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authorRémi Verschelde <rverschelde@gmail.com>2017-01-02 21:38:20 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-01-02 21:52:26 +0100
commit3f3f5a5359973e95e94148676a9793d6f52468f3 (patch)
tree65adf17c3d3f8d3a83bec29f51142fe884e942d8 /drivers/gles3
parentdb46a344180d4eae1455e97e22bf84c9c304be7c (diff)
parent2820b2d82b2ed747011e37c543aefc6d4d4edee9 (diff)
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/SCsub5
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp1531
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h107
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp362
-rw-r--r--drivers/gles3/rasterizer_gles3.h41
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp5008
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h733
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp6495
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h1247
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp738
-rw-r--r--drivers/gles3/shader_compiler_gles3.h77
-rw-r--r--drivers/gles3/shader_gles3.cpp839
-rw-r--r--drivers/gles3/shader_gles3.h399
-rw-r--r--drivers/gles3/shaders/SCsub22
-rw-r--r--drivers/gles3/shaders/blend_shape.glsl197
-rw-r--r--drivers/gles3/shaders/canvas.glsl456
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl49
-rw-r--r--drivers/gles3/shaders/copy.glsl105
-rw-r--r--drivers/gles3/shaders/cube_to_dp.glsl79
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl218
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl278
-rw-r--r--drivers/gles3/shaders/exposure.glsl98
-rw-r--r--drivers/gles3/shaders/particles.glsl167
-rw-r--r--drivers/gles3/shaders/resolve.glsl41
-rw-r--r--drivers/gles3/shaders/scene.glsl1432
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl345
-rw-r--r--drivers/gles3/shaders/ssao.glsl247
-rw-r--r--drivers/gles3/shaders/ssao_blur.glsl113
-rw-r--r--drivers/gles3/shaders/ssao_minify.glsl55
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl172
-rw-r--r--drivers/gles3/shaders/tonemap.glsl263
31 files changed, 21919 insertions, 0 deletions
diff --git a/drivers/gles3/SCsub b/drivers/gles3/SCsub
new file mode 100644
index 0000000000..a17335b41b
--- /dev/null
+++ b/drivers/gles3/SCsub
@@ -0,0 +1,5 @@
+Import('env')
+
+env.add_source_files(env.drivers_sources,"*.cpp")
+
+SConscript("shaders/SCsub")
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
new file mode 100644
index 0000000000..6bd440eec1
--- /dev/null
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -0,0 +1,1531 @@
+#include "rasterizer_canvas_gles3.h"
+#include "os/os.h"
+
+static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) {
+
+ p_array[ 0]=p_mtx.elements[0][0];
+ p_array[ 1]=p_mtx.elements[0][1];
+ p_array[ 2]=0;
+ p_array[ 3]=0;
+ p_array[ 4]=p_mtx.elements[1][0];
+ p_array[ 5]=p_mtx.elements[1][1];
+ p_array[ 6]=0;
+ p_array[ 7]=0;
+ p_array[ 8]=0;
+ p_array[ 9]=0;
+ p_array[10]=1;
+ p_array[11]=0;
+ p_array[12]=p_mtx.elements[2][0];
+ p_array[13]=p_mtx.elements[2][1];
+ p_array[14]=0;
+ p_array[15]=1;
+}
+
+
+static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
+ p_array[ 0]=p_mtx.basis.elements[0][0];
+ p_array[ 1]=p_mtx.basis.elements[1][0];
+ p_array[ 2]=p_mtx.basis.elements[2][0];
+ p_array[ 3]=0;
+ p_array[ 4]=p_mtx.basis.elements[0][1];
+ p_array[ 5]=p_mtx.basis.elements[1][1];
+ p_array[ 6]=p_mtx.basis.elements[2][1];
+ p_array[ 7]=0;
+ p_array[ 8]=p_mtx.basis.elements[0][2];
+ p_array[ 9]=p_mtx.basis.elements[1][2];
+ p_array[10]=p_mtx.basis.elements[2][2];
+ p_array[11]=0;
+ p_array[12]=p_mtx.origin.x;
+ p_array[13]=p_mtx.origin.y;
+ p_array[14]=p_mtx.origin.z;
+ p_array[15]=1;
+}
+
+static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {
+
+ for (int i=0;i<4;i++) {
+ for (int j=0;j<4;j++) {
+
+ p_array[i*4+j]=p_mtx.matrix[i][j];
+ }
+ }
+}
+
+
+RID RasterizerCanvasGLES3::light_internal_create() {
+
+ LightInternal * li = memnew( LightInternal );
+
+ glGenBuffers(1, &li->ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ return light_internal_owner.make_rid(li);
+}
+
+void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) {
+
+ LightInternal * li = light_internal_owner.getornull(p_rid);
+ ERR_FAIL_COND(!li);
+
+ store_matrix32(p_light->light_shader_xform,li->ubo_data.light_matrix);
+ store_matrix32(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix);
+ store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix);
+
+ for(int i=0;i<4;i++) {
+
+ li->ubo_data.color[i]=p_light->color[i]*p_light->energy;
+ li->ubo_data.shadow_color[i]=p_light->shadow_color[i];
+ }
+
+ li->ubo_data.light_pos[0]=p_light->light_shader_pos.x;
+ li->ubo_data.light_pos[1]=p_light->light_shader_pos.y;
+ li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size;
+ li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0;
+ li->ubo_data.light_height=p_light->height;
+ if (p_light->radius_cache==0)
+ li->ubo_data.shadow_gradient=0;
+ else
+ li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1);;
+
+ li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1);
+
+
+ glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+}
+
+void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
+
+ LightInternal * li = light_internal_owner.getornull(p_rid);
+ ERR_FAIL_COND(!li);
+
+ glDeleteBuffers(1,&li->ubo);
+ light_internal_owner.free(p_rid);
+ memdelete(li);
+
+}
+
+void RasterizerCanvasGLES3::canvas_begin(){
+
+ if (storage->frame.current_rt && storage->frame.clear_request) {
+ // a clear request may be pending, so do it
+
+ 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;
+
+ }
+
+ /*canvas_shader.unbind();
+ canvas_shader.set_custom_shader(0);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
+ canvas_shader.bind();
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
+ canvas_use_modulate=false;*/
+
+ reset_canvas();
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
+
+
+ state.canvas_shader.set_custom_shader(0);
+ state.canvas_shader.bind();
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,Color(1,1,1,1));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Matrix32());
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
+
+
+
+
+// state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
+ //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
+ //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo);
+ glBindVertexArray(data.canvas_quad_array);
+ state.using_texture_rect=true;
+
+
+}
+
+
+void RasterizerCanvasGLES3::canvas_end(){
+
+
+ glBindVertexArray(0);
+ glBindBufferBase(GL_UNIFORM_BUFFER,0,0);
+
+ state.using_texture_rect=false;
+
+}
+
+
+
+RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) {
+
+ if (p_texture==state.current_tex) {
+ return state.current_tex_ptr;
+ }
+
+ if (p_texture.is_valid()) {
+
+
+ RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture);
+
+ if (!texture) {
+ state.current_tex=RID();
+ state.current_tex_ptr=NULL;
+ glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ return NULL;
+ }
+
+ if (texture->render_target)
+ texture->render_target->used_in_frame=true;
+
+ glBindTexture(GL_TEXTURE_2D,texture->tex_id);
+ state.current_tex=p_texture;
+ state.current_tex_ptr=texture;
+
+ return texture;
+
+
+ } else {
+
+
+ glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ state.current_tex=RID();
+ state.current_tex_ptr=NULL;
+ }
+
+
+ return NULL;
+}
+
+void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
+
+ if (state.using_texture_rect==p_enable)
+ return;
+
+ if (p_enable) {
+ glBindVertexArray(data.canvas_quad_array);
+
+
+ } else {
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+
+ }
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable);
+ state.canvas_shader.bind();
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
+
+
+ state.using_texture_rect=p_enable;
+}
+
+
+void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {
+
+ bool do_colors=false;
+ Color m;
+ if (p_singlecolor) {
+ m = *p_colors;
+ glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a);
+ } else if (!p_colors) {
+
+ glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+ } else
+ do_colors=true;
+
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
+
+#ifndef GLES_NO_CLIENT_ARRAYS
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
+ if (do_colors) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+ if (texture && p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ if (p_indices) {
+ glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
+ } else {
+ glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
+ }
+
+
+#else //WebGL specific impl.
+ glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
+ float *b = GlobalVertexBuffer;
+ int ofs = 0;
+ if(p_vertex_count > MAX_POLYGON_VERTICES){
+ print_line("Too many vertices to render");
+ return;
+ }
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
+ for(int i=0;i<p_vertex_count;i++) {
+ b[ofs++]=p_vertices[i].x;
+ b[ofs++]=p_vertices[i].y;
+ }
+
+ if (p_colors && do_colors) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
+ for(int i=0;i<p_vertex_count;i++) {
+ b[ofs++]=p_colors[i].r;
+ b[ofs++]=p_colors[i].g;
+ b[ofs++]=p_colors[i].b;
+ b[ofs++]=p_colors[i].a;
+ }
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+
+ if (p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
+ for(int i=0;i<p_vertex_count;i++) {
+ b[ofs++]=p_uvs[i].x;
+ b[ofs++]=p_uvs[i].y;
+ }
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
+
+ //bind the indices buffer.
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
+
+ static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
+ ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
+ static uint16_t _draw_poly_indices[_max_draw_poly_indices];
+ for (int i=0; i<p_vertex_count; i++) {
+ _draw_poly_indices[i] = p_indices[i];
+ //OS::get_singleton()->print("ind: %d ", p_indices[i]);
+ };
+
+ //copy the data to GPU.
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
+
+ //draw the triangles.
+ glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+
+ storage->frame.canvas_draw_commands++;
+
+}
+
+void RasterizerCanvasGLES3::_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};
+
+
+ //#define GLES_USE_PRIMITIVE_BUFFER
+
+ int version=0;
+ int color_ofs=0;
+ int uv_ofs=0;
+ int stride=2;
+
+ if (p_colors) { //color
+ version|=1;
+ color_ofs=stride;
+ stride+=4;
+ }
+
+ if (p_uvs) { //uv
+ version|=2;
+ uv_ofs=stride;
+ stride+=2;
+ }
+
+
+ float b[(2+2+4)];
+
+
+ for(int i=0;i<p_points;i++) {
+ b[stride*i+0]=p_vertices[i].x;
+ b[stride*i+1]=p_vertices[i].y;
+ }
+
+ if (p_colors) {
+
+ for(int i=0;i<p_points;i++) {
+ b[stride*i+color_ofs+0]=p_colors[i].r;
+ b[stride*i+color_ofs+1]=p_colors[i].g;
+ b[stride*i+color_ofs+2]=p_colors[i].b;
+ b[stride*i+color_ofs+3]=p_colors[i].a;
+ }
+
+ }
+
+ if (p_uvs) {
+
+ for(int i=0;i<p_points;i++) {
+ b[stride*i+uv_ofs+0]=p_uvs[i].x;
+ b[stride*i+uv_ofs+1]=p_uvs[i].y;
+ }
+
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
+ glBufferSubData(GL_ARRAY_BUFFER,0,p_points*stride*4,&b[0]);
+ glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
+ glDrawArrays(prim[p_points],0,p_points);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ storage->frame.canvas_draw_commands++;
+}
+
+void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip) {
+
+ int cc=p_item->commands.size();
+ Item::Command **commands = p_item->commands.ptr();
+
+
+ for(int i=0;i<cc;i++) {
+
+ Item::Command *c=commands[i];
+
+ switch(c->type) {
+ case Item::Command::TYPE_LINE: {
+
+
+ Item::CommandLine* line = static_cast<Item::CommandLine*>(c);
+ _set_texture_rect_mode(false);
+
+
+ _bind_canvas_texture(RID());
+
+ glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a);
+
+ Vector2 verts[2]={
+ Vector2(line->from.x,line->from.y),
+ Vector2(line->to.x,line->to.y)
+ };
+
+#ifdef GLES_OVER_GL
+ if (line->antialiased)
+ glEnable(GL_LINE_SMOOTH);
+#endif
+ //glLineWidth(line->width);
+ _draw_gui_primitive(2,verts,NULL,NULL);
+
+#ifdef GLES_OVER_GL
+ if (line->antialiased)
+ glDisable(GL_LINE_SMOOTH);
+#endif
+
+
+ } break;
+ case Item::Command::TYPE_RECT: {
+
+ Item::CommandRect* rect = static_cast<Item::CommandRect*>(c);
+
+ _set_texture_rect_mode(true);
+
+ //set color
+ glVertexAttrib4f(VS::ARRAY_COLOR,rect->modulate.r,rect->modulate.g,rect->modulate.b,rect->modulate.a);
+
+ RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(rect->texture);
+
+ if ( texture ) {
+
+ bool untile=false;
+
+ if (rect->flags&CANVAS_RECT_TILE && !(texture->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/texture->width, 1.0/texture->height );
+ Rect2 src_rect = (rect->flags&CANVAS_RECT_REGION) ? Rect2( rect->source.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1);
+
+ if (rect->flags&CANVAS_RECT_FLIP_H) {
+ src_rect.size.x*=-1;
+ }
+
+ if (rect->flags&CANVAS_RECT_FLIP_V) {
+ src_rect.size.y*=-1;
+ }
+
+ if (rect->flags&CANVAS_RECT_TRANSPOSE) {
+ //err..
+ }
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
+
+
+ glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
+ glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.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 );
+ }
+
+ } else {
+
+
+ glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
+ glVertexAttrib4f(2,0,0,1,1);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+
+ }
+
+ storage->frame.canvas_draw_commands++;
+
+ } break;
+
+ case Item::Command::TYPE_NINEPATCH: {
+
+ Item::CommandNinePatch* np = static_cast<Item::CommandNinePatch*>(c);
+
+ _set_texture_rect_mode(true);
+
+ glVertexAttrib4f(VS::ARRAY_COLOR,np->color.r,np->color.g,np->color.b,np->color.a);
+
+
+ RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(np->texture);
+
+ if ( !texture ) {
+
+ glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y);
+ glVertexAttrib4f(2,0,0,1,1);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ continue;
+ }
+
+
+ Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
+
+#define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h)
+#define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y)
+
+ //top left
+ DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
+ SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ //top right
+ DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
+ SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ //bottom right
+ DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
+ SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ //bottom left
+ DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
+ SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+
+ //top
+ DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
+ SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ //bottom
+ DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
+ SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+
+ //left
+ DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
+ SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ //right
+ DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
+ SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ if (np->draw_center) {
+
+ //center
+ DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ }
+
+#undef SRCRECT
+#undef DSTRECT
+
+ storage->frame.canvas_draw_commands++;
+ } break;
+
+ case Item::Command::TYPE_PRIMITIVE: {
+
+ Item::CommandPrimitive* primitive = static_cast<Item::CommandPrimitive*>(c);
+ _set_texture_rect_mode(false);
+
+ ERR_CONTINUE( primitive->points.size()<1);
+
+ RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(primitive->texture);
+
+ if (texture ) {
+ Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::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_POLYGON: {
+
+ Item::CommandPolygon* polygon = static_cast<Item::CommandPolygon*>(c);
+ _set_texture_rect_mode(false);
+
+ RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(polygon->texture);
+
+ if (texture ) {
+ Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
+
+ }
+ _draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
+
+ } break;
+ case Item::Command::TYPE_CIRCLE: {
+
+ _set_texture_rect_mode(false);
+
+ Item::CommandCircle* circle = static_cast<Item::CommandCircle*>(c);
+ static const int numpoints=32;
+ Vector2 points[numpoints+1];
+ points[numpoints]=circle->pos;
+ int indices[numpoints*3];
+
+ for(int i=0;i<numpoints;i++) {
+
+ points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
+ indices[i*3+0]=i;
+ indices[i*3+1]=(i+1)%numpoints;
+ indices[i*3+2]=numpoints;
+ }
+ _draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
+ //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
+ } break;
+ case Item::Command::TYPE_TRANSFORM: {
+
+ Item::CommandTransform* transform = static_cast<Item::CommandTransform*>(c);
+ state.extra_matrix=transform->xform;
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
+
+ } break;
+ case Item::Command::TYPE_CLIP_IGNORE: {
+
+ Item::CommandClipIgnore* ci = static_cast<Item::CommandClipIgnore*>(c);
+ if (current_clip) {
+
+ if (ci->ignore!=reclip) {
+ if (ci->ignore) {
+
+ glDisable(GL_SCISSOR_TEST);
+ reclip=true;
+ } else {
+
+ glEnable(GL_SCISSOR_TEST);
+ //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
+ //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
+
+ int x = current_clip->final_clip_rect.pos.x;
+ int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.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;
+ }
+ }
+}
+
+#if 0
+void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {
+
+ if (canvas_shader.bind())
+ rebind_texpixel_size=true;
+
+ if (material->shader_version!=shader->version) {
+ //todo optimize uniforms
+ material->shader_version=shader->version;
+ }
+
+ if (shader->has_texscreen && framebuffer.active) {
+
+ int x = viewport.x;
+ int y = window_size.height-(viewport.height+viewport.y);
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
+ glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+ if (framebuffer.scale==1 && !canvas_texscreen_used) {
+#ifdef GLEW_ENABLED
+ if (current_rt) {
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ } else {
+ glReadBuffer(GL_BACK);
+ }
+#endif
+ if (current_rt) {
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
+ //window_size.height-(viewport.height+viewport.y)
+ } else {
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
+ }
+// if (current_clip) {
+// // print_line(" a clip ");
+// }
+
+ canvas_texscreen_used=true;
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+
+ }
+
+ if (shader->has_screen_uv) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
+ }
+
+
+ uses_texpixel_size=shader->uses_texpixel_size;
+
+}
+
+#endif
+
+void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) {
+
+
+
+
+ Item *current_clip=NULL;
+ RasterizerStorageGLES3::Shader *shader_cache=NULL;
+
+ bool rebind_shader=true;
+
+ Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height);
+
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ state.current_tex=RID();
+ state.current_tex_ptr=NULL;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+
+
+ int last_blend_mode=-1;
+
+ RID canvas_last_material;
+
+ bool prev_distance_field=false;
+
+ while(p_item_list) {
+
+ Item *ci=p_item_list;
+
+
+ if (prev_distance_field!=ci->distance_field) {
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,ci->distance_field);
+ prev_distance_field=ci->distance_field;
+ rebind_shader=true;
+ }
+
+
+ if (current_clip!=ci->final_clip_owner) {
+
+ current_clip=ci->final_clip_owner;
+
+ //setup clip
+ if (current_clip) {
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.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);
+ }
+ }
+#if 0
+ if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
+
+ Rect2 rect;
+ int x,y;
+
+ if (ci->copy_back_buffer->full) {
+
+ x = viewport.x;
+ y = window_size.height-(viewport.height+viewport.y);
+ } else {
+ x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
+ y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
+ }
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
+ glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+
+#ifdef GLEW_ENABLED
+ if (current_rt) {
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ } else {
+ glReadBuffer(GL_BACK);
+ }
+#endif
+ if (current_rt) {
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
+ //window_size.height-(viewport.height+viewport.y)
+ } else {
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
+ }
+
+ canvas_texscreen_used=true;
+ glActiveTexture(GL_TEXTURE0);
+
+ }
+
+#endif
+
+
+ //begin rect
+ Item *material_owner = ci->material_owner?ci->material_owner:ci;
+
+ RID material = material_owner->material;
+
+ if (material!=canvas_last_material || rebind_shader) {
+
+ RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
+ RasterizerStorageGLES3::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; //do not use non canvasitem shader
+ }
+ }
+
+
+
+ if (shader_ptr && shader_ptr!=shader_cache) {
+
+ state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
+ state.canvas_shader.bind();
+
+ if (material_ptr->ubo_id) {
+ glBindBufferBase(GL_UNIFORM_BUFFER,2,material_ptr->ubo_id);
+ }
+
+ int tc = material_ptr->textures.size();
+ RID* textures = material_ptr->textures.ptr();
+ ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr();
+
+ for(int i=0;i<tc;i++) {
+
+ glActiveTexture(GL_TEXTURE1+i);
+
+ RasterizerStorageGLES3::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;
+ }
+
+ //check hints
+
+ continue;
+ }
+
+ if (storage->config.srgb_decode_supported && t->using_srgb) {
+ //no srgb in 2D
+ glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+ t->using_srgb=false;
+ }
+
+ glBindTexture(t->target,t->tex_id);
+ }
+
+
+ } else if (!shader_ptr) {
+ 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 : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
+ bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode==RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode!=RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
+ bool reclip=false;
+
+ if (last_blend_mode!=blend_mode) {
+
+ switch(blend_mode) {
+
+ case RasterizerStorageGLES3::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 RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ } break;
+ case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
+
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_DST_COLOR,GL_ZERO);
+ } break;
+ case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ } break;
+
+ }
+
+ last_blend_mode=blend_mode;
+ }
+
+ state.canvas_item_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.final_transform = ci->final_transform;
+ state.extra_matrix=Matrix32();
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
+
+
+ if (unshaded || (state.canvas_item_modulate.a>0.001 && (!shader_cache || shader_cache->canvas_item.light_mode!=RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked ))
+ _canvas_item_render_commands(ci,current_clip,reclip);
+
+ if ((blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
+
+ Light *light = p_light;
+ bool light_used=false;
+ VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
+ state.canvas_item_modulate=ci->final_modulate; // remove the canvas modulate
+
+
+ while(light) {
+
+
+ if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) {
+
+ //intersects this light
+
+ if (!light_used || mode!=light->mode) {
+
+ mode=light->mode;
+
+ switch(mode) {
+
+ case VS::CANVAS_LIGHT_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ } break;
+ case VS::CANVAS_LIGHT_MODE_SUB: {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::CANVAS_LIGHT_MODE_MIX:
+ case VS::CANVAS_LIGHT_MODE_MASK: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+ }
+
+ }
+
+ if (!light_used) {
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,true);
+ light_used=true;
+
+ }
+
+
+ bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;
+
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,has_shadow);
+ if (has_shadow) {
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT,light->shadow_gradient_length>0);
+ switch(light->shadow_filter) {
+
+ case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break;
+ }
+
+
+ }
+
+ bool light_rebind = state.canvas_shader.bind();
+
+ if (light_rebind) {
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
+
+ }
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,1,static_cast<LightInternal*>(light->light_internal.get_data())->ubo);
+
+ if (has_shadow) {
+
+ RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
+ glBindTexture(GL_TEXTURE_2D,cls->distance);
+
+ /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
+ canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
+ canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
+
+ }
+
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
+ if (!t) {
+ glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ } else {
+
+ glBindTexture(t->target,t->tex_id);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ _canvas_item_render_commands(ci,current_clip,reclip); //redraw using light
+
+ }
+
+ light=light->next_ptr;
+ }
+
+ if (light_used) {
+
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
+
+ state.canvas_shader.bind();
+
+ last_blend_mode=-1;
+
+ /*
+ //this is set again, so it should not be needed anyway?
+ state.canvas_item_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.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
+
+ glBlendEquation(GL_FUNC_ADD);
+
+ if (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);
+ }
+
+ //@TODO RESET canvas_blend_mode
+ */
+ }
+
+
+ }
+
+ if (reclip) {
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.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 RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_shadow){
+
+ Light* light=p_lights_with_shadow;
+
+ canvas_begin(); //reset
+ glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+ int h = 10;
+ int w = storage->frame.current_rt->width;
+ int ofs = h;
+ glDisable(GL_BLEND);
+
+ //print_line(" debug lights ");
+ while(light) {
+
+
+ // print_line("debug light");
+ if (light->shadow_buffer.is_valid()) {
+
+ // print_line("sb is valid");
+ RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
+ if (sb) {
+ glBindTexture(GL_TEXTURE_2D,sb->distance);
+ //glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1));
+ ofs+=h*2;
+
+ }
+ }
+
+ light=light->shadows_next_ptr;
+ }
+}
+
+
+void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {
+
+ RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
+ ERR_FAIL_COND(!cls);
+
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glDisable(GL_CULL_FACE);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ state.canvas_shadow_shader.bind();
+
+ glViewport(0, 0, cls->size,cls->height);
+ glClearDepth(1.0f);
+ glClearColor(1,1,1,1);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+
+ for(int i=0;i<4;i++) {
+
+ //make sure it remains orthogonal, makes easy to read angle later
+
+ Transform light;
+ light.origin[0]=p_light_xform[2][0];
+ light.origin[1]=p_light_xform[2][1];
+ light.basis[0][0]=p_light_xform[0][0];
+ light.basis[0][1]=p_light_xform[1][0];
+ light.basis[1][0]=p_light_xform[0][1];
+ light.basis[1][1]=p_light_xform[1][1];
+
+ //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
+
+ /// p_near=1;
+ CameraMatrix 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::deg2rad( 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=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
+ projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX,projection);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX,light);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM,1.0/p_far);
+
+
+ if (i==0)
+ *p_xform_cache=projection;
+
+ glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);
+
+ LightOccluderInstance *instance=p_occluders;
+
+ while(instance) {
+
+ RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
+ if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {
+
+ instance=instance->next;
+ continue;
+ }
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX,instance->xform_cache);
+ if (cull!=instance->cull_cache) {
+
+ cull=instance->cull_cache;
+ switch(cull) {
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
+
+ glDisable(GL_CULL_FACE);
+
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ } break;
+ }
+ }
+/*
+ if (i==0) {
+ for(int i=0;i<cc->lines.size();i++) {
+ Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
+ Plane pp(Vector3(p.x,p.y,0),1);
+ pp.normal = light.xform(pp.normal);
+ pp = projection.xform4(pp);
+ print_line(itos(i)+": "+pp.normal/pp.d);
+ //pp=light_mat.xform4(pp);
+ //print_line(itos(i)+": "+pp.normal/pp.d);
+ }
+ }
+*/
+ glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+ glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);
+
+
+ instance=instance->next;
+ }
+
+
+ }
+
+ glDisableVertexAttribArray(VS::ARRAY_VERTEX);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+}
+void RasterizerCanvasGLES3::reset_canvas() {
+
+
+ if (storage->frame.current_rt) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glColorMask(1,1,1,1); //don't touch alpha
+ }
+
+
+ glBindVertexArray(0);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glEnable(GL_BLEND);
+ 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);
+ }
+ //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ //glLineWidth(1.0);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+ glDisableVertexAttribArray(i);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, storage->resources.white_tex );
+
+
+ glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+
+ 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.vp=canvas_transform;
+
+ store_transform(canvas_transform,state.canvas_item_ubo_data.projection_matrix);
+ for(int i=0;i<4;i++) {
+ state.canvas_item_ubo_data.time[i]=storage->frame.time[i];
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+
+ state.canvas_texscreen_used=false;
+
+
+}
+
+
+void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) {
+
+
+ glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y);
+ glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+}
+
+void RasterizerCanvasGLES3::initialize() {
+
+
+ {
+ //quad buffers
+
+ 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); //unbind
+
+
+ glGenVertexArrays(1,&data.canvas_quad_array);
+ glBindVertexArray(data.canvas_quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices);
+ glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0);
+ glEnableVertexAttribArray(0);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+ }
+
+ {
+
+ glGenBuffers(1,&data.primitive_quad_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
+ glBufferData(GL_ARRAY_BUFFER,sizeof(float)*2+sizeof(float)*2+sizeof(float)*4,NULL,GL_DYNAMIC_DRAW); //allocate max size
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+
+ for(int i=0;i<4;i++) {
+ glGenVertexArrays(1,&data.primitive_quad_buffer_arrays[i]);
+ glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
+ glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
+
+ int uv_ofs=0;
+ int color_ofs=0;
+ int stride=2*4;
+
+ if (i&1) { //color
+ color_ofs=stride;
+ stride+=4*4;
+ }
+
+ if (i&2) { //uv
+ uv_ofs=stride;
+ stride+=2*4;
+ }
+
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0);
+
+ if (i&1) {
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer(VS::ARRAY_COLOR,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs);
+ }
+
+ if (i&2) {
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+uv_ofs);
+ }
+
+ glBindVertexArray(0);
+ }
+ }
+
+
+ store_transform(Transform(),state.canvas_item_ubo_data.projection_matrix);
+
+
+ glGenBuffers(1, &state.canvas_item_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ state.canvas_shader.init();
+ state.canvas_shader.set_base_material_tex_index(1);
+ state.canvas_shadow_shader.init();
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);
+ state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);
+
+
+}
+
+
+void RasterizerCanvasGLES3::finalize() {
+
+ glDeleteBuffers(1,&data.canvas_quad_vertices);
+ glDeleteVertexArrays(1,&data.canvas_quad_array);
+}
+
+RasterizerCanvasGLES3::RasterizerCanvasGLES3()
+{
+
+}
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
new file mode 100644
index 0000000000..670310068c
--- /dev/null
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -0,0 +1,107 @@
+#ifndef RASTERIZERCANVASGLES3_H
+#define RASTERIZERCANVASGLES3_H
+
+#include "servers/visual/rasterizer.h"
+#include "rasterizer_storage_gles3.h"
+#include "shaders/canvas_shadow.glsl.h"
+
+
+class RasterizerCanvasGLES3 : public RasterizerCanvas {
+public:
+
+ struct CanvasItemUBO {
+
+ float projection_matrix[16];
+ float time[4];
+
+ };
+
+ struct Data {
+
+ GLuint canvas_quad_vertices;
+ GLuint canvas_quad_array;
+
+ GLuint primitive_quad_buffer;
+ GLuint primitive_quad_buffer_arrays[4];
+
+ } data;
+
+ struct State {
+ CanvasItemUBO canvas_item_ubo_data;
+ GLuint canvas_item_ubo;
+ bool canvas_texscreen_used;
+ CanvasShaderGLES3 canvas_shader;
+ CanvasShadowShaderGLES3 canvas_shadow_shader;
+
+ bool using_texture_rect;
+
+
+ RID current_tex;
+ RasterizerStorageGLES3::Texture *current_tex_ptr;
+
+ Transform vp;
+
+ Color canvas_item_modulate;
+ Matrix32 extra_matrix;
+ Matrix32 final_transform;
+
+ } state;
+
+ RasterizerStorageGLES3 *storage;
+
+ struct LightInternal : public RID_Data {
+
+ struct UBOData {
+
+ float light_matrix[16];
+ float local_matrix[16];
+ float shadow_matrix[16];
+ float color[4];
+ float shadow_color[4];
+ float light_pos[2];
+ float shadowpixel_size;
+ float shadow_gradient;
+ float light_height;
+ float light_outside_alpha;
+ float shadow_distance_mult;
+ } ubo_data;
+
+ GLuint ubo;
+ };
+
+ RID_Owner<LightInternal> light_internal_owner;
+
+ virtual RID light_internal_create();
+ virtual void light_internal_update(RID p_rid, Light* p_light);
+ virtual void light_internal_free(RID p_rid);
+
+
+ virtual void canvas_begin();
+ virtual void canvas_end();
+
+ _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable);
+ _FORCE_INLINE_ RasterizerStorageGLES3::Texture* _bind_canvas_texture(const RID& p_texture);
+
+ _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(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
+ _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip);
+
+
+ virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light);
+ virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow);
+
+ virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
+
+
+ virtual void reset_canvas();
+
+ void draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src);
+
+
+ void initialize();
+ void finalize();
+
+ RasterizerCanvasGLES3();
+};
+
+#endif // RASTERIZERCANVASGLES3_H
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
new file mode 100644
index 0000000000..0998d9c423
--- /dev/null
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -0,0 +1,362 @@
+#include "rasterizer_gles3.h"
+#include "os/os.h"
+#include "globals.h"
+#include "gl_context/context_gl.h"
+#include <string.h>
+RasterizerStorage *RasterizerGLES3::get_storage() {
+
+ return storage;
+}
+
+RasterizerCanvas *RasterizerGLES3::get_canvas() {
+
+ return canvas;
+}
+
+RasterizerScene *RasterizerGLES3::get_scene() {
+
+ return scene;
+}
+
+#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
+
+#ifdef WINDOWS_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;
+
+ print_line("mesege");
+ 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);
+
+void RasterizerGLES3::initialize() {
+
+ if (OS::get_singleton()->is_stdout_verbose()) {
+ print_line("Using GLES3 video driver");
+ }
+
+#ifdef GLEW_ENABLED
+ GLuint res = glewInit();
+ ERR_FAIL_COND(res!=GLEW_OK);
+ if (OS::get_singleton()->is_stdout_verbose()) {
+ print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION));
+ }
+
+ // Check for GL 2.1 compatibility, if not bail out
+ if (!glewIsSupported("GL_VERSION_3_0")) {
+ ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, 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 3.0+ / GLES 3.0, sorry :(\n"
+ "Godot Engine will self-destruct as soon as you acknowledge this error message.",
+ "Fatal error: Insufficient OpenGL / GLES drivers");
+ // TODO: If it's even possible, we should stop the execution without segfault and memory leaks :)
+ }
+#endif
+
+#ifdef GLAD_ENABLED
+
+ if(!gladLoadGL()) {
+ ERR_PRINT("Error initializing GLAD");
+ }
+
+ glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+ glDebugMessageCallbackARB(_gl_debug_print, NULL);
+ glEnable(_EXT_DEBUG_OUTPUT);
+
+#endif
+
+
+/* glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
+ glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
+ glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
+ glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
+ glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
+ glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
+ glDebugMessageInsertARB(
+
+ GL_DEBUG_SOURCE_API_ARB,
+ GL_DEBUG_TYPE_OTHER_ARB, 1,
+ GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello");
+
+*/
+ storage->initialize();
+ canvas->initialize();
+ scene->initialize();
+}
+
+void RasterizerGLES3::begin_frame(){
+
+ uint64_t tick = OS::get_singleton()->get_ticks_usec();
+
+ double time_total = double(tick)/1000000.0;
+
+ 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 = double(tick-storage->frame.prev_tick)/1000000.0;
+ if (storage->frame.prev_tick==0) {
+ //to avoid hiccups
+ storage->frame.delta=0.001;
+ }
+
+ storage->frame.prev_tick=tick;
+
+
+
+ storage->update_dirty_multimeshes();
+ storage->update_dirty_skeletons();
+ storage->update_dirty_shaders();
+ storage->update_dirty_materials();
+ storage->update_particles();
+
+ storage->info.render_object_count=0;
+ storage->info.render_material_switch_count=0;
+ storage->info.render_surface_switch_count=0;
+ storage->info.render_shader_rebind_count=0;
+ storage->info.render_vertices_count=0;
+
+
+ scene->iteration();
+
+
+
+
+}
+
+void RasterizerGLES3::set_current_render_target(RID p_render_target){
+
+ if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
+ //handle pending clear request, if the framebuffer was not cleared
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
+ print_line("unbind clear of: "+storage->frame.clear_request_color);
+ 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()) {
+ RasterizerStorageGLES3::RenderTarget * rt = storage->render_target_owner.getornull(p_render_target);
+ if (!rt) {
+ storage->frame.current_rt=NULL;
+ }
+ ERR_FAIL_COND(!rt);
+ storage->frame.current_rt=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,storage->config.system_fbo);
+ }
+}
+
+void RasterizerGLES3::restore_render_target() {
+
+ ERR_FAIL_COND(storage->frame.current_rt==NULL);
+ RasterizerStorageGLES3::RenderTarget * rt = storage->frame.current_rt;
+ glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
+ glViewport(0,0,rt->width,rt->height);
+
+}
+
+void RasterizerGLES3::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 RasterizerGLES3::blit_render_target_to_screen(RID p_render_target,const Rect2& p_screen_rect,int p_screen){
+
+ ERR_FAIL_COND( storage->frame.current_rt );
+
+ RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ canvas->canvas_begin();
+ glDisable(GL_BLEND);
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->config.system_fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,rt->color);
+ canvas->draw_generic_textured_rect(p_screen_rect,Rect2(0,0,1,-1));
+ glBindTexture(GL_TEXTURE_2D,0);
+ canvas->canvas_end();
+}
+
+void RasterizerGLES3::end_frame(){
+
+#if 0
+ canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+
+ float vtx[8]={0,0,
+ 0,1,
+ 1,1,
+ 1,0
+ };
+
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx );
+
+
+// glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices);
+// glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+// glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 );
+
+ glBindVertexArray(canvas->data.canvas_quad_array);
+
+ canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1));
+#endif
+ OS::get_singleton()->swap_buffers();
+
+/* print_line("objects: "+itos(storage->info.render_object_count));
+ print_line("material chages: "+itos(storage->info.render_material_switch_count));
+ print_line("surface changes: "+itos(storage->info.render_surface_switch_count));
+ print_line("shader changes: "+itos(storage->info.render_shader_rebind_count));
+ print_line("vertices: "+itos(storage->info.render_vertices_count));
+*/
+}
+
+void RasterizerGLES3::finalize(){
+
+ storage->finalize();
+ canvas->finalize();
+}
+
+
+Rasterizer *RasterizerGLES3::_create_current() {
+
+ return memnew( RasterizerGLES3 );
+}
+
+void RasterizerGLES3::make_current() {
+ _create_func=_create_current;
+}
+
+
+void RasterizerGLES3::register_config() {
+
+ GLOBAL_DEF("rendering/gles3/render_architecture",0);
+ Globals::get_singleton()->set_custom_property_info("rendering/gles3/render_architecture",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Desktop,Mobile"));
+ GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false);
+ GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0);
+
+}
+
+RasterizerGLES3::RasterizerGLES3()
+{
+
+ storage = memnew( RasterizerStorageGLES3 );
+ canvas = memnew( RasterizerCanvasGLES3 );
+ scene = memnew( RasterizerSceneGLES3 );
+ canvas->storage=storage;
+ storage->canvas=canvas;
+ scene->storage=storage;
+ storage->scene=scene;
+
+
+
+}
+
+RasterizerGLES3::~RasterizerGLES3() {
+
+ memdelete(storage);
+ memdelete(canvas);
+}
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
new file mode 100644
index 0000000000..f70dac506d
--- /dev/null
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -0,0 +1,41 @@
+#ifndef RASTERIZERGLES3_H
+#define RASTERIZERGLES3_H
+
+#include "servers/visual/rasterizer.h"
+#include "rasterizer_storage_gles3.h"
+#include "rasterizer_canvas_gles3.h"
+#include "rasterizer_scene_gles3.h"
+
+
+class RasterizerGLES3 : public Rasterizer {
+
+ static Rasterizer *_create_current();
+
+ RasterizerStorageGLES3 *storage;
+ RasterizerCanvasGLES3 *canvas;
+ RasterizerSceneGLES3 *scene;
+
+public:
+
+ virtual RasterizerStorage *get_storage();
+ virtual RasterizerCanvas *get_canvas();
+ virtual RasterizerScene *get_scene();
+
+ 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();
+ virtual void finalize();
+
+ static void make_current();
+
+
+ static void register_config();
+ RasterizerGLES3();
+ ~RasterizerGLES3();
+};
+
+#endif // RASTERIZERGLES3_H
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
new file mode 100644
index 0000000000..17e429657b
--- /dev/null
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -0,0 +1,5008 @@
+#include "rasterizer_scene_gles3.h"
+#include "globals.h"
+#include "os/os.h"
+#include "rasterizer_canvas_gles3.h"
+
+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,
+
+};
+
+
+static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) {
+
+ p_array[ 0]=p_mtx.elements[0][0];
+ p_array[ 1]=p_mtx.elements[0][1];
+ p_array[ 2]=0;
+ p_array[ 3]=0;
+ p_array[ 4]=p_mtx.elements[1][0];
+ p_array[ 5]=p_mtx.elements[1][1];
+ p_array[ 6]=0;
+ p_array[ 7]=0;
+ p_array[ 8]=0;
+ p_array[ 9]=0;
+ p_array[10]=1;
+ p_array[11]=0;
+ p_array[12]=p_mtx.elements[2][0];
+ p_array[13]=p_mtx.elements[2][1];
+ p_array[14]=0;
+ p_array[15]=1;
+}
+
+
+static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
+ p_array[ 0]=p_mtx.basis.elements[0][0];
+ p_array[ 1]=p_mtx.basis.elements[1][0];
+ p_array[ 2]=p_mtx.basis.elements[2][0];
+ p_array[ 3]=0;
+ p_array[ 4]=p_mtx.basis.elements[0][1];
+ p_array[ 5]=p_mtx.basis.elements[1][1];
+ p_array[ 6]=p_mtx.basis.elements[2][1];
+ p_array[ 7]=0;
+ p_array[ 8]=p_mtx.basis.elements[0][2];
+ p_array[ 9]=p_mtx.basis.elements[1][2];
+ p_array[10]=p_mtx.basis.elements[2][2];
+ p_array[11]=0;
+ p_array[12]=p_mtx.origin.x;
+ p_array[13]=p_mtx.origin.y;
+ p_array[14]=p_mtx.origin.z;
+ p_array[15]=1;
+}
+
+static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {
+
+ for (int i=0;i<4;i++) {
+ for (int j=0;j<4;j++) {
+
+ p_array[i*4+j]=p_mtx.matrix[i][j];
+ }
+ }
+}
+
+/* SHADOW ATLAS API */
+
+RID RasterizerSceneGLES3::shadow_atlas_create() {
+
+ ShadowAtlas *shadow_atlas = memnew( ShadowAtlas );
+ shadow_atlas->fbo=0;
+ shadow_atlas->depth=0;
+ shadow_atlas->size=0;
+ shadow_atlas->smallest_subdiv=0;
+
+ for(int i=0;i<4;i++) {
+ shadow_atlas->size_order[i]=i;
+ }
+
+
+ return shadow_atlas_owner.make_rid(shadow_atlas);
+}
+
+void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(p_size<0);
+
+ p_size = nearest_power_of_2(p_size);
+
+ if (p_size==shadow_atlas->size)
+ return;
+
+ if (shadow_atlas->fbo) {
+ glDeleteTextures(1,&shadow_atlas->depth);
+ glDeleteFramebuffers(1,&shadow_atlas->fbo);
+
+ shadow_atlas->depth=0;
+ shadow_atlas->fbo=0;
+
+ print_line("erasing atlas");
+ }
+ for(int i=0;i<4;i++) {
+ //clear subdivisions
+ shadow_atlas->quadrants[i].shadows.resize(0);
+ shadow_atlas->quadrants[i].shadows.resize( 1<<shadow_atlas->quadrants[i].subdivision );
+ }
+
+ //erase shadow atlas reference from lights
+ for (Map<RID,uint32_t>::Element *E=shadow_atlas->shadow_owners.front();E;E=E->next()) {
+ LightInstance *li = light_instance_owner.getornull(E->key());
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+
+ //clear owners
+ shadow_atlas->shadow_owners.clear();
+
+ shadow_atlas->size=p_size;
+
+ if (shadow_atlas->size) {
+ glGenFramebuffers(1, &shadow_atlas->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
+
+ // Create a texture for storing the depth
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1, &shadow_atlas->depth);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ 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_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, shadow_atlas->depth, 0);
+
+ glViewport(0,0,shadow_atlas->size,shadow_atlas->size);
+ glClearDepth(0);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ }
+}
+
+
+void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision){
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_INDEX(p_quadrant,4);
+ ERR_FAIL_INDEX(p_subdivision,16384);
+
+
+ uint32_t subdiv = nearest_power_of_2(p_subdivision);
+ if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer
+ subdiv<<=1;
+ }
+
+ subdiv=int(Math::sqrt(subdiv));
+
+ //obtain the number that will be x*x
+
+ if (shadow_atlas->quadrants[p_quadrant].subdivision==subdiv)
+ return;
+
+ //erase all data from quadrant
+ for(int i=0;i<shadow_atlas->quadrants[p_quadrant].shadows.size();i++) {
+
+ if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
+ shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+ LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+ }
+
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv*subdiv);
+ shadow_atlas->quadrants[p_quadrant].subdivision=subdiv;
+
+ //cache the smallest subdiv (for faster allocation in light update)
+
+ shadow_atlas->smallest_subdiv=1<<30;
+
+ for(int i=0;i<4;i++) {
+ if (shadow_atlas->quadrants[i].subdivision) {
+ shadow_atlas->smallest_subdiv=MIN(shadow_atlas->smallest_subdiv,shadow_atlas->quadrants[i].subdivision);
+ }
+ }
+
+ if (shadow_atlas->smallest_subdiv==1<<30) {
+ shadow_atlas->smallest_subdiv=0;
+ }
+
+ //resort the size orders, simple bublesort for 4 elements..
+
+ int swaps=0;
+ do {
+ swaps=0;
+
+ for(int i=0;i<3;i++) {
+ if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i+1]].subdivision) {
+ SWAP(shadow_atlas->size_order[i],shadow_atlas->size_order[i+1]);
+ swaps++;
+ }
+ }
+ } while(swaps>0);
+
+
+
+
+
+}
+
+bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,int *p_in_quadrants,int p_quadrant_count,int p_current_subdiv,uint64_t p_tick,int &r_quadrant,int &r_shadow) {
+
+
+ for(int i=p_quadrant_count-1;i>=0;i--) {
+
+ int qidx = p_in_quadrants[i];
+
+ if (shadow_atlas->quadrants[qidx].subdivision==p_current_subdiv) {
+ return false;
+ }
+
+ //look for an empty space
+ int sc = shadow_atlas->quadrants[qidx].shadows.size();
+ ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
+
+ int found_free_idx=-1; //found a free one
+ int found_used_idx=-1; //found existing one, must steal it
+ uint64_t min_pass; // pass of the existing one, try to use the least recently used one (LRU fashion)
+
+ for(int j=0;j<sc;j++) {
+ if (!sarr[j].owner.is_valid()) {
+ found_free_idx=j;
+ break;
+ }
+
+ LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass!=scene_pass) {
+
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick-sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec)
+ continue;
+
+ if (found_used_idx==-1 || sli->last_scene_pass<min_pass) {
+ found_used_idx=j;
+ min_pass=sli->last_scene_pass;
+ }
+ }
+ }
+
+ if (found_free_idx==-1 && found_used_idx==-1)
+ continue; //nothing found
+
+ if (found_free_idx==-1 && found_used_idx!=-1) {
+ found_free_idx=found_used_idx;
+ }
+
+ r_quadrant=qidx;
+ r_shadow=found_free_idx;
+
+ return true;
+ }
+
+ return false;
+
+}
+
+
+bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version){
+
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas,false);
+
+ LightInstance *li = light_instance_owner.getornull(p_light_intance);
+ ERR_FAIL_COND_V(!li,false);
+
+ if (shadow_atlas->size==0 || shadow_atlas->smallest_subdiv==0) {
+ return false;
+ }
+
+ uint32_t quad_size = shadow_atlas->size>>1;
+ int desired_fit = MIN(quad_size/shadow_atlas->smallest_subdiv,nearest_power_of_2(quad_size*p_coverage));
+
+
+ int valid_quadrants[4];
+ int valid_quadrant_count=0;
+ int best_size=-1; //best size found
+ int best_subdiv=-1; //subdiv for the best size
+
+ //find the quadrants this fits into, and the best possible size it can fit into
+ for(int i=0;i<4;i++) {
+ int q = shadow_atlas->size_order[i];
+ int sd = shadow_atlas->quadrants[q].subdivision;
+ if (sd==0)
+ continue; //unused
+
+ int max_fit = quad_size / sd;
+
+ if (best_size!=-1 && max_fit>best_size)
+ break; //too large
+
+ valid_quadrants[valid_quadrant_count++]=q;
+ best_subdiv=sd;
+
+ if (max_fit>=desired_fit) {
+ best_size=max_fit;
+ }
+ }
+
+ ERR_FAIL_COND_V(valid_quadrant_count==0,false);
+
+ uint64_t tick = OS::get_singleton()->get_ticks_msec();
+
+
+ //see if it already exists
+
+ if (shadow_atlas->shadow_owners.has(p_light_intance)) {
+ //it does!
+ uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
+ uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3;
+ uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK;
+
+ bool should_realloc=shadow_atlas->quadrants[q].subdivision!=best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick-tick > shadow_atlas_realloc_tolerance_msec);
+ bool should_redraw=shadow_atlas->quadrants[q].shadows[s].version!=p_light_version;
+
+
+
+ if (!should_realloc) {
+ shadow_atlas->quadrants[q].shadows[s].version=p_light_version;
+ //already existing, see if it should redraw or it's just OK
+ return should_redraw;
+ }
+
+ int new_quadrant,new_shadow;
+
+ //find a better place
+ if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,shadow_atlas->quadrants[q].subdivision,tick,new_quadrant,new_shadow)) {
+ //found a better place!
