#endif
+}
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
deleted file mode 100644
index 94485abd11..0000000000
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-precision highp float;
-precision highp int;
-#endif
-
-layout(location = 0) in highp vec3 vertex;
-
-uniform highp mat4 projection_matrix;
-/* clang-format on */
-uniform highp mat4 light_matrix;
-uniform highp mat4 model_matrix;
-uniform highp float distance_norm;
-
-out highp vec4 position_interp;
-
-void main() {
- gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
- position_interp = gl_Position;
-}
-
-/* clang-format off */
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-#if defined(USE_HIGHP_PRECISION)
-precision highp float;
-precision highp int;
-#else
-precision mediump float;
-precision mediump int;
-#endif
-#endif
-
-in highp vec4 position_interp;
-/* clang-format on */
-
-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(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
- frag_color = comp;
-#else
-
- frag_color = vec4(depth);
-#endif
-}
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 943df3b156..0e0c361add 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -71,7 +71,7 @@ Config::Config() {
s3tc_supported = true;
rgtc_supported = true; //RGTC - core since OpenGL version 3.0
#else
- float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
+ float_texture_supported = extensions.has("GL_EXT_color_buffer_float");
etc2_supported = true;
#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
@@ -84,24 +84,14 @@ Config::Config() {
rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
#endif
-#ifdef GLES_OVER_GL
- use_rgba_2d_shadows = false;
-#else
- use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
-#endif
-
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
- glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &max_viewport_size);
+ glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment);
- // the use skeleton software path should be used if either float texture is not supported,
- // OR max_vertex_texture_image_units is zero
- use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
-
support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
if (support_anisotropic_filter) {
glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index d4b38acd18..87202fde84 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -56,15 +56,13 @@ private:
public:
bool use_nearest_mip_filter = false;
- bool use_skeleton_software = false;
bool use_depth_prepass = true;
- bool use_rgba_2d_shadows = false;
int max_vertex_texture_image_units = 0;
int max_texture_image_units = 0;
int max_texture_size = 0;
+ int max_viewport_size[2] = { 0, 0 };
int max_uniform_buffer_size = 0;
- int max_viewport_size = 0;
int max_renderable_elements = 0;
int max_renderable_lights = 0;
int max_lights_per_object = 0;
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 524ff14cc9..a7e5001271 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -207,6 +207,11 @@ TextureStorage::TextureStorage() {
glBindTexture(GL_TEXTURE_2D, 0);
+ {
+ sdf_shader.shader.initialize();
+ sdf_shader.shader_version = sdf_shader.shader.version_create();
+ }
+
#ifdef GLES_OVER_GL
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
@@ -222,6 +227,7 @@ TextureStorage::~TextureStorage() {
texture_atlas.texture = 0;
glDeleteFramebuffers(1, &texture_atlas.framebuffer);
texture_atlas.framebuffer = 0;
+ sdf_shader.shader.version_free(sdf_shader.shader_version);
}
//TODO, move back to storage
@@ -276,55 +282,6 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS:
ct->texture_repeat = p_repeat;
}
-/* CANVAS SHADOW */
-
-RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) {
- Config *config = Config::get_singleton();
- CanvasLightShadow *cls = memnew(CanvasLightShadow);
-
- if (p_width > config->max_texture_size) {
- p_width = config->max_texture_size;
- }
-
- cls->size = p_width;
- cls->height = 16;
-
- glActiveTexture(GL_TEXTURE0);
-
- glGenFramebuffers(1, &cls->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
-
- glGenRenderbuffers(1, &cls->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
-
- glGenTextures(1, &cls->distance);
- glBindTexture(GL_TEXTURE_2D, cls->distance);
- if (config->use_rgba_2d_shadows) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- //printf("errnum: %x\n",status);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- memdelete(cls);
- ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
- }
-
- return canvas_light_shadow_owner.make_rid(cls);
-}
-
/* Texture API */
Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
@@ -1599,6 +1556,7 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
rt->backbuffer = 0;
rt->backbuffer_fbo = 0;
}
+ _render_target_clear_sdf(rt);
}
RID TextureStorage::render_target_create() {
@@ -1784,13 +1742,271 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) {
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
+ return;
+ }
+
+ rt->sdf_oversize = p_size;
+ rt->sdf_scale = p_scale;
+
+ _render_target_clear_sdf(rt);
+}
+
+Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const {
+ Size2i margin;
+ int scale;
+ switch (rt->sdf_oversize) {
+ case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
+ scale = 120;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
+ scale = 150;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
+ scale = 200;
+ } break;
+ default: {
+ }
+ }
+
+ margin = (rt->size * scale / 100) - rt->size;
+
+ Rect2i r(Vector2i(), rt->size);
+ r.position -= margin;
+ r.size += margin * 2;
+
+ return r;
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
- return Rect2i();
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Rect2i());
+
+ return _render_target_get_sdf_rect(rt);
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->sdf_enabled = p_enabled;
+}
+
+bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const {
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+
+ return rt->sdf_enabled;
+}
+
+GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, 0);
+ if (rt->sdf_texture_read == 0) {
+ Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]);
+ return texture->tex_id;
+ }
+
+ return rt->sdf_texture_read;
+}
+
+void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) {
+ ERR_FAIL_COND(rt->sdf_texture_write_fb != 0);
+
+ Size2i size = _render_target_get_sdf_rect(rt).size;
+
+ glGenTextures(1, &rt->sdf_texture_write);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(1, &rt->sdf_texture_write_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0);