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow];
+ if (sh->owner.is_valid()) {
+ //is taken, but is invalid, erasing it
+ shadow_atlas->shadow_owners.erase(sh->owner);
+ LightInstance *sli = light_instance_owner.get(sh->owner);
+ sli->shadow_atlases.erase(p_atlas);
+ }
+
+ //erase previous
+ shadow_atlas->quadrants[q].shadows[s].version=0;
+ shadow_atlas->quadrants[q].shadows[s].owner=RID();
+
+ sh->owner=p_light_intance;
+ sh->alloc_tick=tick;
+ sh->version=p_light_version;
+
+ //make new key
+ key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT;
+ key|=new_shadow;
+ //update it in map
+ shadow_atlas->shadow_owners[p_light_intance]=key;
+ //make it dirty, as it should redraw anyway
+ return true;
+ }
+
+ //no better place for this shadow found, keep current
+
+ //already existing, see if it should redraw or it's just OK
+
+ shadow_atlas->quadrants[q].shadows[s].version=p_light_version;
+
+ return should_redraw;
+ }
+
+ int new_quadrant,new_shadow;
+
+ //find a better place
+ if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,-1,tick,new_quadrant,new_shadow)) {
+ //found a better place!
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow];
+ if (sh->owner.is_valid()) {
+ //is taken, but is invalid, erasing it
+ shadow_atlas->shadow_owners.erase(sh->owner);
+ LightInstance *sli = light_instance_owner.get(sh->owner);
+ sli->shadow_atlases.erase(p_atlas);
+ }
+
+ sh->owner=p_light_intance;
+ sh->alloc_tick=tick;
+ sh->version=p_light_version;
+
+ //make new key
+ uint32_t key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT;
+ key|=new_shadow;
+ //update it in map
+ shadow_atlas->shadow_owners[p_light_intance]=key;
+ //make it dirty, as it should redraw anyway
+
+ return true;
+ }
+
+ //no place to allocate this light, apologies
+
+ return false;
+
+
+
+
+}
+
+void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
+
+ directional_shadow.light_count=p_count;
+ directional_shadow.current_light=0;
+}
+
+int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) {
+
+ ERR_FAIL_COND_V(directional_shadow.light_count==0,0);
+
+ int shadow_size;
+
+ if (directional_shadow.light_count==1) {
+ shadow_size = directional_shadow.size;
+ } else {
+ shadow_size = directional_shadow.size/2; //more than 4 not supported anyway
+ }
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
+ ERR_FAIL_COND_V(!light_instance,0);
+
+ switch(light_instance->light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size/=2; break;
+ }
+
+ return shadow_size;
+
+}
+//////////////////////////////////////////////////////
+
+RID RasterizerSceneGLES3::reflection_atlas_create() {
+
+ ReflectionAtlas *reflection_atlas = memnew( ReflectionAtlas );
+ reflection_atlas->subdiv=0;
+ reflection_atlas->color=0;
+ reflection_atlas->size=0;
+ for(int i=0;i<6;i++) {
+ reflection_atlas->fbo[i]=0;
+ }
+
+ return reflection_atlas_owner.make_rid(reflection_atlas);
+}
+
+void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas,int p_size) {
+
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
+ ERR_FAIL_COND(!reflection_atlas);
+
+ int size = nearest_power_of_2(p_size);
+
+ if (size==reflection_atlas->size)
+ return;
+ if (reflection_atlas->size) {
+ for(int i=0;i<6;i++) {
+ glDeleteFramebuffers(1,&reflection_atlas->fbo[i]);
+ reflection_atlas->fbo[i]=0;
+ }
+ glDeleteTextures(1,&reflection_atlas->color);
+ reflection_atlas->color=0;
+ }
+
+ reflection_atlas->size=size;
+
+ for(int i=0;i<reflection_atlas->reflections.size();i++) {
+ //erase probes reference to this
+ if (reflection_atlas->reflections[i].owner.is_valid()) {
+ ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner);
+ reflection_atlas->reflections[i].owner=RID();
+
+ ERR_CONTINUE(!reflection_probe_instance);
+ reflection_probe_instance->reflection_atlas_index=-1;
+ reflection_probe_instance->atlas=RID();
+ reflection_probe_instance->render_step=-1;
+ }
+ }
+
+
+ if (reflection_atlas->size) {
+
+ bool use_float=true;
+
+
+ GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
+ GLenum format = GL_RGBA;
+ GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;
+
+
+ // Create a texture for storing the color
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1, &reflection_atlas->color);
+ glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
+
+ int mmsize=reflection_atlas->size;
+
+ for(int i=0;i<6;i++) {
+ glTexImage2D(GL_TEXTURE_2D, i, internal_format, mmsize, mmsize, 0,
+ format, type, NULL);
+
+ mmsize>>=1;
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5);
+
+ mmsize=reflection_atlas->size;
+
+ for(int i=0;i<6;i++) {
+ glGenFramebuffers(1, &reflection_atlas->fbo[i]);
+ glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, reflection_atlas->color, i);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
+
+ glDisable(GL_SCISSOR_TEST);
+ glViewport(0,0,mmsize,mmsize);
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT); //it needs to be cleared, to avoid generating garbage
+
+ mmsize>>=1;
+
+ }
+
+
+ }
+
+
+
+}
+void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv) {
+
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
+ ERR_FAIL_COND(!reflection_atlas);
+
+ uint32_t subdiv = nearest_power_of_2(p_subdiv);
+ if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer
+ subdiv<<=1;
+ }
+
+ subdiv=int(Math::sqrt(subdiv));
+
+ if (reflection_atlas->subdiv==subdiv)
+ return;
+
+
+ if (subdiv) {
+
+ for(int i=0;i<reflection_atlas->reflections.size();i++) {
+ //erase probes reference to this
+ if (reflection_atlas->reflections[i].owner.is_valid()) {
+ ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner);
+ reflection_atlas->reflections[i].owner=RID();
+
+ ERR_CONTINUE(!reflection_probe_instance);
+ reflection_probe_instance->reflection_atlas_index=-1;
+ reflection_probe_instance->atlas=RID();
+ reflection_probe_instance->render_step=-1;
+ }
+ }
+ }
+
+ reflection_atlas->subdiv=subdiv;
+
+ reflection_atlas->reflections.resize(subdiv*subdiv);
+}
+
+
+////////////////////////////////////////////////////
+
+RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) {
+
+ RasterizerStorageGLES3::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!probe,RID());
+
+ ReflectionProbeInstance *rpi = memnew( ReflectionProbeInstance );
+
+ rpi->probe_ptr=probe;
+ rpi->self=reflection_probe_instance_owner.make_rid(rpi);
+ rpi->probe=p_probe;
+ rpi->reflection_atlas_index=-1;
+ rpi->render_step=-1;
+ rpi->last_pass=0;
+
+ return rpi->self;
+}
+
+void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform) {
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!rpi);
+ rpi->transform=p_transform;
+
+}
+
+void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) {
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!rpi);
+ if (rpi->reflection_atlas_index==-1)
+ return;
+
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas);
+ ERR_FAIL_COND(!reflection_atlas);
+
+ ERR_FAIL_INDEX(rpi->reflection_atlas_index,reflection_atlas->reflections.size());
+
+ ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner!=rpi->self);
+
+ reflection_atlas->reflections[rpi->reflection_atlas_index].owner=RID();
+
+ rpi->reflection_atlas_index=-1;
+ rpi->atlas=RID();
+ rpi->render_step=-1;
+
+}
+
+bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) {
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi,false);
+
+ return rpi->reflection_atlas_index==-1 || rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS;
+}
+
+bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance){
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi,false);
+
+ return rpi->reflection_atlas_index!=-1;
+}
+
+bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance,RID p_reflection_atlas) {
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi,false);
+
+ rpi->render_step=0;
+
+ if (rpi->reflection_atlas_index!=-1) {
+ return true; //got one already
+ }
+
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
+ ERR_FAIL_COND_V(!reflection_atlas,false);
+
+
+ if (reflection_atlas->size==0 || reflection_atlas->subdiv==0) {
+ return false;
+ }
+
+
+ int best_free=-1;
+ int best_used=-1;
+ uint64_t best_used_frame;
+
+ for(int i=0;i<reflection_atlas->reflections.size();i++) {
+ if (reflection_atlas->reflections[i].owner==RID()) {
+ best_free=i;
+ break;
+ }
+
+ if (rpi->render_step<0 && reflection_atlas->reflections[i].last_frame<storage->frame.count &&
+ (best_used==-1 || reflection_atlas->reflections[i].last_frame<best_used_frame)) {
+ best_used=i;
+ best_used_frame=reflection_atlas->reflections[i].last_frame;
+ }
+ }
+
+ if (best_free==-1 && best_used==-1) {
+ return false ;// sorry, can not do. Try again next frame.
+ }
+
+ if (best_free==-1) {
+ //find best from what is used
+ best_free=best_used;
+
+ ReflectionProbeInstance *victim_rpi = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[best_free].owner);
+ ERR_FAIL_COND_V(!victim_rpi,false);
+ victim_rpi->atlas=RID();
+ victim_rpi->reflection_atlas_index=-1;
+
+ }
+
+ reflection_atlas->reflections[best_free].owner=p_instance;
+ reflection_atlas->reflections[best_free].last_frame=storage->frame.count;
+
+ rpi->reflection_atlas_index=best_free;
+ rpi->atlas=p_reflection_atlas;
+ rpi->render_step=0;
+
+ return true;
+}
+
+bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) {
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi,true);
+
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas);
+ ERR_FAIL_COND_V(!reflection_atlas,false);
+
+ ERR_FAIL_COND_V(rpi->render_step>=6,true);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,reflection_atlas->fbo[rpi->render_step]);
+ state.cube_to_dp_shader.bind();
+
+ int target_size=reflection_atlas->size/reflection_atlas->subdiv;
+
+ int cubemap_index=reflection_cubemaps.size()-1;
+
+ for(int i=reflection_cubemaps.size()-1;i>=0;i--) {
+ //find appropriate cubemap to render to
+ if (reflection_cubemaps[i].size>target_size*2)
+ break;
+
+ cubemap_index=i;
+ }
+
+ glDisable(GL_BLEND);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP,reflection_cubemaps[cubemap_index].cubemap);
+ glDisable(GL_CULL_FACE);
+
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true);
+ storage->shaders.cubemap_filter.bind();
+
+ int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
+ for(int i=0;i<rpi->render_step;i++) {
+ cell_size>>=1; //mipmaps!
+ }
+ int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size;
+ int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size;
+ int width=cell_size;
+ int height=cell_size;
+
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,rpi->render_step==0);
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS);
+ for(int i=0;i<2;i++) {
+
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0);
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,rpi->render_step/5.0);
+
+ uint32_t local_width=width,local_height=height;
+ uint32_t local_x=x,local_y=y;
+
+ local_height/=2;
+ local_y+=i*local_height;
+
+ glViewport(local_x,local_y,local_width,local_height);
+
+ _copy_screen();
+ }
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,false);
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,false);
+
+
+ rpi->render_step++;
+
+ return rpi->render_step==6;
+}
+
+/* ENVIRONMENT API */
+
+RID RasterizerSceneGLES3::environment_create(){
+
+
+ Environment *env = memnew( Environment );
+
+ return environment_owner.make_rid(env);
+}
+
+void RasterizerSceneGLES3::environment_set_background(RID p_env,VS::EnvironmentBG p_bg){
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_mode=p_bg;
+}
+
+void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox){
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->skybox=p_skybox;
+
+}
+
+void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env,float p_scale) {
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->skybox_scale=p_scale;
+
+}
+
+void RasterizerSceneGLES3::environment_set_bg_color(RID p_env,const Color& p_color){
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->bg_color=p_color;
+
+}
+void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env,float p_energy) {
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->bg_energy=p_energy;
+
+}
+
+void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env,int p_max_layer){
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->canvas_max_layer=p_max_layer;
+
+}
+void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_contribution){
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->ambient_color=p_color;
+ env->ambient_energy=p_energy;
+ env->ambient_skybox_contribution=p_skybox_contribution;
+
+}
+
+
+
+void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->dof_blur_far_enabled=p_enable;
+ env->dof_blur_far_distance=p_distance;
+ env->dof_blur_far_transition=p_transition;
+ env->dof_blur_far_amount=p_amount;
+ env->dof_blur_far_quality=p_quality;
+
+
+}
+
+void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->dof_blur_near_enabled=p_enable;
+ env->dof_blur_near_distance=p_distance;
+ env->dof_blur_near_transition=p_transition;
+ env->dof_blur_near_amount=p_amount;
+ env->dof_blur_near_quality=p_quality;
+
+
+}
+void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->glow_enabled=p_enable;
+ env->glow_levels=p_level_flags;
+ env->glow_intensity=p_intensity;
+ env->glow_strength=p_strength;
+ env->glow_bloom=p_bloom_treshold;
+ env->glow_blend_mode=p_blend_mode;
+ env->glow_hdr_bleed_treshold=p_hdr_bleed_treshold;
+ env->glow_hdr_bleed_scale=p_hdr_bleed_scale;
+ env->glow_bicubic_upscale=p_bicubic_upscale;
+
+}
+void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){
+
+}
+
+void RasterizerSceneGLES3::environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness) {
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->ssr_enabled=p_enable;
+ env->ssr_max_steps=p_max_steps;
+ env->ssr_accel=p_accel;
+ env->ssr_fade=p_fade;
+ env->ssr_depth_tolerance=p_depth_tolerance;
+ env->ssr_smooth=p_smooth;
+ env->ssr_roughness=p_roughness;
+
+}
+
+
+void RasterizerSceneGLES3::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,bool p_blur) {
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->ssao_enabled=p_enable;
+ env->ssao_radius=p_radius;
+ env->ssao_intensity=p_intensity;
+ env->ssao_radius2=p_radius2;
+ env->ssao_intensity2=p_intensity2;
+ env->ssao_bias=p_bias;
+ env->ssao_light_affect=p_light_affect;
+ env->ssao_color=p_color;
+ env->ssao_filter=p_blur;
+
+}
+
+void RasterizerSceneGLES3::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) {
+
+ Environment *env=environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+
+ env->tone_mapper=p_tone_mapper;
+ env->tone_mapper_exposure=p_exposure;
+ env->tone_mapper_exposure_white=p_white;
+ env->auto_exposure=p_auto_exposure;
+ env->auto_exposure_speed=p_auto_exp_speed;
+ env->auto_exposure_min=p_min_luminance;
+ env->auto_exposure_max=p_max_luminance;
+ env->auto_exposure_grey=p_auto_exp_scale;
+
+}
+
+
+void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
+
+
+}
+
+
+RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
+
+
+ LightInstance *light_instance = memnew( LightInstance );
+
+ light_instance->last_pass=0;
+ light_instance->last_scene_pass=0;
+ light_instance->last_scene_shadow_pass=0;
+
+ light_instance->light=p_light;
+ light_instance->light_ptr=storage->light_owner.getornull(p_light);
+
+ ERR_FAIL_COND_V(!light_instance->light_ptr,RID());
+
+ light_instance->self=light_instance_owner.make_rid(light_instance);
+
+ return light_instance->self;
+}
+
+void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const Transform& p_transform){
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->transform=p_transform;
+}
+
+void RasterizerSceneGLES3::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) {
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ if (light_instance->light_ptr->type!=VS::LIGHT_DIRECTIONAL) {
+ p_pass=0;
+ }
+
+ ERR_FAIL_INDEX(p_pass,4);
+
+ light_instance->shadow_transform[p_pass].camera=p_projection;
+ light_instance->shadow_transform[p_pass].transform=p_transform;
+ light_instance->shadow_transform[p_pass].farplane=p_far;
+ light_instance->shadow_transform[p_pass].split=p_split;
+
+}
+
+
+void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->last_scene_pass=scene_pass;
+}
+
+
+//////////////////////
+
+RID RasterizerSceneGLES3::gi_probe_instance_create() {
+
+ GIProbeInstance *gipi = memnew(GIProbeInstance);
+
+ return gi_probe_instance_owner.make_rid(gipi);
+}
+
+void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {
+
+ GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gipi);
+ gipi->data=p_data;
+ gipi->probe=storage->gi_probe_owner.getornull(p_base);
+ if (p_data.is_valid()) {
+ RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data);
+ ERR_FAIL_COND(!gipd);
+ if (gipd) {
+ gipi->tex_cache=gipd->tex_id;
+ gipi->cell_size_cache.x=1.0/gipd->width;
+ gipi->cell_size_cache.y=1.0/gipd->height;
+ gipi->cell_size_cache.z=1.0/gipd->depth;
+ }
+ }
+}
+void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform) {
+
+ GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gipi);
+ gipi->transform_to_data=p_xform;
+
+}
+
+void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds) {
+
+ GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gipi);
+ gipi->bounds=p_bounds;
+
+}
+
+////////////////////////////
+////////////////////////////
+////////////////////////////
+
+bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass) {
+
+ if (p_material->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ glEnable(GL_CULL_FACE);
+ }
+
+ if (state.current_line_width!=p_material->line_width) {
+ //glLineWidth(MAX(p_material->line_width,1.0));
+ state.current_line_width=p_material->line_width;
+ }
+
+ if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) {
+ switch(p_material->shader->spatial.depth_draw_mode) {
+ case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
+ case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
+
+ glDepthMask(!p_alpha_pass);
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
+ glDepthMask(GL_TRUE);
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: {
+ glDepthMask(GL_FALSE);
+ } break;
+ }
+
+ state.current_depth_draw=p_material->shader->spatial.depth_draw_mode;
+ }
+
+ //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+
+ /*
+ if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ else
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ */
+
+ //if (p_material->line_width)
+ // glLineWidth(p_material->line_width);
+
+#if 0
+ //blend mode
+ if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
+
+ switch(p_material->shader->spatial.blend_mode) {
+
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (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 RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
+
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
+
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (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;
+ }
+
+ state.current_blend_mode=p_material->shader->spatial.blend_mode;
+
+ }
+#endif
+ //material parameters
+
+
+ state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
+ bool rebind = state.scene_shader.bind();
+
+
+ if (p_material->ubo_id) {
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,1,p_material->ubo_id);
+ }
+
+
+
+ int tc = p_material->textures.size();
+ RID* textures = p_material->textures.ptr();
+ ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr();
+
+ state.current_main_tex=0;
+
+ for(int i=0;i<tc;i++) {
+
+ glActiveTexture(GL_TEXTURE0+i);
+
+ GLenum target;
+ GLuint tex;
+
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
+
+ if (!t) {
+ //check hints
+ target=GL_TEXTURE_2D;
+
+ switch(texture_hints[i]) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
+ tex=storage->resources.black_tex;
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+ tex=storage->resources.aniso_tex;
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ tex=storage->resources.normal_tex;
+ } break;
+ default: {
+ tex=storage->resources.white_tex;
+ } break;
+ }
+
+
+ } else {
+
+ if (storage->config.srgb_decode_supported) {
+ //if SRGB decode extension is present, simply switch the texture to whathever is needed
+ bool must_srgb=false;
+
+ if (t->srgb && (texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) {
+ must_srgb=true;
+ }
+
+ if (t->using_srgb!=must_srgb) {
+ if (must_srgb) {
+ glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+#ifdef TOOLS_ENABLED
+ if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
+ t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
+ //notify that texture must be set to linear beforehand, so it works in other platforms when exported
+ }
+#endif
+
+ } else {
+ glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+ }
+ t->using_srgb=must_srgb;
+ }
+ }
+
+ target=t->target;
+ tex = t->tex_id;
+
+ }
+
+ glBindTexture(target,tex);
+
+ if (i==0) {
+ state.current_main_tex=tex;
+ }
+ }
+
+
+ return rebind;
+
+}
+
+
+void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) {
+
+ switch(e->instance->base_type) {
+
+ case VS::INSTANCE_MESH: {
+
+ RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
+
+ if (s->morph_targets.size() && e->instance->morph_values.size()) {
+ //blend shapes, use transform feedback
+ storage->mesh_render_blend_shapes(s,e->instance->morph_values.ptr());
+ //rebind shader
+ state.scene_shader.bind();
+ } else {
+
+ glBindVertexArray(s->array_id); // everything is so easy nowadays
+ }
+
+ } break;
+
+ case VS::INSTANCE_MULTIMESH: {
+
+ RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh*>(e->owner);
+ RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
+ glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ glBindBuffer(GL_ARRAY_BUFFER,multi_mesh->buffer); //modify the buffer
+
+ int stride = (multi_mesh->xform_floats+multi_mesh->color_floats)*4;
+ glEnableVertexAttribArray(8);
+ glVertexAttribPointer(8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0);
+ glVertexAttribDivisor(8,1);
+ glEnableVertexAttribArray(9);
+ glVertexAttribPointer(9,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+4*4);
+ glVertexAttribDivisor(9,1);
+
+ int color_ofs;
+
+ if (multi_mesh->transform_format==VS::MULTIMESH_TRANSFORM_3D) {
+ glEnableVertexAttribArray(10);
+ glVertexAttribPointer(10,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+8*4);
+ glVertexAttribDivisor(10,1);
+ color_ofs=12*4;
+ } else {
+ glDisableVertexAttribArray(10);
+ glVertexAttrib4f(10,0,0,1,0);
+ color_ofs=8*4;
+ }
+
+ switch(multi_mesh->color_format) {
+
+ case VS::MULTIMESH_COLOR_NONE: {
+ glDisableVertexAttribArray(11);
+ glVertexAttrib4f(11,1,1,1,1);
+ } break;
+ case VS::MULTIMESH_COLOR_8BIT: {
+ glEnableVertexAttribArray(11);
+ glVertexAttribPointer(11,4,GL_UNSIGNED_BYTE,GL_TRUE,stride,((uint8_t*)NULL)+color_ofs);
+ glVertexAttribDivisor(11,1);
+
+ } break;
+ case VS::MULTIMESH_COLOR_FLOAT: {
+ glEnableVertexAttribArray(11);
+ glVertexAttribPointer(11,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs);
+ glVertexAttribDivisor(11,1);
+ } break;
+ }
+
+ } break;
+ }
+
+}
+
+static const GLenum gl_primitive[]={
+ GL_POINTS,
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_LINE_LOOP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN
+};
+
+
+
+void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
+
+ switch(e->instance->base_type) {
+
+ case VS::INSTANCE_MESH: {
+
+ RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
+
+ if (s->index_array_len>0) {
+
+
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
+
+ storage->info.render_vertices_count+=s->index_array_len;
+
+ } else {
+
+ glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+
+ storage->info.render_vertices_count+=s->array_len;
+
+ }
+
+
+
+
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+
+ RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh*>(e->owner);
+ RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
+
+ int amount = MAX(multi_mesh->size,multi_mesh->visible_instances);
+
+ if (s->index_array_len>0) {
+
+ glDrawElementsInstanced(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0,amount);
+
+ storage->info.render_vertices_count+=s->index_array_len * amount;
+
+ } else {
+
+ glDrawArraysInstanced(gl_primitive[s->primitive],0,s->array_len,amount);
+
+ storage->info.render_vertices_count+=s->array_len * amount;
+
+ }
+
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+
+ bool restore_tex=false;
+ const RasterizerStorageGLES3::Immediate *im = static_cast<const RasterizerStorageGLES3::Immediate*>( e->geometry );
+
+ if (im->building) {
+ return;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
+ glBindVertexArray(state.immediate_array);
+
+
+ for(const List< RasterizerStorageGLES3::Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) {
+
+ const RasterizerStorageGLES3::Immediate::Chunk &c=E->get();
+ if (c.vertices.empty()) {
+ continue;
+ }
+
+ int vertices = c.vertices.size();
+ uint32_t buf_ofs=0;
+
+ storage->info.render_vertices_count+=vertices;
+
+ if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {
+
+ const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(t->target,t->tex_id);
+ restore_tex=true;
+
+
+ } else if (restore_tex) {
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,state.current_main_tex);
+ restore_tex=false;
+ }
+
+
+
+ if (!c.normals.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_NORMAL);
+ glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.normals.ptr());
+ glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3)*vertices,((uint8_t*)NULL)+buf_ofs);
+ buf_ofs+=sizeof(Vector3)*vertices;
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_NORMAL);
+ }
+
+ if (!c.tangents.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TANGENT);
+ glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Plane)*vertices,c.tangents.ptr());
+ glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane)*vertices,((uint8_t*)NULL)+buf_ofs);
+ buf_ofs+=sizeof(Plane)*vertices;
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_TANGENT);
+ }
+
+ if (!c.colors.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Color)*vertices,c.colors.ptr());
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),((uint8_t*)NULL)+buf_ofs);
+ buf_ofs+=sizeof(Color)*vertices;
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+ }
+
+
+ if (!c.uvs.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs.ptr());
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs);
+ buf_ofs+=sizeof(Vector2)*vertices;
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ if (!c.uvs2.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
+ glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs2.ptr());
+ glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs);
+ buf_ofs+=sizeof(Vector2)*vertices;
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
+ }
+
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.vertices.ptr());
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),((uint8_t*)NULL)+buf_ofs);
+ glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size());
+
+
+ }
+
+
+ if (restore_tex) {
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,state.current_main_tex);
+ restore_tex=false;
+ }
+ } break;
+
+ }
+
+}
+
+void RasterizerSceneGLES3::_setup_light(RenderList::Element *e,const Transform& p_view_transform) {
+
+ int omni_indices[16];
+ int omni_count=0;
+ int spot_indices[16];
+ int spot_count=0;
+ int reflection_indices[16];
+ int reflection_count=0;
+
+ int maxobj = MIN(16,state.max_forward_lights_per_object);
+
+ int lc = e->instance->light_instances.size();
+ if (lc) {
+
+ const RID* lights=e->instance->light_instances.ptr();
+
+ for(int i=0;i<lc;i++) {
+ LightInstance *li=light_instance_owner.getptr(lights[i]);
+ if (li->last_pass!=render_pass) //not visible
+ continue;
+
+ if (li->light_ptr->type==VS::LIGHT_OMNI) {
+ if (omni_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) {
+ omni_indices[omni_count++]=li->light_index;
+ }
+ }
+
+ if (li->light_ptr->type==VS::LIGHT_SPOT) {
+ if (spot_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) {
+ spot_indices[spot_count++]=li->light_index;
+ }
+ }
+ }
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT,omni_count);
+
+ if (omni_count) {
+ glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES),omni_count,omni_indices);
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT,spot_count);
+ if (spot_count) {
+ glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES),spot_count,spot_indices);
+ }
+
+
+ int rc = e->instance->reflection_probe_instances.size();
+
+
+ if (rc) {
+
+
+ const RID* reflections=e->instance->reflection_probe_instances.ptr();
+
+ for(int i=0;i<rc;i++) {
+ ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getptr(reflections[i]);
+ if (rpi->last_pass!=render_pass) //not visible
+ continue;
+
+ if (reflection_count<maxobj) {
+ reflection_indices[reflection_count++]=rpi->reflection_index;
+ }
+ }
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT,reflection_count);
+ if (reflection_count) {
+ glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES),reflection_count,reflection_indices);
+ }
+
+ int gi_probe_count = e->instance->gi_probe_instances.size();
+ if (gi_probe_count) {
+ const RID * ridp = e->instance->gi_probe_instances.ptr();
+
+ GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);
+
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-6);
+ glBindTexture(GL_TEXTURE_3D,gipi->tex_cache);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe?gipi->probe->dynamic_range*gipi->probe->energy:0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe?!gipi->probe->interior:false);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache);
+ if (gi_probe_count>1) {
+
+ GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
+
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-7);
+ glBindTexture(GL_TEXTURE_3D,gipi2->tex_cache);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe?gipi2->probe->dynamic_range*gipi2->probe->energy:0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe?!gipi2->probe->interior:false);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true );
+ } else {
+
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false );
+ }
+ }
+}
+
+
+void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) {
+
+ if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) {
+
+ Transform xf=p_instance->transform;
+ if (p_instance->depth_scale) {
+
+ if (p_projection.matrix[3][3]) {
+ //orthogonal matrix, try to do about the same
+ //with viewport size
+ //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
+ real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
+ float sc = (h*2.0); //consistent with Y-fov
+ xf.basis.scale( Vector3(sc,sc,sc));
+ } else {
+ //just scale by depth
+ real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin);
+ xf.basis.scale( Vector3(sc,sc,sc));
+ }
+ }
+
+ if (p_instance->billboard && storage->frame.current_rt) {
+
+ Vector3 scale = xf.basis.get_scale();
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
+ xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
+ } else {
+ xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
+ }
+
+ xf.basis.scale(scale);
+ }
+
+ if (p_instance->billboard_y && storage->frame.current_rt) {
+
+ Vector3 scale = xf.basis.get_scale();
+ Vector3 look_at = p_view_transform.get_origin();
+ look_at.y = 0.0;
+ Vector3 look_at_norm = look_at.normalized();
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
+ xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
+ } else {
+ xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
+ }
+ xf.basis.scale(scale);
+ }
+ state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf);
+
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform);
+ }
+}
+
+void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) {
+
+ bool front = p_front;
+ if (p_reverse_cull)
+ front=!front;
+
+ if (front!=state.cull_front) {
+
+ glCullFace(front?GL_FRONT:GL_BACK);
+ state.cull_front=front;
+ }
+}
+
+
+
+void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,GLuint p_base_env,bool p_reverse_cull,bool p_alpha_pass,bool p_shadow,bool p_directional_add,bool p_directional_shadows) {
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
+ //p_reverse_cull=!p_reverse_cull;
+ glFrontFace(GL_CCW);
+ } else {
+ glFrontFace(GL_CW);
+ }
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo
+
+
+ if (!p_shadow && !p_directional_add) {
+ glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
+ glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
+
+ if (p_base_env) {
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
+ glBindTexture(GL_TEXTURE_2D,p_base_env);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,true);
+ } else {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);
+
+ }
+ } else {
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);
+ }
+
+
+ state.cull_front=false;
+ glCullFace(GL_BACK);
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
+
+ state.current_blend_mode=-1;
+ state.current_line_width=-1;
+ state.current_depth_draw=-1;
+
+ RasterizerStorageGLES3::Material* prev_material=NULL;
+ RasterizerStorageGLES3::Geometry* prev_geometry=NULL;
+ VS::InstanceType prev_base_type = VS::INSTANCE_MAX;
+
+ int current_blend_mode=-1;
+
+ int prev_shading=-1;
+ RID prev_skeleton;
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set)
+
+ bool first=true;
+
+ storage->info.render_object_count+=p_element_count;
+
+ for (int i=0;i<p_element_count;i++) {
+
+ RenderList::Element *e = p_elements[i];
+ RasterizerStorageGLES3::Material* material= e->material;
+ RID skeleton = e->instance->skeleton;
+
+ bool rebind=first;
+
+ int shading = (e->sort_key>>RenderList::SORT_KEY_SHADING_SHIFT)&RenderList::SORT_KEY_SHADING_MASK;
+
+ if (!p_shadow) {
+
+
+
+ if (p_directional_add) {
+ if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask&directional_light->light_ptr->cull_mask)) {
+ continue;
+ }
+
+ shading&=~1; //ignore the ignore directional for base pass
+ }
+
+ if (shading!=prev_shading) {
+
+ if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) {
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false);
+
+
+
+ //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
+ } else {
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,e->instance->gi_probe_instances.size()>0);
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,!p_directional_add);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,shadow_filter_mode==SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,shadow_filter_mode==SHADOW_FILTER_PCF13);
+
+
+ if (p_directional_add || (directional_light && (e->sort_key&RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG)==0)) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,true);
+
+ if (p_directional_shadows && directional_light->light_ptr->shadow) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,true);
+
+ switch(directional_light->light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits);
+ break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits);
+ break;
+ }
+ }
+
+ }
+
+ }
+
+
+
+ rebind=true;
+ }
+
+
+ if (p_alpha_pass || p_directional_add) {
+ int desired_blend_mode;
+ if (p_directional_add) {
+ desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD;
+ } else {
+ desired_blend_mode=material->shader->spatial.blend_mode;
+ }
+
+ if (desired_blend_mode!=current_blend_mode) {
+
+
+ switch(desired_blend_mode) {
+
+ case RasterizerStorageGLES3::Shader::Spatial::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 RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
+
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
+
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
+ 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;
+
+ }
+
+ current_blend_mode=desired_blend_mode;
+ }
+
+ }
+
+
+ }
+
+ if (prev_skeleton!=skeleton) {
+ if (prev_skeleton.is_valid() != skeleton.is_valid()) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,skeleton.is_valid());
+ rebind=true;
+ }
+ if (skeleton.is_valid()) {
+ RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
+ if (sk->size) {
+ glBindBufferBase(GL_UNIFORM_BUFFER,7,sk->ubo);
+ }
+ }
+ }
+
+ if ((prev_base_type==VS::INSTANCE_MULTIMESH) != (e->instance->base_type==VS::INSTANCE_MULTIMESH)) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,e->instance->base_type==VS::INSTANCE_MULTIMESH);
+ rebind=true;
+ }
+
+ if (material!=prev_material || rebind) {
+
+ storage->info.render_material_switch_count++;
+
+ rebind = _setup_material(material,p_alpha_pass);
+
+ if (rebind) {
+ storage->info.render_shader_rebind_count++;
+ }
+ }
+
+ if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
+ _setup_light(e,p_view_transform);
+
+ }
+
+
+ if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) {
+
+ _setup_geometry(e);
+ storage->info.render_surface_switch_count++;
+
+ }
+
+ _set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull);
+
+ state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);
+
+ _setup_transform(e->instance,p_view_transform,p_projection);
+
+ _render_geometry(e);
+
+ prev_material=material;
+ prev_base_type=e->instance->base_type;
+ prev_geometry=e->geometry;
+ prev_shading=shading;
+ prev_skeleton=skeleton;
+ first=false;
+
+ }
+
+
+
+ glFrontFace(GL_CW);
+ glBindVertexArray(0);
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false);
+
+}
+
+
+void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow) {
+
+ RasterizerStorageGLES3::Material *m=NULL;
+ RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);
+
+
+/*
+#ifdef DEBUG_ENABLED
+ if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
+ m_src=overdraw_material;
+ }
+
+#endif
+*/
+
+ if (m_src.is_valid()) {
+ m=storage->material_owner.getornull( m_src );
+
+ if (!m->shader) {
+ m=NULL;
+ }
+ }
+
+ if (!m) {
+ m=storage->material_owner.getptr( default_material );
+ }
+
+ ERR_FAIL_COND(!m);
+
+
+
+ bool has_base_alpha=(m->shader->spatial.uses_alpha);
+ bool has_blend_alpha=m->shader->spatial.blend_mode!=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+ bool shadow = false;
+
+ bool mirror = p_instance->mirror;
+
+ if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
+ mirror=!mirror;
+ }
+
+ if (m->shader->spatial.uses_sss) {
+ state.used_sss=true;
+ }
+
+ if (p_shadow) {
+
+ if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
+ return; //bye
+
+ if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ //shader does not use discard and does not write a vertex position, use generic material
+ if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
+ m = storage->material_owner.getptr(default_material_twosided);
+ else
+ m = storage->material_owner.getptr(default_material);
+ }
+
+ has_alpha=false;
+
+ }
+
+
+
+ RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+
+ if (!e)
+ return;
+
+ e->geometry=p_geometry;
+ e->material=m;
+ e->instance=p_instance;
+ e->owner=p_owner;
+ e->sort_key=0;
+
+ if (e->geometry->last_pass!=render_pass) {
+ e->geometry->last_pass=render_pass;
+ e->geometry->index=current_geometry_index++;
+ }
+
+ if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask&e->instance->layer_mask)==0) {
+ e->sort_key|=RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG;
+ }
+
+ e->sort_key|=uint64_t(e->geometry->index)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
+ e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
+
+ if (!p_shadow) {
+
+
+ if (e->material->last_pass!=render_pass) {
+ e->material->last_pass=render_pass;
+ e->material->index=current_material_index++;
+ }
+
+ e->sort_key|=uint64_t(e->material->index)<<RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ e->sort_key|=uint64_t(e->instance->depth_layer)<<RenderList::SORT_KEY_DEPTH_LAYER_SHIFT;
+
+ if (!has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+
+ //if nothing exists, add this element as opaque too
+ RenderList::Element *oe = render_list.add_element();
+
+ if (!oe)
+ return;
+
+ copymem(oe,e,sizeof(RenderList::Element));
+ }
+
+ if (e->instance->gi_probe_instances.size()) {
+ e->sort_key|=RenderList::SORT_KEY_GI_PROBES_FLAG;
+ }
+ }
+
+ //if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
+ // e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
+
+
+ if (mirror) {
+ e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG;
+ }
+
+ //e->light_type=0xFF; // no lights!
+
+ if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
+
+ e->sort_key|=RenderList::SORT_KEY_UNSHADED_FLAG;
+ }
+}
+
+void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) {
+
+ if (!p_skybox)
+ return;
+
+ RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_skybox->cubemap);
+
+ ERR_FAIL_COND(!tex);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(tex->target,tex->tex_id);
+
+
+ if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) {
+
+ glTexParameteri(tex->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+ tex->using_srgb=true;
+#ifdef TOOLS_ENABLED
+ if (!(tex->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
+ tex->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
+ //notify that texture must be set to linear beforehand, so it works in other platforms when exported
+ }
+#endif
+ }
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1,1,1,1);
+
+ float flip_sign = p_vflip?-1:1;
+
+ Vector3 vertices[8]={
+ Vector3(-1,-1*flip_sign,1),
+ Vector3( 0, 1, 0),
+ Vector3( 1,-1*flip_sign,1),
+ Vector3( 1, 1, 0),
+ Vector3( 1, 1*flip_sign,1),
+ Vector3( 1, 0, 0),
+ Vector3(-1, 1*flip_sign,1),
+ Vector3( 0, 0, 0)
+
+ };
+
+
+
+ //skybox uv vectors
+ float vw,vh,zn;
+ p_projection.get_viewport_size(vw,vh);
+ zn=p_projection.get_z_near();
+
+ float scale=p_scale;
+
+ for(int i=0;i<4;i++) {
+
+ Vector3 uv=vertices[i*2+1];
+ uv.x=(uv.x*2.0-1.0)*vw*scale;
+ uv.y=-(uv.y*2.0-1.0)*vh*scale;
+ uv.z=-zn;
+ vertices[i*2+1] = p_transform.basis.xform(uv).normalized();
+ vertices[i*2+1].z = -vertices[i*2+1].z;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
+ glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*8,vertices);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+ glBindVertexArray(state.skybox_array);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,true);
+ storage->shaders.copy.bind();
+
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+
+ glBindVertexArray(0);
+ glColorMask(1,1,1,1);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false);
+
+}
+
+
+void RasterizerSceneGLES3::_setup_environment(Environment *env,const CameraMatrix& p_cam_projection,const Transform& p_cam_transform) {
+
+
+ //store camera into ubo
+ store_camera(p_cam_projection,state.ubo_data.projection_matrix);
+ store_transform(p_cam_transform,state.ubo_data.camera_matrix);
+ store_transform(p_cam_transform.affine_inverse(),state.ubo_data.camera_inverse_matrix);
+
+ //time global variables
+ for(int i=0;i<4;i++) {
+ state.ubo_data.time[i]=storage->frame.time[i];
+ }
+
+ //bg and ambient
+ if (env) {
+ state.ubo_data.bg_energy=env->bg_energy;
+ state.ubo_data.ambient_energy=env->ambient_energy;
+ Color linear_ambient_color = env->ambient_color.to_linear();
+ state.ubo_data.ambient_light_color[0]=linear_ambient_color.r;
+ state.ubo_data.ambient_light_color[1]=linear_ambient_color.g;
+ state.ubo_data.ambient_light_color[2]=linear_ambient_color.b;
+ state.ubo_data.ambient_light_color[3]=linear_ambient_color.a;
+
+ Color bg_color;
+
+ switch(env->bg_mode) {
+ case VS::ENV_BG_CLEAR_COLOR: {
+ bg_color=storage->frame.clear_request_color.to_linear();
+ } break;
+ case VS::ENV_BG_COLOR: {
+ bg_color=env->bg_color.to_linear();
+ } break;
+ default: {
+ bg_color=Color(0,0,0,1);
+ } break;
+ }
+
+ state.ubo_data.bg_color[0]=bg_color.r;
+ state.ubo_data.bg_color[1]=bg_color.g;
+ state.ubo_data.bg_color[2]=bg_color.b;
+ state.ubo_data.bg_color[3]=bg_color.a;
+
+ state.env_radiance_data.ambient_contribution=env->ambient_skybox_contribution;
+ state.ubo_data.ambient_occlusion_affect_light=env->ssao_light_affect;
+ } else {
+ state.ubo_data.bg_energy=1.0;
+ state.ubo_data.ambient_energy=1.0;
+ //use from clear color instead, since there is no ambient
+ Color linear_ambient_color = storage->frame.clear_request_color.to_linear();
+ state.ubo_data.ambient_light_color[0]=linear_ambient_color.r;
+ state.ubo_data.ambient_light_color[1]=linear_ambient_color.g;
+ state.ubo_data.ambient_light_color[2]=linear_ambient_color.b;
+ state.ubo_data.ambient_light_color[3]=linear_ambient_color.a;
+
+ state.ubo_data.bg_color[0]=linear_ambient_color.r;
+ state.ubo_data.bg_color[1]=linear_ambient_color.g;
+ state.ubo_data.bg_color[2]=linear_ambient_color.b;
+ state.ubo_data.bg_color[3]=linear_ambient_color.a;
+
+ state.env_radiance_data.ambient_contribution=0;
+ state.ubo_data.ambient_occlusion_affect_light=0;
+
+ }
+
+ {
+ //directional shadow
+
+ state.ubo_data.shadow_directional_pixel_size[0]=1.0/directional_shadow.size;
+ state.ubo_data.shadow_directional_pixel_size[1]=1.0/directional_shadow.size;
+
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-4);
+ glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
+ }
+
+
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ //fill up environment
+
+ store_transform(p_cam_transform,state.env_radiance_data.transform);
+
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+}
+
+void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform& p_camera_inverse_transform,bool p_use_shadows) {
+
+ LightInstance *li = directional_lights[p_index];
+
+ LightDataUBO ubo_data; //used for filling
+
+ float sign = li->light_ptr->negative?-1:1;
+
+ Color linear_col = li->light_ptr->color.to_linear();
+ ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[3]=0;
+
+ //omni, keep at 0
+ ubo_data.light_pos_inv_radius[0]=0.0;
+ ubo_data.light_pos_inv_radius[1]=0.0;
+ ubo_data.light_pos_inv_radius[2]=0.0;
+ ubo_data.light_pos_inv_radius[3]=0.0;
+
+ Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
+ ubo_data.light_direction_attenuation[0]=direction.x;
+ ubo_data.light_direction_attenuation[1]=direction.y;
+ ubo_data.light_direction_attenuation[2]=direction.z;
+ ubo_data.light_direction_attenuation[3]=1.0;
+
+ ubo_data.light_params[0]=0;
+ ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ ubo_data.light_params[2]=0;
+ ubo_data.light_params[3]=0;
+
+ Color shadow_color = li->light_ptr->shadow_color.to_linear();
+ ubo_data.light_shadow_color[0]=shadow_color.r;
+ ubo_data.light_shadow_color[1]=shadow_color.g;
+ ubo_data.light_shadow_color[2]=shadow_color.b;
+ ubo_data.light_shadow_color[3]=1.0;
+
+
+ if (p_use_shadows && li->light_ptr->shadow) {
+
+ int shadow_count=0;
+
+ switch(li->light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ shadow_count=1;
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ shadow_count=2;
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ shadow_count=4;
+ } break;
+
+ }
+
+ for(int j=0;j<shadow_count;j++) {
+
+
+ uint32_t x=li->directional_rect.pos.x;
+ uint32_t y=li->directional_rect.pos.y;
+ uint32_t width=li->directional_rect.size.x;
+ uint32_t height=li->directional_rect.size.y;
+
+
+
+ if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+
+
+ width/=2;
+ height/=2;
+
+ if (j==0) {
+
+ } else if (j==1) {
+ x+=width;
+ } else if (j==2) {
+ y+=height;
+ } else if (j==3) {
+ x+=width;
+ y+=height;
+
+ }
+
+
+
+ } else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+
+ height/=2;
+
+ if (j==0) {
+
+ } else {
+ y+=height;
+ }
+
+ }
+
+ ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split;
+
+ Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
+
+ CameraMatrix bias;
+ bias.set_light_bias();
+ CameraMatrix rectm;
+ Rect2 atlas_rect = Rect2(float(x)/directional_shadow.size,float(y)/directional_shadow.size,float(width)/directional_shadow.size,float(height)/directional_shadow.size);
+ rectm.set_light_atlas_rect(atlas_rect);
+
+
+ CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview;
+
+ store_camera(shadow_mtx,&ubo_data.shadow_matrix1[16*j]);
+
+ ubo_data.light_clamp[0]=atlas_rect.pos.x;
+ ubo_data.light_clamp[1]=atlas_rect.pos.y;
+ ubo_data.light_clamp[2]=atlas_rect.size.x;
+ ubo_data.light_clamp[3]=atlas_rect.size.y;
+
+ }
+
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ directional_light=li;
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,3,state.directional_ubo);
+
+}
+
+void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_shadow_atlas) {
+
+
+ state.omni_light_count=0;
+ state.spot_light_count=0;
+ state.directional_light_count=0;
+
+ directional_light=NULL;
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+
+ for(int i=0;i<p_light_cull_count;i++) {
+
+ ERR_BREAK( i>=RenderList::MAX_LIGHTS );
+
+ LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
+
+ LightDataUBO ubo_data; //used for filling
+
+ switch(li->light_ptr->type) {
+
+ case VS::LIGHT_DIRECTIONAL: {
+
+ if (state.directional_light_count<RenderList::MAX_DIRECTIONAL_LIGHTS) {
+ directional_lights[state.directional_light_count++]=li;
+ }
+
+
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ float sign = li->light_ptr->negative?-1:1;
+
+ Color linear_col = li->light_ptr->color.to_linear();
+ ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[3]=0;
+
+
+ Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
+
+ //directional, keep at 0
+ ubo_data.light_pos_inv_radius[0]=pos.x;
+ ubo_data.light_pos_inv_radius[1]=pos.y;
+ ubo_data.light_pos_inv_radius[2]=pos.z;
+ ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
+
+ ubo_data.light_direction_attenuation[0]=0;
+ ubo_data.light_direction_attenuation[1]=0;
+ ubo_data.light_direction_attenuation[2]=0;
+ ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+
+ ubo_data.light_params[0]=0;
+ ubo_data.light_params[1]=0;
+ ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ ubo_data.light_params[3]=0;
+
+ Color shadow_color = li->light_ptr->shadow_color.to_linear();
+ ubo_data.light_shadow_color[0]=shadow_color.r;
+ ubo_data.light_shadow_color[1]=shadow_color.g;
+ ubo_data.light_shadow_color[2]=shadow_color.b;
+ ubo_data.light_shadow_color[3]=1.0;
+
+ if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
+ // fill in the shadow information
+
+ uint32_t key = shadow_atlas->shadow_owners[li->self];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size>>1;
+
+ uint32_t x=(quadrant&1)*quadrant_size;
+ uint32_t y=(quadrant>>1)*quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ uint32_t width=shadow_size;
+ uint32_t height=shadow_size;
+
+
+ if (li->light_ptr->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+
+ height/=2;
+ } else {
+ width/=2;
+
+ }
+
+ Transform proj = (p_camera_inverse_transform * li->transform).inverse();
+
+ store_transform(proj,ubo_data.shadow_matrix1);
+
+ ubo_data.light_params[3]=1.0; //means it has shadow
+ ubo_data.light_clamp[0]=float(x)/atlas_size;
+ ubo_data.light_clamp[1]=float(y)/atlas_size;
+ ubo_data.light_clamp[2]=float(width)/atlas_size;
+ ubo_data.light_clamp[3]=float(height)/atlas_size;
+
+ }
+
+
+ li->light_index=state.omni_light_count;
+ copymem(&state.omni_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size);
+ state.omni_light_count++;
+
+
+
+#if 0
+ if (li->light_ptr->shadow_enabled) {
+ li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
+ lights_use_shadow=true;
+ }
+#endif
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ float sign = li->light_ptr->negative?-1:1;
+
+ Color linear_col = li->light_ptr->color.to_linear();
+ ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];;
+ ubo_data.light_color_energy[3]=0;
+
+ Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
+
+ //directional, keep at 0
+ ubo_data.light_pos_inv_radius[0]=pos.x;
+ ubo_data.light_pos_inv_radius[1]=pos.y;
+ ubo_data.light_pos_inv_radius[2]=pos.z;
+ ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]);
+
+ Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized();
+ ubo_data.light_direction_attenuation[0]=direction.x;
+ ubo_data.light_direction_attenuation[1]=direction.y;
+ ubo_data.light_direction_attenuation[2]=direction.z;
+ ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+
+ ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
+ ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]));
+ ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ ubo_data.light_params[3]=0;
+
+ Color shadow_color = li->light_ptr->shadow_color.to_linear();
+ ubo_data.light_shadow_color[0]=shadow_color.r;
+ ubo_data.light_shadow_color[1]=shadow_color.g;
+ ubo_data.light_shadow_color[2]=shadow_color.b;
+ ubo_data.light_shadow_color[3]=1.0;
+
+ if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
+ // fill in the shadow information
+
+ uint32_t key = shadow_atlas->shadow_owners[li->self];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size>>1;
+
+ uint32_t x=(quadrant&1)*quadrant_size;
+ uint32_t y=(quadrant>>1)*quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ uint32_t width=shadow_size;
+ uint32_t height=shadow_size;
+
+ Rect2 rect(float(x)/atlas_size,float(y)/atlas_size,float(width)/atlas_size,float(height)/atlas_size);
+
+ ubo_data.light_params[3]=1.0; //means it has shadow
+ ubo_data.light_clamp[0]=rect.pos.x;
+ ubo_data.light_clamp[1]=rect.pos.y;
+ ubo_data.light_clamp[2]=rect.size.x;
+ ubo_data.light_clamp[3]=rect.size.y;
+
+ Transform modelview = (p_camera_inverse_transform * li->transform).inverse();
+
+ CameraMatrix bias;
+ bias.set_light_bias();
+ CameraMatrix rectm;
+ rectm.set_light_atlas_rect(rect);
+
+ CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview;
+
+ store_camera(shadow_mtx,ubo_data.shadow_matrix1);
+
+
+ }
+
+ li->light_index=state.spot_light_count;
+ copymem(&state.spot_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size);
+ state.spot_light_count++;
+
+#if 0
+ if (li->light_ptr->shadow_enabled) {
+ CameraMatrix bias;
+ bias.set_light_bias();
+ Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
+ li->shadow_projection[0] = bias * li->projection * modelview;
+ lights_use_shadow=true;
+ }
+#endif
+ } break;
+
+ }
+
+
+ li->last_pass=render_pass;
+
+ //update UBO for forward rendering, blit to texture for clustered
+
+ }
+
+
+
+ if (state.omni_light_count) {
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo);
+ }
+
+ if (state.spot_light_count) {
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo);
+ }
+
+
+
+}
+
+void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result,int p_reflection_probe_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_reflection_atlas,Environment *p_env) {
+
+ state.reflection_probe_count=0;
+
+ for(int i=0;i<p_reflection_probe_cull_count;i++) {
+
+ ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]);
+ ERR_CONTINUE(!rpi);
+
+ ReflectionAtlas *reflection_atlas=reflection_atlas_owner.getornull(p_reflection_atlas);
+ ERR_CONTINUE(!reflection_atlas);
+
+ ERR_CONTINUE(rpi->reflection_atlas_index<0);
+
+
+ if (state.reflection_probe_count>=state.max_ubo_reflections)
+ break;
+
+ rpi->last_pass=render_pass;
+
+
+ ReflectionProbeDataUBO reflection_ubo;
+
+ reflection_ubo.box_extents[0]=rpi->probe_ptr->extents.x;
+ reflection_ubo.box_extents[1]=rpi->probe_ptr->extents.y;
+ reflection_ubo.box_extents[2]=rpi->probe_ptr->extents.z;
+ reflection_ubo.box_extents[3]=0;
+
+
+
+ reflection_ubo.box_ofs[0]=rpi->probe_ptr->origin_offset.x;
+ reflection_ubo.box_ofs[1]=rpi->probe_ptr->origin_offset.y;
+ reflection_ubo.box_ofs[2]=rpi->probe_ptr->origin_offset.z;
+ reflection_ubo.box_ofs[3]=0;
+
+ reflection_ubo.params[0]=rpi->probe_ptr->intensity;
+ reflection_ubo.params[1]=0;
+ reflection_ubo.params[2]=rpi->probe_ptr->interior?1.0:0.0;
+ reflection_ubo.params[3]=rpi->probe_ptr->box_projection?1.0:0.0;
+
+ if (rpi->probe_ptr->interior) {
+ Color ambient_linear = rpi->probe_ptr->interior_ambient.to_linear();
+ reflection_ubo.ambient[0]=ambient_linear.r*rpi->probe_ptr->interior_ambient_energy;
+ reflection_ubo.ambient[1]=ambient_linear.g*rpi->probe_ptr->interior_ambient_energy;
+ reflection_ubo.ambient[2]=ambient_linear.b*rpi->probe_ptr->interior_ambient_energy;
+ reflection_ubo.ambient[3]=rpi->probe_ptr->interior_ambient_probe_contrib;
+ } else {
+ Color ambient_linear;
+ float contrib=0;
+ if (p_env) {
+ ambient_linear=p_env->ambient_color.to_linear();
+ ambient_linear.r*=p_env->ambient_energy;
+ ambient_linear.g*=p_env->ambient_energy;
+ ambient_linear.b*=p_env->ambient_energy;
+ contrib=p_env->ambient_skybox_contribution;
+ }
+
+ reflection_ubo.ambient[0]=ambient_linear.r;
+ reflection_ubo.ambient[1]=ambient_linear.g;
+ reflection_ubo.ambient[2]=ambient_linear.b;
+ reflection_ubo.ambient[3]=0;
+ }
+
+ int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
+ int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size;
+ int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size;
+ int width=cell_size;
+ int height=cell_size;
+
+ reflection_ubo.atlas_clamp[0]=float(x)/reflection_atlas->size;
+ reflection_ubo.atlas_clamp[1]=float(y)/reflection_atlas->size;
+ reflection_ubo.atlas_clamp[2]=float(width)/reflection_atlas->size;
+ reflection_ubo.atlas_clamp[3]=float(height/2)/reflection_atlas->size;
+
+ Transform proj = (p_camera_inverse_transform * rpi->transform).inverse();
+ store_transform(proj,reflection_ubo.local_matrix);
+
+ rpi->reflection_index=state.reflection_probe_count;
+ copymem(&state.reflection_array_tmp[rpi->reflection_index*sizeof(ReflectionProbeDataUBO)],&reflection_ubo,sizeof(ReflectionProbeDataUBO));
+ state.reflection_probe_count++;
+
+ }
+
+
+ if (state.reflection_probe_count) {
+
+
+ glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count*sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo);
+ }
+
+}
+
+
+void RasterizerSceneGLES3::_copy_screen() {
+
+ glBindVertexArray( storage->resources.quadie_array);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ glBindVertexArray(0);
+
+}
+
+void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) {
+
+ //copy to front buffer
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1,1,1,1);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
+
+ if (!env) {
+ //no environment, simply convert from linear to srgb
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
+ } else {
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
+
+ }
+
+ storage->shaders.copy.bind();
+
+ _copy_screen();
+
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);
+
+
+}
+
+void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) {
+
+ //copy to front buffer
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1,1,1,1);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,p_texture);
+
+ glViewport(0,0,storage->frame.current_rt->width*0.5,storage->frame.current_rt->height*0.5);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
+ storage->shaders.copy.bind();
+
+ _copy_screen();
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);
+
+
+}
+
+void RasterizerSceneGLES3::_fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow){
+
+ current_geometry_index=0;
+ current_material_index=0;
+ state.used_sss=false;
+
+ //fill list
+
+ for(int i=0;i<p_cull_count;i++) {
+
+ InstanceBase *inst = p_cull_result[i];
+ switch(inst->base_type) {
+
+ case VS::INSTANCE_MESH: {
+
+ RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base);
+ ERR_CONTINUE(!mesh);
+
+ int ssize = mesh->surfaces.size();
+
+ for (int i=0;i<ssize;i++) {
+
+ int mat_idx = inst->materials[i].is_valid() ? i : -1;
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[i];
+ _add_geometry(s,inst,NULL,mat_idx,p_shadow);
+ }
+
+ //mesh->last_pass=frame;
+
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+
+ RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(inst->base);
+ ERR_CONTINUE(!multi_mesh);
+
+ if (multi_mesh->size==0 || multi_mesh->visible_instances==0)
+ continue;
+
+ RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh);
+ if (!mesh)
+ continue; //mesh not assigned
+
+ int ssize = mesh->surfaces.size();
+
+ for (int i=0;i<ssize;i++) {
+
+ RasterizerStorageGLES3::Surface *s = mesh->surfaces[i];
+ _add_geometry(s,inst,multi_mesh,-1,p_shadow);
+ }
+
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+
+ } break;
+
+ }
+ }
+}
+
+
+void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_cam_projection) {
+
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+
+
+ if (env->ssao_enabled) {
+ //copy diffuse to front buffer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+
+ //copy from depth, convert to linear
+ GLint ss[2];
+ ss[0]=storage->frame.current_rt->width;
+ ss[1]=storage->frame.current_rt->height;
+
+ for(int i=0;i<storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size();i++) {
+
+ state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START,i==0);
+ state.ssao_minify_shader.bind();
+ state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+ state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP,MAX(0,i-1));
+ glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE),1,ss);
+ ss[0]>>=1;
+ ss[1]>>=1;
+
+ glActiveTexture(GL_TEXTURE0);
+ if (i==0) {
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+ } else {
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first
+ glViewport(0,0,ss[0],ss[1]);
+
+ _copy_screen();
+
+ }
+ ss[0]=storage->frame.current_rt->width;
+ ss[1]=storage->frame.current_rt->height;
+
+ glViewport(0,0,ss[0],ss[1]);
+
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_GREATER);
+ // do SSAO!
+ state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2,env->ssao_radius2>0.001);
+ state.ssao_shader.bind();
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE),1,ss);
+ float radius = env->ssao_radius;
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS,radius);
+ float intensity = env->ssao_intensity;
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6,intensity / pow(radius, 6.0f));
+
+ if (env->ssao_radius2>0.001) {
+
+ float radius2 = env->ssao_radius2;
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2,radius2);
+ float intensity2 = env->ssao_intensity2;
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62,intensity2 / pow(radius2, 6.0f));
+
+ }
+
+ float proj_info[4]={
+ -2.0f / (ss[0]*p_cam_projection.matrix[0][0]),
+ -2.0f / (ss[1]*p_cam_projection.matrix[1][1]),
+ ( 1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0],
+ ( 1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1]
+ };
+
+ glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO),1,proj_info);
+ float pixels_per_meter = float(p_cam_projection.get_pixels_per_meter(ss[0]));
+
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE,pixels_per_meter);
+ state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS,env->ssao_bias);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first
+ Color white(1,1,1,1);
+ glClearBufferfv(GL_COLOR,0,white.components); // specular
+
+ _copy_screen();
+
+ //do the batm, i mean blur
+
+ state.ssao_blur_shader.bind();
+
+ if (env->ssao_filter) {
+ for(int i=0;i<2;i++) {
+
+ state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+ state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ GLint axis[2]={i,1-i};
+ glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS),1,axis);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[i]);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[1-i]);
+ if (i==0) {
+ glClearBufferfv(GL_COLOR,0,white.components); // specular
+ }
+ _copy_screen();
+
+ }
+ }
+
+ glDisable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+
+ // just copy diffuse while applying SSAO
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR,env->ssao_color);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
+ _copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,false);
+
+ } else {
+
+ //copy diffuse to effect buffer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ }
+
+
+ if (state.used_sss) {//sss enabled
+ //copy diffuse while performing sss
+
+ //copy normal and roughness to effect buffer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT3);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST);
+
+ state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_LOW);
+ state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_MEDIUM);
+ state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_HIGH);
+ state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE,subsurface_scatter_follow_surface);
+ state.sss_shader.bind();
+ state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS,subsurface_scatter_size);
+ state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY,p_cam_projection.get_fov());
+ state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+ state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(1,0));
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first
+
+ _copy_screen();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
+ state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(0,1));
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
+ _copy_screen();
+
+ }
+
+
+
+ if (env->ssr_enabled) {
+
+ //copy normal and roughness to effect buffer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT2);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST);
+
+
+ //blur diffuse into effect mipmaps using separatable convolution
+ //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+ for(int i=0;i<storage->frame.current_rt->effects.mip_maps[1].sizes.size();i++) {
+
+
+ int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
+ int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
+ glViewport(0,0,vp_w,vp_h);
+ //horizontal pass
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
+ _copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,false);
+
+ //vertical pass
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger
+ _copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,false);
+ }
+
+
+ //perform SSR
+
+ state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL,env->ssr_accel>0 && env->ssr_smooth);
+ state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS,env->ssr_accel>0 && env->ssr_roughness);
+
+ state.ssr_shader.bind();
+
+ int ssr_w = storage->frame.current_rt->effects.mip_maps[1].sizes[0].width;
+ int ssr_h = storage->frame.current_rt->effects.mip_maps[1].sizes[0].height;
+
+
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PIXEL_SIZE,Vector2(1.0/(ssr_w*0.5),1.0/(ssr_h*0.5)));
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PROJECTION,p_cam_projection);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::INVERSE_PROJECTION,p_cam_projection.inverse());
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::VIEWPORT_SIZE,Size2(ssr_w,ssr_h));
+ //state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass));
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS,float(storage->frame.current_rt->effects.mip_maps[0].sizes.size()));
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS,env->ssr_max_steps);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION,env->ssr_accel);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE,env->ssr_depth_tolerance);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE,env->ssr_fade);
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo);
+ glViewport(0,0,ssr_w,ssr_h);
+
+ _copy_screen();
+ glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
+
+ }
+
+
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT1);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ //glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ //copy reflection over diffuse, resolving SSR if needed
+ state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR,env->ssr_enabled);
+ state.resolve_shader.bind();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
+ if (env->ssr_enabled) {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
+ }
+
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_ONE,GL_ONE); //use additive to accumulate one over the other
+
+ _copy_screen();
+
+ glDisable(GL_BLEND); //end additive
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(0));
+
+ {
+ GLuint db = GL_COLOR_ATTACHMENT0;
+ glDrawBuffers(1,&db);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
+
+ _copy_screen();
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,false);
+
+
+}
+
+void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_cam_projection){
+
+ //copy to front buffer
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1,1,1,1);
+
+ //turn off everything used
+
+ //copy specular to front buffer
+ //copy diffuse to effect buffer
+
+
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ if (!env) {
+ //no environment, simply return and convert to SRGB
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
+ storage->shaders.copy.bind();
+
+ _copy_screen();
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); //compute luminance
+
+ return;
+
+ }
+
+
+ //order of operation
+ //1) DOF Blur (first blur, then copy to buffer applying the blur)
+ //2) Motion Blur
+ //3) Bloom
+ //4) Tonemap
+ //5) Adjustments
+
+ GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color;
+
+
+ if (env->dof_blur_far_enabled) {
+
+ //blur diffuse into effect mipmaps using separatable convolution
+ //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+
+ int vp_h = storage->frame.current_rt->height;
+ int vp_w = storage->frame.current_rt->width;
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,true);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_LOW);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH);
+
+ state.effect_blur_shader.bind();
+ int qsteps[3]={4,10,20};
+
+ float radius = (env->dof_blur_far_amount*env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality];
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_far_distance);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_far_distance+env->dof_blur_far_transition);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,composite_from);
+ 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);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first
+
+ _copy_screen();
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1));
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
+ _copy_screen();
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false);
+
+
+ composite_from=storage->frame.current_rt->effects.mip_maps[0].color;
+
+ }
+
+ if (env->dof_blur_near_enabled) {
+
+ //blur diffuse into effect mipmaps using separatable convolution
+ //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+
+ int vp_h = storage->frame.current_rt->height;
+ int vp_w = storage->frame.current_rt->width;
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,true);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,true);
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_LOW);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH);
+
+ state.effect_blur_shader.bind();
+ int qsteps[3]={4,10,20};
+
+ float radius = (env->dof_blur_near_amount*env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality];
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,composite_from);
+ 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);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first
+
+ _copy_screen();
+ //manually do the blend if this is the first operation resolving from the diffuse buffer
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,composite_from == storage->frame.current_rt->buffers.diffuse);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false);
+ state.effect_blur_shader.bind();
+
+
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near());
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far());
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
+
+ if (composite_from != storage->frame.current_rt->buffers.diffuse) {
+
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ } else {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
+
+ }
+
+ _copy_screen();
+
+ if (composite_from != storage->frame.current_rt->buffers.diffuse) {
+
+ glDisable(GL_BLEND);
+ }
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false);
+
+
+ composite_from=storage->frame.current_rt->effects.mip_maps[0].color;
+
+ }
+
+ if ( env->auto_exposure) {
+
+ //compute auto exposure
+ //first step, copy from image to luminance buffer
+ state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,true);
+ state.exposure_shader.bind();
+ int ss[2]={
+ storage->frame.current_rt->width,
+ storage->frame.current_rt->height,
+ };
+ int ds[2]={
+ exposure_shrink_size,
+ exposure_shrink_size,
+ };
+
+ glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE),1,ss);
+ glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE),1,ds);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
+
+
+ glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[0].fbo);
+ glViewport(0,0,exposure_shrink_size,exposure_shrink_size);
+
+ _copy_screen();
+
+
+
+
+
+ //second step, shrink to 2x2 pixels
+ state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,false);
+ state.exposure_shader.bind();
+ //shrink from second to previous to last level
+
+ int s_size=exposure_shrink_size/3;
+ for(int i=1;i<exposure_shrink.size()-1;i++) {
+
+ glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[i].fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,exposure_shrink[i-1].color);
+
+ _copy_screen();
+
+ glViewport(0,0,s_size,s_size);
+
+ s_size/=3;
+
+ }
+ //third step, shrink to 1x1 pixel taking in consideration the previous exposure
+ state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,true);
+
+ uint64_t tick = OS::get_singleton()->get_ticks_usec();
+ uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick==0?0:tick-storage->frame.current_rt->last_exposure_tick;
+ storage->frame.current_rt->last_exposure_tick=tick;
+
+ if (tick_diff==0 || tick_diff>1000000) {
+ state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,true);
+
+ }
+
+ state.exposure_shader.bind();
+
+ glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[exposure_shrink.size()-1].fbo);
+ glViewport(0,0,1,1);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,exposure_shrink[exposure_shrink.size()-2].color);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); //read from previous
+
+
+ state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST,env->auto_exposure_speed*(tick_diff/1000000.0));
+ state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE,env->auto_exposure_max);
+ state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE,env->auto_exposure_min);
+
+ _copy_screen();
+
+ state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,false);
+ state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,false);
+
+ //last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer
+ SWAP(exposure_shrink[exposure_shrink.size()-1].fbo,storage->frame.current_rt->exposure.fbo);
+ SWAP(exposure_shrink[exposure_shrink.size()-1].color,storage->frame.current_rt->exposure.color);
+
+
+ glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
+
+ }
+
+
+ int max_glow_level=-1;
+ int glow_mask=0;
+
+
+ if (env->glow_enabled) {
+
+
+ for(int i=0;i<VS::MAX_GLOW_LEVELS;i++) {
+ if (env->glow_levels&(1<<i)) {
+
+ if (i>=storage->frame.current_rt->effects.mip_maps[1].sizes.size()) {
+ max_glow_level=storage->frame.current_rt->effects.mip_maps[1].sizes.size()-1;
+ glow_mask|=1<<max_glow_level;
+
+ } else {
+ max_glow_level=i;
+ glow_mask|=(1<<i);
+ }
+
+ }
+ }
+
+
+ //blur diffuse into effect mipmaps using separatable convolution
+ //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+
+ for(int i=0;i<(max_glow_level+1);i++) {
+
+
+ int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
+ int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
+ glViewport(0,0,vp_w,vp_h);
+ //horizontal pass
+ if (i==0) {
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,true);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,env->auto_exposure);
+ }
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength);
+
+ glActiveTexture(GL_TEXTURE0);
+ if (i==0) {
+ glBindTexture(GL_TEXTURE_2D,composite_from);
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
+ if (env->auto_exposure) {
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey);
+ }
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM,env->glow_bloom);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD,env->glow_hdr_bleed_treshold);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE,env->glow_hdr_bleed_scale);
+
+ } else {
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
+ _copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,false);
+
+ //vertical pass
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger
+ _copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,false);
+ }
+
+ glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
+
+ }
+
+
+
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,composite_from);
+
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_FILMIC);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_ACES);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_REINHARDT);
+
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,env->glow_bicubic_upscale);
+
+
+
+ if (max_glow_level>=0) {
+
+
+ for(int i=0;i<(max_glow_level+1);i++) {
+
+ if (glow_mask&(1<<i)) {
+ if (i==0) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,true);
+ }
+ if (i==1) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,true);
+ }
+ if (i==2) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,true);
+ }
+ if (i==3) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,true);
+ }
+ if (i==4) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,true);
+ }
+ if (i==5) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,true);
+ }
+ if (i==6) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,true);
+ }
+ }
+ }
+
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SCREEN);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SOFTLIGHT);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,env->glow_blend_mode==VS::GLOW_BLEND_MODE_REPLACE);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
+
+ }
+
+ state.tonemap_shader.bind();
+
+ state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
+ state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE,env->tone_mapper_exposure_white);
+
+ if (max_glow_level>=0) {
+
+ state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY,env->glow_intensity);
+ int ss[2]={
+ storage->frame.current_rt->width,
+ storage->frame.current_rt->height,
+ };
+ glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE),1,ss);
+
+ }
+
+ if (env->auto_exposure) {
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
+ state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey);
+
+ }
+
+
+
+ _copy_screen();
+
+ //turn off everything used
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,false);
+
+}
+
+void RasterizerSceneGLES3::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){
+
+ //first of all, make a new render pass
+ render_pass++;
+
+
+ //fill up ubo
+
+ Environment *env = environment_owner.getornull(p_environment);
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
+
+ if (shadow_atlas && shadow_atlas->size) {
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-3);
+ glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
+ state.ubo_data.shadow_atlas_pixel_size[0]=1.0/shadow_atlas->size;
+ state.ubo_data.shadow_atlas_pixel_size[1]=1.0/shadow_atlas->size;
+ }
+
+
+ if (reflection_atlas && reflection_atlas->size) {
+ glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-5);
+ glBindTexture(GL_TEXTURE_2D,reflection_atlas->color);
+ }
+
+ if (p_reflection_probe.is_valid()) {
+ state.ubo_data.reflection_multiplier=0.0;
+ } else {
+ state.ubo_data.reflection_multiplier=1.0;
+ }
+
+ state.ubo_data.subsurface_scatter_width=subsurface_scatter_size;
+
+
+ state.ubo_data.shadow_z_offset=0;
+ state.ubo_data.shadow_slope_scale=0;
+ state.ubo_data.shadow_dual_paraboloid_render_side=0;
+ state.ubo_data.shadow_dual_paraboloid_render_zfar=0;
+
+ _setup_environment(env,p_cam_projection,p_cam_transform);
+
+ bool fb_cleared=false;
+
+ glDepthFunc(GL_LEQUAL);
+
+
+ if (storage->frame.current_rt && true) {
+ //pre z pass
+
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
+ glDrawBuffers(0,NULL);
+
+ glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
+
+ glColorMask(0,0,0,0);
+
+ glClearDepth(1.0);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+
+ render_list.clear();
+ _fill_render_list(p_cull_result,p_cull_count,true);
+ render_list.sort_by_depth(false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true);
+ _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,0,false,false,true,false,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false);
+
+ glColorMask(1,1,1,1);
+
+ fb_cleared=true;
+ render_pass++;
+ }
+
+
+ _setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_shadow_atlas);
+ _setup_reflections(p_reflection_probe_cull_result,p_reflection_probe_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_reflection_atlas,env);
+
+ render_list.clear();
+
+
+ bool use_mrt=false;
+
+
+ _fill_render_list(p_cull_result,p_cull_count,false);
+ //
+
+
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+ //rendering to a probe cubemap side
+ ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
+ GLuint current_fbo;
+
+
+
+ if (probe) {
+
+ ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas);
+ ERR_FAIL_COND(!ref_atlas);
+
+ int target_size=ref_atlas->size/ref_atlas->subdiv;
+
+ int cubemap_index=reflection_cubemaps.size()-1;
+
+ for(int i=reflection_cubemaps.size()-1;i>=0;i--) {
+ //find appropriate cubemap to render to
+ if (reflection_cubemaps[i].size>target_size*2)
+ break;
+
+ cubemap_index=i;
+ }
+
+ current_fbo=reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass];
+ use_mrt=false;
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
+
+ glViewport(0,0,reflection_cubemaps[cubemap_index].size,reflection_cubemaps[cubemap_index].size);
+ glBindFramebuffer(GL_FRAMEBUFFER,current_fbo);
+
+ } else {
+
+ use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled
+
+ glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
+
+ if (use_mrt) {
+
+ current_fbo=storage->frame.current_rt->buffers.fbo;
+
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true);
+
+
+ Vector<GLenum> draw_buffers;
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
+ if (state.used_sss) {
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
+ }
+ glDrawBuffers(draw_buffers.size(),draw_buffers.ptr());
+
+ Color black(0,0,0,0);
+ glClearBufferfv(GL_COLOR,1,black.components); // specular
+ glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough
+ if (state.used_sss) {
+ glClearBufferfv(GL_COLOR,3,black.components); // normal metal rough
+ }
+
+ } else {
+
+
+
+ current_fbo = storage->frame.current_rt->buffers.fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
+
+ Vector<GLenum> draw_buffers;
+ draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
+ glDrawBuffers(draw_buffers.size(),draw_buffers.ptr());
+
+ }
+ }
+
+ if (!fb_cleared) {
+ glClearDepth(1.0);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ Color clear_color(0,0,0,0);
+
+ RasterizerStorageGLES3::SkyBox *skybox=NULL;
+ GLuint env_radiance_tex=0;
+
+ if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) {
+
+ if (storage->frame.clear_request) {
+
+ clear_color = storage->frame.clear_request_color.to_linear();
+ storage->frame.clear_request=false;
+
+ }
+
+ } else if (env->bg_mode==VS::ENV_BG_COLOR) {
+
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request=false;
+ } else if (env->bg_mode==VS::ENV_BG_SKYBOX) {
+
+ skybox = storage->skybox_owner.getornull(env->skybox);
+
+ if (skybox) {
+ env_radiance_tex=skybox->radiance;
+ }
+ storage->frame.clear_request=false;
+
+ } else {
+ storage->frame.clear_request=false;
+ }
+
+ glClearBufferfv(GL_COLOR,0,clear_color.components); // specular
+
+
+ state.texscreen_copied=false;
+
+ 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);
+ }
+
+ glDisable(GL_BLEND);
+
+ render_list.sort_by_key(false);
+
+ 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);
+ }
+
+
+
+ if (state.directional_light_count==0) {
+ directional_light=NULL;
+ _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,false,shadow_atlas!=NULL);
+ } else {
+ for(int i=0;i<state.directional_light_count;i++) {
+ directional_light=directional_lights[i];
+ if (i>0) {
+ glEnable(GL_BLEND);
+ }
+ _setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL);
+ _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,i>0,shadow_atlas!=NULL);
+
+ }
+ }
+
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false);
+
+ if (use_mrt) {
+ GLenum gldb = GL_COLOR_ATTACHMENT0;
+ glDrawBuffers(1,&gldb);
+ }
+
+ if (env && env->bg_mode==VS::ENV_BG_SKYBOX) {
+
+ //if (use_mrt) {
+ // glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters
+ //
+
+ _draw_skybox(skybox,p_cam_projection,p_cam_transform,storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale);
+ }
+
+
+
+
+
+ //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
+ //glColorMask(1,1,1,1);
+
+// state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
+
+
+ if (use_mrt) {
+ _render_mrts(env,p_cam_projection);
+ }
+
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+ render_list.sort_by_depth(true);
+
+ if (state.directional_light_count==0) {
+ directional_light=NULL;
+ _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,false,shadow_atlas!=NULL);
+ } else {
+ for(int i=0;i<state.directional_light_count;i++) {
+ directional_light=directional_lights[i];
+ _setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL);
+ _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,i>0,shadow_atlas!=NULL);
+
+ }
+ }
+
+ if (probe) {
+ //rendering a probe, do no more!
+ return;
+ }
+
+
+ _post_process(env,p_cam_projection);
+
+
+ if (false && shadow_atlas) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));
+
+ }
+
+ if (false && storage->frame.current_rt) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,exposure_shrink[4].color);
+// glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
+ storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/16,storage->frame.current_rt->height/16),Rect2(0,0,1,1));
+
+ }
+
+ if (false && reflection_atlas && storage->frame.current_rt) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,reflection_atlas->color);
+ storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));
+
+ }
+
+ if (false && directional_shadow.fbo) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));
+
+ }
+
+ if (false && env_radiance_tex) {
+
+ //_copy_texture_to_front_buffer(shadow_atlas->depth);
+ storage->canvas->canvas_begin();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,env_radiance_tex);
+ storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));
+
+ }
+
+
+#if 0
+ if (use_fb) {
+
+
+
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+ glDisableVertexAttribArray(i);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_SCISSOR_TEST);
+ glDepthMask(false);
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+
+ int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
+ switch(hdr_tm) {
+ case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
+
+
+ } break;
+ case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
+
+ } break;
+ case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
+ } break;
+ case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
+ } break;
+ }
+
+
+ _process_hdr();
+ }
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
+ _process_glow_bloom();
+ int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
+ if (glow_transfer_mode==1)
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
+ if (glow_transfer_mode==2)
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
+
+ Size2 size;
+ if (current_rt) {
+ glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
+ glViewport( 0,0,viewport.width,viewport.height);
+ size=Size2(viewport.width,viewport.height);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
+ glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+ size=Size2(viewport.width,viewport.height);
+ }
+
+ //time to copy!!!
+ copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
+
+ copy_shader.bind();
+ //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
+
+ }
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
+
+ }
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
+
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
+
+ Vector3 bcs;
+ bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
+ bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
+ bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
+ copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+ _copy_screen_quad();
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
+
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
+ _debug_luminances();
+ }
+ }
+
+ current_env=NULL;
+ current_debug=VS::SCENARIO_DEBUG_DISABLED;
+ if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
+ _debug_shadows();
+ }
+// _debug_luminances();
+// _debug_samplers();
+
+ if (using_canvas_bg) {
+ using_canvas_bg=false;
+ glColorMask(1,1,1,1); //don't touch alpha
+ }
+#endif
+}
+
+void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count) {
+
+ render_pass++;
+
+ directional_light=NULL;
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light);
+ ERR_FAIL_COND(!light_instance);
+ RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light);
+ ERR_FAIL_COND(!light);
+
+ uint32_t x,y,width,height,vp_height;
+
+
+ float dp_direction=0.0;
+ float zfar=0;
+ bool flip_facing=false;
+ int custom_vp_size=0;
+ GLuint fbo;
+ int current_cubemap=-1;
+ float bias=0;
+ float normal_bias=0;
+
+ CameraMatrix light_projection;
+ Transform light_transform;
+
+
+ if (light->type==VS::LIGHT_DIRECTIONAL) {
+ //set pssm stuff
+ if (light_instance->last_scene_shadow_pass!=scene_pass) {
+ //assign rect if unassigned
+ light_instance->light_directional_index = directional_shadow.current_light;
+ light_instance->last_scene_shadow_pass=scene_pass;
+ directional_shadow.current_light++;
+
+ if (directional_shadow.light_count==1) {
+ light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size);
+ } else if (directional_shadow.light_count==2) {
+ light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size/2);
+ if (light_instance->light_directional_index==1) {
+ light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x;
+ }
+ } else { //3 and 4
+ light_instance->directional_rect=Rect2(0,0,directional_shadow.size/2,directional_shadow.size/2);
+ if (light_instance->light_directional_index&1) {
+ light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x;
+ }
+ if (light_instance->light_directional_index/2) {
+ light_instance->directional_rect.pos.y+=light_instance->directional_rect.size.y;
+ }
+ }
+ }
+
+ light_projection=light_instance->shadow_transform[p_pass].camera;
+ light_transform=light_instance->shadow_transform[p_pass].transform;
+
+ x=light_instance->directional_rect.pos.x;
+ y=light_instance->directional_rect.pos.y;
+ width=light_instance->directional_rect.size.x;
+ height=light_instance->directional_rect.size.y;
+
+
+
+ if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+
+
+ width/=2;
+ height/=2;
+
+ if (p_pass==0) {
+
+ } else if (p_pass==1) {
+ x+=width;
+ } else if (p_pass==2) {
+ y+=height;
+ } else if (p_pass==3) {
+ x+=width;
+ y+=height;
+
+ }
+
+
+
+ } else if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+
+ height/=2;
+
+ if (p_pass==0) {
+
+ } else {
+ y+=height;
+ }
+
+ }
+
+ zfar=light->param[VS::LIGHT_PARAM_RANGE];
+ bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
+ normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+ fbo=directional_shadow.fbo;
+ vp_height=directional_shadow.size;
+
+ } else {
+ //set from shadow atlas
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
+
+ fbo=shadow_atlas->fbo;
+ vp_height=shadow_atlas->size;
+
+ uint32_t key = shadow_atlas->shadow_owners[p_light];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_FAIL_INDEX(shadow,shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t quadrant_size = shadow_atlas->size>>1;
+
+ x=(quadrant&1)*quadrant_size;
+ y=(quadrant>>1)*quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ width=shadow_size;
+ height=shadow_size;
+
+ if (light->type==VS::LIGHT_OMNI) {
+
+
+ if (light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE) {
+
+ int cubemap_index=shadow_cubemaps.size()-1;
+
+ for(int i=shadow_cubemaps.size()-1;i>=0;i--) {
+ //find appropriate cubemap to render to
+ if (shadow_cubemaps[i].size>shadow_size*2)
+ break;
+
+ cubemap_index=i;
+ }
+
+ fbo=shadow_cubemaps[cubemap_index].fbo_id[p_pass];
+ light_projection=light_instance->shadow_transform[0].camera;
+ light_transform=light_instance->shadow_transform[0].transform;
+ custom_vp_size=shadow_cubemaps[cubemap_index].size;
+ zfar=light->param[VS::LIGHT_PARAM_RANGE];
+
+ current_cubemap=cubemap_index;
+
+
+ } else {
+
+ light_projection=light_instance->shadow_transform[0].camera;
+ light_transform=light_instance->shadow_transform[0].transform;
+
+ if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+
+ height/=2;
+ y+=p_pass*height;
+ } else {
+ width/=2;
+ x+=p_pass*width;
+
+ }
+
+ dp_direction = p_pass==0?1.0:-1.0;
+ flip_facing = (p_pass == 1);
+ zfar=light->param[VS::LIGHT_PARAM_RANGE];
+ bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,true);
+ }
+
+ } else if (light->type==VS::LIGHT_SPOT) {
+
+ light_projection=light_instance->shadow_transform[0].camera;
+ light_transform=light_instance->shadow_transform[0].transform;
+
+ dp_direction = 1.0;
+ flip_facing = false;
+ zfar=light->param[VS::LIGHT_PARAM_RANGE];
+ bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
+ normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+ }
+
+ }
+
+ //todo hacer que se redibuje cuando corresponde
+
+
+ render_list.clear();
+ _fill_render_list(p_cull_result,p_cull_count,true);
+
+ render_list.sort_by_depth(false); //shadow is front to back for performance
+
+ glDepthMask(true);
+ glColorMask(1,1,1,1);
+ glDisable(GL_BLEND);
+ glDisable(GL_DITHER);
+ glEnable(GL_DEPTH_TEST);
+ glBindFramebuffer(GL_FRAMEBUFFER,fbo);
+
+ if (custom_vp_size) {
+ glViewport(0,0,custom_vp_size,custom_vp_size);
+ glScissor(0,0,custom_vp_size,custom_vp_size);
+
+
+ } else {
+ glViewport(x,y,width,height);
+ glScissor(x,y,width,height);
+ }
+
+ glEnable(GL_SCISSOR_TEST);
+ glClearDepth(1.0);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
+ state.ubo_data.shadow_z_offset=bias;
+ state.ubo_data.shadow_slope_scale=normal_bias;
+ state.ubo_data.shadow_dual_paraboloid_render_side=dp_direction;
+ state.ubo_data.shadow_dual_paraboloid_render_zfar=zfar;
+
+ _setup_environment(NULL,light_projection,light_transform);
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true);
+
+ _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,!flip_facing,false,true,false,false);
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,false);
+
+
+ if (light->type==VS::LIGHT_OMNI && light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE && p_pass==5) {
+ //convert the chosen cubemap to dual paraboloid!
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+ glBindFramebuffer(GL_FRAMEBUFFER,shadow_atlas->fbo);
+ state.cube_to_dp_shader.bind();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP,shadow_cubemaps[current_cubemap].cubemap);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ glDisable(GL_CULL_FACE);
+
+ for(int i=0;i<2;i++) {
+
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP,i==1);
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR,light_projection.get_z_near());
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR,light_projection.get_z_far());
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS,light->param[VS::LIGHT_PARAM_SHADOW_BIAS]);
+
+ uint32_t local_width=width,local_height=height;
+ uint32_t local_x=x,local_y=y;
+ if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+
+ local_height/=2;
+ local_y+=i*local_height;
+ } else {
+ local_width/=2;
+ local_x+=i*local_width;
+ }
+
+ glViewport(local_x,local_y,local_width,local_height);
+ glScissor(local_x,local_y,local_width,local_height);
+ glEnable(GL_SCISSOR_TEST);
+ glClearDepth(1.0);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+ //glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+
+ _copy_screen();
+
+ }
+
+ }
+
+ glColorMask(1,1,1,1);
+
+
+}
+
+void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) {
+ scene_pass=p_pass;
+}
+
+bool RasterizerSceneGLES3::free(RID p_rid) {
+
+ if (light_instance_owner.owns(p_rid)) {
+
+
+ LightInstance *light_instance = light_instance_owner.getptr(p_rid);
+
+ //remove from shadow atlases..
+ for(Set<RID>::Element *E=light_instance->shadow_atlases.front();E;E=E->next()) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get());
+ ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
+ uint32_t key = shadow_atlas->shadow_owners[p_rid];
+ uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3;
+ uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK;
+
+ shadow_atlas->quadrants[q].shadows[s].owner=RID();
+ shadow_atlas->shadow_owners.erase(p_rid);
+ }
+
+
+ light_instance_owner.free(p_rid);
+ memdelete(light_instance);
+
+ } else if (shadow_atlas_owner.owns(p_rid)) {
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid);
+ shadow_atlas_set_size(p_rid,0);
+ shadow_atlas_owner.free(p_rid);
+ memdelete(shadow_atlas);
+ } else if (reflection_atlas_owner.owns(p_rid)) {
+
+ ReflectionAtlas *reflection_atlas = reflection_atlas_owner.get(p_rid);
+ reflection_atlas_set_size(p_rid,0);
+ reflection_atlas_owner.free(p_rid);
+ memdelete(reflection_atlas);
+ } else if (reflection_probe_instance_owner.owns(p_rid)) {
+
+ ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid);
+
+ reflection_probe_release_atlas_index(p_rid);
+ reflection_probe_instance_owner.free(p_rid);
+ memdelete(reflection_instance);
+
+ } else {
+ return false;
+ }
+
+
+ return true;
+
+}
+
+// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
+static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t 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-10f; // / 0x100000000
+}
+
+static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) {
+ return Vector2(float(i) / float(N), radicalInverse_VdC(i));
+}
+
+static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) {
+ float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
+
+ // Compute distribution direction
+ float Phi = 2.0f * Math_PI * Xi.x;
+ float CosTheta = Math::sqrt((1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y));
+ float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta));
+
+ // Convert to spherical direction
+ Vector3 H;
+ H.x = SinTheta * Math::cos(Phi);
+ H.y = SinTheta * Math::sin(Phi);
+ H.z = CosTheta;
+
+ Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0);
+ Vector3 TangentX = UpVector.cross(N);
+ TangentX.normalize();
+ Vector3 TangentY = N.cross(TangentX);
+
+ // Tangent to world space
+ return TangentX * H.x + TangentY * H.y + N * H.z;
+}
+
+static _FORCE_INLINE_ 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 _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL)
+{
+ return GGX(nDotL, a * a) * GGX(nDotV, a * a);
+}
+
+void RasterizerSceneGLES3::_generate_brdf() {
+
+ int brdf_size=GLOBAL_DEF("rendering/gles3/brdf_texture_size",64);
+
+
+
+ DVector<uint8_t> brdf;
+ brdf.resize(brdf_size*brdf_size*2);
+
+ DVector<uint8_t>::Write w = brdf.write();
+
+
+ for(int i=0;i<brdf_size;i++) {
+ for(int j=0;j<brdf_size;j++) {
+
+ float Roughness = float(j)/(brdf_size-1);
+ float NoV = float(i+1)/(brdf_size); //avoid storing nov0
+
+ Vector3 V;
+ V.x = Math::sqrt( 1.0 - NoV * NoV );
+ V.y = 0.0;
+ V.z = NoV;
+
+ Vector3 N = Vector3(0.0, 0.0, 1.0);
+
+ float A = 0;
+ float B = 0;
+
+ for(int s=0;s<512;s++) {
+
+
+ Vector2 xi = Hammersley(s,512);
+ Vector3 H = ImportanceSampleGGX( xi, Roughness, N );
+ Vector3 L = 2.0 * V.dot(H) * H - V;
+
+ float NoL = CLAMP( L.z, 0.0, 1.0 );
+ float NoH = CLAMP( H.z, 0.0, 1.0 );
+ float VoH = CLAMP( V.dot(H), 0.0, 1.0 );
+
+ if ( NoL > 0.0 ) {
+ float G = G_Smith( Roughness, NoV, NoL );
+ float G_Vis = G * VoH / (NoH * NoV);
+ float Fc = pow(1.0 - VoH, 5.0);
+
+ A += (1.0 - Fc) * G_Vis;
+ B += Fc * G_Vis;
+ }
+ }
+
+ A/=512.0;
+ B/=512.0;
+
+ int tofs = ((brdf_size-j-1)*brdf_size+i)*2;
+ w[tofs+0]=CLAMP(A*255,0,255);
+ w[tofs+1]=CLAMP(B*255,0,255);
+ }
+ }
+
+
+ //set up brdf texture
+
+
+ glGenTextures(1, &state.brdf_texture);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,state.brdf_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE,w.ptr());
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D,0);
+
+}
+
+void RasterizerSceneGLES3::initialize() {
+
+
+ render_pass=0;
+
+ state.scene_shader.init();
+
+ default_shader = storage->shader_create(VS::SHADER_SPATIAL);
+ default_material = storage->material_create();
+ storage->material_set_shader(default_material,default_shader);
+
+ default_shader_twosided = storage->shader_create(VS::SHADER_SPATIAL);
+ default_material_twosided = storage->material_create();
+ storage->shader_set_code(default_shader_twosided,"render_mode cull_disabled;\n");
+ storage->material_set_shader(default_material_twosided,default_shader_twosided);
+
+
+ glGenBuffers(1, &state.scene_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glGenBuffers(1, &state.env_radiance_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+
+ render_list.max_elements=GLOBAL_DEF("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
+ if (render_list.max_elements>1000000)
+ render_list.max_elements=1000000;
+ if (render_list.max_elements<1024)
+ render_list.max_elements=1024;
+
+
+
+ {
+ //quad buffers
+
+ glGenBuffers(1,&state.skybox_verts);
+ glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
+ glBufferData(GL_ARRAY_BUFFER,sizeof(Vector3)*8,NULL,GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+
+ glGenVertexArrays(1,&state.skybox_array);
+ glBindVertexArray(state.skybox_array);
+ glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts);
+ glVertexAttribPointer(VS::ARRAY_VERTEX,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,0);
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,((uint8_t*)NULL)+sizeof(Vector3));
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+ }
+ render_list.init();
+ state.cube_to_dp_shader.init();
+ _generate_brdf();
+
+ shadow_atlas_realloc_tolerance_msec=500;
+
+
+
+
+
+ int max_shadow_cubemap_sampler_size=512;
+
+ int cube_size = max_shadow_cubemap_sampler_size;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ while(cube_size>=32) {
+
+ ShadowCubeMap cube;
+ cube.size=cube_size;
+
+ glGenTextures(1,&cube.cubemap);
+ glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap);
+ //gen cubemap first
+ for(int i=0;i<6;i++) {
+
+ glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ }
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ //gen renderbuffers second, because it needs a complete cubemap
+ for(int i=0;i<6;i++) {
+
+ glGenFramebuffers(1, &cube.fbo_id[i]);
+ glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,_cube_side_enum[i], cube.cubemap, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
+ }
+
+ shadow_cubemaps.push_back(cube);
+
+ cube_size>>=1;
+ }
+
+ {
+ //directional light shadow
+ directional_shadow.light_count=0;
+ directional_shadow.size=nearest_power_of_2(GLOBAL_DEF("renderer/directional_shadow_size",2048));
+ glGenFramebuffers(1,&directional_shadow.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo);
+ glGenTextures(1,&directional_shadow.depth);
+ glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ 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_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, directional_shadow.depth, 0);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status!=GL_FRAMEBUFFER_COMPLETE) {
+ ERR_PRINT("Directional shadow framebuffer status invalid");
+ }
+ }
+
+ {
+ //spot and omni ubos
+
+ int max_ubo_size;
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,&max_ubo_size);
+ const int ubo_light_size=160;
+ state.ubo_light_size=ubo_light_size;
+ state.max_ubo_lights=MIN(RenderList::MAX_LIGHTS,max_ubo_size/ubo_light_size);
+ print_line("max ubo light: "+itos(state.max_ubo_lights));
+
+ state.spot_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights);
+ state.omni_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights);
+
+
+ glGenBuffers(1, &state.spot_array_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glGenBuffers(1, &state.omni_array_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glGenBuffers(1, &state.directional_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ state.max_forward_lights_per_object=8;
+
+
+ state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS "+itos(state.max_ubo_lights)+"\n");
+ state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS "+itos(state.max_forward_lights_per_object)+"\n");
+
+ state.max_ubo_reflections=MIN(RenderList::MAX_REFLECTIONS,max_ubo_size/sizeof(ReflectionProbeDataUBO));
+ print_line("max ubo reflections: "+itos(state.max_ubo_reflections)+" ubo size: "+itos(sizeof(ReflectionProbeDataUBO)));
+
+ state.reflection_array_tmp = (uint8_t*)memalloc(sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections);
+
+ glGenBuffers(1, &state.reflection_array_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS "+itos(state.max_ubo_reflections)+"\n");
+
+ state.max_skeleton_bones=MIN(2048,max_ubo_size/(12*sizeof(float)));
+ state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES "+itos(state.max_skeleton_bones)+"\n");
+
+
+ }
+
+ GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1);
+ Globals::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13"));
+ shadow_filter_mode=SHADOW_FILTER_NEAREST;
+
+ { //reflection cubemaps
+ int max_reflection_cubemap_sampler_size=512;
+
+ int cube_size = max_reflection_cubemap_sampler_size;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ bool use_float=true;
+
+ GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
+ GLenum format = GL_RGBA;
+ GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;
+
+ while(cube_size>=32) {
+
+ ReflectionCubeMap cube;
+ cube.size=cube_size;
+
+ glGenTextures(1,&cube.depth);
+ glBindTexture(GL_TEXTURE_2D,cube.depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ 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_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+
+ glGenTextures(1,&cube.cubemap);
+ glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap);
+ //gen cubemap first
+ for(int i=0;i<6;i++) {
+
+ glTexImage2D(_cube_side_enum[i], 0, internal_format, cube.size, cube.size, 0, format, type, NULL);
+ }
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ // Remove artifact on the edges of the reflectionmap
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ //gen renderbuffers second, because it needs a complete cubemap
+ for(int i=0;i<6;i++) {
+
+ glGenFramebuffers(1, &cube.fbo_id[i]);
+ glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,_cube_side_enum[i], cube.cubemap, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, cube.depth, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
+ }
+
+ reflection_cubemaps.push_back(cube);
+
+ cube_size>>=1;
+ }
+ }
+
+ {
+
+
+ uint32_t immediate_buffer_size=GLOBAL_DEF("rendering/gles3/immediate_buffer_size_kb",2048);
+
+ glGenBuffers(1, &state.immediate_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
+ glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size*1024, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glGenVertexArrays(1,&state.immediate_array);
+
+
+
+ }
+
+#ifdef GLES_OVER_GL
+//"desktop" opengl needs this.