+
+ int scale;
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ scale = 50;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ scale = 25;
+ } break;
+ default: {
+ scale = 100;
+ } break;
+ }
+
+ rt->process_size = size * scale / 100;
+ rt->process_size.x = MAX(rt->process_size.x, 1);
+ rt->process_size.y = MAX(rt->process_size.y, 1);
+
+ glGenTextures(2, rt->sdf_texture_process);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenTextures(1, &rt->sdf_texture_read);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
+ if (rt->sdf_texture_write_fb != 0) {
+ glDeleteTextures(1, &rt->sdf_texture_read);
+ glDeleteTextures(1, &rt->sdf_texture_write);
+ glDeleteTextures(2, rt->sdf_texture_process);
+ glDeleteFramebuffers(1, &rt->sdf_texture_write_fb);
+ rt->sdf_texture_read = 0;
+ rt->sdf_texture_write = 0;
+ rt->sdf_texture_process[0] = 0;
+ rt->sdf_texture_process[1] = 0;
+ rt->sdf_texture_write_fb = 0;
+ }
+}
+
+GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, 0);
+
+ if (rt->sdf_texture_write_fb == 0) {
+ _render_target_allocate_sdf(rt);
+ }
+
+ return rt->sdf_texture_write_fb;
+}
+void TextureStorage::render_target_sdf_process(RID p_render_target) {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->sdf_texture_write_fb == 0);
+
+ Rect2i r = _render_target_get_sdf_rect(rt);
+
+ Size2i size = r.size;
+ int32_t shift = 0;
+
+ bool shrink = false;
+
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ size[0] >>= 1;
+ size[1] >>= 1;
+ shift = 1;
+ shrink = true;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ size[0] >>= 2;
+ size[1] >>= 2;
+ shift = 2;
+ shrink = true;
+ } break;
+ default: {
+ };
+ }
+
+ GLuint temp_fb;
+ glGenFramebuffers(1, &temp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_fb);
+
+ // Load
+ CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0);
+ glViewport(0, 0, size.width, size.height);
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, 0, size.width, size.height);
+
+ copy_effects->draw_screen_triangle();
+
+ // Process
+
+ int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
+
+ variant = CanvasSdfShaderGLES3::MODE_PROCESS;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ bool swap = false;
+
+ //jumpflood
+ while (stride > 0) {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
+
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+
+ copy_effects->draw_screen_triangle();
+
+ stride /= 2;
+ swap = !swap;
+ }
+
+ // Store
+ variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
+ sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
+ sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0);
+ glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
+
+ copy_effects->draw_screen_triangle();
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
+ glDeleteFramebuffers(1, &temp_fb);
+ glDisable(GL_SCISSOR_TEST);
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index dbe39428ac..0b025c4370 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -39,6 +39,8 @@
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/texture_storage.h"
+#include "../shaders/canvas_sdf.glsl.gen.h"
+
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
@@ -84,18 +86,8 @@ namespace GLES3 {
#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
-#ifdef GLES_OVER_GL
-#define _GL_HALF_FLOAT_OES 0x140B
-#else
-#define _GL_HALF_FLOAT_OES 0x8D61
-#endif
-
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
-#define _RED_OES 0x1903
-
-#define _DEPTH_COMPONENT24_OES 0x81A6
-
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif //!GLES_OVER_GL
@@ -128,17 +120,6 @@ struct CanvasTexture {
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
};
-/* CANVAS SHADOW */
-
-struct CanvasLightShadow {
- RID self;
- int size;
- int height;
- GLuint fbo;
- GLuint depth;
- GLuint distance; //for older devices
-};
-
struct RenderTarget;
struct Texture {
@@ -337,6 +318,15 @@ struct RenderTarget {
GLuint color_type = GL_UNSIGNED_BYTE;
Image::Format image_format = Image::FORMAT_RGBA8;
+ GLuint sdf_texture_write = 0;
+ GLuint sdf_texture_write_fb = 0;
+ GLuint sdf_texture_process[2] = { 0, 0 };
+ GLuint sdf_texture_read = 0;
+ RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
+ RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
+ Size2i process_size;
+ bool sdf_enabled = false;
+
bool is_transparent = false;
bool direct_to_screen = false;
@@ -362,10 +352,6 @@ private:
RID_Owner<CanvasTexture, true> canvas_texture_owner;
- /* CANVAS SHADOW */
-
- RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
-
/* Texture API */
mutable RID_Owner<Texture> texture_owner;
@@ -411,6 +397,14 @@ private:
void _clear_render_target(RenderTarget *rt);
void _update_render_target(RenderTarget *rt);
void _create_render_target_backbuffer(RenderTarget *rt);
+ void _render_target_allocate_sdf(RenderTarget *rt);
+ void _render_target_clear_sdf(RenderTarget *rt);
+ Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
+
+ struct RenderTargetSDF {
+ CanvasSdfShaderGLES3 shader;
+ RID shader_version;
+ } sdf_shader;
public:
static TextureStorage *get_singleton();
@@ -437,10 +431,6 @@ public:
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
- /* CANVAS SHADOW */
-
- RID canvas_light_shadow_buffer_create(int p_width);
-
/* Texture API */
Texture *get_texture(RID p_rid) {
@@ -586,9 +576,13 @@ public:
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
- void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
- Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
- void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+ virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
+ virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
+ GLuint render_target_get_sdf_texture(RID p_render_target);
+ GLuint render_target_get_sdf_framebuffer(RID p_render_target);
+ void render_target_sdf_process(RID p_render_target);
+ virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+ bool render_target_is_sdf_enabled(RID p_render_target) const;
void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
index 0a04f0d4d0..58469c932d 100644
--- a/drivers/gles3/storage/utilities.cpp
+++ b/drivers/gles3/storage/utilities.cpp
@@ -362,7 +362,7 @@ Size2i Utilities::get_maximum_viewport_size() const {
return Size2i();
}
- return Size2i(config->max_viewport_size, config->max_viewport_size);
+ return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]);
}
#endif // GLES3_ENABLED