+ glEnable(GL_PROGRAM_POINT_SIZE);
+
+#endif
+
+ state.resolve_shader.init();
+ state.ssr_shader.init();
+ state.effect_blur_shader.init();
+ state.sss_shader.init();
+ state.ssao_minify_shader.init();
+ state.ssao_shader.init();
+ state.ssao_blur_shader.init();
+ state.exposure_shader.init();
+ state.tonemap_shader.init();
+
+
+ {
+ GLOBAL_DEF("rendering/gles3/subsurface_scattering/quality",1);
+ Globals::get_singleton()->set_custom_property_info("rendering/gles3/subsurface_scattering/quality",PropertyInfo(Variant::INT,"rendering/gles3/subsurface_scattering/quality",PROPERTY_HINT_ENUM,"Low,Medium,High"));
+ GLOBAL_DEF("rendering/gles3/subsurface_scattering/max_size",1.0);
+ Globals::get_singleton()->set_custom_property_info("rendering/gles3/subsurface_scattering/max_size",PropertyInfo(Variant::INT,"rendering/gles3/subsurface_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01"));
+ GLOBAL_DEF("rendering/gles3/subsurface_scattering/follow_surface",false);
+
+ GLOBAL_DEF("rendering/gles3/high_quality_vct_gi",true);
+
+
+ }
+
+ exposure_shrink_size=243;
+ int max_exposure_shrink_size=exposure_shrink_size;
+
+ while(max_exposure_shrink_size>0) {
+
+ RasterizerStorageGLES3::RenderTarget::Exposure e;
+
+ glGenFramebuffers(1, &e.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, e.fbo);
+
+ glGenTextures(1, &e.color);
+ glBindTexture(GL_TEXTURE_2D, e.color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0);
+ 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_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ exposure_shrink.push_back(e);
+ max_exposure_shrink_size/=3;
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
+
+
+ }
+
+}
+
+void RasterizerSceneGLES3::iteration() {
+
+ shadow_filter_mode=ShadowFilterMode(int(Globals::get_singleton()->get("rendering/gles3/shadow_filter_mode")));
+ subsurface_scatter_follow_surface=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/follow_surface");
+ subsurface_scatter_quality=SubSurfaceScatterQuality(int(Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/quality")));
+ subsurface_scatter_size=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/max_size");
+
+
+ state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,Globals::get_singleton()->get("rendering/gles3/high_quality_vct_gi"));
+}
+
+void RasterizerSceneGLES3::finalize(){
+
+
+}
+
+
+RasterizerSceneGLES3::RasterizerSceneGLES3()
+{
+
+}
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
new file mode 100644
index 0000000000..7838345e59
--- /dev/null
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -0,0 +1,733 @@
+#ifndef RASTERIZERSCENEGLES3_H
+#define RASTERIZERSCENEGLES3_H
+
+#include "rasterizer_storage_gles3.h"
+#include "drivers/gles3/shaders/scene.glsl.h"
+#include "drivers/gles3/shaders/cube_to_dp.glsl.h"
+#include "drivers/gles3/shaders/resolve.glsl.h"
+#include "drivers/gles3/shaders/screen_space_reflection.glsl.h"
+#include "drivers/gles3/shaders/effect_blur.glsl.h"
+#include "drivers/gles3/shaders/subsurf_scattering.glsl.h"
+#include "drivers/gles3/shaders/ssao_minify.glsl.h"
+#include "drivers/gles3/shaders/ssao.glsl.h"
+#include "drivers/gles3/shaders/ssao_blur.glsl.h"
+#include "drivers/gles3/shaders/exposure.glsl.h"
+#include "drivers/gles3/shaders/tonemap.glsl.h"
+
+class RasterizerSceneGLES3 : public RasterizerScene {
+public:
+
+ enum ShadowFilterMode {
+ SHADOW_FILTER_NEAREST,
+ SHADOW_FILTER_PCF5,
+ SHADOW_FILTER_PCF13,
+ };
+
+
+ ShadowFilterMode shadow_filter_mode;
+
+ uint64_t shadow_atlas_realloc_tolerance_msec;
+
+ enum SubSurfaceScatterQuality {
+ SSS_QUALITY_LOW,
+ SSS_QUALITY_MEDIUM,
+ SSS_QUALITY_HIGH,
+ };
+
+ SubSurfaceScatterQuality subsurface_scatter_quality;
+ float subsurface_scatter_size;
+ bool subsurface_scatter_follow_surface;
+
+ uint64_t render_pass;
+ uint64_t scene_pass;
+ uint32_t current_material_index;
+ uint32_t current_geometry_index;
+
+ RID default_material;
+ RID default_material_twosided;
+ RID default_shader;
+ RID default_shader_twosided;
+
+ RasterizerStorageGLES3 *storage;
+
+ Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
+ int exposure_shrink_size;
+
+ struct State {
+
+
+
+ bool texscreen_copied;
+ int current_blend_mode;
+ float current_line_width;
+ int current_depth_draw;
+ GLuint current_main_tex;
+
+ SceneShaderGLES3 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 {
+
+ float projection_matrix[16];
+ float camera_inverse_matrix[16];
+ float camera_matrix[16];
+ float time[4];
+ float ambient_light_color[4];
+ float bg_color[4];
+ float ambient_energy;
+ float bg_energy;
+ float shadow_z_offset;
+ float shadow_slope_scale;
+ float shadow_dual_paraboloid_render_zfar;
+ float shadow_dual_paraboloid_render_side;
+ float shadow_atlas_pixel_size[2];
+ float shadow_directional_pixel_size[2];
+ float reflection_multiplier;
+ float subsurface_scatter_width;
+ float ambient_occlusion_affect_light;
+
+ } ubo_data;
+
+ GLuint scene_ubo;
+
+ struct EnvironmentRadianceUBO {
+
+ float transform[16];
+ float box_min[4]; //unused for now
+ float box_max[4];
+ float ambient_contribution;
+
+ } env_radiance_data;
+
+ GLuint env_radiance_ubo;
+
+ GLuint brdf_texture;
+
+ GLuint skybox_verts;
+ GLuint skybox_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;
+
+
+
+ int spot_light_count;
+ int omni_light_count;
+ int directional_light_count;
+ int reflection_probe_count;
+
+ bool cull_front;
+ bool used_sss;
+
+ } state;
+
+
+ /* SHADOW ATLAS API */
+
+ struct ShadowAtlas : public RID_Data {
+
+ enum {
+ QUADRANT_SHIFT=27,
+ SHADOW_INDEX_MASK=(1<<QUADRANT_SHIFT)-1,
+ SHADOW_INVALID=0xFFFFFFFF
+ };
+
+ struct Quadrant {
+
+ uint32_t subdivision;
+
+ struct Shadow {
+ RID owner;
+ uint64_t version;
+ uint64_t alloc_tick;
+
+ Shadow() {
+ version=0;
+ alloc_tick=0;
+ }
+ };
+
+ Vector<Shadow> shadows;
+
+ Quadrant() {
+ subdivision=0; //not in use
+ }
+
+ } quadrants[4];
+
+ int size_order[4];
+ uint32_t smallest_subdiv;
+
+ int size;
+
+ GLuint fbo;
+ GLuint depth;
+
+ Map<RID,uint32_t> shadow_owners;
+ };
+
+ struct ShadowCubeMap {
+
+ GLuint fbo_id[6];
+ GLuint cubemap;
+ int size;
+ };
+
+ Vector<ShadowCubeMap> shadow_cubemaps;
+
+ RID_Owner<ShadowAtlas> shadow_atlas_owner;
+
+ 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_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version);
+
+
+ struct DirectionalShadow {
+ GLuint fbo;
+ GLuint depth;
+ int light_count;
+ int size;
+ int current_light;
+ } directional_shadow;
+
+ virtual int get_directional_light_shadow_size(RID p_light_intance);
+ virtual void set_directional_shadow_count(int p_count);
+
+ /* REFLECTION PROBE ATLAS API */
+
+ struct ReflectionAtlas : public RID_Data {
+
+ int subdiv;
+ int size;
+
+ struct Reflection {
+ RID owner;
+ uint64_t last_frame;
+ };
+
+ GLuint fbo[6];
+ GLuint color;
+
+ Vector<Reflection> reflections;
+ };
+
+ mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
+
+ 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 */
+
+ struct ReflectionCubeMap {
+
+ GLuint fbo_id[6];
+ GLuint cubemap;
+ GLuint depth;
+ int size;
+ };
+
+ Vector<ReflectionCubeMap> reflection_cubemaps;
+
+ /* REFLECTION PROBE INSTANCE */
+
+ struct ReflectionProbeInstance : public RID_Data {
+
+ RasterizerStorageGLES3::ReflectionProbe *probe_ptr;
+ RID probe;
+ RID self;
+ RID atlas;
+
+ int reflection_atlas_index;
+
+ int render_step;
+
+
+
+ uint64_t last_pass;
+ int reflection_index;
+
+ Transform transform;
+ };
+
+ struct ReflectionProbeDataUBO {
+
+ float box_extents[4];
+ float box_ofs[4];
+ float params[4]; // intensity, 0, 0, boxproject
+ float ambient[4]; //color, probe contrib
+ float atlas_clamp[4];
+ float local_matrix[16]; //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
+ };
+
+
+ mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
+
+ 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 */
+
+ struct Environment : public RID_Data {
+
+ VS::EnvironmentBG bg_mode;
+
+ RID skybox;
+ float skybox_scale;
+
+ Color bg_color;
+ float bg_energy;
+ float skybox_ambient;
+
+ Color ambient_color;
+ float ambient_energy;
+ float ambient_skybox_contribution;
+
+ int canvas_max_layer;
+
+ bool ssr_enabled;
+ int ssr_max_steps;
+ float ssr_accel;
+ float ssr_fade;
+ float ssr_depth_tolerance;
+ bool ssr_smooth;
+ bool ssr_roughness;
+
+
+ bool ssao_enabled;
+ float ssao_intensity;
+ float ssao_radius;
+ float ssao_intensity2;
+ float ssao_radius2;
+ float ssao_bias;
+ float ssao_light_affect;
+ Color ssao_color;
+ bool ssao_filter;
+
+ bool glow_enabled;
+ int glow_levels;
+ float glow_intensity;
+ float glow_strength;
+ float glow_bloom;
+ VS::EnvironmentGlowBlendMode glow_blend_mode;
+ float glow_hdr_bleed_treshold;
+ float glow_hdr_bleed_scale;
+ bool glow_bicubic_upscale;
+
+ VS::EnvironmentToneMapper tone_mapper;
+ float tone_mapper_exposure;
+ float tone_mapper_exposure_white;
+ bool auto_exposure;
+ float auto_exposure_speed;
+ float auto_exposure_min;
+ float auto_exposure_max;
+ float auto_exposure_grey;
+
+ bool dof_blur_far_enabled;
+ float dof_blur_far_distance;
+ float dof_blur_far_transition;
+ float dof_blur_far_amount;
+ VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
+
+ bool dof_blur_near_enabled;
+ float dof_blur_near_distance;
+ float dof_blur_near_transition;
+ float dof_blur_near_amount;
+ VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
+
+ Environment() {
+ bg_mode=VS::ENV_BG_CLEAR_COLOR;
+ skybox_scale=1.0;
+ bg_energy=1.0;
+ skybox_ambient=0;
+ ambient_energy=1.0;
+ ambient_skybox_contribution=0.0;
+ canvas_max_layer=0;
+
+ ssr_enabled=false;
+ ssr_max_steps=64;
+ ssr_accel=0.04;
+ ssr_fade=2.0;
+ ssr_depth_tolerance=0.2;
+ ssr_smooth=true;
+ ssr_roughness=true;
+
+ ssao_enabled=false;
+ ssao_intensity=1.0;
+ ssao_radius=1.0;
+ ssao_intensity2=1.0;
+ ssao_radius2=0.0;
+ ssao_bias=0.01;
+ ssao_light_affect=0;
+ ssao_filter=true;
+
+ tone_mapper=VS::ENV_TONE_MAPPER_LINEAR;
+ tone_mapper_exposure=1.0;
+ tone_mapper_exposure_white=1.0;
+ auto_exposure=false;
+ auto_exposure_speed=0.5;
+ auto_exposure_min=0.05;
+ auto_exposure_max=8;
+ auto_exposure_grey=0.4;
+
+ glow_enabled=false;
+ glow_levels=(1<<2)|(1<<4);
+ glow_intensity=0.8;
+ glow_strength=1.0;
+ glow_bloom=0.0;
+ glow_blend_mode=VS::GLOW_BLEND_MODE_SOFTLIGHT;
+ glow_hdr_bleed_treshold=1.0;
+ glow_hdr_bleed_scale=2.0;
+ glow_bicubic_upscale=false;
+
+ dof_blur_far_enabled=false;
+ dof_blur_far_distance=10;
+ dof_blur_far_transition=5;
+ dof_blur_far_amount=0.1;
+ dof_blur_far_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
+
+ dof_blur_near_enabled=false;
+ dof_blur_near_distance=2;
+ dof_blur_near_transition=1;
+ dof_blur_near_amount=0.1;
+ dof_blur_near_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
+
+ }
+ };
+
+ RID_Owner<Environment> environment_owner;
+
+ virtual RID environment_create();
+
+ virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
+ virtual void environment_set_skybox(RID p_env,RID p_skybox);
+ virtual void environment_set_skybox_scale(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_skybox_contribution=0.0);
+
+ virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_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_far_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_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,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_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);
+ virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur);
+
+
+ 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);
+
+
+ /* LIGHT INSTANCE */
+
+ struct LightDataUBO {
+
+ float light_pos_inv_radius[4];
+ float light_direction_attenuation[4];
+ float light_color_energy[4];
+ float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
+ float light_clamp[4];
+ float light_shadow_color[4];
+ float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
+ float shadow_matrix2[16];
+ float shadow_matrix3[16];
+ float shadow_matrix4[16];
+ float shadow_split_offsets[4];
+
+ };
+
+ struct LightInstance : public RID_Data {
+
+ struct ShadowTransform {
+
+ CameraMatrix camera;
+ Transform transform;
+ float farplane;
+ float split;
+ };
+
+
+
+ ShadowTransform shadow_transform[4];
+
+ RID self;
+ RID light;
+ RasterizerStorageGLES3::Light *light_ptr;
+ Transform transform;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att;
+
+ uint64_t shadow_pass;
+ uint64_t last_scene_pass;
+ uint64_t last_scene_shadow_pass;
+ uint64_t last_pass;
+ uint16_t light_index;
+ uint16_t light_directional_index;
+
+ uint32_t current_shadow_atlas_key;
+
+ Vector2 dp;
+
+ Rect2 directional_rect;
+
+
+ Set<RID> shadow_atlases; //shadow atlases where this light is registered
+
+ LightInstance() { }
+
+ };
+
+ mutable RID_Owner<LightInstance> light_instance_owner;
+
+ 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);
+ virtual void light_instance_mark_visible(RID p_light_instance);
+
+ /* REFLECTION INSTANCE */
+
+ struct GIProbeInstance : public RID_Data {
+ RID data;
+ RasterizerStorageGLES3::GIProbe *probe;
+ GLuint tex_cache;
+ Vector3 cell_size_cache;
+ Vector3 bounds;
+ Transform transform_to_data;
+
+ GIProbeInstance() { probe=NULL; tex_cache=0; }
+ };
+
+
+
+ mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
+
+ 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 */
+
+ struct RenderList {
+
+ enum {
+ DEFAULT_MAX_ELEMENTS=65536,
+ SORT_FLAG_SKELETON=1,
+ SORT_FLAG_INSTANCING=2,
+ MAX_DIRECTIONAL_LIGHTS=16,
+ MAX_LIGHTS=4096,
+ MAX_REFLECTIONS=1024,
+
+
+ SORT_KEY_DEPTH_LAYER_SHIFT=60,
+ SORT_KEY_UNSHADED_FLAG=uint64_t(1)<<59,
+ SORT_KEY_NO_DIRECTIONAL_FLAG=uint64_t(1)<<58,
+ SORT_KEY_GI_PROBES_FLAG=uint64_t(1)<<57,
+ SORT_KEY_SHADING_SHIFT=57,
+ SORT_KEY_SHADING_MASK=7,
+ SORT_KEY_MATERIAL_INDEX_SHIFT=40,
+ SORT_KEY_GEOMETRY_INDEX_SHIFT=20,
+ SORT_KEY_GEOMETRY_TYPE_SHIFT=15,
+ SORT_KEY_SKELETON_FLAG=2,
+ SORT_KEY_MIRROR_FLAG=1
+
+ };
+
+ int max_elements;
+
+ struct Element {
+
+ RasterizerScene::InstanceBase *instance;
+ RasterizerStorageGLES3::Geometry *geometry;
+ RasterizerStorageGLES3::Material *material;
+ RasterizerStorageGLES3::GeometryOwner *owner;
+ uint64_t sort_key;
+
+ };
+
+
+ Element *_elements;
+ Element **elements;
+
+ int element_count;
+ int alpha_element_count;
+
+
+ void clear() {
+
+ element_count=0;
+ alpha_element_count=0;
+ }
+
+ //should eventually be replaced by radix
+
+ struct SortByKey {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ return A->sort_key < B->sort_key;
+ }
+ };
+
+ void sort_by_key(bool p_alpha) {
+
+ SortArray<Element*,SortByKey> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
+ } else {
+ sorter.sort(elements,element_count);
+ }
+ }
+
+ struct SortByDepth {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ return A->instance->depth > B->instance->depth;
+ }
+ };
+
+ void sort_by_depth(bool p_alpha) {
+
+ SortArray<Element*,SortByDepth> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
+ } else {
+ sorter.sort(elements,element_count);
+ }
+ }
+
+
+ _FORCE_INLINE_ Element* add_element() {
+
+ if (element_count+alpha_element_count>=max_elements)
+ return NULL;
+ elements[element_count]=&_elements[element_count];
+ return elements[element_count++];
+ }
+
+ _FORCE_INLINE_ Element* add_alpha_element() {
+
+ if (element_count+alpha_element_count>=max_elements)
+ return NULL;
+ int idx = max_elements-alpha_element_count-1;
+ elements[idx]=&_elements[idx];
+ alpha_element_count++;
+ return elements[idx];
+ }
+
+ void init() {
+
+ element_count = 0;
+ alpha_element_count =0;
+ elements=memnew_arr(Element*,max_elements);
+ _elements=memnew_arr(Element,max_elements);
+ for (int i=0;i<max_elements;i++)
+ elements[i]=&_elements[i]; // assign elements
+
+ }
+
+
+ RenderList() {
+
+ max_elements=DEFAULT_MAX_ELEMENTS;
+ }
+
+ ~RenderList() {
+ memdelete_arr(elements);
+ memdelete_arr(_elements);
+ }
+ };
+
+
+ LightInstance *directional_light;
+ LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
+
+
+
+ RenderList render_list;
+
+ _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull);
+
+ _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
+ _FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
+ _FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
+ _FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
+ _FORCE_INLINE_ void _setup_light(RenderList::Element *e,const Transform& p_view_transform);
+
+ void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
+
+
+ _FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow);
+
+ void _draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
+
+ void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform);
+ void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transformm, bool p_use_shadows);
+ void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_shadow_atlas);
+ void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform& p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_reflection_atlas, Environment *p_env);
+
+ void _copy_screen();
+ void _copy_to_front_buffer(Environment *env);
+ void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug
+
+ void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow);
+
+ void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
+ void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
+
+ 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);
+
+ void _generate_brdf();
+
+ virtual void set_scene_pass(uint64_t p_pass);
+
+ void iteration();
+ void initialize();
+ void finalize();
+ RasterizerSceneGLES3();
+};
+
+#endif // RASTERIZERSCENEGLES3_H
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
new file mode 100644
index 0000000000..c632d1c2da
--- /dev/null
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -0,0 +1,6495 @@
+#include "rasterizer_storage_gles3.h"
+#include "rasterizer_canvas_gles3.h"
+#include "rasterizer_scene_gles3.h"
+#include "globals.h"
+
+/* TEXTURE API */
+
+#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
+#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
+#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
+
+#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
+#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
+#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
+#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
+
+
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+
+#define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
+#define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
+#define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
+#define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
+
+
+#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
+#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
+#define _EXT_ETC1_RGB8_OES 0x8D64
+
+
+
+#define _EXT_SLUMINANCE_NV 0x8C46
+#define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
+#define _EXT_SRGB8_NV 0x8C41
+#define _EXT_SLUMINANCE8_NV 0x8C47
+#define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
+
+
+#define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
+#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
+#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
+#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
+
+
+
+#define _EXT_ATC_RGB_AMD 0x8C92
+#define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
+#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
+
+
+#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+
+#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
+#define _EXT_COMPRESSED_R11_EAC 0x9270
+#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271
+#define _EXT_COMPRESSED_RG11_EAC 0x9272
+#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273
+#define _EXT_COMPRESSED_RGB8_ETC2 0x9274
+#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275
+#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
+#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
+#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278
+#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
+
+#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
+#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
+#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
+#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+
+Image RasterizerStorageGLES3::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,GLenum &r_gl_type,bool &r_compressed,bool &srgb) {
+
+
+ r_compressed=false;
+ r_gl_format=0;
+ Image image=p_image;
+ srgb=false;
+
+ bool need_decompress=false;
+
+ switch(p_format) {
+
+ case Image::FORMAT_L8: {
+ r_gl_internal_format=GL_R8;
+ r_gl_format=GL_RED;
+ r_gl_type=GL_UNSIGNED_BYTE;
+
+ } break;
+ case Image::FORMAT_LA8: {
+
+ r_gl_internal_format=GL_RG8;
+ r_gl_format=GL_RG;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ } break;
+ case Image::FORMAT_R8: {
+
+ r_gl_internal_format=GL_R8;
+ r_gl_format=GL_RED;
+ r_gl_type=GL_UNSIGNED_BYTE;
+
+ } break;
+ case Image::FORMAT_RG8: {
+
+ r_gl_internal_format=GL_RG8;
+ r_gl_format=GL_RG;
+ r_gl_type=GL_UNSIGNED_BYTE;
+
+ } break;
+ case Image::FORMAT_RGB8: {
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8:GL_RGB8;
+ r_gl_format=GL_RGB;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ srgb=true;
+
+ } break;
+ case Image::FORMAT_RGBA8: {
+
+ r_gl_format=GL_RGBA;
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ srgb=true;
+
+ } break;
+ case Image::FORMAT_RGB565: {
+//#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-)
+ r_gl_internal_format=GL_RGB5;
+ //r_gl_internal_format=GL_RGB565;
+ r_gl_format=GL_RGB;
+ r_gl_type=GL_UNSIGNED_SHORT_5_6_5;
+
+ } break;
+ case Image::FORMAT_RGBA4444: {
+
+ r_gl_internal_format=GL_RGBA4;
+ 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: {
+
+
+ r_gl_internal_format=GL_R32F;
+ r_gl_format=GL_RED;
+ r_gl_type=GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGF: {
+
+ r_gl_internal_format=GL_RG32F;
+ r_gl_format=GL_RG;
+ r_gl_type=GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBF: {
+
+ r_gl_internal_format=GL_RGB32F;
+ r_gl_format=GL_RGB;
+ r_gl_type=GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBAF: {
+
+ r_gl_internal_format=GL_RGBA32F;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_FLOAT;
+
+ } break;
+ case Image::FORMAT_RH: {
+ r_gl_internal_format=GL_R32F;
+ r_gl_format=GL_RED;
+ r_gl_type=GL_HALF_FLOAT;
+ } break;
+ case Image::FORMAT_RGH: {
+ r_gl_internal_format=GL_RG32F;
+ r_gl_format=GL_RG;
+ r_gl_type=GL_HALF_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBH: {
+ r_gl_internal_format=GL_RGB32F;
+ r_gl_format=GL_RGB;
+ r_gl_type=GL_HALF_FLOAT;
+
+ } break;
+ case Image::FORMAT_RGBAH: {
+ r_gl_internal_format=GL_RGBA32F;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_HALF_FLOAT;
+
+ } break;
+ case Image::FORMAT_DXT1: {
+
+ if (config.s3tc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+
+ } break;
+ case Image::FORMAT_DXT3: {
+
+
+ if (config.s3tc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+
+ } break;
+ case Image::FORMAT_DXT5: {
+
+ if (config.s3tc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+
+ } break;
+ case Image::FORMAT_ATI1: {
+
+ if (config.latc_supported) {
+
+
+ r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+
+
+ } break;
+ case Image::FORMAT_ATI2: {
+
+ if (config.latc_supported) {
+
+
+ r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ } else {
+
+ need_decompress=true;
+ }
+
+ } break;
+ case Image::FORMAT_BPTC_RGBA: {
+
+ if (config.bptc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:_EXT_COMPRESSED_RGBA_BPTC_UNORM;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_BPTC_RGBF: {
+
+ if (config.bptc_supported) {
+
+
+ r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
+ r_gl_format=GL_RGB;
+ r_gl_type=GL_FLOAT;
+ r_compressed=true;
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_BPTC_RGBFU: {
+ if (config.bptc_supported) {
+
+
+ r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
+ r_gl_format=GL_RGB;
+ r_gl_type=GL_FLOAT;
+ r_compressed=true;
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_PVRTC2: {
+
+ if (config.pvrtc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_PVRTC2A: {
+
+ if (config.pvrtc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+
+ } break;
+ case Image::FORMAT_PVRTC4: {
+
+ if (config.pvrtc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+ } break;
+ case Image::FORMAT_PVRTC4A: {
+
+ if (config.pvrtc_supported) {
+
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+
+ } break;
+ case Image::FORMAT_ETC: {
+
+ if (config.etc_supported) {
+
+ r_gl_internal_format=_EXT_ETC1_RGB8_OES;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+
+ } break;
+ case Image::FORMAT_ETC2_R11: {
+
+ if (config.etc2_supported) {
+
+ r_gl_internal_format=_EXT_COMPRESSED_R11_EAC;
+ r_gl_format=GL_RED;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_R11S: {
+
+ if (config.etc2_supported) {
+
+ r_gl_internal_format=_EXT_COMPRESSED_SIGNED_R11_EAC;
+ r_gl_format=GL_RED;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RG11: {
+
+ if (config.etc2_supported) {
+
+ r_gl_internal_format=_EXT_COMPRESSED_RG11_EAC;
+ r_gl_format=GL_RG;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RG11S: {
+ if (config.etc2_supported) {
+
+ r_gl_internal_format=_EXT_COMPRESSED_SIGNED_RG11_EAC;
+ r_gl_format=GL_RG;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+
+ } else {
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RGB8: {
+
+ if (config.etc2_supported) {
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ETC2:_EXT_COMPRESSED_RGB8_ETC2;
+ r_gl_format=GL_RGB;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RGBA8: {
+
+ if (config.etc2_supported) {
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:_EXT_COMPRESSED_RGBA8_ETC2_EAC;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ case Image::FORMAT_ETC2_RGB8A1: {
+
+ if (config.etc2_supported) {
+
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:_EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
+ r_gl_format=GL_RGBA;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=true;
+ srgb=true;
+
+
+ } else {
+
+ need_decompress=true;
+ }
+ } break;
+ default: {
+
+ ERR_FAIL_V(Image());
+ }
+ }
+
+ if (need_decompress) {
+
+ if (!image.empty()) {
+ image.decompress();
+ ERR_FAIL_COND_V(image.is_compressed(),image);
+ image.convert(Image::FORMAT_RGBA8);
+ }
+
+
+ r_gl_format=GL_RGBA;
+ r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8;
+ r_gl_type=GL_UNSIGNED_BYTE;
+ r_compressed=false;
+ srgb=true;
+
+ return image;
+
+ }
+
+
+ return 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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
+
+ int components;
+ GLenum format;
+ GLenum internal_format;
+ GLenum type;
+
+ bool compressed;
+ bool srgb;
+
+ if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
+ p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
+ }
+
+
+ Texture *texture = texture_owner.get( 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(Image(),texture->format,texture->flags,format,internal_format,type,compressed,srgb);
+
+ 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->compressed=compressed;
+ texture->srgb=srgb;
+ 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 RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {
+
+ Texture * texture = texture_owner.get(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.empty() );
+
+ GLenum type;
+ GLenum format;
+ GLenum internal_format;
+ bool compressed;
+ bool srgb;
+
+
+ if (config.keep_original_textures && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
+ texture->images[p_cube_side]=p_image;
+ }
+
+ Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,type,compressed,srgb);
+
+ 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_RGB565) {
+
+ 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();
+ DVector<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 (config.srgb_decode_supported && srgb) {
+
+ if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
+
+ glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+ texture->using_srgb=true;
+ } else {
+ glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+ texture->using_srgb=false;
+ }
+ }
+
+ 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
+ switch(texture->format) {
+
+ case Image::FORMAT_L8: {
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ONE);
+
+ } break;
+ case Image::FORMAT_LA8: {
+
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_GREEN);
+ } break;
+ default: {
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_GREEN);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_BLUE);
+ glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ALPHA);
+
+ } break;
+
+ }
+ if (config.use_anisotropic_filter) {
+
+ if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
+
+ glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
+ } else {
+ glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
+ }
+ }
+
+ 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);
+
+ //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));
+
+ if (texture->compressed) {
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
+
+ } else {
+ 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,_rinfo.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;
+
+ //texture_set_flags(p_texture,texture->flags);
+
+
+}
+
+Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,Image());
+ ERR_FAIL_COND_V(!texture->active,Image());
+ ERR_FAIL_COND_V(texture->data_size==0,Image());
+ ERR_FAIL_COND_V(texture->render_target,Image());
+
+ if (!texture->images[p_cube_side].empty())
+ return texture->images[p_cube_side];
+
+#ifdef GLES_OVER_GL
+
+ DVector<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
+ DVector<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);
+ }
+
+ if (texture->compressed) {
+
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ glGetCompressedTexImage(texture->target,i,&wb[ofs]);
+
+ } else {
+
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ glGetTexImage(texture->target,i,texture->gl_format_cache,texture->gl_type_cache,&wb[ofs]);
+ }
+ }
+
+
+ wb=DVector<uint8_t>::Write();
+
+ data.resize(data_size);
+
+ Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps>1?true:false,texture->format,data);
+
+ return img;
+#else
+
+ ERR_EXPLAIN("Sorry, It's not posible to obtain images back in OpenGL ES");
+ return Image();
+#endif
+}
+
+void RasterizerStorageGLES3::texture_set_flags(RID p_texture,uint32_t p_flags) {
+
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+ if (texture->render_target) {
+
+ p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter
+ }
+
+ 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 (config.use_anisotropic_filter) {
+
+ if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
+
+ glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
+ } else {
+ glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
+ }
+ }
+
+ 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 (config.srgb_decode_supported && texture->srgb) {
+
+ if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
+
+ glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+ texture->using_srgb=true;
+ } else {
+ glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
+ texture->using_srgb=false;
+ }
+ }
+
+ 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 RasterizerStorageGLES3::texture_get_flags(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->flags;
+
+}
+Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,Image::FORMAT_L8);
+
+ return texture->format;
+}
+uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->width;
+}
+uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->height;
+}
+
+
+void RasterizerStorageGLES3::texture_set_size_override(RID p_texture,int p_width, int p_height) {
+
+ Texture * texture = texture_owner.get(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 RasterizerStorageGLES3::texture_set_path(RID p_texture,const String& p_path) {
+ Texture * texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->path=p_path;
+
+}
+
+String RasterizerStorageGLES3::texture_get_path(RID p_texture) const{
+
+ Texture * texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND_V(!texture,String());
+ return texture->path;
+}
+void RasterizerStorageGLES3::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.get(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 RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
+
+ config.shrink_textures_x2=p_enable;
+}
+
+void RasterizerStorageGLES3::textures_keep_original(bool p_enable) {
+
+ config.keep_original_textures=p_enable;
+}
+
+RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_resolution) const {
+
+ Texture * texture = texture_owner.get(p_source);
+ ERR_FAIL_COND_V(!texture,RID());
+ ERR_FAIL_COND_V(!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP),RID());
+
+ bool use_float=true;
+
+ if (p_resolution<0) {
+ p_resolution=texture->width;
+ }
+
+
+ glBindVertexArray(0);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+ if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
+
+ glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+ texture->using_srgb=true;
+#ifdef TOOLS_ENABLED
+ if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
+ texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
+ //notify that texture must be set to linear beforehand, so it works in other platforms when exported
+ }
+#endif
+ }
+
+
+ glActiveTexture(GL_TEXTURE1);
+ GLuint new_cubemap;
+ glGenTextures(1, &new_cubemap);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap);
+
+
+ GLuint tmp_fb;
+
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+
+
+ int size = p_resolution;
+
+ int lod=0;
+
+ shaders.cubemap_filter.bind();
+
+ int mipmaps=6;
+
+ int mm_level=mipmaps;
+
+ GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
+ GLenum format = GL_RGBA;
+ GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;
+
+
+ while(mm_level) {
+
+ for(int i=0;i<6;i++) {
+ glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
+ }
+
+ lod++;
+ mm_level--;
+
+ if (size>1)
+ size>>=1;
+ }
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1);
+
+ lod=0;
+ mm_level=mipmaps;
+
+ size = p_resolution;
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false);
+
+ while(mm_level) {
+
+ for(int i=0;i<6;i++) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod);
+
+ glViewport(0,0,size,size);
+ glBindVertexArray(resources.quadie_array);
+
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID,i);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1));
+
+
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ glBindVertexArray(0);
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
+#endif
+ }
+
+
+
+ if (size>1)
+ size>>=1;
+ lod++;
+ mm_level--;
+
+ }
+
+
+ //restore ranges
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1);
+
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
+ glDeleteFramebuffers(1, &tmp_fb);
+
+ Texture * ctex = memnew( Texture );
+
+ ctex->flags=VS::TEXTURE_FLAG_CUBEMAP|VS::TEXTURE_FLAG_MIPMAPS|VS::TEXTURE_FLAG_FILTER;
+ ctex->width=p_resolution;
+ ctex->height=p_resolution;
+ ctex->alloc_width=p_resolution;
+ ctex->alloc_height=p_resolution;
+ ctex->format=use_float?Image::FORMAT_RGBAH:Image::FORMAT_RGBA8;
+ ctex->target=GL_TEXTURE_CUBE_MAP;
+ ctex->gl_format_cache=format;
+ ctex->gl_internal_format_cache=internal_format;
+ ctex->gl_type_cache=type;
+ ctex->data_size=0;
+ ctex->compressed=false;
+ ctex->srgb=false;
+ ctex->total_data_size=0;
+ ctex->ignore_mipmaps=false;
+ ctex->mipmaps=mipmaps;
+ ctex->active=true;
+ ctex->tex_id=new_cubemap;
+ ctex->stored_cube_sides=(1<<6)-1;
+ ctex->render_target=NULL;
+
+ return texture_owner.make_rid(ctex);
+}
+
+
+RID RasterizerStorageGLES3::skybox_create() {
+
+ SkyBox *skybox = memnew( SkyBox );
+ skybox->radiance=0;
+ return skybox_owner.make_rid(skybox);
+}
+
+void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size){
+
+ SkyBox *skybox = skybox_owner.getornull(p_skybox);
+ ERR_FAIL_COND(!skybox);
+
+ if (skybox->cubemap.is_valid()) {
+ skybox->cubemap=RID();
+ glDeleteTextures(1,&skybox->radiance);
+ skybox->radiance=0;
+ }
+
+ skybox->cubemap=p_cube_map;
+ if (!skybox->cubemap.is_valid())
+ return; //cleared
+
+ Texture *texture = texture_owner.getornull(skybox->cubemap);
+ if (!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)) {
+ skybox->cubemap=RID();
+ ERR_FAIL_COND(!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP));
+ }
+
+ glBindVertexArray(0);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+ if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
+
+ glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
+ texture->using_srgb=true;
+#ifdef TOOLS_ENABLED
+ if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
+ texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
+ //notify that texture must be set to linear beforehand, so it works in other platforms when exported
+ }
+#endif
+ }
+
+
+ glActiveTexture(GL_TEXTURE1);
+ glGenTextures(1, &skybox->radiance);
+ glBindTexture(GL_TEXTURE_2D, skybox->radiance);
+
+ GLuint tmp_fb;
+
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+
+
+ int size = p_radiance_size;
+
+ int lod=0;
+
+
+ int mipmaps=6;
+
+ int mm_level=mipmaps;
+
+ bool use_float=true;
+
+ GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
+ GLenum format = GL_RGBA;
+ GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;
+
+ while(mm_level) {
+
+ glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size*2, 0, format, type, NULL);
+ lod++;
+ mm_level--;
+
+ if (size>1)
+ size>>=1;
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1);
+
+ lod=0;
+ mm_level=mipmaps;
+
+ size = p_radiance_size;
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true);
+ shaders.cubemap_filter.bind();
+
+ while(mm_level) {
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skybox->radiance, lod);
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
+#endif
+
+ for(int i=0;i<2;i++) {
+ glViewport(0,i*size,size,size);
+ glBindVertexArray(resources.quadie_array);
+
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1));
+
+
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ glBindVertexArray(0);
+ }
+
+ if (size>1)
+ size>>=1;
+ lod++;
+ mm_level--;
+
+ }
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false);
+
+
+ //restore ranges
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
+ glDeleteFramebuffers(1, &tmp_fb);
+
+}
+
+
+/* SHADER API */
+
+
+RID RasterizerStorageGLES3::shader_create(VS::ShaderMode p_mode){
+
+ Shader *shader = memnew( Shader );
+ shader->mode=p_mode;
+ RID rid = shader_owner.make_rid(shader);
+ shader_set_mode(rid,p_mode);
+ _shader_make_dirty(shader);
+ shader->self=rid;
+
+ return rid;
+}
+
+void RasterizerStorageGLES3::_shader_make_dirty(Shader* p_shader) {
+
+ if (p_shader->dirty_list.in_list())
+ return;
+
+ _shader_dirty_list.add(&p_shader->dirty_list);
+}
+
+void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode){
+
+ ERR_FAIL_INDEX(p_mode,VS::SHADER_MAX);
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ if (shader->custom_code_id && p_mode==shader->mode)
+ return;
+
+
+ if (shader->custom_code_id) {
+
+ shader->shader->free_custom_shader(shader->custom_code_id);
+ shader->custom_code_id=0;
+ }
+
+ shader->mode=p_mode;
+
+ ShaderGLES3* shaders[VS::SHADER_MAX]={
+ &scene->state.scene_shader,
+ &canvas->state.canvas_shader,
+ &this->shaders.particles,
+
+ };
+
+ shader->shader=shaders[p_mode];
+
+ shader->custom_code_id = shader->shader->create_custom_shader();
+
+ _shader_make_dirty(shader);
+
+}
+VS::ShaderMode RasterizerStorageGLES3::shader_get_mode(RID p_shader) const {
+
+ const Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,VS::SHADER_MAX);
+
+ return shader->mode;
+}
+void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String& p_code){
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ shader->code=p_code;
+ _shader_make_dirty(shader);
+}
+String RasterizerStorageGLES3::shader_get_code(RID p_shader) const{
+
+ const Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,String());
+
+
+ return shader->code;
+}
+
+void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
+
+
+ _shader_dirty_list.remove( &p_shader->dirty_list );
+
+ p_shader->valid=false;
+
+ p_shader->uniforms.clear();
+
+ ShaderCompilerGLES3::GeneratedCode gen_code;
+ ShaderCompilerGLES3::IdentifierActions *actions=NULL;
+
+
+
+ switch(p_shader->mode) {
+ case VS::SHADER_CANVAS_ITEM: {
+
+ p_shader->canvas_item.light_mode=Shader::CanvasItem::LIGHT_MODE_NORMAL;
+ p_shader->canvas_item.blend_mode=Shader::CanvasItem::BLEND_MODE_MIX;
+
+ 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);
+
+ actions=&shaders.actions_canvas;
+ actions->uniforms=&p_shader->uniforms;
+
+ } break;
+
+ case VS::SHADER_SPATIAL: {
+
+ p_shader->spatial.blend_mode=Shader::Spatial::BLEND_MODE_MIX;
+ p_shader->spatial.depth_draw_mode=Shader::Spatial::DEPTH_DRAW_OPAQUE;
+ p_shader->spatial.cull_mode=Shader::Spatial::CULL_MODE_BACK;
+ p_shader->spatial.uses_alpha=false;
+ p_shader->spatial.uses_discard=false;
+ p_shader->spatial.unshaded=false;
+ p_shader->spatial.ontop=false;
+ p_shader->spatial.uses_sss=false;
+ p_shader->spatial.uses_vertex=false;
+
+ shaders.actions_scene.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_ADD);
+ shaders.actions_scene.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MIX);
+ shaders.actions_scene.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_SUB);
+ shaders.actions_scene.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MUL);
+
+ shaders.actions_scene.render_mode_values["depth_draw_opaque"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_OPAQUE);
+ shaders.actions_scene.render_mode_values["depth_draw_always"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALWAYS);
+ shaders.actions_scene.render_mode_values["depth_draw_never"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_NEVER);
+ shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
+
+ shaders.actions_scene.render_mode_values["cull_front"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_FRONT);
+ shaders.actions_scene.render_mode_values["cull_back"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK);
+ shaders.actions_scene.render_mode_values["cull_disabled"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED);
+
+ shaders.actions_scene.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded;
+ shaders.actions_scene.render_mode_flags["ontop"]=&p_shader->spatial.ontop;
+
+ shaders.actions_scene.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha;
+ shaders.actions_scene.usage_flag_pointers["VERTEX"]=&p_shader->spatial.uses_vertex;
+
+ shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"]=&p_shader->spatial.uses_sss;
+ shaders.actions_scene.usage_flag_pointers["DISCARD"]=&p_shader->spatial.uses_discard;
+
+ actions=&shaders.actions_scene;
+ actions->uniforms=&p_shader->uniforms;
+
+
+ }
+ case VS::SHADER_PARTICLES: {
+
+ actions=&shaders.actions_particles;
+ actions->uniforms=&p_shader->uniforms;
+ }
+
+ }
+
+
+ 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.defines);
+
+ p_shader->ubo_size=gen_code.uniform_total_size;
+ p_shader->ubo_offsets=gen_code.uniform_offsets;
+ 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;
+
+ //all materials using this shader will have to be invalidated, unfortunately
+
+ 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 RasterizerStorageGLES3::update_dirty_shaders() {
+
+ while( _shader_dirty_list.first() ) {
+ _update_shader(_shader_dirty_list.first()->self() );
+ }
+}
+
+void RasterizerStorageGLES3::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); // ok should be not anymore dirty
+
+
+ Map<int,StringName> order;
+
+
+ for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
+
+
+ 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;
+ 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;
+ 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_IVEC3:
+ case ShaderLanguage::TYPE_IVEC4:
+ case ShaderLanguage::TYPE_UVEC2:
+ case ShaderLanguage::TYPE_UVEC3:
+ case ShaderLanguage::TYPE_UVEC4: {
+
+ pi.type=Variant::INT_ARRAY;
+ } break;
+ case ShaderLanguage::TYPE_FLOAT: {
+ pi.type=Variant::REAL;
+ 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])+","+rtos(u.hint_range[2]);
+ }
+
+ } 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::MATRIX32; break;
+ case ShaderLanguage::TYPE_MAT3: pi.type=Variant::MATRIX3; 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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::_material_make_dirty(Material* p_material) const {
+
+ if (p_material->dirty_list.in_list())
+ return;
+
+ _material_dirty_list.add(&p_material->dirty_list);
+}
+
+RID RasterizerStorageGLES3::material_create(){
+
+ Material *material = memnew( Material );
+
+ return material_owner.make_rid(material);
+}
+
+void RasterizerStorageGLES3::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 shader, remove from previous shader material list
+ material->shader->materials.remove( &material->list );
+ }
+ material->shader=shader;
+
+ if (shader) {
+ shader->materials.add(&material->list);
+ }
+
+ _material_make_dirty(material);
+
+}
+
+RID RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
+
+ Material *material = material_owner.get( p_material );
+ ERR_FAIL_COND(!material);
+
+ material->line_width=p_width;
+
+
+}
+
+bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
+
+ Material *material = material_owner.get( p_material );
+ ERR_FAIL_COND_V(!material,false);
+ if (material->dirty_list.in_list()) {
+ _update_material(material);
+ }
+
+ return material->is_animated_cache;
+
+}
+bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
+
+ Material *material = material_owner.get( p_material );
+ ERR_FAIL_COND_V(!material,false);
+ if (material->dirty_list.in_list()) {
+ _update_material(material);
+ }
+
+ return material->can_cast_shadow_cache;
+}
+
+void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
+
+ Material *material = material_owner.get( p_material );
+ ERR_FAIL_COND(!material);
+
+ Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance);
+ if (E) {
+ E->get()++;
+ } else {
+ material->instance_owners[p_instance]=1;
+ }
+}
+
+void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
+
+ Material *material = material_owner.get( p_material );
+ ERR_FAIL_COND(!material);
+
+ Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance);
+ ERR_FAIL_COND(!E);
+ E->get()--;
+
+ if (E->get()==0) {
+ material->instance_owners.erase(E);
+ }
+}
+
+
+
+_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) {
+ switch(type) {
+ case ShaderLanguage::TYPE_BOOL: {
+
+ bool v = value;
+
+ GLuint *gui = (GLuint*)data;
+ *gui = v ? GL_TRUE : GL_FALSE;
+ } break;
+ case ShaderLanguage::TYPE_BVEC2: {
+
+ int v = value;
+ GLuint *gui = (GLuint*)data;
+ gui[0]=v&1 ? GL_TRUE : GL_FALSE;
+ gui[1]=v&2 ? GL_TRUE : GL_FALSE;
+
+ } break;
+ case ShaderLanguage::TYPE_BVEC3: {
+
+ int v = value;
+ GLuint *gui = (GLuint*)data;
+ gui[0]=v&1 ? GL_TRUE : GL_FALSE;
+ gui[1]=v&2 ? GL_TRUE : GL_FALSE;
+ gui[2]=v&4 ? GL_TRUE : GL_FALSE;
+
+ } break;
+ case ShaderLanguage::TYPE_BVEC4: {
+
+ int v = value;
+ GLuint *gui = (GLuint*)data;
+ gui[0]=v&1 ? GL_TRUE : GL_FALSE;
+ gui[1]=v&2 ? GL_TRUE : GL_FALSE;
+ gui[2]=v&4 ? GL_TRUE : GL_FALSE;
+ gui[3]=v&8 ? GL_TRUE : GL_FALSE;
+
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+
+ int v = value;
+ GLint *gui = (GLint*)data;
+ gui[0]=v;
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+
+ DVector<int> iv = value;
+ int s = iv.size();
+ GLint *gui = (GLint*)data;
+
+ DVector<int>::Read r = iv.read();
+
+ for(int i=0;i<2;i++) {
+ if (i<s)
+ gui[i]=r[i];
+ else
+ gui[i]=0;
+
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+
+ DVector<int> iv = value;
+ int s = iv.size();
+ GLint *gui = (GLint*)data;
+
+ DVector<int>::Read r = iv.read();
+
+ for(int i=0;i<3;i++) {
+ if (i<s)
+ gui[i]=r[i];
+ else
+ gui[i]=0;
+
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+
+
+ DVector<int> iv = value;
+ int s = iv.size();
+ GLint *gui = (GLint*)data;
+
+ DVector<int>::Read r = iv.read();
+
+ for(int i=0;i<4;i++) {
+ if (i<s)
+ gui[i]=r[i];
+ else
+ gui[i]=0;
+
+ }
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+
+ int v = value;
+ GLuint *gui = (GLuint*)data;
+ gui[0]=v;
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+
+ DVector<int> iv = value;
+ int s = iv.size();
+ GLuint *gui = (GLuint*)data;
+
+ DVector<int>::Read r = iv.read();
+
+ for(int i=0;i<2;i++) {
+ if (i<s)
+ gui[i]=r[i];
+ else
+ gui[i]=0;
+
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ DVector<int> iv = value;
+ int s = iv.size();
+ GLuint *gui = (GLuint*)data;
+
+ DVector<int>::Read r = iv.read();
+
+ for(int i=0;i<3;i++) {
+ if (i<s)
+ gui[i]=r[i];
+ else
+ gui[i]=0;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ DVector<int> iv = value;
+ int s = iv.size();
+ GLuint *gui = (GLuint*)data;
+
+ DVector<int>::Read r = iv.read();
+
+ for(int i=0;i<4;i++) {
+ if (i<s)
+ gui[i]=r[i];
+ else
+ gui[i]=0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_FLOAT: {
+ float v = value;
+ GLfloat *gui = (GLfloat*)data;
+ gui[0]=v;
+
+ } break;
+ case ShaderLanguage::TYPE_VEC2: {
+ Vector2 v = value;
+ GLfloat *gui = (GLfloat*)data;
+ gui[0]=v.x;
+ gui[1]=v.y;
+
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+ Vector3 v = value;
+ GLfloat *gui = (GLfloat*)data;
+ gui[0]=v.x;
+ gui[1]=v.y;
+ gui[2]=v.z;
+
+ } break;
+ case ShaderLanguage::TYPE_VEC4: {
+
+ GLfloat *gui = (GLfloat*)data;
+
+ if (value.get_type()==Variant::COLOR) {
+ Color v=value;
+
+ if (p_linear_color) {
+ v=v.to_linear();
+ }
+
+ gui[0]=v.r;
+ gui[1]=v.g;
+ gui[2]=v.b;
+ gui[3]=v.a;
+ } else if (value.get_type()==Variant::RECT2) {
+ Rect2 v=value;
+
+ gui[0]=v.pos.x;
+ gui[1]=v.pos.y;
+ gui[2]=v.size.x;
+ gui[3]=v.size.y;
+ } else if (value.get_type()==Variant::QUAT) {
+ Quat v=value;
+
+ gui[0]=v.x;
+ gui[1]=v.y;
+ gui[2]=v.z;
+ gui[3]=v.w;
+ } else {
+ Plane v=value;
+
+ gui[0]=v.normal.x;
+ gui[1]=v.normal.y;
+ gui[2]=v.normal.x;
+ gui[3]=v.d;
+
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ Matrix32 v = value;
+ GLfloat *gui = (GLfloat*)data;
+
+ gui[ 0]=v.elements[0][0];
+ gui[ 1]=v.elements[0][1];
+ gui[ 2]=v.elements[1][0];
+ gui[ 3]=v.elements[1][1];
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+
+
+ Matrix3 v = value;
+ GLfloat *gui = (GLfloat*)data;
+
+ gui[ 0]=v.elements[0][0];
+ gui[ 1]=v.elements[1][0];
+ gui[ 2]=v.elements[2][0];
+ gui[ 3]=0;
+ gui[ 4]=v.elements[0][1];
+ gui[ 5]=v.elements[1][1];
+ gui[ 6]=v.elements[2][1];
+ gui[ 7]=0;
+ gui[ 8]=v.elements[0][2];
+ gui[ 9]=v.elements[1][2];
+ gui[10]=v.elements[2][2];
+ gui[11]=0;
+ } break;
+ case ShaderLanguage::TYPE_MAT4: {
+
+ Transform v = value;
+ GLfloat *gui = (GLfloat*)data;
+
+ gui[ 0]=v.basis.elements[0][0];
+ gui[ 1]=v.basis.elements[1][0];
+ gui[ 2]=v.basis.elements[2][0];
+ gui[ 3]=0;
+ gui[ 4]=v.basis.elements[0][1];
+ gui[ 5]=v.basis.elements[1][1];
+ gui[ 6]=v.basis.elements[2][1];
+ gui[ 7]=0;
+ gui[ 8]=v.basis.elements[0][2];
+ gui[ 9]=v.basis.elements[1][2];
+ gui[10]=v.basis.elements[2][2];
+ gui[11]=0;
+ gui[12]=v.origin.x;
+ gui[13]=v.origin.y;
+ gui[14]=v.origin.z;
+ gui[15]=1;
+ } break;
+ default: {}
+ }
+
+}
+
+_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value>& value, uint8_t *data) {
+
+ switch(type) {
+ case ShaderLanguage::TYPE_BOOL: {
+
+ GLuint *gui = (GLuint*)data;
+ *gui = value[0].boolean ? GL_TRUE : GL_FALSE;
+ } break;
+ case ShaderLanguage::TYPE_BVEC2: {
+
+ GLuint *gui = (GLuint*)data;
+ gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE;
+ gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE;
+
+ } break;
+ case ShaderLanguage::TYPE_BVEC3: {
+
+ GLuint *gui = (GLuint*)data;
+ gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE;
+ gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE;
+ gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE;
+
+ } break;
+ case ShaderLanguage::TYPE_BVEC4: {
+
+ GLuint *gui = (GLuint*)data;
+ gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE;
+ gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE;
+ gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE;
+ gui[3]=value[3].boolean ? GL_TRUE : GL_FALSE;
+
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+
+ GLint *gui = (GLint*)data;
+ gui[0]=value[0].sint;
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+
+ GLint *gui = (GLint*)data;
+
+ for(int i=0;i<2;i++) {
+ gui[i]=value[i].sint;
+
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+
+ GLint *gui = (GLint*)data;
+
+ for(int i=0;i<3;i++) {
+ gui[i]=value[i].sint;
+
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+
+ GLint *gui = (GLint*)data;
+
+ for(int i=0;i<4;i++) {
+ gui[i]=value[i].sint;
+
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+
+
+ GLuint *gui = (GLuint*)data;
+ gui[0]=value[0].uint;
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+
+ GLint *gui = (GLint*)data;
+
+ for(int i=0;i<2;i++) {
+ gui[i]=value[i].uint;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ GLint *gui = (GLint*)data;
+
+ for(int i=0;i<3;i++) {
+ gui[i]=value[i].uint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ GLint *gui = (GLint*)data;
+
+ for(int i=0;i<4;i++) {
+ gui[i]=value[i].uint;
+ }
+ } break;
+ case ShaderLanguage::TYPE_FLOAT: {
+
+ GLfloat *gui = (GLfloat*)data;
+ gui[0]=value[0].real;
+
+ } break;
+ case ShaderLanguage::TYPE_VEC2: {
+
+ GLfloat *gui = (GLfloat*)data;
+
+ for(int i=0;i<2;i++) {
+ gui[i]=value[i].real;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+
+ GLfloat *gui = (GLfloat*)data;
+
+ for(int i=0;i<3;i++) {
+ gui[i]=value[i].real;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_VEC4: {
+
+ GLfloat *gui = (GLfloat*)data;
+
+ for(int i=0;i<4;i++) {
+ gui[i]=value[i].real;
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ GLfloat *gui = (GLfloat*)data;
+
+ for(int i=0;i<2;i++) {
+ gui[i]=value[i].real;
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+
+
+
+ GLfloat *gui = (GLfloat*)data;
+
+ gui[ 0]=value[0].real;
+ gui[ 1]=value[1].real;
+ gui[ 2]=value[2].real;
+ gui[ 3]=0;
+ gui[ 4]=value[3].real;
+ gui[ 5]=value[4].real;
+ gui[ 6]=value[5].real;
+ gui[ 7]=0;
+ gui[ 8]=value[6].real;
+ gui[ 9]=value[7].real;
+ gui[10]=value[8].real;
+ gui[11]=0;
+ } break;
+ case ShaderLanguage::TYPE_MAT4: {
+
+ GLfloat *gui = (GLfloat*)data;
+
+ for(int i=0;i<16;i++) {
+ gui[i]=value[i].real;
+ }
+ } break;
+ default: {}
+ }
+
+}
+
+
+_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) {
+
+ switch(type) {
+
+ case ShaderLanguage::TYPE_BOOL:
+ case ShaderLanguage::TYPE_INT:
+ case ShaderLanguage::TYPE_UINT:
+ case ShaderLanguage::TYPE_FLOAT: {
+ zeromem(data,4);
+ } break;
+ case ShaderLanguage::TYPE_BVEC2:
+ case ShaderLanguage::TYPE_IVEC2:
+ case ShaderLanguage::TYPE_UVEC2:
+ case ShaderLanguage::TYPE_VEC2: {
+ zeromem(data,8);
+ } break;
+ case ShaderLanguage::TYPE_BVEC3:
+ case ShaderLanguage::TYPE_IVEC3:
+ case ShaderLanguage::TYPE_UVEC3:
+ case ShaderLanguage::TYPE_VEC3:
+ case ShaderLanguage::TYPE_BVEC4:
+ case ShaderLanguage::TYPE_IVEC4:
+ case ShaderLanguage::TYPE_UVEC4:
+ case ShaderLanguage::TYPE_VEC4:
+ case ShaderLanguage::TYPE_MAT2:{
+
+ zeromem(data,16);
+ } break;
+ case ShaderLanguage::TYPE_MAT3:{
+
+ zeromem(data,48);
+ } break;
+ case ShaderLanguage::TYPE_MAT4:{
+ zeromem(data,64);
+ } break;
+
+ default: {}
+ }
+
+}
+
+void RasterizerStorageGLES3::_update_material(Material* material) {
+
+ if (material->dirty_list.in_list())
+ _material_dirty_list.remove( &material->dirty_list );
+
+
+ if (material->shader && material->shader->dirty_list.in_list()) {
+ _update_shader(material->shader);
+ }
+ //update caches
+
+ {
+ bool can_cast_shadow = false;
+ bool is_animated = false;
+
+ if (material->shader && material->shader->mode==VS::SHADER_SPATIAL) {
+ if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode==Shader::Spatial::BLEND_MODE_MIX) {
+ can_cast_shadow=true;
+ }
+
+ if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) {
+ is_animated=true;
+ }
+
+ if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) {
+ is_animated=true;
+ }
+
+ }
+
+ if (can_cast_shadow!=material->can_cast_shadow_cache || is_animated!=material->is_animated_cache) {
+ material->can_cast_shadow_cache=can_cast_shadow;
+ material->is_animated_cache=is_animated;
+
+ for(Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) {
+ E->key()->material_changed_notify();
+ }
+
+ for(Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) {
+ E->key()->base_material_changed();
+ }
+
+ }
+
+ }
+
+
+ //clear ubo if it needs to be cleared
+ if (material->ubo_size) {
+
+ if (!material->shader || material->shader->ubo_size!=material->ubo_size) {
+ //by by ubo
+ glDeleteBuffers(1,&material->ubo_id);
+ material->ubo_id=0;
+ material->ubo_size=0;
+ }
+ }
+
+ //create ubo if it needs to be created
+ if (material->ubo_size==0 && material->shader && material->shader->ubo_size) {
+
+ glGenBuffers(1, &material->ubo_id);
+ glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
+ glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ material->ubo_size=material->shader->ubo_size;
+ }
+
+ //fill up the UBO if it needs to be filled
+ if (material->shader && material->ubo_size) {
+ uint8_t* local_ubo = (uint8_t*)alloca(material->ubo_size);
+
+ for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) {
+
+ if (E->get().order<0)
+ continue; // texture, does not go here
+
+ //regular uniform
+ uint8_t *data = &local_ubo[ material->shader->ubo_offsets[E->get().order] ];
+
+ Map<StringName,Variant>::Element *V = material->params.find(E->key());
+
+ if (V) {
+ //user provided
+ _fill_std140_variant_ubo_value(E->get().type,V->get(),data,material->shader->mode==VS::SHADER_SPATIAL);
+
+ } else if (E->get().default_value.size()){
+ //default value
+ _fill_std140_ubo_value(E->get().type,E->get().default_value,data);
+ //value=E->get().default_value;
+ } else {
+ //zero because it was not provided
+ _fill_std140_ubo_empty(E->get().type,data);
+ }
+
+
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER,material->ubo_id);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+
+ //set up the texture array, for easy access when it needs to be drawn
+ if (material->shader && material->shader->texture_count) {
+
+ material->textures.resize(material->shader->texture_count);
+
+ for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) {
+
+ if (E->get().texture_order<0)
+ continue; // not a texture, does not go here
+
+ RID texture;
+
+ Map<StringName,Variant>::Element *V = material->params.find(E->key());
+ if (V) {
+ texture=V->get();
+ }
+
+ if (!texture.is_valid()) {
+ Map<StringName,RID>::Element *W = material->shader->default_textures.find(E->key());
+ if (W) {
+ texture=W->get();
+ }
+ }
+
+ material->textures[ E->get().texture_order ]=texture;
+
+
+ }
+
+
+ } else {
+ material->textures.clear();
+ }
+
+}
+
+void RasterizerStorageGLES3::_material_add_geometry(RID p_material,Geometry *p_geometry) {
+
+ Material * material = material_owner.getornull(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry);
+
+ if (I) {
+ I->get()++;
+ } else {
+ material->geometry_owners[p_geometry]=1;
+ }
+
+}
+
+void RasterizerStorageGLES3::_material_remove_geometry(RID p_material,Geometry *p_geometry) {
+
+ Material * material = material_owner.getornull(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry);
+ ERR_FAIL_COND(!I);
+
+ I->get()--;
+ if (I->get()==0) {
+ material->geometry_owners.erase(I);
+ }
+}
+
+
+void RasterizerStorageGLES3::update_dirty_materials() {
+
+ while( _material_dirty_list.first() ) {
+
+ Material *material = _material_dirty_list.first()->self();
+
+ _update_material(material);
+ }
+}
+
+/* MESH API */
+
+RID RasterizerStorageGLES3::mesh_create(){
+
+ Mesh * mesh = memnew( Mesh );
+
+ return mesh_owner.make_rid(mesh);
+}
+
+
+void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs){
+
+ DVector<uint8_t> array = p_array;
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(!(p_format&VS::ARRAY_FORMAT_VERTEX));
+
+ //must have index and bones, both.
+ {
+ uint32_t bones_weight = VS::ARRAY_FORMAT_BONES|VS::ARRAY_FORMAT_WEIGHTS;
+ ERR_EXPLAIN("Array must have both bones and weights in format or none.");
+ ERR_FAIL_COND( (p_format&bones_weight) && (p_format&bones_weight)!=bones_weight );
+ }
+
+
+ bool has_morph = p_blend_shapes.size();
+
+ Surface::Attrib attribs[VS::ARRAY_MAX];
+
+ int stride=0;
+
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+
+ attribs[i].index=i;
+
+ if (! (p_format&(1<<i) ) ) {
+ attribs[i].enabled=false;
+ attribs[i].integer=false;
+ continue;
+ }
+
+ attribs[i].enabled=true;
+ attribs[i].offset=stride;
+ attribs[i].integer=false;
+
+ switch(i) {
+
+ case VS::ARRAY_VERTEX: {
+
+ if (p_format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ attribs[i].size=2;
+ } else {
+ attribs[i].size=(p_format&VS::ARRAY_COMPRESS_VERTEX)?4:3;
+ }
+
+ if (p_format&VS::ARRAY_COMPRESS_VERTEX) {
+ attribs[i].type=GL_HALF_FLOAT;
+ stride+=attribs[i].size*2;
+ } else {
+ attribs[i].type=GL_FLOAT;
+ stride+=attribs[i].size*4;
+ }
+
+ attribs[i].normalized=GL_FALSE;
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+
+ attribs[i].size=3;
+
+ if (p_format&VS::ARRAY_COMPRESS_NORMAL) {
+ attribs[i].type=GL_BYTE;
+ stride+=4; //pad extra byte
+ attribs[i].normalized=GL_TRUE;
+ } else {
+ attribs[i].type=GL_FLOAT;
+ stride+=12;
+ attribs[i].normalized=GL_FALSE;
+ }
+
+
+
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ attribs[i].size=4;
+
+ if (p_format&VS::ARRAY_COMPRESS_TANGENT) {
+ attribs[i].type=GL_BYTE;
+ stride+=4;
+ attribs[i].normalized=GL_TRUE;
+ } else {
+ attribs[i].type=GL_FLOAT;
+ stride+=16;
+ attribs[i].normalized=GL_FALSE;
+ }
+
+
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ attribs[i].size=4;
+
+ if (p_format&VS::ARRAY_COMPRESS_COLOR) {
+ attribs[i].type=GL_UNSIGNED_BYTE;
+ stride+=4;
+ attribs[i].normalized=GL_TRUE;
+ } else {
+ attribs[i].type=GL_FLOAT;
+ stride+=16;
+ attribs[i].normalized=GL_FALSE;
+ }
+
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+
+ attribs[i].size=2;
+
+ if (p_format&VS::ARRAY_COMPRESS_TEX_UV) {
+ attribs[i].type=GL_HALF_FLOAT;
+ stride+=4;
+ } else {
+ attribs[i].type=GL_FLOAT;
+ stride+=8;
+ }
+
+ attribs[i].normalized=GL_FALSE;
+
+
+ } break;
+ case VS::ARRAY_TEX_UV2: {
+
+ attribs[i].size=2;
+
+ if (p_format&VS::ARRAY_COMPRESS_TEX_UV2) {
+ attribs[i].type=GL_HALF_FLOAT;
+ stride+=4;
+ } else {
+ attribs[i].type=GL_FLOAT;
+ stride+=8;
+ }
+ attribs[i].normalized=GL_FALSE;
+
+
+
+ } break;
+ case VS::ARRAY_BONES: {
+
+ attribs[i].size=4;
+
+ if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) {
+ attribs[i].type=GL_UNSIGNED_SHORT;
+ stride+=8;
+ } else {
+ attribs[i].type=GL_UNSIGNED_BYTE;
+ stride+=4;
+ }
+
+ attribs[i].normalized=GL_FALSE;
+ attribs[i].integer=true;
+
+
+
+ } break;
+ case VS::ARRAY_WEIGHTS: {
+
+ attribs[i].size=4;
+
+ if (p_format&VS::ARRAY_COMPRESS_WEIGHTS) {
+
+ attribs[i].type=GL_UNSIGNED_SHORT;
+ stride+=8;
+ attribs[i].normalized=GL_TRUE;
+ } else {
+ attribs[i].type=GL_FLOAT;
+ stride+=16;
+ attribs[i].normalized=GL_FALSE;
+ }
+
+ } break;
+ case VS::ARRAY_INDEX: {
+
+ attribs[i].size=1;
+
+ if (p_vertex_count>=(1<<16)) {
+ attribs[i].type=GL_UNSIGNED_INT;
+ attribs[i].stride=4;
+ } else {
+ attribs[i].type=GL_UNSIGNED_SHORT;
+ attribs[i].stride=2;
+ }
+
+ attribs[i].normalized=GL_FALSE;
+
+ } break;
+
+ }
+ }
+
+ for(int i=0;i<VS::ARRAY_MAX-1;i++) {
+ attribs[i].stride=stride;
+ }
+
+ //validate sizes
+
+ int array_size = stride * p_vertex_count;
+ int index_array_size=0;
+
+ print_line("desired size: "+itos(array_size)+" vcount "+itos(p_vertex_count)+" should be: "+itos(array.size()+p_vertex_count*2)+" but is "+itos(array.size()));
+ if (array.size()!=array_size && array.size()+p_vertex_count*2 == array_size) {
+ //old format, convert
+ array = DVector<uint8_t>();
+
+ array.resize( p_array.size()+p_vertex_count*2 );
+
+ DVector<uint8_t>::Write w = array.write();
+ DVector<uint8_t>::Read r = p_array.read();
+
+ uint16_t *w16 = (uint16_t*)w.ptr();
+ const uint16_t *r16 = (uint16_t*)r.ptr();
+
+ uint16_t one = Math::make_half_float(1);
+
+ for(int i=0;i<p_vertex_count;i++) {
+
+ *w16++ = *r16++;
+ *w16++ = *r16++;
+ *w16++ = *r16++;
+ *w16++ = one;
+ for(int j=0;j<(stride/2)-4;j++) {
+ *w16++ = *r16++;
+ }
+ }
+
+ }
+
+ ERR_FAIL_COND(array.size()!=array_size);
+
+ if (p_format&VS::ARRAY_FORMAT_INDEX) {
+
+ index_array_size=attribs[VS::ARRAY_INDEX].stride*p_index_count;
+ }
+
+
+ ERR_FAIL_COND(p_index_array.size()!=index_array_size);
+
+ ERR_FAIL_COND(p_blend_shapes.size()!=mesh->morph_target_count);
+
+ for(int i=0;i<p_blend_shapes.size();i++) {
+ ERR_FAIL_COND(p_blend_shapes[i].size()!=array_size);
+ }
+
+ //ok all valid, create stuff
+
+ Surface * surface = memnew( Surface );
+
+ surface->active=true;
+ surface->array_len=p_vertex_count;
+ surface->index_array_len=p_index_count;
+ surface->array_byte_size=array.size();
+ surface->index_array_byte_size=p_index_array.size();
+ surface->primitive=p_primitive;
+ surface->mesh=mesh;
+ surface->format=p_format;
+ surface->skeleton_bone_aabb=p_bone_aabbs;
+ surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
+ surface->aabb=p_aabb;
+ surface->max_bone=p_bone_aabbs.size();
+
+ for(int i=0;i<surface->skeleton_bone_used.size();i++) {
+ if (surface->skeleton_bone_aabb[i].size.x<0 || surface->skeleton_bone_aabb[i].size.y<0 || surface->skeleton_bone_aabb[i].size.z<0) {
+ surface->skeleton_bone_used[i]=false;
+ } else {
+ surface->skeleton_bone_used[i]=true;
+ }
+ }
+
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+ surface->attribs[i]=attribs[i];
+ }
+
+ {
+
+ DVector<uint8_t>::Read vr = array.read();
+
+ glGenBuffers(1,&surface->vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+
+ if (p_format&VS::ARRAY_FORMAT_INDEX) {
+
+ DVector<uint8_t>::Read ir = p_index_array.read();
+
+ glGenBuffers(1,&surface->index_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_size,ir.ptr(),GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+
+
+ }
+
+ //generate arrays for faster state switching
+
+ for(int ai=0;ai<2;ai++) {
+
+ if (ai==0) {
+ //for normal draw
+ glGenVertexArrays(1,&surface->array_id);
+ glBindVertexArray(surface->array_id);
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ } else if (ai==1) {
+ //for instancing draw (can be changed and no one cares)
+ glGenVertexArrays(1,&surface->instancing_array_id);
+ glBindVertexArray(surface->instancing_array_id);
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ }
+
+
+ for(int i=0;i<VS::ARRAY_MAX-1;i++) {
+
+ if (!attribs[i].enabled)
+ continue;
+
+ if (attribs[i].integer) {
+ glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ } else {
+ glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ }
+ glEnableVertexAttribArray(attribs[i].index);
+
+ }
+
+ if (surface->index_id) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
+ }
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ }
+
+ }
+
+ {
+
+ //blend shapes
+
+ for(int i=0;i<p_blend_shapes.size();i++) {
+
+ Surface::MorphTarget mt;
+
+ DVector<uint8_t>::Read vr = p_blend_shapes[i].read();
+
+ glGenBuffers(1,&mt.vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id);
+ glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+ glGenVertexArrays(1,&mt.array_id);
+ glBindVertexArray(mt.array_id);
+ glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id);
+
+ for(int j=0;j<VS::ARRAY_MAX-1;j++) {
+
+ if (!attribs[j].enabled)
+ continue;
+
+ if (attribs[j].integer) {
+ glVertexAttribIPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].stride,((uint8_t*)0)+attribs[j].offset);
+ } else {
+ glVertexAttribPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].normalized,attribs[j].stride,((uint8_t*)0)+attribs[j].offset);
+ }
+ glEnableVertexAttribArray(attribs[j].index);
+
+ }
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+ surface->morph_targets.push_back(mt);
+
+ }
+ }
+
+ mesh->surfaces.push_back(surface);
+ mesh->instance_change_notify();
+}
+
+void RasterizerStorageGLES3::mesh_set_morph_target_count(RID p_mesh,int p_amount){
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+
+ ERR_FAIL_COND(mesh->surfaces.size()!=0);
+ ERR_FAIL_COND(p_amount<0);
+
+ mesh->morph_target_count=p_amount;
+
+}
+int RasterizerStorageGLES3::mesh_get_morph_target_count(RID p_mesh) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,0);
+
+ return mesh->morph_target_count;
+}
+
+
+void RasterizerStorageGLES3::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode){
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ mesh->morph_target_mode=p_mode;
+
+}
+VS::MorphTargetMode RasterizerStorageGLES3::mesh_get_morph_target_mode(RID p_mesh) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
+
+ return mesh->morph_target_mode;
+}
+
+void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material){
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface,mesh->surfaces.size());
+
+ if (mesh->surfaces[p_surface]->material==p_material)
+ return;
+
+ if (mesh->surfaces[p_surface]->material.is_valid()) {
+ _material_remove_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]);
+ }
+
+ mesh->surfaces[p_surface]->material=p_material;
+
+ if (mesh->surfaces[p_surface]->material.is_valid()) {
+ _material_add_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]);
+ }
+
+ mesh->instance_material_change_notify();
+
+
+}
+RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,RID());
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),RID());
+
+ return mesh->surfaces[p_surface]->material;
+}
+
+int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,0);
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
+
+ return mesh->surfaces[p_surface]->array_len;
+
+}
+int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,0);
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
+
+ return mesh->surfaces[p_surface]->index_array_len;
+}
+
+DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,DVector<uint8_t>());
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>());
+
+ Surface *surface = mesh->surfaces[p_surface];
+
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_byte_size,GL_MAP_READ_BIT);
+
+ ERR_FAIL_COND_V(!data,DVector<uint8_t>());
+
+ DVector<uint8_t> ret;
+ ret.resize(surface->array_byte_size);
+
+ {
+
+ DVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(),data,surface->array_byte_size);
+ }
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+
+
+ return ret;
+}
+
+DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,DVector<uint8_t>());
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>());
+
+ Surface *surface = mesh->surfaces[p_surface];
+
+ ERR_FAIL_COND_V(surface->index_array_len==0,DVector<uint8_t>());
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
+ void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_byte_size,GL_MAP_READ_BIT);
+
+ ERR_FAIL_COND_V(!data,DVector<uint8_t>());
+
+ DVector<uint8_t> ret;
+ ret.resize(surface->index_array_byte_size);
+
+ {
+
+ DVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(),data,surface->index_array_byte_size);
+ }
+
+ glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+
+ return ret;
+}
+
+
+uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+
+ ERR_FAIL_COND_V(!mesh,0);
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
+
+ return mesh->surfaces[p_surface]->format;
+
+}
+
+VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_MAX);
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),VS::PRIMITIVE_MAX);
+
+ return mesh->surfaces[p_surface]->primitive;
+}
+
+AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,AABB());
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),AABB());
+
+ return mesh->surfaces[p_surface]->aabb;
+
+
+}
+Vector<DVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,Vector<DVector<uint8_t> >());
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<DVector<uint8_t> >());
+
+ Vector<DVector<uint8_t> > bsarr;
+
+ for(int i=0;i<mesh->surfaces[p_surface]->morph_targets.size();i++) {
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mesh->surfaces[p_surface]->morph_targets[i].vertex_id);
+ void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,mesh->surfaces[p_surface]->array_byte_size,GL_MAP_READ_BIT);
+
+ ERR_FAIL_COND_V(!data,Vector<DVector<uint8_t> >());
+
+ DVector<uint8_t> ret;
+ ret.resize(mesh->surfaces[p_surface]->array_byte_size);
+
+ {
+
+ DVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(),data,mesh->surfaces[p_surface]->array_byte_size);
+ }
+
+ bsarr.push_back(ret);
+
+ glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+ }
+
+ return bsarr;
+
+}
+Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,Vector<AABB >());
+ ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<AABB >());
+
+ return mesh->surfaces[p_surface]->skeleton_bone_aabb;
+
+}
+
+
+void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface,mesh->surfaces.size());
+
+ Surface *surface = mesh->surfaces[p_surface];
+
+ if (surface->material.is_valid()) {
+ _material_remove_geometry(surface->material,mesh->surfaces[p_surface]);
+ }
+
+ glDeleteBuffers(1,&surface->vertex_id);
+ if (surface->index_id) {
+ glDeleteBuffers(1,&surface->index_id);
+ }
+
+ glDeleteVertexArrays(1,&surface->array_id);
+
+ for(int i=0;i<surface->morph_targets.size();i++) {
+
+ glDeleteBuffers(1,&surface->morph_targets[i].vertex_id);
+ glDeleteVertexArrays(1,&surface->morph_targets[i].array_id);
+ }
+
+ mesh->instance_material_change_notify();
+
+ memdelete(surface);
+
+ mesh->surfaces.remove(p_surface);
+
+ mesh->instance_change_notify();
+}
+int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,0);
+ return mesh->surfaces.size();
+
+}
+
+void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb){
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ mesh->custom_aabb=p_aabb;
+}
+AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const{
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh,AABB());
+
+ return mesh->custom_aabb;
+
+}
+
+AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh,RID p_skeleton) const{
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,AABB());
+
+ if (mesh->custom_aabb!=AABB())
+ return mesh->custom_aabb;
+
+ Skeleton *sk=NULL;
+ if (p_skeleton.is_valid())
+ sk=skeleton_owner.get(p_skeleton);
+
+ AABB aabb;
+
+ if (sk && sk->size!=0) {
+
+
+ for (int i=0;i<mesh->surfaces.size();i++) {
+
+ AABB laabb;
+ if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
+
+
+ int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
+ const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
+ const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
+
+ int sbs = sk->size;
+ ERR_CONTINUE(bs>sbs);
+ float *skb = sk->bones.ptr();
+
+
+
+ bool first=true;
+ if (sk->use_2d) {
+ for(int j=0;j<bs;j++) {
+
+ if (!skused[j])
+ continue;
+
+ float *dataptr = &skb[8*j];
+
+ Transform mtx;
+
+ mtx.basis.elements[0][0]=dataptr[ 0];
+ mtx.basis.elements[0][1]=dataptr[ 1];
+ mtx.origin[0]=dataptr[ 3];
+ mtx.basis.elements[1][0]=dataptr[ 4];
+ mtx.basis.elements[1][1]=dataptr[ 5];
+ mtx.origin[1]=dataptr[ 7];
+
+ AABB baabb = mtx.xform( skbones[j] );
+ if (first) {
+ laabb=baabb;
+ first=false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ } else {
+ for(int j=0;j<bs;j++) {
+
+ if (!skused[j])
+ continue;
+
+ float *dataptr = &skb[12*j];
+
+ Transform mtx;
+ mtx.basis.elements[0][0]=dataptr[ 0];
+ mtx.basis.elements[0][1]=dataptr[ 1];
+ mtx.basis.elements[0][2]=dataptr[ 2];
+ mtx.origin.x=dataptr[ 3];
+ mtx.basis.elements[1][0]=dataptr[ 4];
+ mtx.basis.elements[1][1]=dataptr[ 5];
+ mtx.basis.elements[1][2]=dataptr[ 6];
+ mtx.origin.y=dataptr[ 7];
+ mtx.basis.elements[2][0]=dataptr[ 8];
+ mtx.basis.elements[2][1]=dataptr[ 9];
+ mtx.basis.elements[2][2]=dataptr[10];
+ mtx.origin.z=dataptr[11];
+
+ AABB baabb = mtx.xform ( skbones[j] );
+ if (first) {
+ laabb=baabb;
+ first=false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ }
+
+ } else {
+
+ laabb=mesh->surfaces[i]->aabb;
+ }
+
+ if (i==0)
+ aabb=laabb;
+ else
+ aabb.merge_with(laabb);
+ }
+ } else {
+
+ for (int i=0;i<mesh->surfaces.size();i++) {
+
+ if (i==0)
+ aabb=mesh->surfaces[i]->aabb;
+ else
+ aabb.merge_with(mesh->surfaces[i]->aabb);
+ }
+
+ }
+
+ return aabb;
+
+}
+void RasterizerStorageGLES3::mesh_clear(RID p_mesh){
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ while(mesh->surfaces.size()) {
+ mesh_remove_surface(p_mesh,0);
+ }
+}
+
+void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, float *p_weights) {
+
+ glBindVertexArray(s->array_id);
+
+ BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX-1]={
+ BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored
+ BlendShapeShaderGLES3::ENABLE_NORMAL,
+ BlendShapeShaderGLES3::ENABLE_TANGENT,
+ BlendShapeShaderGLES3::ENABLE_COLOR,
+ BlendShapeShaderGLES3::ENABLE_UV,
+ BlendShapeShaderGLES3::ENABLE_UV2,
+ BlendShapeShaderGLES3::ENABLE_SKELETON,
+ BlendShapeShaderGLES3::ENABLE_SKELETON,
+ };
+
+ int stride=0;
+
+ if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ stride=2*4;
+ } else {
+ stride=3*4;
+ }
+
+ static const int sizes[VS::ARRAY_MAX-1]={
+ 3*4,
+ 3*4,
+ 4*4,
+ 4*4,
+ 2*4,
+ 2*4,
+ 4*4,
+ 4*4
+ };
+
+ for(int i=1;i<VS::ARRAY_MAX-1;i++) {
+ shaders.blend_shapes.set_conditional(cond[i],s->format&(1<<i)); //enable conditional for format
+ if (s->format&(1<<i)) {
+ stride+=sizes[i];
+ }
+ }
+
+
+ //copy all first
+ float base_weight=1.0;
+
+ int mtc = s->morph_targets.size();
+
+ if (s->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) {
+
+ for(int i=0;i<mtc;i++) {
+ base_weight-=p_weights[i];
+ }
+ }
+
+
+
+ shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,false); //first pass does not blend
+ shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::USE_2D_VERTEX,s->format&VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed
+
+ shaders.blend_shapes.bind();
+
+ shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,base_weight);
+ glEnable(GL_RASTERIZER_DISCARD);
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]);
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS,0,s->array_len);
+ glEndTransformFeedback();
+
+
+ shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,true); //first pass does not blend
+ shaders.blend_shapes.bind();
+
+ for(int ti=0;ti<mtc;ti++) {
+ float weight = p_weights[ti];
+
+ if (weight<0.001) //not bother with this one
+ continue;
+
+ glBindVertexArray(s->morph_targets[ti].array_id);
+ glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]);
+
+ shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,weight);
+
+ int ofs=0;
+ for(int i=0;i<VS::ARRAY_MAX-1;i++) {
+
+ if (s->format&(1<<i)) {
+ glEnableVertexAttribArray(i+8);
+ switch(i) {
+
+ case VS::ARRAY_VERTEX: {
+ if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=2*4;
+ } else {
+ glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=3*4;
+ }
+ } break;
+ case VS::ARRAY_NORMAL: {
+ glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=3*4;
+ } break;
+ case VS::ARRAY_TANGENT: {
+ glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+ glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=2*4;
+
+ } break;
+ case VS::ARRAY_TEX_UV2: {
+ glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=2*4;
+
+ } break;
+ case VS::ARRAY_BONES: {
+ glVertexAttribIPointer(i+8,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ case VS::ARRAY_WEIGHTS: {
+ glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ }
+
+ } else {
+ glDisableVertexAttribArray(i+8);
+ }
+ }
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS,0,s->array_len);
+ glEndTransformFeedback();
+
+
+ SWAP(resources.transform_feedback_buffers[0],resources.transform_feedback_buffers[1]);
+
+ }
+
+ glDisable(GL_RASTERIZER_DISCARD);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
+
+
+ glBindVertexArray(resources.transform_feedback_array);
+ glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
+
+ int ofs=0;
+ for(int i=0;i<VS::ARRAY_MAX-1;i++) {
+
+ if (s->format&(1<<i)) {
+ glEnableVertexAttribArray(i);
+ switch(i) {
+
+ case VS::ARRAY_VERTEX: {
+ if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=2*4;
+ } else {
+ glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=3*4;
+ }
+ } break;
+ case VS::ARRAY_NORMAL: {
+ glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=3*4;
+ } break;
+ case VS::ARRAY_TANGENT: {
+ glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+ glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=2*4;
+
+ } break;
+ case VS::ARRAY_TEX_UV2: {
+ glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=2*4;
+
+ } break;
+ case VS::ARRAY_BONES: {
+ glVertexAttribIPointer(i,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ case VS::ARRAY_WEIGHTS: {
+ glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
+ ofs+=4*4;
+
+ } break;
+ }
+
+ } else {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
+ if (s->index_array_len) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
+ }
+
+}
+
+/* MULTIMESH API */
+
+
+RID RasterizerStorageGLES3::multimesh_create(){
+
+ MultiMesh *multimesh = memnew( MultiMesh );
+ return multimesh_owner.make_rid(multimesh);
+}
+
+void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format){
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (multimesh->size==p_instances && multimesh->transform_format==p_transform_format && multimesh->color_format==p_color_format)
+ return;
+
+ if (multimesh->buffer) {
+ glDeleteBuffers(1,&multimesh->buffer);
+ multimesh->data.resize(0);
+ }
+
+ multimesh->size=p_instances;
+ multimesh->transform_format=p_transform_format;
+ multimesh->color_format=p_color_format;
+
+ if (multimesh->size) {
+
+ if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) {
+ multimesh->xform_floats=8;
+ } else {
+ multimesh->xform_floats=12;
+
+ }
+
+ if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) {
+ multimesh->color_floats=0;
+ } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
+ multimesh->color_floats=1;
+ } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
+ multimesh->color_floats=4;
+ }
+
+ int format_floats = multimesh->color_floats+multimesh->xform_floats;
+ multimesh->data.resize(format_floats*p_instances);
+ for(int i=0;i<p_instances;i+=format_floats) {
+
+ int color_from=0;
+
+ if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) {
+ multimesh->data[i+0]=1.0;
+ multimesh->data[i+1]=0.0;
+ multimesh->data[i+2]=0.0;
+ multimesh->data[i+3]=0.0;
+ multimesh->data[i+4]=0.0;
+ multimesh->data[i+5]=1.0;
+ multimesh->data[i+6]=0.0;
+ multimesh->data[i+7]=0.0;
+ color_from=8;
+ } else {
+ multimesh->data[i+0]=1.0;
+ multimesh->data[i+1]=0.0;
+ multimesh->data[i+2]=0.0;
+ multimesh->data[i+3]=0.0;
+ multimesh->data[i+4]=0.0;
+ multimesh->data[i+5]=1.0;
+ multimesh->data[i+6]=0.0;
+ multimesh->data[i+7]=0.0;
+ multimesh->data[i+8]=0.0;
+ multimesh->data[i+9]=0.0;
+ multimesh->data[i+10]=1.0;
+ multimesh->data[i+11]=0.0;
+ color_from=12;
+ }
+
+ if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) {
+ //none
+ } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
+
+ union {
+ uint32_t colu;
+ float colf;
+ } cu;
+
+ cu.colu=0xFFFFFFFF;
+ multimesh->data[i+color_from+0]=cu.colf;
+
+ } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
+ multimesh->data[i+color_from+0]=1.0;
+ multimesh->data[i+color_from+1]=1.0;
+ multimesh->data[i+color_from+2]=1.0;
+ multimesh->data[i+color_from+3]=1.0;
+ }
+ }
+
+ glGenBuffers(1,&multimesh->buffer);
+ glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER,multimesh->data.size()*sizeof(float),NULL,GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ }
+
+ multimesh->dirty_data=true;
+ multimesh->dirty_aabb=true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
+
+}
+
+int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const{
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,0);
+
+ return multimesh->size;
+}
+
+void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh,RID p_mesh){
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ multimesh->mesh=p_mesh;
+
+ multimesh->dirty_aabb=true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
+}
+
+void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform){
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index,multimesh->size);
+ ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D);
+
+ int stride = multimesh->color_floats+multimesh->xform_floats;
+ float *dataptr=&multimesh->data[stride*p_index];
+
+ dataptr[ 0]=p_transform.basis.elements[0][0];
+ dataptr[ 1]=p_transform.basis.elements[0][1];
+ dataptr[ 2]=p_transform.basis.elements[0][2];
+ dataptr[ 3]=p_transform.origin.x;
+ dataptr[ 4]=p_transform.basis.elements[1][0];
+ dataptr[ 5]=p_transform.basis.elements[1][1];
+ dataptr[ 6]=p_transform.basis.elements[1][2];
+ dataptr[ 7]=p_transform.origin.y;
+ dataptr[ 8]=p_transform.basis.elements[2][0];
+ dataptr[ 9]=p_transform.basis.elements[2][1];
+ dataptr[10]=p_transform.basis.elements[2][2];
+ dataptr[11]=p_transform.origin.z;
+
+ multimesh->dirty_data=true;
+ multimesh->dirty_aabb=true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
+}
+
+void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform){
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index,multimesh->size);
+ ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D);
+
+ int stride = multimesh->color_floats+multimesh->xform_floats;
+ float *dataptr=&multimesh->data[stride*p_index];
+
+ dataptr[ 0]=p_transform.elements[0][0];
+ dataptr[ 1]=p_transform.elements[1][0];
+ dataptr[ 2]=0;
+ dataptr[ 3]=p_transform.elements[2][0];
+ dataptr[ 4]=p_transform.elements[0][1];
+ dataptr[ 5]=p_transform.elements[1][1];
+ dataptr[ 6]=0;
+ dataptr[ 7]=p_transform.elements[2][1];
+
+ multimesh->dirty_data=true;
+ multimesh->dirty_aabb=true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
+}
+void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color){
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index,multimesh->size);
+ ERR_FAIL_COND(multimesh->color_format==VS::MULTIMESH_COLOR_NONE);
+
+ int stride = multimesh->color_floats+multimesh->xform_floats;
+ float *dataptr=&multimesh->data[stride*p_index+multimesh->xform_floats];
+
+ if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
+
+ uint8_t *data8=(uint8_t*)dataptr;
+ data8[0]=CLAMP(p_color.r*255.0,0,255);
+ data8[1]=CLAMP(p_color.g*255.0,0,255);
+ data8[2]=CLAMP(p_color.b*255.0,0,255);
+ data8[3]=CLAMP(p_color.a*255.0,0,255);
+
+ } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
+ dataptr[ 0]=p_color.r;
+ dataptr[ 1]=p_color.g;
+ dataptr[ 2]=p_color.b;
+ dataptr[ 3]=p_color.a;
+ }
+
+
+ multimesh->dirty_data=true;
+ multimesh->dirty_aabb=true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
+}
+
+RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const{
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,RID());
+
+ return multimesh->mesh;
+}
+
+
+Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh,int p_index) const{
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,Transform());
+ ERR_FAIL_INDEX_V(p_index,multimesh->size,Transform());
+ ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D,Transform());
+
+ int stride = multimesh->color_floats+multimesh->xform_floats;
+ float *dataptr=&multimesh->data[stride*p_index];
+
+ Transform xform;
+
+ xform.basis.elements[0][0]=dataptr[ 0];
+ xform.basis.elements[0][1]=dataptr[ 1];
+ xform.basis.elements[0][2]=dataptr[ 2];
+ xform.origin.x=dataptr[ 3];
+ xform.basis.elements[1][0]=dataptr[ 4];
+ xform.basis.elements[1][1]=dataptr[ 5];
+ xform.basis.elements[1][2]=dataptr[ 6];
+ xform.origin.y=dataptr[ 7];
+ xform.basis.elements[2][0]=dataptr[ 8];
+ xform.basis.elements[2][1]=dataptr[ 9];
+ xform.basis.elements[2][2]=dataptr[10];
+ xform.origin.z=dataptr[11];
+
+ return xform;
+}
+Matrix32 RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const{
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,Matrix32());
+ ERR_FAIL_INDEX_V(p_index,multimesh->size,Matrix32());
+ ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D,Matrix32());
+
+ int stride = multimesh->color_floats+multimesh->xform_floats;
+ float *dataptr=&multimesh->data[stride*p_index];
+
+ Matrix32 xform;
+
+ xform.elements[0][0]=dataptr[ 0];
+ xform.elements[1][0]=dataptr[ 1];
+ xform.elements[2][0]=dataptr[ 3];
+ xform.elements[0][1]=dataptr[ 4];
+ xform.elements[1][1]=dataptr[ 5];
+ xform.elements[2][1]=dataptr[ 7];
+
+ return xform;
+}
+
+Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh,int p_index) const{
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,Color());
+ ERR_FAIL_INDEX_V(p_index,multimesh->size,Color());
+ ERR_FAIL_COND_V(multimesh->color_format==VS::MULTIMESH_COLOR_NONE,Color());
+
+ int stride = multimesh->color_floats+multimesh->xform_floats;
+ float *dataptr=&multimesh->data[stride*p_index+multimesh->color_floats];
+
+ if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
+ union {
+ uint32_t colu;
+ float colf;
+ } cu;
+
+ return Color::hex(BSWAP32(cu.colu));
+
+ } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
+ Color c;
+ c.r=dataptr[ 0];
+ c.g=dataptr[ 1];
+ c.b=dataptr[ 2];
+ c.a=dataptr[ 3];
+
+ return c;
+ }
+
+ return Color();
+
+}
+
+void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh,int p_visible){
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ multimesh->visible_instances=p_visible;
+}
+int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const{
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,-1);
+
+ return multimesh->visible_instances;
+}
+
+AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const{
+
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,AABB());
+
+ const_cast<RasterizerStorageGLES3*>(this)->update_dirty_multimeshes(); //update pending AABBs
+
+ return multimesh->aabb;
+}
+
+void RasterizerStorageGLES3::update_dirty_multimeshes() {
+
+ while(multimesh_update_list.first()) {
+
+ MultiMesh *multimesh = multimesh_update_list.first()->self();
+
+ if (multimesh->size && multimesh->dirty_data) {
+
+
+ glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer);
+ glBufferSubData(GL_ARRAY_BUFFER,0,multimesh->data.size()*sizeof(float),multimesh->data.ptr());
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+
+ }
+
+
+
+ if (multimesh->size && multimesh->dirty_aabb) {
+
+ AABB mesh_aabb;
+
+ if (multimesh->mesh.is_valid()) {
+ mesh_aabb=mesh_get_aabb(multimesh->mesh,RID());
+ } else {
+ mesh_aabb.size+=Vector3(0.001,0.001,0.001);
+ }
+
+ int stride=multimesh->color_floats+multimesh->xform_floats;
+ int count = multimesh->data.size();
+ float *data=multimesh->data.ptr();
+
+ AABB aabb;
+
+ if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) {
+
+ for(int i=0;i<count;i+=stride) {
+
+ float *dataptr=&data[i];
+ Transform xform;
+ xform.basis[0][0]=dataptr[ 0];
+ xform.basis[0][1]=dataptr[ 1];
+ xform.origin[0]=dataptr[ 3];
+ xform.basis[1][0]=dataptr[ 4];
+ xform.basis[1][1]=dataptr[ 5];
+ xform.origin[1]=dataptr[ 7];
+
+ AABB laabb = xform.xform(mesh_aabb);
+ if (i==0)
+ aabb=laabb;
+ else
+ aabb.merge_with(laabb);
+ }
+ } else {
+
+ for(int i=0;i<count;i+=stride) {
+
+ float *dataptr=&data[i];
+ Transform xform;
+
+ xform.basis.elements[0][0]=dataptr[ 0];
+ xform.basis.elements[0][1]=dataptr[ 1];
+ xform.basis.elements[0][2]=dataptr[ 2];
+ xform.origin.x=dataptr[ 3];
+ xform.basis.elements[1][0]=dataptr[ 4];
+ xform.basis.elements[1][1]=dataptr[ 5];
+ xform.basis.elements[1][2]=dataptr[ 6];
+ xform.origin.y=dataptr[ 7];
+ xform.basis.elements[2][0]=dataptr[ 8];
+ xform.basis.elements[2][1]=dataptr[ 9];
+ xform.basis.elements[2][2]=dataptr[10];
+ xform.origin.z=dataptr[11];
+
+ AABB laabb = xform.xform(mesh_aabb);
+ if (i==0)
+ aabb=laabb;
+ else
+ aabb.merge_with(laabb);
+ }
+ }
+
+ multimesh->aabb=aabb;
+ }
+ multimesh->dirty_aabb=false;
+ multimesh->dirty_data=false;
+
+ multimesh->instance_change_notify();
+
+ multimesh_update_list.remove(multimesh_update_list.first());
+ }
+}
+
+/* IMMEDIATE API */
+
+
+RID RasterizerStorageGLES3::immediate_create() {
+
+ Immediate *im = memnew( Immediate );
+ return immediate_owner.make_rid(im);
+
+}
+
+void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(im->building);
+
+ Immediate::Chunk ic;
+ ic.texture=p_texture;
+ ic.primitive=p_rimitive;
+ im->chunks.push_back(ic);
+ im->mask=0;
+ im->building=true;
+
+
+}
+void RasterizerStorageGLES3::immediate_vertex(RID p_immediate,const Vector3& p_vertex){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ Immediate::Chunk *c = &im->chunks.back()->get();
+
+
+ if (c->vertices.empty() && im->chunks.size()==1) {
+
+ im->aabb.pos=p_vertex;
+ im->aabb.size=Vector3();
+ } else {
+ im->aabb.expand_to(p_vertex);
+ }
+
+ if (im->mask&VS::ARRAY_FORMAT_NORMAL)
+ c->normals.push_back(chunk_normal);
+ if (im->mask&VS::ARRAY_FORMAT_TANGENT)
+ c->tangents.push_back(chunk_tangent);
+ if (im->mask&VS::ARRAY_FORMAT_COLOR)
+ c->colors.push_back(chunk_color);
+ if (im->mask&VS::ARRAY_FORMAT_TEX_UV)
+ c->uvs.push_back(chunk_uv);
+ if (im->mask&VS::ARRAY_FORMAT_TEX_UV2)
+ c->uvs2.push_back(chunk_uv2);
+ im->mask|=VS::ARRAY_FORMAT_VERTEX;
+ c->vertices.push_back(p_vertex);
+
+}
+
+
+void RasterizerStorageGLES3::immediate_normal(RID p_immediate,const Vector3& p_normal){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_NORMAL;
+ chunk_normal=p_normal;
+
+}
+void RasterizerStorageGLES3::immediate_tangent(RID p_immediate,const Plane& p_tangent){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_TANGENT;
+ chunk_tangent=p_tangent;
+
+}
+void RasterizerStorageGLES3::immediate_color(RID p_immediate,const Color& p_color){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_COLOR;
+ chunk_color=p_color;
+
+}
+void RasterizerStorageGLES3::immediate_uv(RID p_immediate,const Vector2& tex_uv){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_TEX_UV;
+ chunk_uv=tex_uv;
+
+}
+void RasterizerStorageGLES3::immediate_uv2(RID p_immediate,const Vector2& tex_uv){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_TEX_UV2;
+ chunk_uv2=tex_uv;
+
+}
+
+void RasterizerStorageGLES3::immediate_end(RID p_immediate){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->building=false;
+
+ im->instance_change_notify();
+
+}
+void RasterizerStorageGLES3::immediate_clear(RID p_immediate) {
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(im->building);
+
+ im->chunks.clear();
+ im->instance_change_notify();
+
+}
+
+AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const {
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND_V(!im,AABB());
+ return im->aabb;
+}
+
+void RasterizerStorageGLES3::immediate_set_material(RID p_immediate,RID p_material) {
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ im->material=p_material;
+ im->instance_material_change_notify();
+
+}
+
+RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
+
+ const Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND_V(!im,RID());
+ return im->material;
+
+}
+
+/* SKELETON API */
+
+RID RasterizerStorageGLES3::skeleton_create(){
+
+ Skeleton *skeleton = memnew( Skeleton );
+ return skeleton_owner.make_rid(skeleton);
+}
+
+void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton){
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_COND(p_bones<0);
+
+ if (skeleton->size==p_bones && skeleton->use_2d==p_2d_skeleton)
+ return;
+
+ if (skeleton->ubo) {
+ glDeleteBuffers(1,&skeleton->ubo);
+ skeleton->ubo=0;
+ }
+
+ skeleton->size=p_bones;
+ if (p_2d_skeleton) {
+ skeleton->bones.resize(p_bones*8);
+ for(int i=0;i<skeleton->bones.size();i+=8) {
+ skeleton->bones[i+0]=1;
+ skeleton->bones[i+1]=0;
+ skeleton->bones[i+2]=0;
+ skeleton->bones[i+3]=0;
+ skeleton->bones[i+4]=0;
+ skeleton->bones[i+5]=1;
+ skeleton->bones[i+6]=0;
+ skeleton->bones[i+7]=0;
+ }
+
+ } else {
+ skeleton->bones.resize(p_bones*12);
+ for(int i=0;i<skeleton->bones.size();i+=12) {
+ skeleton->bones[i+0]=1;
+ skeleton->bones[i+1]=0;
+ skeleton->bones[i+2]=0;
+ skeleton->bones[i+3]=0;
+ skeleton->bones[i+4]=0;
+ skeleton->bones[i+5]=1;
+ skeleton->bones[i+6]=0;
+ skeleton->bones[i+7]=0;
+ skeleton->bones[i+8]=0;
+ skeleton->bones[i+9]=0;
+ skeleton->bones[i+10]=1;
+ skeleton->bones[i+11]=0;
+ }
+
+ }
+
+
+
+ if (p_bones) {
+ glGenBuffers(1, &skeleton->ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
+ glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size()*sizeof(float), NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
+
+
+
+}
+int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const{
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton,0);
+
+ return skeleton->size;
+}
+
+void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform){
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone,skeleton->size);
+ ERR_FAIL_COND(skeleton->use_2d);
+
+ float * bones = skeleton->bones.ptr();
+ bones[p_bone*12+ 0]=p_transform.basis.elements[0][0];
+ bones[p_bone*12+ 1]=p_transform.basis.elements[0][1];
+ bones[p_bone*12+ 2]=p_transform.basis.elements[0][2];
+ bones[p_bone*12+ 3]=p_transform.origin.x;
+ bones[p_bone*12+ 4]=p_transform.basis.elements[1][0];
+ bones[p_bone*12+ 5]=p_transform.basis.elements[1][1];
+ bones[p_bone*12+ 6]=p_transform.basis.elements[1][2];
+ bones[p_bone*12+ 7]=p_transform.origin.y;
+ bones[p_bone*12+ 8]=p_transform.basis.elements[2][0];
+ bones[p_bone*12+ 9]=p_transform.basis.elements[2][1];
+ bones[p_bone*12+10]=p_transform.basis.elements[2][2];
+ bones[p_bone*12+11]=p_transform.origin.z;
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
+
+}
+
+
+Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND_V(!skeleton,Transform());
+ ERR_FAIL_INDEX_V(p_bone,skeleton->size,Transform());
+ ERR_FAIL_COND_V(skeleton->use_2d,Transform());
+
+ float * bones = skeleton->bones.ptr();
+ Transform mtx;
+ mtx.basis.elements[0][0]=bones[p_bone*12+ 0];
+ mtx.basis.elements[0][1]=bones[p_bone*12+ 1];
+ mtx.basis.elements[0][2]=bones[p_bone*12+ 2];
+ mtx.origin.x=bones[p_bone*12+ 3];
+ mtx.basis.elements[1][0]=bones[p_bone*12+ 4];
+ mtx.basis.elements[1][1]=bones[p_bone*12+ 5];
+ mtx.basis.elements[1][2]=bones[p_bone*12+ 6];
+ mtx.origin.y=bones[p_bone*12+ 7];
+ mtx.basis.elements[2][0]=bones[p_bone*12+ 8];
+ mtx.basis.elements[2][1]=bones[p_bone*12+ 9];
+ mtx.basis.elements[2][2]=bones[p_bone*12+10];
+ mtx.origin.z=bones[p_bone*12+11];
+
+ return mtx;
+}
+void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform){
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone,skeleton->size);
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ float * bones = skeleton->bones.ptr();
+ bones[p_bone*12+ 0]=p_transform.elements[0][0];
+ bones[p_bone*12+ 1]=p_transform.elements[1][0];
+ bones[p_bone*12+ 2]=0;
+ bones[p_bone*12+ 3]=p_transform.elements[2][0];
+ bones[p_bone*12+ 4]=p_transform.elements[0][1];
+ bones[p_bone*12+ 5]=p_transform.elements[1][1];
+ bones[p_bone*12+ 6]=0;
+ bones[p_bone*12+ 7]=p_transform.elements[2][1];
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
+
+}
+Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+
+ ERR_FAIL_COND_V(!skeleton,Matrix32());
+ ERR_FAIL_INDEX_V(p_bone,skeleton->size,Matrix32());
+ ERR_FAIL_COND_V(!skeleton->use_2d,Matrix32());
+
+ Matrix32 mtx;
+
+ float * bones = skeleton->bones.ptr();
+ mtx.elements[0][0]=bones[p_bone*12+ 0];
+ mtx.elements[1][0]=bones[p_bone*12+ 1];
+ mtx.elements[2][0]=bones[p_bone*12+ 3];
+ mtx.elements[0][1]=bones[p_bone*12+ 4];
+ mtx.elements[1][1]=bones[p_bone*12+ 5];
+ mtx.elements[2][1]=bones[p_bone*12+ 7];
+
+ return mtx;
+}
+
+void RasterizerStorageGLES3::update_dirty_skeletons() {
+
+ while(skeleton_update_list.first()) {
+
+ Skeleton *skeleton = skeleton_update_list.first()->self();
+ if (skeleton->size) {
+ glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER,0,skeleton->bones.size()*sizeof(float),skeleton->bones.ptr());
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+
+ for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) {
+ E->get()->base_changed();
+ }
+
+ skeleton_update_list.remove(skeleton_update_list.first());
+ }
+
+}
+
+/* Light API */
+
+RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
+
+ Light *light = memnew( Light );
+ light->type=p_type;
+
+ light->param[VS::LIGHT_PARAM_ENERGY]=1.0;
+ light->param[VS::LIGHT_PARAM_SPECULAR]=0.5;
+ light->param[VS::LIGHT_PARAM_RANGE]=1.0;
+ light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
+ light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0;
+ light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1;
+ light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3;
+ light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6;
+ light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]=0.1;
+ light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]=0.1;
+
+
+ light->color=Color(1,1,1,1);
+ light->shadow=false;
+ light->negative=false;
+ light->cull_mask=0xFFFFFFFF;
+ light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+ light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
+ light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
+ light->directional_blend_splits=false;
+
+ light->version=0;
+
+ return light_owner.make_rid(light);
+}
+
+void RasterizerStorageGLES3::light_set_color(RID p_light,const Color& p_color){
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->color=p_color;
+}
+void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,float p_value){
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX(p_param,VS::LIGHT_PARAM_MAX);
+
+ switch(p_param) {
+ case VS::LIGHT_PARAM_RANGE:
+ case VS::LIGHT_PARAM_SPOT_ANGLE:
+ case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
+ case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
+ case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
+ case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
+ case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
+ case VS::LIGHT_PARAM_SHADOW_BIAS:
+ case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: {
+
+ light->version++;
+ light->instance_change_notify();
+ } break;
+ }
+
+ light->param[p_param]=p_value;
+}
+void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+ light->shadow=p_enabled;
+
+ light->version++;
+ light->instance_change_notify();
+}
+
+void RasterizerStorageGLES3::light_set_shadow_color(RID p_light,const Color& p_color) {
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+ light->shadow_color=p_color;
+
+}
+
+void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->projector=p_texture;
+}
+
+void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->negative=p_enable;
+}
+void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->cull_mask=p_mask;
+
+ light->version++;
+ light->instance_change_notify();
+
+}
+
+void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->omni_shadow_mode=p_mode;
+
+ light->version++;
+ light->instance_change_notify();
+
+
+}
+
+VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_CUBE);
+
+ return light->omni_shadow_mode;
+}
+
+
+void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail) {
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->omni_shadow_detail=p_detail;
+ light->version++;
+ light->instance_change_notify();
+}
+
+
+void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode){
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_shadow_mode=p_mode;
+ light->version++;
+ light->instance_change_notify();
+
+}
+
+void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light,bool p_enable) {
+
+ Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_blend_splits=p_enable;
+ light->version++;
+ light->instance_change_notify();
+
+}
+
+
+bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,false);
+
+ return light->directional_blend_splits;
+}
+
+VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+
+ return light->directional_shadow_mode;
+}
+
+
+VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL);
+
+ return light->type;
+}
+
+float RasterizerStorageGLES3::light_get_param(RID p_light,VS::LightParam p_param) {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL);
+
+ return light->param[p_param];
+}
+
+Color RasterizerStorageGLES3::light_get_color(RID p_light) {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,Color());
+
+ return light->color;
+
+}
+
+bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL);
+
+ return light->shadow;
+}
+
+uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,0);
+
+ return light->version;
+}
+
+
+AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
+
+ const Light * light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light,AABB());
+
+ switch( light->type ) {
+
+ case VS::LIGHT_SPOT: {
+
+ float len=light->param[VS::LIGHT_PARAM_RANGE];
+ float size=Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
+ return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ float r = light->param[VS::LIGHT_PARAM_RANGE];
+ return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
+ } break;
+ case VS::LIGHT_DIRECTIONAL: {
+
+ return AABB();
+ } break;
+ default: {}
+ }
+
+ ERR_FAIL_V( AABB() );
+ return AABB();
+}
+
+/* PROBE API */
+
+RID RasterizerStorageGLES3::reflection_probe_create(){
+
+ ReflectionProbe *reflection_probe = memnew( ReflectionProbe );
+
+ reflection_probe->intensity=1.0;
+ reflection_probe->interior_ambient=Color();
+ reflection_probe->interior_ambient_energy=1.0;
+ reflection_probe->max_distance=0;
+ reflection_probe->extents=Vector3(1,1,1);
+ reflection_probe->origin_offset=Vector3(0,0,0);
+ reflection_probe->interior=false;
+ reflection_probe->box_projection=false;
+ reflection_probe->enable_shadows=false;
+ reflection_probe->cull_mask=(1<<20)-1;
+ reflection_probe->update_mode=VS::REFLECTION_PROBE_UPDATE_ONCE;
+
+ return reflection_probe_owner.make_rid(reflection_probe);
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->update_mode=p_mode;
+ reflection_probe->instance_change_notify();
+
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->intensity=p_intensity;
+
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior_ambient=p_ambient;
+
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior_ambient_energy=p_energy;
+
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior_ambient_probe_contrib=p_contrib;
+
+}
+
+
+void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance){
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->max_distance=p_distance;
+ reflection_probe->instance_change_notify();
+
+}
+void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3& p_extents){
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->extents=p_extents;
+ reflection_probe->instance_change_notify();
+
+}
+void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset){
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->origin_offset=p_offset;
+ reflection_probe->instance_change_notify();
+
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable){
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior=p_enable;
+
+}
+void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable){
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->box_projection=p_enable;
+
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable){
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->enable_shadows=p_enable;
+ reflection_probe->instance_change_notify();
+
+}
+void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers){
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->cull_mask=p_layers;
+ reflection_probe->instance_change_notify();
+
+}
+
+AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe,AABB());
+
+ AABB aabb;
+ aabb.pos=-reflection_probe->extents;
+ aabb.size=reflection_probe->extents*2.0;
+
+ return aabb;
+
+
+}
+VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const{
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe,VS::REFLECTION_PROBE_UPDATE_ALWAYS);
+
+ return reflection_probe->update_mode;
+}
+
+uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const {
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe,0);
+
+ return reflection_probe->cull_mask;
+
+}
+
+Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const {
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe,Vector3());
+
+ return reflection_probe->extents;
+
+}
+Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const{
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe,Vector3());
+
+ return reflection_probe->origin_offset;
+
+}
+
+bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const {
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe,false);
+
+ return reflection_probe->enable_shadows;
+
+}
+
+float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const{
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe,0);
+
+ return reflection_probe->max_distance;
+
+}
+
+/* ROOM API */
+
+RID RasterizerStorageGLES3::room_create(){
+
+ return RID();
+}
+void RasterizerStorageGLES3::room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform){
+
+
+}
+void RasterizerStorageGLES3::room_clear_bounds(RID p_room){
+
+
+}
+
+/* PORTAL API */
+
+// portals are only (x/y) points, forming a convex shape, which its clockwise
+// order points outside. (z is 0);
+
+RID RasterizerStorageGLES3::portal_create(){
+
+ return RID();
+}
+void RasterizerStorageGLES3::portal_set_shape(RID p_portal, const Vector<Point2>& p_shape){
+
+
+}
+void RasterizerStorageGLES3::portal_set_enabled(RID p_portal, bool p_enabled){
+
+
+}
+void RasterizerStorageGLES3::portal_set_disable_distance(RID p_portal, float p_distance){
+
+
+}
+void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color& p_color){
+
+
+}
+
+RID RasterizerStorageGLES3::gi_probe_create() {
+
+ GIProbe *gip = memnew( GIProbe );
+
+ gip->bounds=AABB(Vector3(),Vector3(1,1,1));
+ gip->dynamic_range=1.0;
+ gip->energy=1.0;
+ gip->interior=false;
+ gip->compress=false;
+ gip->version=1;
+ gip->cell_size=1.0;
+
+ return gi_probe_owner.make_rid(gip);
+}
+
+void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe,const AABB& p_bounds){
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->bounds=p_bounds;
+ gip->version++;
+ gip->instance_change_notify();
+}
+AABB RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const{
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,AABB());
+
+ return gip->bounds;
+}
+
+void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe,float p_size) {
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->cell_size=p_size;
+ gip->version++;
+ gip->instance_change_notify();
+}
+
+float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const {
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,0);
+
+ return gip->cell_size;
+
+}
+
+void RasterizerStorageGLES3::gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform) {
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->to_cell=p_xform;
+}
+
+Transform RasterizerStorageGLES3::gi_probe_get_to_cell_xform(RID p_probe) const {
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,Transform());
+
+ return gip->to_cell;
+
+}
+
+
+
+void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe,const DVector<int>& p_data){
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->dynamic_data=p_data;
+ gip->version++;
+ gip->instance_change_notify();
+
+}
+DVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const{
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,DVector<int>());
+
+ return gip->dynamic_data;
+}
+
+void RasterizerStorageGLES3::gi_probe_set_dynamic_range(RID p_probe,int p_range){
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->dynamic_range=p_range;
+
+}
+int RasterizerStorageGLES3::gi_probe_get_dynamic_range(RID p_probe) const{
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,0);
+
+ return gip->dynamic_range;
+}
+
+void RasterizerStorageGLES3::gi_probe_set_energy(RID p_probe,float p_range){
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->energy=p_range;
+
+}
+
+void RasterizerStorageGLES3::gi_probe_set_interior(RID p_probe,bool p_enable) {
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->interior=p_enable;
+
+}
+
+bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const{
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,false);
+
+ return gip->interior;
+
+}
+
+
+void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe,bool p_enable) {
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->compress=p_enable;
+
+}
+
+bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const{
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,false);
+
+ return gip->compress;
+
+}
+float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const{
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,0);
+
+ return gip->energy;
+}
+
+
+
+uint32_t RasterizerStorageGLES3::gi_probe_get_version(RID p_probe) {
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip,0);
+
+ return gip->version;
+}
+
+RasterizerStorage::GIProbeCompression RasterizerStorageGLES3::gi_probe_get_dynamic_data_get_preferred_compression() const {
+ if (config.s3tc_supported) {
+ return GI_PROBE_S3TC;
+ } else {
+ return GI_PROBE_UNCOMPRESSED;
+ }
+}
+
+RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) {
+
+ GIProbeData *gipd = memnew( GIProbeData );
+
+ gipd->width=p_width;
+ gipd->height=p_height;
+ gipd->depth=p_depth;
+ gipd->compression=p_compression;
+
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1,&gipd->tex_id);
+ glBindTexture(GL_TEXTURE_3D,gipd->tex_id);
+
+ int level=0;
+ int min_size=1;
+
+ if (gipd->compression==GI_PROBE_S3TC) {
+ min_size=4;
+ }
+
+ print_line("dyndata create");
+ while(true) {
+
+ if (gipd->compression==GI_PROBE_S3TC) {
+ int size = p_width * p_height * p_depth;
+ glCompressedTexImage3D(GL_TEXTURE_3D,level,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,p_width,p_height,p_depth,0, size,NULL);
+ } else {
+ glTexImage3D(GL_TEXTURE_3D,level,GL_RGBA8,p_width,p_height,p_depth,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
+ }
+
+ if (p_width<=min_size || p_height<=min_size || p_depth<=min_size)
+ break;
+ p_width>>=1;
+ p_height>>=1;
+ p_depth>>=1;
+ level++;
+ }
+
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, level);
+
+ gipd->levels=level+1;
+
+ return gi_probe_data_owner.make_rid(gipd);
+}
+
+void RasterizerStorageGLES3::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) {
+
+ GIProbeData *gipd = gi_probe_data_owner.getornull(p_gi_probe_data);
+ ERR_FAIL_COND(!gipd);
+/*
+ Vector<uint8_t> data;
+ data.resize((gipd->width>>p_mipmap)*(gipd->height>>p_mipmap)*(gipd->depth>>p_mipmap)*4);
+
+ for(int i=0;i<(gipd->width>>p_mipmap);i++) {
+ for(int j=0;j<(gipd->height>>p_mipmap);j++) {
+ for(int k=0;k<(gipd->depth>>p_mipmap);k++) {
+
+ int ofs = (k*(gipd->height>>p_mipmap)*(gipd->width>>p_mipmap)) + j *(gipd->width>>p_mipmap) + i;
+ ofs*=4;
+ data[ofs+0]=i*0xFF/(gipd->width>>p_mipmap);
+ data[ofs+1]=j*0xFF/(gipd->height>>p_mipmap);
+ data[ofs+2]=k*0xFF/(gipd->depth>>p_mipmap);
+ data[ofs+3]=0xFF;
+ }
+ }
+ }
+*/
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_3D,gipd->tex_id);
+ if (gipd->compression==GI_PROBE_S3TC) {
+ int size = (gipd->width>>p_mipmap) * (gipd->height>>p_mipmap) * p_slice_count;
+ glCompressedTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,size, p_data);
+ } else {
+ glTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
+ }
+ //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
+ //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr());
+
+}
+
+///////
+
+
+
+RID RasterizerStorageGLES3::particles_create() {
+
+ Particles *particles = memnew( Particles );
+
+
+ return particles_owner.make_rid(particles);
+}
+
+void RasterizerStorageGLES3::particles_set_emitting(RID p_particles,bool p_emitting) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->emitting=p_emitting;
+
+}
+void RasterizerStorageGLES3::particles_set_amount(RID p_particles,int p_amount) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ int floats = p_amount*24;
+ float * data = memnew_arr(float,floats);
+
+ for(int i=0;i<floats;i++) {
+ data[i]=0;
+ }
+
+
+ glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]);
+ glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[1]);
+ glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ particles->prev_ticks=0;
+ particles->phase=0;
+ particles->prev_phase=0;
+
+ memdelete_arr(data);
+
+}
+
+void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles,float p_lifetime){
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->lifetime=p_lifetime;
+}
+void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles,float p_time) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->pre_process_time=p_time;
+
+}
+void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles,float p_ratio) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->explosiveness=p_ratio;
+}
+void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles,float p_ratio) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->randomness=p_ratio;
+
+}
+void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles,const AABB& p_aabb) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->custom_aabb=p_aabb;
+
+}
+void RasterizerStorageGLES3::particles_set_gravity(RID p_particles,const Vector3& p_gravity) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->gravity=p_gravity;
+
+}
+void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles,bool p_enable) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->use_local_coords=p_enable;
+}
+void RasterizerStorageGLES3::particles_set_process_material(RID p_particles,RID p_material) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->process_material=p_material;
+}
+
+void RasterizerStorageGLES3::particles_set_emission_shape(RID p_particles, VS::ParticlesEmissionShape p_shape) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emission_shape=p_shape;
+}
+void RasterizerStorageGLES3::particles_set_emission_sphere_radius(RID p_particles,float p_radius) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emission_sphere_radius=p_radius;
+}
+void RasterizerStorageGLES3::particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emission_box_extents=p_extents;
+}
+void RasterizerStorageGLES3::particles_set_emission_points(RID p_particles,const DVector<Vector3>& p_points) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emission_points=p_points;
+}
+
+
+void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_order=p_order;
+}
+
+void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles,int p_count) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_passes.resize(p_count);
+}
+void RasterizerStorageGLES3::particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass,particles->draw_passes.size());
+ particles->draw_passes[p_pass].material=p_material;
+
+}
+void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass,particles->draw_passes.size());
+ particles->draw_passes[p_pass].mesh=p_mesh;
+
+}
+
+AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
+
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles,AABB());
+
+ return particles->computed_aabb;
+}
+
+void RasterizerStorageGLES3::update_particles() {
+
+ glEnable(GL_RASTERIZER_DISCARD);
+ glBindVertexArray(0);
+
+
+ while (particle_update_list.first()) {
+
+ //use transform feedback to process particles
+
+ Particles *particles = particle_update_list.first()->self();
+
+
+ Material *material = material_owner.getornull(particles->process_material);
+ if (!material || !material->shader || material->shader->mode!=VS::SHADER_PARTICLES) {
+
+ shaders.particles.set_custom_shader(0);
+ } else {
+ shaders.particles.set_custom_shader( material->shader->custom_code_id );
+
+ if (material->ubo_id) {
+
+ glBindBufferBase(GL_UNIFORM_BUFFER,0,material->ubo_id);
+ }
+
+ int tc = material->textures.size();
+ RID* textures = material->textures.ptr();
+ ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = material->shader->texture_hints.ptr();
+
+
+ for(int i=0;i<tc;i++) {
+
+ glActiveTexture(GL_TEXTURE0+i);
+
+ GLenum target;
+ GLuint tex;
+
+ RasterizerStorageGLES3::Texture *t = texture_owner.getornull( textures[i] );
+
+ if (!t) {
+ //check hints
+ target=GL_TEXTURE_2D;
+
+ switch(texture_hints[i]) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
+ tex=resources.black_tex;
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+ tex=resources.aniso_tex;
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ tex=resources.normal_tex;
+ } break;
+ default: {
+ tex=resources.white_tex;
+ } break;
+ }
+
+
+ } else {
+
+ target=t->target;
+ tex = t->tex_id;
+
+ }
+
+ glBindTexture(target,tex);
+ }
+
+ }
+
+ shaders.particles.bind();
+
+ shaders.particles.set_uniform(ParticlesShaderGLES3::ORIGIN,particles->origin);
+
+ float new_phase = Math::fmod(particles->phase+(frame.delta/particles->lifetime),1.0);
+
+ shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE,new_phase);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE,particles->phase);
+ particles->phase = new_phase;
+
+ shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES,particles->amount);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::TIME,0.0);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS,particles->explosiveness);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA,frame.delta);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::GRAVITY,particles->gravity);
+ shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT,0);
+
+
+
+
+ glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->particle_buffers[1]);
+
+ for(int i=0;i<6;i++) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,sizeof(float)*4*6,((uint8_t*)0)+(i*16));
+ }
+
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS,0,particles->amount);
+ glEndTransformFeedback();
+
+ particle_update_list.remove(particle_update_list.first());
+
+ SWAP(particles->particle_buffers[0],particles->particle_buffers[1]);
+ }
+
+ glDisable(GL_RASTERIZER_DISCARD);
+
+ for(int i=0;i<6;i++) {
+ glDisableVertexAttribArray(i);
+ }
+
+}
+
+////////
+
+void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ skeleton->instances.insert(p_instance);
+}
+
+void RasterizerStorageGLES3::instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ skeleton->instances.erase(p_instance);
+}
+
+
+void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance) {
+
+ Instantiable *inst=NULL;
+ switch(p_instance->base_type) {
+ case VS::INSTANCE_MESH: {
+ inst = mesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+ inst = multimesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+ inst = immediate_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_REFLECTION_PROBE: {
+ inst = reflection_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_LIGHT: {
+ inst = light_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_GI_PROBE: {
+ inst = gi_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ default: {
+ if (!inst) {
+ ERR_FAIL();
+ }
+ }
+ }
+
+ inst->instance_list.add( &p_instance->dependency_item );
+}
+
+void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance){
+
+ Instantiable *inst=NULL;
+
+ switch(p_instance->base_type) {
+ case VS::INSTANCE_MESH: {
+ inst = mesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+ inst = multimesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+ inst = immediate_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_REFLECTION_PROBE: {
+ inst = reflection_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_LIGHT: {
+ inst = light_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_GI_PROBE: {
+ inst = gi_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ default: {
+
+ if (!inst) {
+ ERR_FAIL();
+ }
+ }
+ }
+
+ ERR_FAIL_COND(!inst);
+
+ inst->instance_list.remove( &p_instance->dependency_item );
+}
+
+
+/* RENDER TARGET */
+
+
+void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
+
+ if (rt->fbo) {
+ glDeleteFramebuffers(1,&rt->fbo);
+ glDeleteTextures(1,&rt->color);
+ rt->fbo=0;
+ }
+
+ if (rt->buffers.fbo) {
+ glDeleteFramebuffers(1,&rt->buffers.fbo);
+ glDeleteRenderbuffers(1,&rt->buffers.depth);
+ glDeleteRenderbuffers(1,&rt->buffers.diffuse);
+ glDeleteRenderbuffers(1,&rt->buffers.specular);
+ glDeleteRenderbuffers(1,&rt->buffers.normal_rough);
+ glDeleteRenderbuffers(1,&rt->buffers.motion_sss);
+ glDeleteFramebuffers(1,&rt->buffers.effect_fbo);
+ glDeleteTextures(1,&rt->buffers.effect);
+
+ rt->buffers.fbo=0;
+ }
+
+ if (rt->depth) {
+ glDeleteTextures(1,&rt->depth);
+ rt->depth=0;
+ }
+
+ if (rt->effects.ssao.blur_fbo[0]) {
+ glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[0]);
+ glDeleteTextures(1,&rt->effects.ssao.blur_red[0]);
+ glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[1]);
+ glDeleteTextures(1,&rt->effects.ssao.blur_red[1]);
+ for(int i=0;i<rt->effects.ssao.depth_mipmap_fbos.size();i++) {
+ glDeleteFramebuffers(1,&rt->effects.ssao.depth_mipmap_fbos[i]);
+ }
+
+ rt->effects.ssao.depth_mipmap_fbos.clear();
+
+ glDeleteTextures(1,&rt->effects.ssao.linear_depth);
+ }
+
+ if (rt->exposure.fbo) {
+ glDeleteFramebuffers(1,&rt->exposure.fbo);
+ glDeleteTextures(1,&rt->exposure.color);
+ }
+ Texture *tex = texture_owner.get(rt->texture);
+ tex->alloc_height=0;
+ tex->alloc_width=0;
+ tex->width=0;
+ tex->height=0;
+
+ for(int i=0;i<2;i++) {
+ for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) {
+ glDeleteFramebuffers(1,&rt->effects.mip_maps[i].sizes[j].fbo);
+ }
+
+ glDeleteTextures(1,&rt->effects.mip_maps[i].color);
+ rt->effects.mip_maps[i].sizes.clear();
+ rt->effects.mip_maps[i].levels=0;
+ }
+/*
+ if (rt->effects.screen_space_depth) {
+ glDeleteTextures(1,&rt->effects.screen_space_depth);
+ rt->effects.screen_space_depth=0;
+
+ }
+*/
+}
+
+void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
+
+ if (rt->width<=0 || rt->height<=0)
+ return;
+
+
+ GLuint color_internal_format;
+ GLuint color_format;
+ GLuint color_type;
+ Image::Format image_format;
+
+
+
+ if (!rt->flags[RENDER_TARGET_HDR] || rt->flags[RENDER_TARGET_NO_3D]) {
+
+ color_internal_format=GL_RGBA8;
+ color_format=GL_RGBA;
+ color_type=GL_UNSIGNED_BYTE;
+ image_format=Image::FORMAT_RGBA8;
+ } else {
+ color_internal_format=GL_RGBA16F;
+ color_format=GL_RGBA;
+ color_type=GL_HALF_FLOAT;
+ image_format=Image::FORMAT_RGBAH;
+ }
+
+
+ {
+ /* FRONT FBO */
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &rt->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+
+
+ glGenTextures(1, &rt->depth);
+ glBindTexture(GL_TEXTURE_2D, rt->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ 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_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, rt->depth, 0);
+
+ glGenTextures(1, &rt->color);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
+
+ 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);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
+
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+
+ Texture *tex = texture_owner.get(rt->texture);
+ tex->format=image_format;
+ tex->gl_format_cache=color_format;
+ tex->gl_type_cache=color_type;
+ tex->gl_internal_format_cache=color_internal_format;
+ tex->tex_id=rt->color;
+ tex->width=rt->width;
+ tex->alloc_width=rt->width;
+ tex->height=rt->height;
+ tex->alloc_height=rt->height;
+
+
+ texture_set_flags(rt->texture,tex->flags);
+
+ }
+
+
+ /* BACK FBO */
+
+ if (config.render_arch==RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) {
+
+
+
+ static const int msaa_value[]={0,2,4,8,16};
+ int msaa=msaa_value[rt->msaa];
+
+ //regular fbo
+ glGenFramebuffers(1, &rt->buffers.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
+
+ glGenRenderbuffers(1, &rt->buffers.depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
+ if (msaa==0)
+ glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,rt->width,rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_DEPTH24_STENCIL8,rt->width,rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,rt->buffers.depth);
+
+ glGenRenderbuffers(1, &rt->buffers.diffuse);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse);
+
+ if (msaa==0)
+ glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA16F,rt->width,rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,rt->buffers.diffuse);
+
+ glGenRenderbuffers(1, &rt->buffers.specular);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
+
+ if (msaa==0)
+ glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA16F,rt->width,rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_RENDERBUFFER,rt->buffers.specular);
+
+ glGenRenderbuffers(1, &rt->buffers.normal_rough);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
+
+ if (msaa==0)
+ glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT2,GL_RENDERBUFFER,rt->buffers.normal_rough);
+
+
+ glGenRenderbuffers(1, &rt->buffers.motion_sss);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss);
+
+ if (msaa==0)
+ glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height);
+ else
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT3,GL_RENDERBUFFER,rt->buffers.motion_sss);
+
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("err status: %x\n",status);
+ _render_target_clear(rt);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+ }
+
+ glBindRenderbuffer(GL_RENDERBUFFER,0);
+
+ // effect resolver
+
+ glGenFramebuffers(1, &rt->buffers.effect_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
+
+ glGenTextures(1, &rt->buffers.effect);
+ glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ 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->buffers.effect, 0);
+
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("err status: %x\n",status);
+ _render_target_clear(rt);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _render_target_clear(rt);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+ }
+
+ for(int i=0;i<2;i++) {
+
+ ERR_FAIL_COND( rt->effects.mip_maps[i].sizes.size() );
+ int w=rt->width;
+ int h=rt->height;
+
+
+ if (i>0) {
+ w>>=1;
+ h>>=1;
+ }
+
+
+ glGenTextures(1, &rt->effects.mip_maps[i].color);
+ glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color);
+
+ int level=0;
+
+ while(true) {
+
+ RenderTarget::Effects::MipMaps::Size mm;
+
+ glTexImage2D(GL_TEXTURE_2D, level, color_internal_format, w, h, 0, color_format, color_type, NULL);
+ mm.width=w;
+ mm.height=h;
+ rt->effects.mip_maps[i].sizes.push_back(mm);
+
+ w>>=1;
+ h>>=1;
+
+ if (w<2 || h<2)
+ break;
+
+ level++;
+
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
+
+
+ for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) {
+
+ RenderTarget::Effects::MipMaps::Size &mm=rt->effects.mip_maps[i].sizes[j];
+
+ glGenFramebuffers(1, &mm.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,rt->effects.mip_maps[i].color ,j);
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _render_target_clear(rt);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+ }
+
+
+ float zero[4]={1,0,1,0};
+ glClearBufferfv(GL_COLOR,0,zero);
+
+
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
+ rt->effects.mip_maps[i].levels=level;
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ //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);
+
+
+ }
+ ///////////////// ssao
+
+ //AO strength textures
+ for(int i=0;i<2;i++) {
+
+ glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, rt->depth, 0);
+
+ glGenTextures(1, &rt->effects.ssao.blur_red[i]);
+ glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ 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->effects.ssao.blur_red[i], 0);
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _render_target_clear(rt);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+ }
+
+ }
+ //5 mip levels for depth texture, but base is read separately
+
+ glGenTextures(1, &rt->effects.ssao.linear_depth);
+ glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth);
+
+ int ssao_w=rt->width/2;
+ int ssao_h=rt->height/2;
+
+
+ for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw
+
+ glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
+ ssao_w>>=1;
+ ssao_h>>=1;
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_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);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
+
+ for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw
+
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i);
+ rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
+ }
+
+
+ //////Exposure
+
+ glGenFramebuffers(1, &rt->exposure.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
+
+ glGenTextures(1, &rt->exposure.color);
+ glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _render_target_clear(rt);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+ }
+
+ }
+}
+
+
+RID RasterizerStorageGLES3::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->compressed=false;
+ t->srgb=false;
+ t->total_data_size=0;
+ t->ignore_mipmaps=false;
+ t->mipmaps=0;
+ t->active=true;
+ t->tex_id=0;
+
+
+ rt->texture=texture_owner.make_rid(t);
+
+ return render_target_owner.make_rid(rt);
+}
+
+void RasterizerStorageGLES3::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 (rt->width==p_width && rt->height==p_height)
+ return;
+
+ _render_target_clear(rt);
+ rt->width=p_width;
+ rt->height=p_height;
+ _render_target_allocate(rt);
+
+}
+
+
+RID RasterizerStorageGLES3::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 RasterizerStorageGLES3::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_NO_3D:
+ case RENDER_TARGET_TRANSPARENT: {
+ //must reset for these formats
+ _render_target_clear(rt);
+ _render_target_allocate(rt);
+
+ } break;
+ default: {}
+ }
+}
+
+bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target){
+
+ return false;
+}
+
+void RasterizerStorageGLES3::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 RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
+
+ 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_COMPONENT24, cls->size, cls->height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0 );
+
+ 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, NULL);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
+ }
+
+
+
+
+ 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, cls->distance, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ //printf("errnum: %x\n",status);
+ glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
+
+ ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() );
+
+ return canvas_light_shadow_owner.make_rid(cls);
+}
+
+/* LIGHT SHADOW MAPPING */
+
+
+RID RasterizerStorageGLES3::canvas_light_occluder_create() {
+
+ CanvasOccluder *co = memnew( CanvasOccluder );
+ co->index_id=0;
+ co->vertex_id=0;
+ co->len=0;
+
+ return canvas_occluder_owner.make_rid(co);
+}
+
+void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines) {
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
+ ERR_FAIL_COND(!co);
+
+ co->lines=p_lines;
+
+ if (p_lines.size()!=co->len) {
+
+ if (co->index_id)
+ glDeleteBuffers(1,&co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1,&co->vertex_id);
+
+ co->index_id=0;
+ co->vertex_id=0;
+ co->len=0;
+
+ }
+
+ if (p_lines.size()) {
+
+
+
+ DVector<float> geometry;
+ DVector<uint16_t> indices;
+ int lc = p_lines.size();
+
+ geometry.resize(lc*6);
+ indices.resize(lc*3);
+
+ DVector<float>::Write vw=geometry.write();
+ DVector<uint16_t>::Write iw=indices.write();
+
+
+ DVector<Vector2>::Read lr=p_lines.read();
+
+ const int POLY_HEIGHT = 16384;
+
+ for(int i=0;i<lc/2;i++) {
+
+ vw[i*12+0]=lr[i*2+0].x;
+ vw[i*12+1]=lr[i*2+0].y;
+ vw[i*12+2]=POLY_HEIGHT;
+
+ vw[i*12+3]=lr[i*2+1].x;
+ vw[i*12+4]=lr[i*2+1].y;
+ vw[i*12+5]=POLY_HEIGHT;
+
+ vw[i*12+6]=lr[i*2+1].x;
+ vw[i*12+7]=lr[i*2+1].y;
+ vw[i*12+8]=-POLY_HEIGHT;
+
+ vw[i*12+9]=lr[i*2+0].x;
+ vw[i*12+10]=lr[i*2+0].y;
+ vw[i*12+11]=-POLY_HEIGHT;
+
+ iw[i*6+0]=i*4+0;
+ iw[i*6+1]=i*4+1;
+ iw[i*6+2]=i*4+2;
+
+ iw[i*6+3]=i*4+2;
+ iw[i*6+4]=i*4+3;
+ iw[i*6+5]=i*4+0;
+
+ }
+
+ //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
+
+
+ if (!co->vertex_id) {
+ glGenBuffers(1,&co->vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW);
+ } else {
+
+ glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
+ glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr());
+
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+ if (!co->index_id) {
+
+ glGenBuffers(1,&co->index_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW);
+ } else {
+
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr());
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+
+ co->len=lc;
+
+ }
+
+}
+
+VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
+
+ if (mesh_owner.owns(p_rid)) {
+ return VS::INSTANCE_MESH;
+ }
+
+ if (multimesh_owner.owns(p_rid)) {
+ return VS::INSTANCE_MULTIMESH;
+ }
+
+ if (immediate_owner.owns(p_rid)) {
+ return VS::INSTANCE_IMMEDIATE;
+ }
+
+ if (light_owner.owns(p_rid)) {
+ return VS::INSTANCE_LIGHT;
+ }
+
+ if (reflection_probe_owner.owns(p_rid)) {
+ return VS::INSTANCE_REFLECTION_PROBE;
+ }
+
+ if (gi_probe_owner.owns(p_rid)) {
+ return VS::INSTANCE_GI_PROBE;
+ }
+
+ return VS::INSTANCE_NONE;
+}
+
+bool RasterizerStorageGLES3::free(RID p_rid){
+
+ if (render_target_owner.owns(p_rid)) {
+
+ RenderTarget *rt = render_target_owner.getornull(p_rid);
+ _render_target_clear(rt);
+ Texture *t=texture_owner.get(rt->texture);
+ texture_owner.free(rt->texture);
+ memdelete(t);
+ render_target_owner.free(p_rid);
+ memdelete(rt);
+
+ } else if (texture_owner.owns(p_rid)) {
+ // delete the texture
+ Texture *texture = texture_owner.get(p_rid);
+ ERR_FAIL_COND_V(texture->render_target,true); //cant free the render target texture, dude
+ info.texture_mem-=texture->total_data_size;
+ texture_owner.free(p_rid);
+ memdelete(texture);
+ } else if (skybox_owner.owns(p_rid)) {
+ // delete the skybox
+ SkyBox *skybox = skybox_owner.get(p_rid);
+ skybox_set_texture(p_rid,RID(),256);
+ skybox_owner.free(p_rid);
+ memdelete(skybox);
+
+ } else if (shader_owner.owns(p_rid)) {
+
+ // delete the texture
+ Shader *shader = shader_owner.get(p_rid);
+
+
+ if (shader->shader)
+ shader->shader->free_custom_shader(shader->custom_code_id);
+
+ if (shader->dirty_list.in_list())
+ _shader_dirty_list.remove(&shader->dirty_list);
+
+ while (shader->materials.first()) {
+
+ Material *mat = shader->materials.first()->self();
+
+ mat->shader=NULL;
+ _material_make_dirty(mat);
+
+ shader->materials.remove( shader->materials.first() );
+ }
+
+ //material_shader.free_custom_shader(shader->custom_code_id);
+ shader_owner.free(p_rid);
+ memdelete(shader);
+
+ } else if (material_owner.owns(p_rid)) {
+
+ // delete the texture
+ Material *material = material_owner.get(p_rid);
+
+ if (material->shader) {
+ material->shader->materials.remove( & material->list );
+ }
+
+ if (material->ubo_id) {
+ glDeleteBuffers(1,&material->ubo_id);
+ }
+
+ //remove from owners
+ for (Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) {
+
+ Geometry *g = E->key();
+ g->material=RID();
+ }
+ for (Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) {
+ RasterizerScene::InstanceBase*ins=E->key();
+ if (ins->material_override==p_rid) {
+ ins->material_override=RID();
+ }
+
+ for(int i=0;i<ins->materials.size();i++) {
+ if (ins->materials[i]==p_rid) {
+ ins->materials[i]=RID();
+ }
+ }
+
+ }
+
+ material_owner.free(p_rid);
+ memdelete(material);
+
+ } else if (skeleton_owner.owns(p_rid)) {
+
+ // delete the texture
+ Skeleton *skeleton = skeleton_owner.get(p_rid);
+ if (skeleton->update_list.in_list()) {
+ skeleton_update_list.remove(&skeleton->update_list);
+ }
+
+ for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) {
+ E->get()->skeleton=RID();
+ }
+
+ skeleton_allocate(p_rid,0,false);
+ skeleton_owner.free(p_rid);
+ memdelete(skeleton);
+
+ } else if (mesh_owner.owns(p_rid)) {
+
+ // delete the texture
+ Mesh *mesh = mesh_owner.get(p_rid);
+ mesh->instance_remove_deps();
+ mesh_clear(p_rid);
+
+ mesh_owner.free(p_rid);
+ memdelete(mesh);
+
+ } else if (multimesh_owner.owns(p_rid)) {
+
+ // delete the texture
+ MultiMesh *multimesh = multimesh_owner.get(p_rid);
+ multimesh->instance_remove_deps();
+
+ multimesh_allocate(p_rid,0,VS::MULTIMESH_TRANSFORM_2D,VS::MULTIMESH_COLOR_NONE); //frees multimesh
+ update_dirty_multimeshes();
+
+ multimesh_owner.free(p_rid);
+ memdelete(multimesh);
+ } else if (immediate_owner.owns(p_rid)) {
+
+ Immediate *immediate = immediate_owner.get(p_rid);
+ immediate->instance_remove_deps();
+
+ immediate_owner.free(p_rid);
+ memdelete(immediate);
+ } else if (light_owner.owns(p_rid)) {
+
+ // delete the texture
+ Light *light = light_owner.get(p_rid);
+ light->instance_remove_deps();
+
+ light_owner.free(p_rid);
+ memdelete(light);
+
+ } else if (reflection_probe_owner.owns(p_rid)) {
+
+ // delete the texture
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid);
+ reflection_probe->instance_remove_deps();
+
+ reflection_probe_owner.free(p_rid);
+ memdelete(reflection_probe);
+
+ } else if (gi_probe_owner.owns(p_rid)) {
+
+ // delete the texture
+ GIProbe *gi_probe = gi_probe_owner.get(p_rid);
+
+
+ gi_probe_owner.free(p_rid);
+ memdelete(gi_probe);
+ } else if (gi_probe_data_owner.owns(p_rid)) {
+
+ // delete the texture
+ GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid);
+
+ print_line("dyndata delete");
+ glDeleteTextures(1,&gi_probe_data->tex_id);
+ gi_probe_owner.free(p_rid);
+ memdelete(gi_probe_data);
+
+ } else if (canvas_occluder_owner.owns(p_rid)) {
+
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
+ if (co->index_id)
+ glDeleteBuffers(1,&co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1,&co->vertex_id);
+
+ canvas_occluder_owner.free(p_rid);
+ memdelete(co);
+
+ } else if (canvas_light_shadow_owner.owns(p_rid)) {
+
+ CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
+ glDeleteFramebuffers(1,&cls->fbo);
+ glDeleteRenderbuffers(1,&cls->depth);
+ glDeleteTextures(1,&cls->distance);
+ canvas_light_shadow_owner.free(p_rid);
+ memdelete(cls);
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+////////////////////////////////////////////
+
+
+void RasterizerStorageGLES3::initialize() {
+
+ config.render_arch=RENDER_ARCH_DESKTOP;
+ //config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique"));
+
+ config.system_fbo=0;
+
+
+ //// extensions config
+ ///
+
+ {
+
+ int max_extensions=0;
+ print_line("getting extensions");
+ glGetIntegerv(GL_NUM_EXTENSIONS,&max_extensions);
+ print_line("total "+itos(max_extensions));
+ for(int i=0;i<max_extensions;i++) {
+ const GLubyte *s = glGetStringi( GL_EXTENSIONS,i );
+ if (!s)
+ break;
+ config.extensions.insert((const char*)s);
+ }
+ }
+
+ config.shrink_textures_x2=false;
+ config.use_fast_texture_filter=int(Globals::get_singleton()->get("rendering/gles3/use_nearest_mipmap_filter"));
+ config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic");
+
+ config.s3tc_supported=config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
+ config.etc_supported=config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
+ config.latc_supported=config.extensions.has("GL_EXT_texture_compression_latc");
+ config.bptc_supported=config.extensions.has("GL_ARB_texture_compression_bptc");
+#ifdef GLES_OVER_GL
+ config.etc2_supported=false;
+#else
+ config.etc2_supported=true;
+#endif
+ config.pvrtc_supported=config.extensions.has("GL_IMG_texture_compression_pvrtc");
+ config.srgb_decode_supported=config.extensions.has("GL_EXT_texture_sRGB_decode");
+
+
+
+ config.anisotropic_level=1.0;
+ config.use_anisotropic_filter=config.extensions.has("GL_EXT_texture_filter_anisotropic");
+ if (config.use_anisotropic_filter) {
+ glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&config.anisotropic_level);
+ config.anisotropic_level=MIN(int(Globals::get_singleton()->get("rendering/gles3/anisotropic_filter_level")),config.anisotropic_level);
+ }
+
+
+ frame.clear_request=false;
+
+ 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);
+
+ }
+
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&config.max_texture_image_units);
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE,&config.max_texture_size);
+
+#ifdef GLES_OVER_GL
+ config.use_rgba_2d_shadows=false;
+#else
+ config.use_rgba_2d_shadows=true;
+#endif
+
+
+ //generic quadie for copying
+
+ {
+ //quad buffers
+
+ glGenBuffers(1,&resources.quadie);
+ glBindBuffer(GL_ARRAY_BUFFER,resources.quadie);
+ {
+ const float qv[16]={
+ -1,-1,
+ 0, 0,
+ -1, 1,
+ 0, 1,
+ 1, 1,
+ 1, 1,
+ 1,-1,
+ 1, 0,
+ };
+
+ glBufferData(GL_ARRAY_BUFFER,sizeof(float)*16,qv,GL_STATIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+
+ glGenVertexArrays(1,&resources.quadie_array);
+ glBindVertexArray(resources.quadie_array);
+ glBindBuffer(GL_ARRAY_BUFFER,resources.quadie);
+ glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8);
+ glEnableVertexAttribArray(4);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+ }
+
+ //generic quadie for copying without touching skybox
+
+ {
+ //transform feedback buffers
+ uint32_t xf_feedback_size = GLOBAL_DEF("rendering/gles3/blend_shape_max_buffer_size_kb",4096);
+ for(int i=0;i<2;i++) {
+
+ glGenBuffers(1,&resources.transform_feedback_buffers[i]);
+ glBindBuffer(GL_ARRAY_BUFFER,resources.transform_feedback_buffers[i]);
+ glBufferData(GL_ARRAY_BUFFER,xf_feedback_size*1024,NULL,GL_STREAM_DRAW);
+ }
+
+ shaders.blend_shapes.init();;
+
+ glGenVertexArrays(1,&resources.transform_feedback_array);
+
+ }
+
+ shaders.cubemap_filter.init();
+ shaders.particles.init();
+
+ glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
+
+ frame.count=0;
+ frame.prev_tick=0;
+ frame.delta=0;
+ config.keep_original_textures=false;
+}
+
+void RasterizerStorageGLES3::finalize() {
+
+ glDeleteTextures(1, &resources.white_tex);
+ glDeleteTextures(1, &resources.black_tex);
+ glDeleteTextures(1, &resources.normal_tex);
+
+}
+
+
+RasterizerStorageGLES3::RasterizerStorageGLES3()
+{
+
+}
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
new file mode 100644
index 0000000000..357b69183e
--- /dev/null
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -0,0 +1,1247 @@
+#ifndef RASTERIZERSTORAGEGLES3_H
+#define RASTERIZERSTORAGEGLES3_H
+
+#include "servers/visual/rasterizer.h"
+#include "servers/visual/shader_language.h"
+#include "shader_gles3.h"
+#include "shaders/copy.glsl.h"
+#include "shaders/canvas.glsl.h"
+#include "shaders/blend_shape.glsl.h"
+#include "shaders/cubemap_filter.glsl.h"
+#include "shaders/particles.glsl.h"
+#include "self_list.h"
+#include "shader_compiler_gles3.h"
+
+class RasterizerCanvasGLES3;
+class RasterizerSceneGLES3;
+
+#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
+#define _DECODE_EXT 0x8A49
+#define _SKIP_DECODE_EXT 0x8A4A
+
+class RasterizerStorageGLES3 : public RasterizerStorage {
+public:
+
+ RasterizerCanvasGLES3 *canvas;
+ RasterizerSceneGLES3 *scene;
+
+ enum RenderArchitecture {
+ RENDER_ARCH_MOBILE,
+ RENDER_ARCH_DESKTOP,
+ };
+
+ struct Config {
+
+ RenderArchitecture render_arch;
+
+ GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
+
+ bool shrink_textures_x2;
+ bool use_fast_texture_filter;
+ bool use_anisotropic_filter;
+
+ bool s3tc_supported;
+ bool latc_supported;
+ bool bptc_supported;
+ bool etc_supported;
+ bool etc2_supported;
+ bool pvrtc_supported;
+
+ bool srgb_decode_supported;
+
+ bool use_rgba_2d_shadows;
+
+ float anisotropic_level;
+
+ int max_texture_image_units;
+ int max_texture_size;
+
+ Set<String> extensions;
+
+ bool keep_original_textures;
+ } config;
+
+ mutable struct Shaders {
+
+ CopyShaderGLES3 copy;
+
+ ShaderCompilerGLES3 compiler;
+
+ CubemapFilterShaderGLES3 cubemap_filter;
+
+ BlendShapeShaderGLES3 blend_shapes;
+
+ ParticlesShaderGLES3 particles;
+
+ ShaderCompilerGLES3::IdentifierActions actions_canvas;
+ ShaderCompilerGLES3::IdentifierActions actions_scene;
+ ShaderCompilerGLES3::IdentifierActions actions_particles;
+ } shaders;
+
+ struct Resources {
+
+ GLuint white_tex;
+ GLuint black_tex;
+ GLuint normal_tex;
+ GLuint aniso_tex;
+
+ GLuint quadie;
+ GLuint quadie_array;
+
+ GLuint transform_feedback_buffers[2];
+ GLuint transform_feedback_array;
+
+ } resources;
+
+ struct Info {
+
+ uint64_t texture_mem;
+
+ uint32_t render_object_count;
+ uint32_t render_material_switch_count;
+ uint32_t render_surface_switch_count;
+ uint32_t render_shader_rebind_count;
+ uint32_t render_vertices_count;
+
+ } info;
+
+
+/////////////////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////DATA///////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////////////////
+
+
+
+
+
+
+
+
+
+ struct Instantiable : public RID_Data {
+
+ SelfList<RasterizerScene::InstanceBase>::List instance_list;
+
+ _FORCE_INLINE_ void instance_change_notify() {
+
+ SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
+ while(instances) {
+
+ instances->self()->base_changed();
+ instances=instances->next();
+ }
+ }
+
+ _FORCE_INLINE_ void instance_material_change_notify() {
+
+ SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
+ while(instances) {
+
+ instances->self()->base_material_changed();
+ instances=instances->next();
+ }
+ }
+
+ _FORCE_INLINE_ void instance_remove_deps() {
+ SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
+ while(instances) {
+
+ SelfList<RasterizerScene::InstanceBase> *next = instances->next();
+ instances->self()->base_removed();
+ instances=next;
+ }
+ }
+
+
+ Instantiable() { }
+ virtual ~Instantiable() {
+
+ }
+ };
+
+ struct GeometryOwner : public Instantiable {
+
+ virtual ~GeometryOwner() {}
+ };
+ struct Geometry : Instantiable {
+
+ enum Type {
+ GEOMETRY_INVALID,
+ GEOMETRY_SURFACE,
+ GEOMETRY_IMMEDIATE,
+ GEOMETRY_MULTISURFACE,
+ };
+
+
+ Type type;
+ RID material;
+ uint64_t last_pass;
+ uint32_t index;
+
+ virtual void material_changed_notify() {}
+
+ Geometry() {
+ last_pass=0;
+ index=0;
+ }
+
+ };
+
+
+
+/////////////////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////API////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////////////////
+
+
+ /* TEXTURE API */
+
+ struct RenderTarget;
+
+ struct Texture : public RID_Data {
+
+ 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; //original data size, useful for retrieving back
+ bool compressed;
+ bool srgb;
+ int total_data_size;
+ bool ignore_mipmaps;
+
+ int mipmaps;
+
+ bool active;
+ GLuint tex_id;
+
+ bool using_srgb;
+
+ uint16_t stored_cube_sides;
+
+ RenderTarget *render_target;
+
+ Image images[6];
+
+ Texture() {
+
+ using_srgb=false;
+ stored_cube_sides=0;
+ ignore_mipmaps=false;
+ render_target=NULL;
+ flags=width=height=0;
+ tex_id=0;
+ data_size=0;
+ format=Image::FORMAT_L8;
+ active=false;
+ compressed=false;
+ total_data_size=0;
+ target=GL_TEXTURE_2D;
+ mipmaps=0;
+
+ }
+
+ ~Texture() {
+
+ if (tex_id!=0) {
+
+ glDeleteTextures(1,&tex_id);
+ }
+ }
+ };
+
+ mutable RID_Owner<Texture> texture_owner;
+
+ Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags, GLenum& r_gl_format, GLenum& r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb);
+
+ 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 Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
+ virtual 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_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);
+
+ /* SKYBOX API */
+
+ struct SkyBox : public RID_Data {
+
+ RID cubemap;
+ GLuint radiance;
+ int radiance_size;
+ };
+
+ mutable RID_Owner<SkyBox> skybox_owner;
+
+ virtual RID skybox_create();
+ virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size);
+
+ /* SHADER API */
+
+ struct Material;
+
+ struct Shader : public RID_Data {
+
+ RID self;
+
+ VS::ShaderMode mode;
+ ShaderGLES3 *shader;
+ String code;
+ SelfList<Material>::List materials;
+
+
+
+ Map<StringName,ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ 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;
+
+ } 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 unshaded;
+ bool ontop;
+ bool uses_vertex;
+ bool uses_discard;
+ bool uses_sss;
+
+ } 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 SelfList<Shader>::List _shader_dirty_list;
+ void _shader_make_dirty(Shader* p_shader);
+
+ mutable RID_Owner<Shader> shader_owner;
+
+ virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL);
+
+ virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
+ virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
+
+ 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;
+ GLuint ubo_id;
+ uint32_t ubo_size;
+ Map<StringName,Variant> params;
+ SelfList<Material> list;
+ SelfList<Material> dirty_list;
+ Vector<RID> textures;
+ float line_width;
+
+ 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;
+ ubo_id=0;
+ ubo_size=0;
+ last_pass=0;
+ }
+
+ };
+
+ mutable SelfList<Material>::List _material_dirty_list;
+ void _material_make_dirty(Material *p_material) const;
+ void _material_add_geometry(RID p_material,Geometry *p_instantiable);
+ void _material_remove_geometry(RID p_material, Geometry *p_instantiable);
+
+
+ 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 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);
+
+ void _update_material(Material* material);
+
+ void update_dirty_materials();
+
+ /* MESH API */
+
+
+
+
+
+
+ struct Mesh;
+ struct Surface : public Geometry {
+
+ struct Attrib {
+
+ bool enabled;
+ bool integer;
+ GLuint index;
+ GLint size;
+ GLenum type;
+ GLboolean normalized;
+ GLsizei stride;
+ uint32_t offset;
+ };
+
+ Attrib attribs[VS::ARRAY_MAX];
+
+
+
+ Mesh *mesh;
+ uint32_t format;
+
+ GLuint array_id;
+ GLuint instancing_array_id;
+ GLuint vertex_id;
+ GLuint index_id;
+
+ Vector<AABB> skeleton_bone_aabb;
+ Vector<bool> skeleton_bone_used;
+
+ //bool packed;
+
+ struct MorphTarget {
+ GLuint vertex_id;
+ GLuint array_id;
+ };
+
+ Vector<MorphTarget> morph_targets;
+
+ AABB aabb;
+
+ int array_len;
+ int index_array_len;
+ int max_bone;
+
+ int array_byte_size;
+ int index_array_byte_size;
+
+
+ VS::PrimitiveType primitive;
+
+ bool active;
+
+ virtual void material_changed_notify() {
+ mesh->instance_material_change_notify();
+ }
+
+ Surface() {
+
+ array_byte_size=0;
+ index_array_byte_size=0;
+ mesh=NULL;
+ format=0;
+ array_id=0;
+ vertex_id=0;
+ index_id=0;
+ array_len=0;
+ type=GEOMETRY_SURFACE;
+ primitive=VS::PRIMITIVE_POINTS;
+ index_array_len=0;
+ active=false;
+
+ }
+
+ ~Surface() {
+
+ }
+ };
+
+
+ struct Mesh : public GeometryOwner {
+
+ bool active;
+ Vector<Surface*> surfaces;
+ int morph_target_count;
+ VS::MorphTargetMode morph_target_mode;
+ AABB custom_aabb;
+ mutable uint64_t last_pass;
+ Mesh() {
+ morph_target_mode=VS::MORPH_MODE_NORMALIZED;
+ morph_target_count=0;
+ last_pass=0;
+ active=false;
+ }
+ };
+
+ mutable RID_Owner<Mesh> mesh_owner;
+
+ virtual RID mesh_create();
+
+ virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>());
+
+ virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
+ virtual int mesh_get_morph_target_count(RID p_mesh) const;
+
+
+ virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
+ virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
+
+ 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 DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
+ virtual DVector<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<DVector<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);
+
+ void mesh_render_blend_shapes(Surface *s, float *p_weights);
+
+ /* MULTIMESH API */
+
+ struct MultiMesh : public GeometryOwner {
+ RID mesh;
+ int size;
+ VS::MultimeshTransformFormat transform_format;
+ VS::MultimeshColorFormat color_format;
+ Vector<float> data;
+ AABB aabb;
+ SelfList<MultiMesh> update_list;
+ GLuint buffer;
+ int visible_instances;
+
+ int xform_floats;
+ int color_floats;
+
+ bool dirty_aabb;
+ bool dirty_data;
+
+ MultiMesh() : update_list(this) {
+ dirty_aabb=true;
+ dirty_data=true;
+ xform_floats=0;
+ color_floats=0;
+ visible_instances=-1;
+ size=0;
+ buffer=0;
+ transform_format=VS::MULTIMESH_TRANSFORM_2D;
+ color_format=VS::MULTIMESH_COLOR_NONE;
+ }
+ };
+
+ mutable RID_Owner<MultiMesh> multimesh_owner;
+
+ SelfList<MultiMesh>::List multimesh_update_list;
+
+ void update_dirty_multimeshes();
+
+ 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 Matrix32& 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 Matrix32 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;
+
+ /* IMMEDIATE API */
+
+ struct Immediate : public Geometry {
+
+ struct Chunk {
+
+ RID texture;
+ VS::PrimitiveType primitive;
+ Vector<Vector3> vertices;
+ Vector<Vector3> normals;
+ Vector<Plane> tangents;
+ Vector<Color> colors;
+ Vector<Vector2> uvs;
+ Vector<Vector2> uvs2;
+ };
+
+ List<Chunk> chunks;
+ bool building;
+ int mask;
+ AABB aabb;
+
+ Immediate() { type=GEOMETRY_IMMEDIATE; building=false;}
+
+ };
+
+ Vector3 chunk_vertex;
+ Vector3 chunk_normal;
+ Plane chunk_tangent;
+ Color chunk_color;
+ Vector2 chunk_uv;
+ Vector2 chunk_uv2;
+
+ mutable RID_Owner<Immediate> immediate_owner;
+
+ 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 */
+
+ struct Skeleton : RID_Data {
+ int size;
+ bool use_2d;
+ Vector<float> bones; //4x3 or 4x2 depending on what is needed
+ GLuint ubo;
+ SelfList<Skeleton> update_list;
+ Set<RasterizerScene::InstanceBase*> instances; //instances using skeleton
+
+ Skeleton() : update_list(this) {
+ size=0;
+ use_2d=false;
+ ubo=0;
+ }
+ };
+
+ mutable RID_Owner<Skeleton> skeleton_owner;
+
+ SelfList<Skeleton>::List skeleton_update_list;
+
+ 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 Matrix32& p_transform);
+ virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const;
+
+ /* Light API */
+
+
+ struct Light : Instantiable {
+
+ VS::LightType type;
+ float param[VS::LIGHT_PARAM_MAX];
+ Color color;
+ Color shadow_color;
+ RID projector;
+ bool shadow;
+ bool negative;
+ uint32_t cull_mask;
+ VS::LightOmniShadowMode omni_shadow_mode;
+ VS::LightOmniShadowDetail omni_shadow_detail;
+ VS::LightDirectionalShadowMode directional_shadow_mode;
+ bool directional_blend_splits;
+ uint64_t version;
+ };
+
+ mutable RID_Owner<Light> light_owner;
+
+ 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_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 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 */
+
+ struct ReflectionProbe : Instantiable {
+
+ VS::ReflectionProbeUpdateMode update_mode;
+ float intensity;
+ Color interior_ambient;
+ float interior_ambient_energy;
+ float interior_ambient_probe_contrib;
+ float max_distance;
+ Vector3 extents;
+ Vector3 origin_offset;
+ bool interior;
+ bool box_projection;
+ bool enable_shadows;
+ uint32_t cull_mask;
+
+ };
+
+ mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
+
+ 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;
+
+
+
+
+ /* ROOM API */
+
+ virtual RID room_create();
+ virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
+ virtual void room_clear_bounds(RID p_room);
+
+ /* PORTAL API */
+
+ // portals are only (x/y) points, forming a convex shape, which its clockwise
+ // order points outside. (z is 0);
+
+ virtual RID portal_create();
+ virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
+ virtual void portal_set_enabled(RID p_portal, bool p_enabled);
+ virtual void portal_set_disable_distance(RID p_portal, float p_distance);
+ virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
+
+
+
+
+
+
+
+ /* GI PROBE API */
+
+ struct GIProbe : public Instantiable {
+
+
+ AABB bounds;
+ Transform to_cell;
+ float cell_size;
+
+ int dynamic_range;
+ float energy;
+ bool interior;
+ bool compress;
+
+ uint32_t version;
+
+ DVector<int> dynamic_data;
+
+
+ };
+
+ mutable RID_Owner<GIProbe> gi_probe_owner;
+
+ 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 DVector<int>& p_data);
+ virtual DVector<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_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);
+
+ struct GIProbeData : public RID_Data {
+
+ int width;
+ int height;
+ int depth;
+ int levels;
+ GLuint tex_id;
+ GIProbeCompression compression;
+
+ GIProbeData() {
+ }
+ };
+
+ mutable RID_Owner<GIProbeData> gi_probe_data_owner;
+
+ 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);
+
+ /* PARTICLES */
+
+ struct Particles : public Instantiable {
+
+ bool emitting;
+ int amount;
+ float lifetime;
+ float pre_process_time;
+ float explosiveness;
+ float randomness;
+ AABB custom_aabb;
+ Vector3 gravity;
+ bool use_local_coords;
+ RID process_material;
+
+ VS::ParticlesEmissionShape emission_shape;
+ float emission_sphere_radius;
+ Vector3 emission_box_extents;
+ DVector<Vector3> emission_points;
+ GLuint emission_point_texture;
+
+ VS::ParticlesDrawOrder draw_order;
+ struct DrawPass {
+ RID mesh;
+ RID material;
+ };
+
+ Vector<DrawPass> draw_passes;
+
+ AABB computed_aabb;
+
+ GLuint particle_buffers[2];
+
+ SelfList<Particles> particle_element;
+
+ float phase;
+ float prev_phase;
+ uint64_t prev_ticks;
+
+ Transform origin;
+
+ Particles() : particle_element(this) {
+ emitting=false;
+ amount=0;
+ lifetime=1.0;;
+ pre_process_time=0.0;
+ explosiveness=0.0;
+ randomness=0.0;
+ use_local_coords=true;
+
+ draw_order=VS::PARTICLES_DRAW_ORDER_INDEX;
+ emission_shape=VS::PARTICLES_EMSSION_POINT;
+ emission_sphere_radius=1.0;
+ emission_box_extents=Vector3(1,1,1);
+ emission_point_texture=0;
+ particle_buffers[0]=0;
+ particle_buffers[1]=0;
+
+ prev_ticks=0;
+
+ glGenBuffers(2,particle_buffers);
+ }
+
+ ~Particles() {
+
+ glDeleteBuffers(2,particle_buffers);
+ }
+
+
+ };
+
+ SelfList<Particles>::List particle_update_list;
+
+ void update_particles();
+
+
+ mutable RID_Owner<Particles> particles_owner;
+
+ virtual RID particles_create();
+
+ virtual void particles_set_emitting(RID p_particles,bool p_emitting);
+ 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_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_gravity(RID p_particles,const Vector3& p_gravity);
+ 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_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape);
+ virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius);
+ virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents);
+ virtual void particles_set_emission_points(RID p_particles,const DVector<Vector3>& p_points);
+
+
+ virtual void particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order);
+
+ virtual void particles_set_draw_passes(RID p_particles,int p_count);
+ virtual void particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material);
+ virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh);
+
+ virtual AABB particles_get_current_aabb(RID p_particles);
+
+ /* 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;
+
+ struct Buffers {
+ GLuint fbo;
+ GLuint depth;
+ GLuint specular;
+ GLuint diffuse;
+ GLuint normal_rough;
+ GLuint motion_sss;
+
+ GLuint effect_fbo;
+ GLuint effect;
+
+ } buffers;
+
+ struct Effects {
+
+ struct MipMaps {
+
+ struct Size {
+ GLuint fbo;
+ int width;
+ int height;
+ };
+
+ Vector<Size> sizes;
+ GLuint color;
+ int levels;
+
+ MipMaps() { color=0; levels=0;}
+ };
+
+ MipMaps mip_maps[2]; //first mipmap chain starts from full-screen
+ //GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling
+
+ struct SSAO {
+ GLuint blur_fbo[2]; // blur fbo
+ GLuint blur_red[2]; // 8 bits red buffer
+
+ GLuint linear_depth;
+
+ Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver
+
+ SSAO() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; }
+ } ssao;
+
+ Effects() {}
+
+ } effects;
+
+ struct Exposure {
+ GLuint fbo;
+ GLuint color;
+
+ Exposure() { fbo=0; }
+ } exposure;
+
+ uint64_t last_exposure_tick;
+
+ int width,height;
+
+ bool flags[RENDER_TARGET_FLAG_MAX];
+
+ bool used_in_frame;
+ VS::ViewportMSAA msaa;
+
+ RID texture;
+
+ RenderTarget() {
+
+ msaa=VS::VIEWPORT_MSAA_DISABLED;
+ width=0;
+ height=0;
+ depth=0;
+ fbo=0;
+ buffers.fbo=0;
+ used_in_frame=false;
+
+ flags[RENDER_TARGET_VFLIP]=false;
+ flags[RENDER_TARGET_TRANSPARENT]=false;
+ flags[RENDER_TARGET_NO_3D]=false;
+ flags[RENDER_TARGET_HDR]=true;
+ flags[RENDER_TARGET_NO_SAMPLING]=false;
+
+ last_exposure_tick=0;
+ }
+ };
+
+ 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_renedered_in_frame(RID p_render_target);
+ virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa);
+
+ /* CANVAS SHADOW */
+
+ struct CanvasLightShadow : public RID_Data {
+
+ int size;
+ int height;
+ GLuint fbo;
+ GLuint depth;
+ GLuint distance; //for older devices
+ };
+
+ RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
+
+ virtual RID canvas_light_shadow_buffer_create(int p_width);
+
+ /* LIGHT SHADOW MAPPING */
+
+ struct CanvasOccluder : public RID_Data {
+
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ DVector<Vector2> lines;
+ int len;
+ };
+
+ RID_Owner<CanvasOccluder> canvas_occluder_owner;
+
+ virtual RID canvas_light_occluder_create();
+ virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<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();
+
+
+
+ RasterizerStorageGLES3();
+};
+
+
+#endif // RASTERIZERSTORAGEGLES3_H
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
new file mode 100644
index 0000000000..26b9aeada4
--- /dev/null
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -0,0 +1,738 @@
+#include "shader_compiler_gles3.h"
+#include "os/os.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 int _get_datatype_size(SL::DataType p_type) {
+
+ switch(p_type) {
+
+ case SL::TYPE_VOID: return 0;
+ case SL::TYPE_BOOL: return 4;
+ case SL::TYPE_BVEC2: return 8;
+ case SL::TYPE_BVEC3: return 16;
+ case SL::TYPE_BVEC4: return 16;
+ case SL::TYPE_INT: return 4;
+ case SL::TYPE_IVEC2: return 8;
+ case SL::TYPE_IVEC3: return 16;
+ case SL::TYPE_IVEC4: return 16;
+ case SL::TYPE_UINT: return 4;
+ case SL::TYPE_UVEC2: return 8;
+ case SL::TYPE_UVEC3: return 16;
+ case SL::TYPE_UVEC4: return 16;
+ case SL::TYPE_FLOAT: return 4;
+ case SL::TYPE_VEC2: return 8;
+ case SL::TYPE_VEC3: return 16;
+ case SL::TYPE_VEC4: return 16;
+ case SL::TYPE_MAT2: return 16;
+ case SL::TYPE_MAT3: return 48;
+ case SL::TYPE_MAT4: return 64;
+ case SL::TYPE_SAMPLER2D: return 16;
+ case SL::TYPE_ISAMPLER2D: return 16;
+ case SL::TYPE_USAMPLER2D: return 16;
+ case SL::TYPE_SAMPLERCUBE: return 16;
+ }
+
+ ERR_FAIL_V(0);
+}
+
+
+
+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 _opstr(SL::Operator p_op) {
+
+ return SL::get_operator_text(p_op);
+}
+
+static String _mkid(const String& p_id) {
+
+ return "m_"+p_id;
+}
+
+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: {
+
+
+ String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"(";
+ for(int i=0;i<p_values.size();i++) {
+ if (i>0)
+ text+=",";
+
+ text+=p_values[i].boolean?"true":"false";
+ }
+ text+=")";
+ return text;
+ }
+
+ case SL::TYPE_INT: return itos(p_values[0].sint);
+ case SL::TYPE_IVEC2:
+ case SL::TYPE_IVEC3:
+ case SL::TYPE_IVEC4: {
+
+ String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"(";
+ for(int i=0;i<p_values.size();i++) {
+ if (i>0)
+ text+=",";
+
+ text+=itos(p_values[i].sint);
+ }
+ text+=")";
+ return text;
+
+ } break;
+ case SL::TYPE_UINT: return itos(p_values[0].uint)+"u";
+ case SL::TYPE_UVEC2:
+ case SL::TYPE_UVEC3:
+ case SL::TYPE_UVEC4: {
+
+ String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"(";
+ for(int i=0;i<p_values.size();i++) {
+ if (i>0)
+ text+=",";
+
+ text+=itos(p_values[i].uint)+"u";
+ }
+ text+=")";
+ return text;
+ } break;
+ case SL::TYPE_FLOAT: return f2sp0(p_values[0].real)+"f";
+ case SL::TYPE_VEC2:
+ case SL::TYPE_VEC3:
+ case SL::TYPE_VEC4: {
+
+ String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"(";
+ for(int i=0;i<p_values.size();i++) {
+ if (i>0)
+ text+=",";
+
+ text+=f2sp0(p_values[i].real);
+ }
+ text+=")";
+ return text;
+
+ } break;
+ default: ERR_FAIL_V(String());
+ }
+}
+
+void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode* p_node, const StringName& p_for_func, const Map<StringName,String>& p_func_code, String& r_to_add, Set<StringName> &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 (added.has(E->get())) {
+ continue; //was added already
+ }
+
+ _dump_function_deps(p_node,E->get(),p_func_code,r_to_add,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";
+
+ String header;
+ header=_typestr(fnode->return_type)+" "+_mkid(fnode->name)+"(";
+ for(int i=0;i<fnode->arguments.size();i++) {
+
+ if (i>0)
+ header+=", ";
+ header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+_mkid(fnode->arguments[i].name);
+ }
+
+ header+=")\n";
+ r_to_add+=header;
+ r_to_add+=p_func_code[E->get()];
+
+ added.insert(E->get());
+ }
+}
+
+String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode& r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) {
+
+ String code;
+
+ switch(p_node->type) {
+
+ case SL::Node::TYPE_SHADER: {
+
+ SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
+
+ for(int i=0;i<pnode->render_modes.size();i++) {
+
+ if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
+
+ r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
+ used_rmode_defines.insert(pnode->render_modes[i]);
+ }
+
+ if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
+ *p_actions.render_mode_flags[pnode->render_modes[i]]=true;
+ }
+
+ if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
+ Pair<int*,int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
+ *p.first=p.second;
+ }
+ }
+
+
+ int max_texture_uniforms=0;
+ int max_uniforms=0;
+
+ for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->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);
+
+ Vector<int> uniform_sizes;
+ Vector<int> uniform_alignments;
+ Vector<StringName> uniform_defines;
+ uniform_sizes.resize(max_uniforms);
+ uniform_alignments.resize(max_uniforms);
+ uniform_defines.resize(max_uniforms);
+
+ for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
+
+ String ucode;
+
+ if (SL::is_sampler_type(E->get().type)) {
+ ucode="uniform ";
+ }
+
+ ucode+=_prestr(E->get().precission);
+ ucode+=_typestr(E->get().type);
+ ucode+=" "+_mkid(E->key());
+ ucode+=";\n";
+ if (SL::is_sampler_type(E->get().type)) {
+ r_gen_code.vertex_global+=ucode;
+ r_gen_code.fragment_global+=ucode;
+ 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 {
+ if (r_gen_code.uniforms.empty()) {
+
+ r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
+ }
+ uniform_defines[E->get().order]=ucode;
+ uniform_sizes[E->get().order]=_get_datatype_size(E->get().type);
+ uniform_alignments[E->get().order]=MIN(16,_get_datatype_size(E->get().type));
+ }
+
+ p_actions.uniforms->insert(E->key(),E->get());
+
+ }
+
+ for(int i=0;i<max_uniforms;i++) {
+ r_gen_code.uniforms+=uniform_defines[i];
+ }
+ // add up
+ for(int i=0;i<uniform_sizes.size();i++) {
+
+ if (i>0) {
+
+ int align = uniform_sizes[i-1] % uniform_alignments[i];
+ if (align!=0) {
+ uniform_sizes[i-1]+=uniform_alignments[i]-align;
+ }
+
+ uniform_sizes[i]=uniform_sizes[i]+uniform_sizes[i-1];
+
+ }
+ }
+ //offset
+ r_gen_code.uniform_offsets.resize(uniform_sizes.size());
+ for(int i=0;i<uniform_sizes.size();i++) {
+
+ if (i>0)
+ r_gen_code.uniform_offsets[i]=uniform_sizes[i-1];
+ else
+ r_gen_code.uniform_offsets[i]=0;
+
+
+ }
+/*
+ for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
+
+ if (SL::is_sampler_type(E->get().type)) {
+ continue;
+ }
+
+ print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
+
+ }
+
+*/
+ if (uniform_sizes.size()) {
+ r_gen_code.uniform_total_size=uniform_sizes[ uniform_sizes.size() -1 ];
+ } else {
+ r_gen_code.uniform_total_size=0;
+ }
+
+ for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
+
+ String vcode;
+ vcode+=_prestr(E->get().precission);
+ vcode+=_typestr(E->get().type);
+ vcode+=" "+String(E->key());
+ vcode+=";\n";
+ r_gen_code.vertex_global+="out "+vcode;
+ r_gen_code.fragment_global+="in "+vcode;
+ }
+
+ Map<StringName,String> function_code;
+
+ //code for functions
+ for(int i=0;i<pnode->functions.size();i++) {
+ SL::FunctionNode *fnode=pnode->functions[i].function;
+ function_code[fnode->name]=_dump_node_code(fnode->body,p_level+1,r_gen_code,p_actions,p_default_actions);
+ }
+
+ //place functions in actual code
+
+ Set<StringName> added_vtx;
+ Set<StringName> added_fragment; //share for light
+
+ for(int i=0;i<pnode->functions.size();i++) {
+
+ SL::FunctionNode *fnode=pnode->functions[i].function;
+
+ current_func_name=fnode->name;
+
+ if (fnode->name=="vertex") {
+
+ _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.vertex_global,added_vtx);
+ r_gen_code.vertex=function_code["vertex"];
+ }
+
+ if (fnode->name=="fragment") {
+
+ _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
+ r_gen_code.fragment=function_code["fragment"];
+ }
+
+ if (fnode->name=="light") {
+
+ _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
+ r_gen_code.light=function_code["light"];
+ }
+ }
+
+ //code+=dump_node_code(pnode->body,p_level);
+ } break;
+ case SL::Node::TYPE_FUNCTION: {
+
+ } break;
+ case SL::Node::TYPE_BLOCK: {
+ SL::BlockNode *bnode=(SL::BlockNode*)p_node;
+
+ //variables
+ code+=_mktab(p_level-1)+"{\n";
+ for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
+
+ code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+_mkid(E->key())+";\n";
+ }
+
+ for(int i=0;i<bnode->statements.size();i++) {
+
+ String scode = _dump_node_code(bnode->statements[i],p_level,r_gen_code,p_actions,p_default_actions);
+
+ if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
+ code+=scode; //use directly
+ } else {
+ code+=_mktab(p_level)+scode+";\n";
+ }
+ }
+ code+=_mktab(p_level-1)+"}\n";
+
+
+ } break;
+ case SL::Node::TYPE_VARIABLE: {
+ SL::VariableNode *vnode=(SL::VariableNode*)p_node;
+
+ if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
+ String define = p_default_actions.usage_defines[vnode->name];
+ if (define.begins_with("@")) {
+ define = p_default_actions.usage_defines[define.substr(1,define.length())];
+ }
+ r_gen_code.defines.push_back(define.utf8());
+ used_name_defines.insert(vnode->name);
+ }
+
+ if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
+ *p_actions.usage_flag_pointers[vnode->name]=true;
+ used_flag_pointers.insert(vnode->name);
+ }
+
+ if (p_default_actions.renames.has(vnode->name))
+ code=p_default_actions.renames[vnode->name];
+ else
+ code=_mkid(vnode->name);
+
+ if (vnode->name==time_name) {
+ if (current_func_name==vertex_name) {
+ r_gen_code.uses_vertex_time=true;
+ }
+ if (current_func_name==fragment_name) {
+ r_gen_code.uses_fragment_time=true;
+ }
+ }
+
+ } break;
+ case SL::Node::TYPE_CONSTANT: {
+ SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
+ return get_constant_text(cnode->datatype,cnode->values);
+
+ } break;
+ case SL::Node::TYPE_OPERATOR: {
+ SL::OperatorNode *onode=(SL::OperatorNode*)p_node;
+
+
+ switch(onode->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(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions);
+ break;
+ case SL::OP_BIT_INVERT:
+ case SL::OP_NEGATE:
+ case SL::OP_NOT:
+ case SL::OP_DECREMENT:
+ case SL::OP_INCREMENT:
+ code=_opstr(onode->op)+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions);
+ break;
+ case SL::OP_POST_DECREMENT:
+ case SL::OP_POST_INCREMENT:
+ code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op);
+ break;
+ case SL::OP_CALL:
+ case SL::OP_CONSTRUCT: {
+
+ ERR_FAIL_COND_V(onode->arguments[0]->type!=SL::Node::TYPE_VARIABLE,String());
+
+ SL::VariableNode *vnode=(SL::VariableNode*)onode->arguments[0];
+
+ if (onode->op==SL::OP_CONSTRUCT) {
+ code+=String(vnode->name);
+ } else {
+
+ if (internal_functions.has(vnode->name)) {
+ code+=vnode->name;
+ } else if (p_default_actions.renames.has(vnode->name)) {
+ code+=p_default_actions.renames[vnode->name];
+ } else {
+ code+=_mkid(vnode->name);
+ }
+ }
+
+ code+="(";
+
+ for(int i=1;i<onode->arguments.size();i++) {
+ if (i>1)
+ code+=", ";
+ code+=_dump_node_code(onode->arguments[i],p_level,r_gen_code,p_actions,p_default_actions);
+ }
+ code+=")";
+ } break;
+ default: {
+
+ code="("+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions)+")";
+ break;
+
+ }
+ }
+
+ } break;
+ case SL::Node::TYPE_CONTROL_FLOW: {
+ SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
+ if (cfnode->flow_op==SL::FLOW_OP_IF) {
+
+ code+=_mktab(p_level)+"if ("+_dump_node_code(cfnode->expressions[0],p_level,r_gen_code,p_actions,p_default_actions)+")\n";
+ code+=_dump_node_code(cfnode->blocks[0],p_level+1,r_gen_code,p_actions,p_default_actions);
+ if (cfnode->blocks.size()==2) {
+
+ code+=_mktab(p_level)+"else\n";
+ code+=_dump_node_code(cfnode->blocks[1],p_level+1,r_gen_code,p_actions,p_default_actions);
+ }
+
+
+ } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
+
+ if (cfnode->blocks.size()) {
+ code="return "+_dump_node_code(cfnode->blocks[0],p_level,r_gen_code,p_actions,p_default_actions);
+ } else {
+ code="return";
+ }
+ }
+
+ } break;
+ case SL::Node::TYPE_MEMBER: {
+ SL::MemberNode *mnode=(SL::MemberNode*)p_node;
+ code=_dump_node_code(mnode->owner,p_level,r_gen_code,p_actions,p_default_actions)+"."+mnode->name;
+
+ } break;
+ }
+
+ return code;
+
+}
+
+
+Error ShaderCompilerGLES3::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));
+
+ if (err!=OK) {
+#if 1
+
+ Vector<String> shader = p_code.split("\n");
+ for(int i=0;i<shader.size();i++) {
+ print_line(itos(i)+" "+shader[i]);
+ }
+#endif
+
+ _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.defines.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();
+
+ _dump_node_code(parser.get_shader(),1,r_gen_code,*p_actions,actions[p_mode]);
+
+ return OK;
+
+}
+
+
+ShaderCompilerGLES3::ShaderCompilerGLES3() {
+
+ /** CANVAS ITEM SHADER **/
+
+ actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"]="vertex";
+ actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"]="outvec.xy";
+ actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"]="vertex_color";
+ 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["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["SCREEN_UV"]="screen_uv";
+ actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"]="screen_texture";
+ 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["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].render_mode_defines["skip_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["PROJECTION_MATRIX"]="projection_matrix";
+
+
+ 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"]=ShaderLanguage::TYPE_VEC2;
+
+ actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"]="gl_FragCoord";
+ actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"]="gl_FrotFacing";
+ 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["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["AO"]="ao";
+ actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission";
+ actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard";
+// actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
+ actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord";
+
+
+ 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["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["SSS_STRENGTH"]="#define ENABLE_SSS_MOTION\n";
+
+ actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength";
+
+
+ actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
+
+
+ /* PARTICLES SHADER */
+
+ actions[VS::SHADER_PARTICLES].renames["COLOR"]="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"]="delta";
+ actions[VS::SHADER_PARTICLES].renames["SEED"]="seed";
+ actions[VS::SHADER_PARTICLES].renames["ORIGIN"]="origin";
+ actions[VS::SHADER_PARTICLES].renames["INDEX"]="index";
+
+ 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";
+
+
+ vertex_name="vertex";
+ fragment_name="fragment";
+ 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/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h
new file mode 100644
index 0000000000..1beee66ad7
--- /dev/null
+++ b/drivers/gles3/shader_compiler_gles3.h
@@ -0,0 +1,77 @@
+#ifndef SHADERCOMPILERGLES3_H
+#define SHADERCOMPILERGLES3_H
+
+#include "servers/visual/shader_language.h"
+#include "servers/visual/shader_types.h"
+#include "servers/visual_server.h"
+#include "pair.h"
+
+class ShaderCompilerGLES3 {
+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,ShaderLanguage::ShaderNode::Uniform> *uniforms;
+ };
+
+ struct GeneratedCode {
+
+ Vector<CharString> defines;
+ Vector<StringName> texture_uniforms;
+ Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
+
+ Vector<uint32_t> uniform_offsets;
+ uint32_t uniform_total_size;
+ String uniforms;
+ 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, String& r_to_add,Set<StringName> &added);
+ String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions& p_actions, const DefaultIdentifierActions& p_default_actions);
+
+
+ StringName current_func_name;
+ StringName vertex_name;
+ StringName fragment_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);
+
+
+ ShaderCompilerGLES3();
+};
+
+#endif // SHADERCOMPILERGLES3_H
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
new file mode 100644
index 0000000000..778d3b23ec
--- /dev/null
+++ b/drivers/gles3/shader_gles3.cpp
@@ -0,0 +1,839 @@
+/*************************************************************************/
+/* shader_gles2.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_gles3.h"
+
+
+#include "print_string.h"
+
+//#define DEBUG_OPENGL
+
+#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
+
+ShaderGLES3 *ShaderGLES3::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 ShaderGLES3::bind_uniforms() {
+
+ if (!uniforms_dirty) {
+ return;
+ };
+
+ // upload default 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);
+ //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type()));
+ E=E->next();
+ };
+
+ const Map<uint32_t,CameraMatrix>::Element* C = uniform_cameras.front();
+ while (C) {
+
+ int location = version->uniform_location[C->key()];
+ if (location<0) {
+ C=C->next();
+ continue;
+ }
+
+ glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0]));
+ C = C->next();
+ };
+
+ uniforms_dirty = false;
+};
+
+GLint ShaderGLES3::get_uniform_location(int p_idx) const {
+
+ ERR_FAIL_COND_V(!version, -1);
+
+ return version->uniform_location[p_idx];
+};
+
+bool ShaderGLES3::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;
+/*
+ * why on earth is this code here?
+ for (int i=0;i<texunit_pair_count;i++) {
+
+ glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
+ DEBUG_TEST_ERROR("Uniform 1 i");
+ }
+
+*/
+ return true;
+}
+
+void ShaderGLES3::unbind() {
+
+ version=NULL;
+ glUseProgram(0);
+ uniforms_dirty = true;
+ active=NULL;
+}
+
+
+static void _display_error_with_code(const String& p_error,const Vector<const char*>& p_code) {
+
+
+ int line=1;
+ String total_code;
+
+ for(int i=0;i<p_code.size();i++) {
+ total_code+=String(p_code[i]);
+ }
+
+ Vector<String> lines = String(total_code).split("\n");
+
+ for(int j=0;j<lines.size();j++) {
+
+ print_line(itos(line)+": "+lines[j]);
+ line++;
+ }
+
+ ERR_PRINTS(p_error);
+
+}
+
+ShaderGLES3::Version* ShaderGLES3::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();
+
+
+ Version &v = version_map[conditional_version];
+
+ if (!_v) {
+
+ v.uniform_location = memnew_arr( GLint, uniform_count );
+
+ } else {
+ if (v.ok) {
+ //bye bye shaders
+ glDeleteShader( v.vert_id );
+ glDeleteShader( v.frag_id );
+ glDeleteProgram( v.id );
+ v.id=0;
+ }
+
+ }
+
+
+
+ v.ok=false;
+ /* SETUP CONDITIONALS */
+
+ Vector<const char*> strings;
+#ifdef GLES_OVER_GL
+ strings.push_back("#version 330\n");
+#else
+ strings.push_back("#version 300 es\n");
+#endif
+
+
+
+ int define_line_ofs=1;
+
+ for(int i=0;i<custom_defines.size();i++) {
+
+ strings.push_back(custom_defines[i].get_data());
+ define_line_ofs++;
+ }
+
+ for(int j=0;j<conditional_count;j++) {
+
+ bool enable=((1<<j)&conditional_version.version);
+ strings.push_back(enable?conditional_defines[j]:"");
+ if (enable)
+ define_line_ofs++;
+
+ if (enable) {
+ DEBUG_PRINT(conditional_defines[j]);
+ }
+
+ }
+
+
+
+ //keep them around during the function
+ CharString code_string;
+ CharString code_string2;
+ CharString code_globals;
+ CharString material_string;
+
+
+ //print_line("code version? "+itos(conditional_version.code_version));
+
+ CustomCode *cc=NULL;
+
+ if ( conditional_version.code_version>0 ) {
+ //do custom code related stuff
+
+ ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL );
+ cc=&custom_code_map[conditional_version.code_version];
+ v.code_version=cc->version;
+ define_line_ofs+=2;
+
+ }
+
+
+ /* CREATE PROGRAM */
+
+ v.id = glCreateProgram();
+
+ ERR_FAIL_COND_V(v.id==0, NULL);
+
+ /* VERTEX SHADER */
+
+
+ if (cc) {
+ for(int i=0;i<cc->custom_defines.size();i++) {
+
+ strings.push_back(cc->custom_defines[i].get_data());
+ DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i]));
+ }
+ }
+
+ int strings_base_size=strings.size();
+
+ //vertex precision is high
+ strings.push_back("precision highp float;\n");
+ strings.push_back("precision highp int;\n");
+
+#if 0
+ if (cc) {
+
+ String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n";
+ String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n";
+
+ code_string=_code_string.ascii();
+ code_globals=_code_globals.ascii();
+ DEBUG_PRINT( code_globals.get_data() );
+ DEBUG_PRINT( code_string.get_data() );
+ strings.push_back(code_globals);
+ strings.push_back(code_string);
+ }
+#endif
+
+
+ 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) {
+ material_string=cc->uniforms.ascii();
+ strings.push_back(material_string.get_data());
+ }
+
+ strings.push_back(vertex_code2.get_data());
+
+ if (cc) {
+ code_string=cc->vertex.ascii();
+ strings.push_back(code_string.get_data());
+ }
+
+ strings.push_back(vertex_code3.get_data());
+#ifdef DEBUG_SHADER
+
+ DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data()));
+ for(int i=0;i<strings.size();i++) {
+
+ //print_line("vert strings "+itos(i)+":"+String(strings[i]));
+ }
+#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) {
+ // error compiling
+ 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 LOG, WTF");
+ } 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 Program Compilation Failed:\n";
+
+ err_string+=ilogmem;
+ _display_error_with_code(err_string,strings);
+ Memory::free_static(ilogmem);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram( v.id );
+ v.id=0;
+
+ }
+
+ ERR_FAIL_V(NULL);
+ }
+
+
+ /* FRAGMENT SHADER */
+
+ strings.resize(strings_base_size);
+ //fragment precision is medium
+ strings.push_back("precision highp float;\n");
+ strings.push_back("precision highp int;\n");
+
+#if 0
+ if (cc) {
+
+ String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n";
+ String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n";
+
+ code_string=_code_string.ascii();
+ code_globals=_code_globals.ascii();
+ DEBUG_PRINT( code_globals.get_data() );
+ DEBUG_PRINT( code_string.get_data() );
+ strings.push_back(code_globals);
+ strings.push_back(code_string);
+ }
+#endif
+
+
+ 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) {
+ material_string=cc->uniforms.ascii();
+ strings.push_back(material_string.get_data());
+ }
+
+ strings.push_back(fragment_code2.get_data());
+
+ if (cc) {
+ code_string=cc->fragment.ascii();
+ strings.push_back(code_string.get_data());
+ }
+
+ strings.push_back(fragment_code3.get_data());
+
+ if (cc) {
+ code_string2=cc->light.ascii();
+ strings.push_back(code_string2.get_data());
+ }
+
+ strings.push_back(fragment_code4.get_data());
+
+#ifdef DEBUG_SHADER
+ DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data()));
+ for(int i=0;i<strings.size();i++) {
+
+ //print_line("frag strings "+itos(i)+":"+String(strings[i]));
+ }
+#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) {
+ // error compiling
+ 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 LOG, WTF");
+ } 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 Program Compilation Failed:\n";
+
+ err_string+=ilogmem;
+ _display_error_with_code(err_string,strings);
+ ERR_PRINT(err_string.ascii().get_data());
+ 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 attributes before linking
+ for (int i=0;i<attribute_pair_count;i++) {
+
+ glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name );
+ }
+
+ //if feedback exists, set it up
+
+ if (feedback_count) {
+ Vector<const char*> feedback;
+ for(int i=0;i<feedback_count;i++) {
+
+ if (feedbacks[i].conditional==-1 || (1<<feedbacks[i].conditional)&conditional_version.version) {
+ //conditional for this feedback is enabled
+ print_line("tf varying: "+itos(feedback.size())+" "+String(feedbacks[i].name));
+ feedback.push_back(feedbacks[i].name);
+ }
+ }
+
+ if (feedback.size()) {
+ glTransformFeedbackVaryings(v.id,feedback.size(),feedback.ptr(),GL_INTERLEAVED_ATTRIBS );
+ }
+
+ }
+
+ glLinkProgram(v.id);
+
+ glGetProgramiv(v.id, GL_LINK_STATUS, &status);
+
+ if (status==GL_FALSE) {
+ // error linking
+ 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_FAIL_COND_V(iloglen<=0, 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 LINK FAILED:\n";
+
+ err_string+=ilogmem;
+ _display_error_with_code(err_string,strings);
+ ERR_PRINT(err_string.ascii().get_data());
+ Memory::free_static(ilogmem);
+ glDeleteShader(v.frag_id);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram( v.id );
+ v.id=0;
+
+ ERR_FAIL_V(NULL);
+ }
+
+ /* UNIFORMS */
+
+ glUseProgram(v.id);
+
+
+ //print_line("uniforms: ");
+ for(int j=0;j<uniform_count;j++) {
+
+
+ v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]);
+ // print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
+ }
+
+ // set texture uniforms
+ for (int i=0;i<texunit_pair_count;i++) {
+
+ GLint loc = glGetUniformLocation(v.id,texunit_pairs[i].name);
+ if (loc>=0) {
+ if (texunit_pairs[i].index<0) {
+ glUniform1i(loc,max_image_units+texunit_pairs[i].index); //negative, goes down
+ } else {
+
+ glUniform1i(loc,texunit_pairs[i].index);
+ }
+ }
+ }
+
+ // assign uniform block bind points
+ for (int i=0;i<ubo_count;i++) {
+
+ GLint loc = glGetUniformBlockIndex(v.id,ubo_pairs[i].name);
+ if (loc>=0)
+ glUniformBlockBinding(v.id,loc,ubo_pairs[i].index);
+ }
+
+ if ( cc ) {
+
+ v.texture_uniform_locations.resize(cc->texture_uniforms.size());
+ for(int i=0;i<cc->texture_uniforms.size();i++) {
+
+ v.texture_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->texture_uniforms[i]).ascii().get_data());
+ glUniform1i(v.texture_uniform_locations[i],i+base_material_tex_index);
+ }
+ }
+
+ glUseProgram(0);
+
+
+ v.ok=true;
+
+ return &v;
+}
+
+GLint ShaderGLES3::get_uniform_location(const String& p_name) const {
+
+ ERR_FAIL_COND_V(!version,-1);
+ return glGetUniformLocation(version->id,p_name.ascii().get_data());
+}
+
+
+void ShaderGLES3::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 UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback* p_feedback, int p_feedback_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;
+ ubo_pairs=p_ubo_pairs;
+ ubo_count=p_ubo_pair_count;
+ feedbacks=p_feedback;
+ feedback_count=p_feedback_count;
+
+ //split vertex and shader code (thank you, retarded shader compiler programmers from you know what company).
+ {
+ String globals_tag="\nVERTEX_SHADER_GLOBALS";
+ String material_tag="\nMATERIAL_UNIFORMS";
+ 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(material_tag);
+
+ if (cpos==-1) {
+ vertex_code1=code.ascii();
+ } else {
+
+ vertex_code1=code.substr(0,cpos).ascii();
+ String code2 = code.substr(cpos+material_tag.length(),code.length());
+
+ cpos = code2.find(code_tag);
+ if (cpos==-1) {
+ vertex_code2=code2.ascii();
+ } else {
+
+ vertex_code2=code2.substr(0,cpos).ascii();
+ vertex_code3 = code2.substr(cpos+code_tag.length(),code2.length()).ascii();
+ }
+
+ }
+ }
+ }
+
+ {
+ String globals_tag="\nFRAGMENT_SHADER_GLOBALS";
+ String material_tag="\nMATERIAL_UNIFORMS";
+ 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();
+ //print_line("CODE0:\n"+String(fragment_code0.get_data()));
+ code = code.substr(cpos+globals_tag.length(),code.length());
+ cpos = code.find(material_tag);
+
+ if (cpos==-1) {
+ fragment_code1=code.ascii();
+ } else {
+
+ fragment_code1=code.substr(0,cpos).ascii();
+ //print_line("CODE1:\n"+String(fragment_code1.get_data()));
+
+ String code2 = code.substr(cpos+material_tag.length(),code.length());
+ cpos = code2.find(code_tag);
+
+ if (cpos==-1) {
+ fragment_code2=code2.ascii();
+ } else {
+
+ fragment_code2=code2.substr(0,cpos).ascii();
+ //print_line("CODE2:\n"+String(fragment_code2.get_data()));
+
+ String code3 = code2.substr(cpos+code_tag.length(),code2.length());
+
+ cpos = code3.find(light_code_tag);
+ if (cpos==-1) {
+ fragment_code3=code3.ascii();
+ } else {
+
+ fragment_code3=code3.substr(0,cpos).ascii();
+ // print_line("CODE3:\n"+String(fragment_code3.get_data()));
+ fragment_code4 = code3.substr(cpos+light_code_tag.length(),code3.length()).ascii();
+ //print_line("CODE4:\n"+String(fragment_code4.get_data()));
+ }
+ }
+ }
+ }
+ }
+
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&max_image_units);
+
+}
+
+void ShaderGLES3::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 ShaderGLES3::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 ShaderGLES3::create_custom_shader() {
+
+ custom_code_map[last_custom_code]=CustomCode();
+ custom_code_map[last_custom_code].version=1;
+ return last_custom_code++;
+}
+
+void ShaderGLES3::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 String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines) {
+
+ ERR_FAIL_COND(!custom_code_map.has(p_code_id));
+ CustomCode *cc=&custom_code_map[p_code_id];
+
+
+ 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->texture_uniforms=p_texture_uniforms;
+ cc->uniforms=p_uniforms;
+ cc->custom_defines=p_custom_defines;
+ cc->version++;
+}
+
+void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
+
+ new_conditional_version.code_version=p_code_id;
+}
+
+void ShaderGLES3::free_custom_shader(uint32_t p_code_id) {
+
+ /* if (! custom_code_map.has( p_code_id )) {
+ print_line("no code id "+itos(p_code_id));
+ } else {
+ print_line("freed code id "+itos(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; //bye
+
+ custom_code_map.erase(p_code_id);
+
+}
+
+void ShaderGLES3::set_base_material_tex_index(int p_idx) {
+
+ base_material_tex_index=p_idx;
+}
+
+ShaderGLES3::ShaderGLES3() {
+ version=NULL;
+ last_custom_code=1;
+ uniforms_dirty = true;
+ base_material_tex_index=0;
+
+}
+
+
+ShaderGLES3::~ShaderGLES3() {
+
+ finish();
+}
+
+
+
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
new file mode 100644
index 0000000000..8b402716a6
--- /dev/null
+++ b/drivers/gles3/shader_gles3.h
@@ -0,0 +1,399 @@
+/*************************************************************************/
+/* shader_gles2.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_GLES3_H
+#define SHADER_GLES3_H
+
+#include <stdio.h>
+
+#include "platform_config.h"
+#ifndef GLES3_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include GLES3_INCLUDE_H
+#endif
+
+#include "hash_map.h"
+#include "map.h"
+#include "variant.h"
+#include "camera_matrix.h"
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+
+
+class ShaderGLES3 {
+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;
+ };
+
+ struct UBOPair {
+
+ const char *name;
+ int index;
+ };
+
+ struct Feedback {
+
+ const char *name;
+ int conditional;
+ };
+
+ 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 ubo_count;
+ int feedback_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;
+ String uniforms;
+ uint32_t version;
+ Vector<StringName> texture_uniforms;
+ Vector<CharString> custom_defines;
+
+ };
+
+
+ struct Version {
+
+ GLuint id;
+ GLuint vert_id;
+ GLuint frag_id;
+ GLint *uniform_location;
+ Vector<GLint> texture_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 HashMapHahserDefault::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 UBOPair *ubo_pairs;
+ const Feedback *feedbacks;
+ const char* vertex_code;
+ const char* fragment_code;
+ CharString fragment_code0;
+ CharString fragment_code1;
+ CharString fragment_code2;
+ CharString fragment_code3;
+ CharString fragment_code4;
+
+ CharString vertex_code0;
+ CharString vertex_code1;
+ CharString vertex_code2;
+ CharString vertex_code3;
+
+ Vector<CharString> custom_defines;
+
+ int base_material_tex_index;
+
+ Version * get_current_version();
+
+ static ShaderGLES3 *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::MATRIX32: {
+
+ Matrix32 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::MATRIX3:
+ 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 UBOPair *p_ubo_pairs,int p_ubo_pair_count, const Feedback* p_feedback, int p_feedback_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start);
+
+ ShaderGLES3();
+public:
+
+ enum {
+ CUSTOM_SHADER_DISABLED=0
+ };
+
+ GLint get_uniform_location(const String& p_name) const;
+ GLint get_uniform_location(int p_uniform) const;
+
+ static _FORCE_INLINE_ ShaderGLES3 *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_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const String& p_uniforms,const Vector<StringName>& p_texture_uniforms,const Vector<CharString> &p_custom_defines);
+ void set_custom_shader(uint32_t p_id);
+ void free_custom_shader(uint32_t p_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 ~ShaderGLES3();
+
+};
+
+
+// called a lot, made inline
+
+
+int ShaderGLES3::_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 ShaderGLES3::_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/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
new file mode 100644
index 0000000000..f9baeae97d
--- /dev/null
+++ b/drivers/gles3/shaders/SCsub
@@ -0,0 +1,22 @@
+Import('env')
+
+if env['BUILDERS'].has_key('GLES3_GLSL'):
+ env.GLES3_GLSL('copy.glsl');
+ env.GLES3_GLSL('resolve.glsl');
+ env.GLES3_GLSL('canvas.glsl');
+ env.GLES3_GLSL('canvas_shadow.glsl');
+ env.GLES3_GLSL('scene.glsl');
+ env.GLES3_GLSL('cubemap_filter.glsl');
+ env.GLES3_GLSL('cube_to_dp.glsl');
+ env.GLES3_GLSL('blend_shape.glsl');
+ env.GLES3_GLSL('screen_space_reflection.glsl');
+ env.GLES3_GLSL('effect_blur.glsl');
+ env.GLES3_GLSL('subsurf_scattering.glsl');
+ env.GLES3_GLSL('ssao.glsl');
+ env.GLES3_GLSL('ssao_minify.glsl');
+ env.GLES3_GLSL('ssao_blur.glsl');
+ env.GLES3_GLSL('exposure.glsl');
+ env.GLES3_GLSL('tonemap.glsl');
+ env.GLES3_GLSL('particles.glsl');
+
+
diff --git a/drivers/gles3/shaders/blend_shape.glsl b/drivers/gles3/shaders/blend_shape.glsl
new file mode 100644
index 0000000000..4e0d066823
--- /dev/null
+++ b/drivers/gles3/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/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
new file mode 100644
index 0000000000..cf2e0f776f
--- /dev/null
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -0,0 +1,456 @@
+[vertex]
+
+
+layout(location=0) in highp vec2 vertex;
+layout(location=3) in vec4 color_attrib;
+
+#ifdef USE_TEXTURE_RECT
+
+layout(location=1) in highp vec4 dst_rect;
+layout(location=2) in highp vec4 src_rect;
+
+#else
+
+layout(location=4) in highp vec2 uv_attrib;
+
+//skeletn
+#endif
+
+
+layout(std140) uniform CanvasItemData { //ubo:0
+
+ highp mat4 projection_matrix;
+ highp vec4 time;
+};
+
+uniform highp mat4 modelview_matrix;
+uniform highp mat4 extra_matrix;
+
+
+out mediump vec2 uv_interp;
+out mediump vec4 color_interp;
+
+#ifdef USE_LIGHTING
+
+layout(std140) uniform LightData { //ubo:1
+
+ //light matrices
+ highp mat4 light_matrix;
+ highp mat4 light_local_matrix;
+ highp mat4 shadow_matrix;
+ highp vec4 light_color;
+ highp vec4 light_shadow_color;
+ highp vec2 light_pos;
+ highp float shadowpixel_size;
+ highp float shadow_gradient;
+ highp float light_height;
+ highp float light_outside_alpha;
+ highp float shadow_distance_mult;
+};
+
+
+out vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+out vec4 local_rot;
+#endif
+
+#ifdef USE_SHADOWS
+out highp vec2 pos;
+#endif
+
+#endif
+
+
+VERTEX_SHADER_GLOBALS
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData { //ubo:2
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+void main() {
+
+ vec4 vertex_color = color_attrib;
+
+
+#ifdef USE_TEXTURE_RECT
+
+
+ uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
+ highp vec4 outvec = vec4(dst_rect.xy + dst_rect.zw * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0);
+
+#else
+ uv_interp = uv_attrib;
+ highp vec4 outvec = vec4(vertex,0.0,1.0);
+#endif
+
+
+{
+ vec2 src_vtx=outvec.xy;
+
+VERTEX_SHADER_CODE
+
+}
+
+#if !defined(SKIP_TRANSFORM_USED)
+ outvec = extra_matrix * outvec;
+ outvec = modelview_matrix * outvec;
+#endif
+
+ color_interp = vertex_color;
+
+#ifdef USE_PIXEL_SNAP
+
+ outvec.xy=floor(outvec+0.5);
+#endif
+
+
+ gl_Position = projection_matrix * outvec;
+
+#ifdef USE_LIGHTING
+
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw =(light_local_matrix * outvec).xy;
+#ifdef USE_SHADOWS
+ pos=outvec.xy;
+#endif
+
+#if defined(NORMAL_USED)
+ local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy );
+ local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy );
+#ifdef USE_TEXTURE_RECT
+ local_rot.xy*=sign(src_rect.z);
+ local_rot.zw*=sign(src_rect.w);
+#endif
+
+#endif
+
+#endif
+
+}
+
+[fragment]
+
+
+
+uniform mediump sampler2D color_texture; // texunit:0
+uniform highp vec2 color_texpixel_size;
+
+in mediump vec2 uv_interp;
+in mediump vec4 color_interp;
+
+
+#if defined(SCREEN_TEXTURE_USED)
+
+uniform sampler2D screen_texture; // texunit:-3
+
+#endif
+
+layout(std140) uniform CanvasItemData {
+
+ highp mat4 projection_matrix;
+ highp vec4 time;
+};
+
+
+#ifdef USE_LIGHTING
+
+layout(std140) uniform LightData {
+
+ highp mat4 light_matrix;
+ highp mat4 light_local_matrix;
+ highp mat4 shadow_matrix;
+ highp vec4 light_color;
+ highp vec4 light_shadow_color;
+ highp vec2 light_pos;
+ highp float shadowpixel_size;
+ highp float shadow_gradient;
+ highp float light_height;
+ highp float light_outside_alpha;
+ highp float shadow_distance_mult;
+};
+
+uniform lowp sampler2D light_texture; // texunit:-1
+in vec4 light_uv_interp;
+
+
+#if defined(NORMAL_USED)
+in vec4 local_rot;
+#endif
+
+#ifdef USE_SHADOWS
+
+uniform highp sampler2D shadow_texture; // texunit:-2
+in highp vec2 pos;
+
+#endif
+
+#endif
+
+uniform mediump vec4 final_modulate;
+
+FRAGMENT_SHADER_GLOBALS
+
+
+layout(location=0) out mediump vec4 frag_color;
+
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData {
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+void main() {
+
+ vec4 color = color_interp;
+#if defined(NORMAL_USED)
+ vec3 normal = vec3(0.0,0.0,1.0);
+#endif
+
+#if !defined(COLOR_USED)
+//default behavior, texture by color
+
+#ifdef USE_DISTANCE_FIELD
+ const float smoothing = 1.0/32.0;
+ float distance = texture(color_texture, uv_interp).a;
+ color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
+#else
+ color *= texture( color_texture, uv_interp );
+
+#endif
+
+#endif
+
+#if defined(ENABLE_SCREEN_UV)
+ vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
+#endif
+
+
+{
+ float normal_depth=1.0;
+
+#if defined(NORMALMAP_USED)
+ vec3 normal_map=vec3(0.0,0.0,1.0);
+#endif
+
+FRAGMENT_SHADER_CODE
+
+#if defined(NORMALMAP_USED)
+ normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth );
+#endif
+
+}
+#ifdef DEBUG_ENCODED_32
+ highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
+ color = vec4(vec3(enc32),1.0);
+#endif
+
+
+ color*=final_modulate;
+
+
+
+
+#ifdef USE_LIGHTING
+
+ vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
+
+#if defined(NORMAL_USED)
+ normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
+#endif
+
+ float att=1.0;
+
+ vec2 light_uv = light_uv_interp.xy;
+ vec4 light = texture(light_texture,light_uv) * light_color;
+#if defined(SHADOW_COLOR_USED)
+ vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
+#endif
+
+ if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
+ color.a*=light_outside_alpha; //invisible
+
+ } else {
+
+#if defined(USE_LIGHT_SHADER_CODE)
+//light is written by the light shader
+ {
+ vec4 light_out=light*color;
+LIGHT_SHADER_CODE
+ color=light_out;
+ }
+
+#else
+
+#if defined(NORMAL_USED)
+ vec3 light_normal = normalize(vec3(light_vec,-light_height));
+ light*=max(dot(-light_normal,normal),0.0);
+#endif
+
+ color*=light;
+/*
+#ifdef USE_NORMAL
+ color.xy=local_rot.xy;//normal.xy;
+ color.zw=vec2(0.0,1.0);
+#endif
+*/
+
+//light shader code
+#endif
+
+
+#ifdef USE_SHADOWS
+
+ float angle_to_light = -atan(light_vec.x,light_vec.y);
+ float PI = 3.14159265358979323846264;
+ /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
+ float ang*/
+
+ float su,sz;
+
+ float abs_angle = abs(angle_to_light);
+ vec2 point;
+ float sh;
+ if (abs_angle<45.0*PI/180.0) {
+ point = light_vec;
+ sh=0.0+(1.0/8.0);
+ } else if (abs_angle>135.0*PI/180.0) {
+ point = -light_vec;
+ sh = 0.5+(1.0/8.0);
+ } else if (angle_to_light>0.0) {
+
+ point = vec2(light_vec.y,-light_vec.x);
+ sh = 0.25+(1.0/8.0);
+ } else {
+
+ point = vec2(-light_vec.y,light_vec.x);
+ sh = 0.75+(1.0/8.0);
+
+ }
+
+
+ highp vec4 s = shadow_matrix * vec4(point,0.0,1.0);
+ s.xyz/=s.w;
+ su=s.x*0.5+0.5;
+ sz=s.z*0.5+0.5;
+ //sz=lightlength(light_vec);
+
+ highp float shadow_attenuation=0.0;
+
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+
+#else
+
+#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r)
+
+#endif
+
+
+
+#ifdef SHADOW_USE_GRADIENT
+
+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=1.0-smoothstep(sd,sd+shadow_gradient,sz); }
+
+#else
+
+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=step(sz,sd); }
+
+#endif
+
+
+#ifdef SHADOW_FILTER_NEAREST
+
+ SHADOW_TEST(su+shadowpixel_size);
+
+#endif
+
+
+#ifdef SHADOW_FILTER_PCF3
+
+ SHADOW_TEST(su+shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su-shadowpixel_size);
+ shadow_attenuation/=3.0;
+
+#endif
+
+
+#ifdef SHADOW_FILTER_PCF5
+
+ SHADOW_TEST(su+shadowpixel_size*3.0);
+ SHADOW_TEST(su+shadowpixel_size*2.0);
+ SHADOW_TEST(su+shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su-shadowpixel_size);
+ SHADOW_TEST(su-shadowpixel_size*2.0);
+ SHADOW_TEST(su-shadowpixel_size*3.0);
+ shadow_attenuation/=5.0;
+
+#endif
+
+
+#ifdef SHADOW_FILTER_PCF9
+
+ SHADOW_TEST(su+shadowpixel_size*4.0);
+ SHADOW_TEST(su+shadowpixel_size*3.0);
+ SHADOW_TEST(su+shadowpixel_size*2.0);
+ SHADOW_TEST(su+shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su-shadowpixel_size);
+ SHADOW_TEST(su-shadowpixel_size*2.0);
+ SHADOW_TEST(su-shadowpixel_size*3.0);
+ SHADOW_TEST(su-shadowpixel_size*4.0);
+ shadow_attenuation/=9.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF13
+
+ SHADOW_TEST(su+shadowpixel_size*6.0);
+ SHADOW_TEST(su+shadowpixel_size*5.0);
+ SHADOW_TEST(su+shadowpixel_size*4.0);
+ SHADOW_TEST(su+shadowpixel_size*3.0);
+ SHADOW_TEST(su+shadowpixel_size*2.0);
+ SHADOW_TEST(su+shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su-shadowpixel_size);
+ SHADOW_TEST(su-shadowpixel_size*2.0);
+ SHADOW_TEST(su-shadowpixel_size*3.0);
+ SHADOW_TEST(su-shadowpixel_size*4.0);
+ SHADOW_TEST(su-shadowpixel_size*5.0);
+ SHADOW_TEST(su-shadowpixel_size*6.0);
+ shadow_attenuation/=13.0;
+
+#endif
+
+
+#if defined(SHADOW_COLOR_USED)
+ color=mix(shadow_color,color,shadow_attenuation);
+#else
+ //color*=shadow_attenuation;
+ color=mix(light_shadow_color,color,shadow_attenuation);
+#endif
+//use shadows
+#endif
+ }
+
+//use lighting
+#endif
+// color.rgb*=color.a;
+ frag_color = color;
+
+}
+
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
new file mode 100644
index 0000000000..c757990de0
--- /dev/null
+++ b/drivers/gles3/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/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
new file mode 100644
index 0000000000..a87d62f2d7
--- /dev/null
+++ b/drivers/gles3/shaders/copy.glsl
@@ -0,0 +1,105 @@
+[vertex]
+
+
+layout(location=0) in highp vec4 vertex_attrib;
+#ifdef USE_CUBEMAP
+layout(location=4) in vec3 cube_in;
+#else
+layout(location=4) in vec2 uv_in;
+#endif
+layout(location=5) in vec2 uv2_in;
+
+#ifdef USE_CUBEMAP
+out vec3 cube_interp;
+#else
+out vec2 uv_interp;
+#endif
+
+out vec2 uv2_interp;
+
+void main() {
+
+#ifdef USE_CUBEMAP
+ cube_interp = cube_in;
+#else
+ uv_interp = uv_in;
+#endif
+ uv2_interp = uv2_in;
+ gl_Position = vertex_attrib;
+}
+
+[fragment]
+
+
+#ifdef USE_CUBEMAP
+in vec3 cube_interp;
+uniform samplerCube source_cube; //texunit:0
+#else
+in vec2 uv_interp;
+uniform sampler2D source; //texunit:0
+#endif
+
+
+float sRGB_gamma_correct(float c){
+ float a = 0.055;
+ if(c < 0.0031308)
+ return 12.92*c;
+ else
+ return (1.0+a)*pow(c, 1.0/2.4) - a;
+}
+
+
+uniform float stuff;
+uniform vec2 pixel_size;
+
+in vec2 uv2_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ //vec4 color = color_interp;
+
+#ifdef USE_CUBEMAP
+ vec4 color = texture( source_cube, normalize(cube_interp) );
+
+#else
+ vec4 color = texture( source, uv_interp );
+#endif
+
+#ifdef LINEAR_TO_SRGB
+ //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)));
+#endif
+
+#ifdef DEBUG_GRADIENT
+ color.rg=uv_interp;
+ color.b=0.0;
+#endif
+
+#ifdef DISABLE_ALPHA
+ color.a=1.0;
+#endif
+
+
+#ifdef GAUSSIAN_HORIZONTAL
+ color*=0.38774;
+ color+=texture( source, uv_interp+vec2( 1.0, 0.0)*pixel_size )*0.24477;
+ color+=texture( source, uv_interp+vec2( 2.0, 0.0)*pixel_size )*0.06136;
+ color+=texture( source, uv_interp+vec2(-1.0, 0.0)*pixel_size )*0.24477;
+ color+=texture( source, uv_interp+vec2(-2.0, 0.0)*pixel_size )*0.06136;
+#endif
+
+#ifdef GAUSSIAN_VERTICAL
+ color*=0.38774;
+ color+=texture( source, uv_interp+vec2( 0.0, 1.0)*pixel_size )*0.24477;
+ color+=texture( source, uv_interp+vec2( 0.0, 2.0)*pixel_size )*0.06136;
+ color+=texture( source, uv_interp+vec2( 0.0,-1.0)*pixel_size )*0.24477;
+ color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136;
+#endif
+
+
+ frag_color = color;
+}
+
diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl
new file mode 100644
index 0000000000..5ffc78c0b9
--- /dev/null
+++ b/drivers/gles3/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/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
new file mode 100644
index 0000000000..768d20ad22
--- /dev/null
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -0,0 +1,218 @@
+[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;
+
+
+uniform samplerCube source_cube; //texunit:0
+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;
+
+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
+ } else {
+ 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
+
+ frag_color=vec4(texture(N,source_cube).rgb,1.0);
+
+#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) {
+ sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl;
+ sum.a += ndotl;
+ }
+ }
+ sum /= sum.a;
+
+ frag_color = vec4(sum.rgb, 1.0);
+
+#endif
+
+}
+
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
new file mode 100644
index 0000000000..89afa12f60
--- /dev/null
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -0,0 +1,278 @@
+[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]
+
+
+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_treshold;
+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;
+ depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+
+ 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;
+ tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
+
+ 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;
+ tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
+ 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_treshold,glow_hdr_treshold+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/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl
new file mode 100644
index 0000000000..001b90a0f1
--- /dev/null
+++ b/drivers/gles3/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/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
new file mode 100644
index 0000000000..e72f12cc5e
--- /dev/null
+++ b/drivers/gles3/shaders/particles.glsl
@@ -0,0 +1,167 @@
+[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 mat4 origin;
+uniform float system_phase;
+uniform float prev_system_phase;
+uniform float total_particles;
+uniform float explosiveness;
+uniform vec4 time;
+uniform float delta;
+uniform vec3 gravity;
+uniform int attractor_count;
+uniform Attractor attractors[MAX_ATTRACTORS];
+
+
+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:
+
+VERTEX_SHADER_GLOBALS
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData { //ubo:0
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+void main() {
+
+ bool apply_forces=true;
+ bool apply_velocity=true;
+
+ float mass = 1.0;
+
+ float restart_phase = float(gl_InstanceID)/total_particles;
+ restart_phase*= explosiveness;
+ bool restart=false;
+ bool active = out_velocity_active.a > 0.5;
+
+ if (system_phase > prev_system_phase) {
+ restart = prev_system_phase < restart_phase && system_phase >= restart_phase;
+ } else {
+ restart = prev_system_phase < restart_phase || system_phase >= restart_phase;
+ }
+
+ if (restart) {
+ active=true;
+ }
+
+ out_color=color;
+ out_velocity_active=velocity_active;
+ out_custom=custom;
+
+ mat4 xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0)));
+
+
+ out_rot_active=rot_active;
+
+ if (active) {
+ //execute shader
+
+ {
+ VERTEX_SHADER_CODE
+ }
+
+#if !defined(DISABLE_FORCE)
+
+ {
+
+ vec3 force = gravity;
+ for(int i=0;i<attractor_count;i++) {
+
+ vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos;
+ float dist = rel_vec.length();
+ if (attractors[i].radius < dist)
+ continue;
+ if (attractors[i].eat_radius>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_seed.xyz += force * delta;
+ }
+#endif
+
+#if !defined(DISABLE_VELOCITY)
+
+ {
+
+ out_pos_lifetime.xyz += out_velocity_seed.xyz * delta;
+ }
+#endif
+ }
+
+ xform = transpose(xform);
+
+ out_velocity_active.a = mix(0.0,1.0,active);
+
+ out_xform_1 = xform[0];
+ out_xform_2 = xform[1];
+ out_xform_3 = xform[2];
+
+
+}
+
+[fragment]
+
+//any code here is never executed, stuff is filled just so it works
+
+FRAGMENT_SHADER_GLOBALS
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData {
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+void main() {
+
+ {
+ FRAGMENT_SHADER_CODE
+ }
+}
diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl
new file mode 100644
index 0000000000..6acc712299
--- /dev/null
+++ b/drivers/gles3/shaders/resolve.glsl
@@ -0,0 +1,41 @@
+[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]
+
+
+in vec2 uv_interp;
+uniform sampler2D source_specular; //texunit:0
+uniform sampler2D source_ssr; //texunit:1
+
+uniform float stuff;
+
+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/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
new file mode 100644
index 0000000000..c5af010c96
--- /dev/null
+++ b/drivers/gles3/shaders/scene.glsl
@@ -0,0 +1,1432 @@
+[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,
+*/
+
+//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;
+
+#endif
+
+layout(std140) uniform SceneData { //ubo:0
+
+ highp mat4 projection_matrix;
+ highp mat4 camera_inverse_matrix;
+ highp mat4 camera_matrix;
+ highp vec4 time;
+
+ highp vec4 ambient_light_color;
+ highp vec4 bg_color;
+ float ambient_energy;
+ float bg_energy;
+
+ float shadow_z_offset;
+ float shadow_z_slope_scale;
+ float shadow_dual_paraboloid_render_zfar;
+ float shadow_dual_paraboloid_render_side;
+
+ vec2 shadow_atlas_pixel_size;
+ vec2 directional_shadow_pixel_size;
+
+ float reflection_multiplier;
+ float subsurface_scatter_width;
+ float ambient_occlusion_affect_light;
+
+};
+
+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;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
+ mediump vec4 shadow_split_offsets;
+};
+
+#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_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
+
+varying vec4 position_interp;
+
+#endif
+
+
+VERTEX_SHADER_GLOBALS
+
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData { //ubo:1
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+out highp float dp_clip;
+
+#endif
+
+#ifdef USE_SKELETON
+
+layout(std140) uniform SkeletonData { //ubo:7
+
+ mat3x4 skeleton[MAX_SKELETON_BONES];
+};
+
+#endif
+
+void main() {
+
+ highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
+ highp mat4 modelview = camera_inverse_matrix * world_transform;
+ 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;
+#endif
+
+
+#ifdef USE_SKELETON
+
+ {
+ //skeleton transform
+ highp mat3x4 m=skeleton[bone_indices.x]*bone_weights.x;
+ m+=skeleton[bone_indices.y]*bone_weights.y;
+ m+=skeleton[bone_indices.z]*bone_weights.z;
+ m+=skeleton[bone_indices.w]*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) * mn;
+#endif
+ }
+#endif // USE_SKELETON1
+
+
+#ifdef USE_INSTANCING
+
+ {
+ highp mat3x4 m=mat3x4(instance_xform0,instance_xform1,instance_xform2);
+
+ 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) * mn;
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
+ color_interp*=instance_color;
+#endif
+ }
+#endif //USE_INSTANCING
+
+#if !defined(SKIP_TRANSFORM_USED)
+
+ vertex = modelview * vertex;
+ normal = normalize((modelview * vec4(normal,0.0)).xyz);
+#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+# if !defined(SKIP_TRANSFORM_USED)
+
+ tangent=normalize((modelview * vec4(tangent,0.0)).xyz);
+# endif
+ 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
+
+{
+
+VERTEX_SHADER_CODE
+
+}
+
+ 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)*shadow_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 = shadow_z_offset;
+ z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
+ vertex_interp.z-=z_ofs;
+
+#endif //RENDER_DEPTH_DUAL_PARABOLOID
+
+#endif //RENDER_DEPTH
+
+
+#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_DEPTH_DUAL_PARABOLOID)
+ gl_Position = projection_matrix * vec4(vertex_interp,1.0);
+#else
+ gl_Position = vertex;
+#endif
+
+
+}
+
+
+[fragment]
+
+
+
+#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;
+
+uniform sampler2D brdf_texture; //texunit:-1
+
+#ifdef USE_RADIANCE_MAP
+
+uniform sampler2D radiance_map; //texunit:-2
+
+
+layout(std140) uniform Radiance { //ubo:2
+
+ mat4 radiance_inverse_xform;
+ vec3 radiance_box_min;
+ vec3 radiance_box_max;
+ float radiance_ambient_contribution;
+
+};
+
+#endif
+
+/* Material Uniforms */
+
+
+FRAGMENT_SHADER_GLOBALS
+
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData {
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+
+layout(std140) uniform SceneData {
+
+ highp mat4 projection_matrix;
+ highp mat4 camera_inverse_matrix;
+ highp mat4 camera_matrix;
+ highp vec4 time;
+
+ highp vec4 ambient_light_color;
+ highp vec4 bg_color;
+ float ambient_energy;
+ float bg_energy;
+
+ float shadow_z_offset;
+ float shadow_z_slope_scale;
+ float shadow_dual_paraboloid_render_zfar;
+ float shadow_dual_paraboloid_render_side;
+
+ vec2 shadow_atlas_pixel_size;
+ vec2 directional_shadow_pixel_size;
+
+ float reflection_multiplier;
+ float subsurface_scatter_width;
+ float ambient_occlusion_affect_light;
+
+};
+
+//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;
+ 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
+
+//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;
+ 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:-3
+
+
+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:-5
+
+
+#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
+
+
+
+#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_MOTION)
+layout(location=3) out vec4 motion_ssr_buffer;
+#endif
+
+#else
+
+layout(location=0) out vec4 frag_color;
+
+#endif
+
+
+// GGX Specular
+// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
+float G1V(float dotNV, float k)
+{
+ return 1.0 / (dotNV * (1.0 - k) + k);
+}
+
+
+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);
+}
+
+void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
+
+ float dotNL = max(dot(N,L), 0.0 );
+ float dotNV = max(dot(N,V), 0.0 );
+
+#if defined(LIGHT_USE_RIM)
+ float rim_light = pow(1.0-dotNV,(1.0-roughness)*16.0);
+ diffuse += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
+#endif
+
+ diffuse += dotNL * light_color * diffuse_color;
+
+ if (roughness > 0.0) {
+
+ float alpha = roughness * roughness;
+
+ vec3 H = normalize(V + L);
+
+ float dotNH = max(dot(N,H), 0.0 );
+ float dotLH = max(dot(L,H), 0.0 );
+
+ // D
+#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 dotXH = dot( T, H );
+ float dotYH = dot( B, H );
+ float pi = M_PI;
+ float denom = dotXH*dotXH / (ax*ax) + dotYH*dotYH / (ay*ay) + dotNH*dotNH;
+ float D = 1.0 / ( pi * ax*ay * denom*denom );
+
+#else
+ float alphaSqr = alpha * alpha;
+ float pi = M_PI;
+ float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
+ float D = alphaSqr / (pi * denom * denom);
+#endif
+ // F
+ float F0 = 1.0;
+ float dotLH5 = SchlickFresnel( dotLH );
+ float F = F0 + (1.0 - F0) * (dotLH5);
+
+ // V
+ float k = alpha / 2.0f;
+ float vis = G1V(dotNL, k) * G1V(dotNV, k);
+
+ float speci = dotNL * D * F * vis;
+
+ specular += speci * light_color /* specular_color*/ * specular_blob_intensity;
+
+#if defined(LIGHT_USE_CLEARCOAT)
+ float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
+ float Fr = mix(.04, 1.0, dotLH5);
+ float Gr = G1V(dotNL, .25) * G1V(dotNV, .25);
+
+ specular += .25*clearcoat*Gr*Fr*Dr;
+#endif
+ }
+
+
+}
+
+
+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);
+
+#endif
+
+#ifdef 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);
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13)
+
+ 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 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) {
+
+ vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
+ float normalized_distance = length( light_rel_vec )*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;
+
+ light_attenuation*=mix(omni_lights[idx].shadow_color.rgb,vec3(1.0),sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect));
+ }
+
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,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 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
+
+ vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
+ float normalized_distance = length( light_rel_vec )*spot_lights[idx].light_pos_inv_radius.w;
+ vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), 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( spot_rim, 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;
+ light_attenuation*=mix(spot_lights[idx].shadow_color.rgb,vec3(1.0),sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp));
+ }
+
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,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,vec2 brdf, 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;
+ }
+
+
+
+ vec3 splane=normalize(local_ref_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 reflection;
+ reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y;
+
+ 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:-6
+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 bool gi_probe_blend_ambient1;
+
+uniform mediump sampler3D gi_probe2; //texunit:-7
+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 bool gi_probe2_enabled;
+uniform bool gi_probe_blend_ambient2;
+
+vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance) {
+
+
+ float dist = 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;
+ }
+
+ //color.rgb = mix(color.rgb,mix(ambient,color.rgb,alpha),blend_ambient);
+
+ return color;
+}
+
+void gi_probe_compute(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, out vec4 out_spec, out 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);
+
+/* 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;
+
+ 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));
+ 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);
+
+ }
+
+ 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);
+
+ 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, vec3 specular, 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,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,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 specular = vec3(0.2,0.2,0.2);
+ 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;
+#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(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(ENABLE_DISCARD)
+ bool discard_=false;
+#endif
+
+#if defined (ENABLE_SSS_MOTION)
+ float sss_strength=0.0;
+#endif
+
+{
+
+
+FRAGMENT_SHADER_CODE
+
+}
+
+
+
+#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
+
+#if defined(ENABLE_DISCARD)
+ if (discard_) {
+ //easy to eliminate dead code
+ discard;
+ }
+#endif
+
+#ifdef ENABLE_CLIP_ALPHA
+ if (albedo.a<0.99) {
+ //used for doublepass and shadowmapping
+ discard;
+ }
+#endif
+
+/////////////////////// LIGHTING //////////////////////////////
+
+ //apply energy conservation
+
+ vec3 specular_light = vec3(0.0,0.0,0.0);
+ vec3 ambient_light;
+ vec3 diffuse_light = vec3(0.0,0.0,0.0);
+
+ vec3 eye_vec = -normalize( vertex_interp );
+
+#ifndef RENDER_DEPTH
+ float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
+
+ vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
+#endif
+
+#ifdef USE_RADIANCE_MAP
+
+ if (no_ambient_light) {
+ ambient_light=vec3(0.0,0.0,0.0);
+ } else {
+ {
+
+
+
+ float lod = roughness * 5.0;
+
+ { //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 norm = normalize(ref_vec);
+ float y_ofs=0.0;
+ if (norm.z>=0.0) {
+
+ norm.z+=1.0;
+ y_ofs+=0.5;
+ } else {
+ norm.z=1.0 - norm.z;
+ norm.y=-norm.y;
+ }
+
+ norm.xy/=norm.z;
+ norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs);
+ specular_light = textureLod(radiance_map, norm.xy, lod).xyz * brdf.x + brdf.y;
+
+ }
+ //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=textureLod(radiance_cube, ambient_dir, 5.0).xyz;
+
+ 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
+
+
+#ifdef USE_LIGHT_DIRECTIONAL
+
+ vec3 light_attenuation=vec3(1.0);
+
+#ifdef LIGHT_DIRECTIONAL_SHADOW
+
+ if (gl_FragCoord.w > shadow_split_offsets.w) {
+
+ vec3 pssm_coord;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float pssm_blend;
+ vec3 pssm_coord2;
+ bool use_blend=true;
+ vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz;
+ float w_inv = 1.0/gl_FragCoord.w;
+#endif
+
+
+#ifdef LIGHT_USE_PSSM4
+
+
+ if (gl_FragCoord.w > shadow_split_offsets.y) {
+
+ if (gl_FragCoord.w > 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,light_pssm_split_inv.x,w_inv);
+#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(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
+#endif
+
+ }
+ } else {
+
+
+ if (gl_FragCoord.w > 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(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
+#endif
+
+ } else {
+ highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
+ pssm_coord=splane.xyz/splane.w;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend=false;
+
+#endif
+
+ }
+ }
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
+
+ if (gl_FragCoord.w > 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,light_pssm_split_inv.x,w_inv);
+#endif
+
+ } else {
+ highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
+ pssm_coord=splane.xyz/splane.w;
+#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
+ light_attenuation=mix(shadow_color.rgb,vec3(1.0),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) {
+ vec3 light_attenuation2=mix(shadow_color.rgb,vec3(1.0),sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp));
+ light_attenuation=mix(light_attenuation,light_attenuation2,pssm_blend);
+ }
+#endif
+
+ }
+
+#endif //LIGHT_DIRECTIONAL_SHADOW
+
+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+
+
+#endif //#USE_LIGHT_DIRECTIONAL
+
+#ifdef USE_GI_PROBES
+ gi_probes_compute(vertex,normal,roughness,specular,specular_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,specular_light,brdf,reflection_accum,ambient_accum);
+ }
+
+ if (reflection_accum.a>0.0) {
+ specular_light+=reflection_accum.rgb/reflection_accum.a;
+ }
+ if (ambient_accum.a>0.0) {
+ ambient_light+=ambient_accum.rgb/ambient_accum.a;
+ }
+
+ for(int i=0;i<omni_light_count;i++) {
+ light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,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,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ }
+
+
+
+#endif
+
+
+
+
+#if defined(USE_LIGHT_SHADER_CODE)
+//light is written by the light shader
+{
+
+LIGHT_SHADER_CODE
+
+}
+#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;
+#endif
+
+ //energy conservation
+ diffuse_light=mix(diffuse_light,vec3(0.0),specular);
+ ambient_light=mix(ambient_light,vec3(0.0),specular);
+ specular_light *= max(vec3(0.04),specular);
+
+#ifdef USE_MULTIPLE_RENDER_TARGETS
+
+#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,max(specular.r,max(specular.g,specular.b)));
+
+
+ normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness);
+
+#if defined (ENABLE_SSS_MOTION)
+ motion_ssr_buffer = vec4(vec3(0.0),sss_strength);
+#endif
+
+#else
+
+
+#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/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
new file mode 100644
index 0000000000..ec4bdf86c9
--- /dev/null
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -0,0 +1,345 @@
+[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 acceleration;
+
+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, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x));
+ float scale_max_y = min(1, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y));
+ float scale_min_x = min(1, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x));
+ float scale_min_y = min(1, 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;
+
+ //if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area
+ float accel=1.0+acceleration;
+ float steps_taken=0;
+
+ for(float 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;
+ depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+ 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;
+ z_advance*=accel;
+ w_advance*=accel;
+ line_advance*=accel;
+ }
+
+
+
+
+ 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;
+
+#ifdef SMOOTH_ACCEL
+ //if the distance between point and prev point is >1, then take some samples in the middle for smoothing out the image
+ vec2 blend_dir = pos - prev_pos;
+ float steps = min(8.0,length(blend_dir));
+ if (steps>2.0) {
+ vec2 blend_step = blend_dir/steps;
+ float blend_z = (z_to-z_from)/steps;
+ vec2 new_pos;
+ float subgrad=0.0;
+ for(float i=0.0;i<steps;i++) {
+
+ new_pos = (prev_pos+blend_step*i);
+ float z = z_from+blend_z*i;
+
+ depth = texture(source_depth, new_pos*pixel_size).r * 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));
+ depth=-depth;
+
+ subgrad=i/steps;
+ if (depth>z)
+ break;
+ }
+
+ final_pos = new_pos;
+ grad=(steps_taken+subgrad)/num_steps;
+
+ } else {
+#endif
+ grad=steps_taken/num_steps;
+ final_pos=pos;
+#ifdef SMOOTH_ACCEL
+ }
+
+#endif
+
+
+
+#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;
+ 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; //oposite 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,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+
+#else
+ frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+#endif
+
+
+
+ } else {
+ frag_color = vec4(0.0,0.0,0.0,0.0);
+ }
+
+
+
+}
+
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
new file mode 100644
index 0000000000..75f49ef37a
--- /dev/null
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -0,0 +1,247 @@
+[vertex]
+
+
+layout(location=0) in highp vec4 vertex_attrib;
+
+void main() {
+
+ gl_Position = vertex_attrib;
+ gl_Position.z=1.0;
+}
+
+[fragment]
+
+
+#define NUM_SAMPLES (11)
+
+// 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
+#define NUM_SPIRAL_TURNS (7)
+
+
+uniform sampler2D source_depth; //texunit:0
+uniform 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) {
+ return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z);
+}
+
+vec3 getPosition(ivec2 ssP) {
+ vec3 P;
+ P.z = texelFetch(source_depth, ssP, 0).r;
+
+ P.z = P.z * 2.0 - 1.0;
+ P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
+ 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 / NUM_SAMPLES);
+ float angle = alpha * (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;
+ P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
+ 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;
+
+ //vec3 n_C = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0;
+
+ vec3 n_C = reconstructCSFaceNormal(C);
+ n_C = -n_C;
+
+
+ // Hash function used in the HPG12 AlchemyAO paper
+ float randomPatternRotationAngle = (3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10;
+
+ // 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
+ float ssDiskRadius = -proj_scale * radius / C.z;
+
+ 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 / NUM_SAMPLES));
+
+#ifdef ENABLE_RADIUS2
+
+ //go again for radius2
+ randomPatternRotationAngle = (5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11;
+
+ // 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 / 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) * ((ssC.x & 1) - 0.5);
+ }
+ if (abs(dFdy(C.z)) < 0.02) {
+ A -= dFdy(A) * ((ssC.y & 1) - 0.5);
+ }
+
+ visibility = A;
+
+}
+
+
+
diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl
new file mode 100644
index 0000000000..31f3841a2a
--- /dev/null
+++ b/drivers/gles3/shaders/ssao_blur.glsl
@@ -0,0 +1,113 @@
+[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
+
+
+layout(location = 0) out float visibility;
+
+
+//////////////////////////////////////////////////////////////////////////////////////////////
+// Tunable Parameters:
+
+/** Increase to make depth edges crisper. Decrease to reduce flicker. */
+#define EDGE_SHARPNESS (1.0)
+
+/** 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.
+ */
+#define SCALE (3)
+
+/** 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;
+
+void main() {
+
+ ivec2 ssC = ivec2(gl_FragCoord.xy);
+
+ float depth = texelFetch(source_depth, ssC, 0).r;
+
+ 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;
+
+
+ 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 * SCALE);
+ float value = texelFetch(source_ssao, ppos, 0).r;
+ float temp_depth = texelFetch(source_depth, ssC, 0).r;
+
+ 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)];
+
+ // range domain (the "bilateral" weight). As depth difference increases, decrease weight.
+ weight *= max(0.0, 1.0
+ - (EDGE_SHARPNESS * 2000.0) * abs(temp_depth - depth)
+ );
+
+ sum += value * weight;
+ totalWeight += weight;
+ }
+ }
+
+ const float epsilon = 0.0001;
+ visibility = sum / (totalWeight + epsilon);
+}
diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl
new file mode 100644
index 0000000000..df9045c28a
--- /dev/null
+++ b/drivers/gles3/shaders/ssao_minify.glsl
@@ -0,0 +1,55 @@
+[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;
+ fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
+ fdepth /= camera_z_far;
+ depth = uint(clamp(fdepth*65535,0.0,65535.0));
+
+#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/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl
new file mode 100644
index 0000000000..eb329dbaed
--- /dev/null
+++ b/drivers/gles3/shaders/subsurf_scattering.glsl
@@ -0,0 +1,172 @@
+[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 vec4 kernel[25] = vec4[] (
+ vec4(0.530605, 0.613514, 0.739601, 0.0),
+ vec4(0.000973794, 1.11862e-005, 9.43437e-007, -3.0),
+ vec4(0.00333804, 7.85443e-005, 1.2945e-005, -2.52083),
+ vec4(0.00500364, 0.00020094, 5.28848e-005, -2.08333),
+ vec4(0.00700976, 0.00049366, 0.000151938, -1.6875),
+ vec4(0.0094389, 0.00139119, 0.000416598, -1.33333),
+ vec4(0.0128496, 0.00356329, 0.00132016, -1.02083),
+ vec4(0.017924, 0.00711691, 0.00347194, -0.75),
+ vec4(0.0263642, 0.0119715, 0.00684598, -0.520833),
+ vec4(0.0410172, 0.0199899, 0.0118481, -0.333333),
+ vec4(0.0493588, 0.0367726, 0.0219485, -0.1875),
+ vec4(0.0402784, 0.0657244, 0.04631, -0.0833333),
+ vec4(0.0211412, 0.0459286, 0.0378196, -0.0208333),
+ vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
+ vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
+ vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
+ vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
+ vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
+ vec4(0.017924, 0.00711691, 0.00347194, 0.75),
+ vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
+ vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
+ vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
+ vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
+ vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
+ vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3.0)
+);
+
+#endif //USE_25_SAMPLES
+
+#ifdef USE_17_SAMPLES
+
+const int kernel_size=17;
+
+QUALIFIER vec4 kernel[17] = vec4[](
+ vec4(0.536343, 0.624624, 0.748867, 0.0),
+ vec4(0.00317394, 0.000134823, 3.77269e-005, -2.0),
+ vec4(0.0100386, 0.000914679, 0.000275702, -1.53125),
+ vec4(0.0144609, 0.00317269, 0.00106399, -1.125),
+ vec4(0.0216301, 0.00794618, 0.00376991, -0.78125),
+ vec4(0.0347317, 0.0151085, 0.00871983, -0.5),
+ vec4(0.0571056, 0.0287432, 0.0172844, -0.28125),
+ vec4(0.0582416, 0.0659959, 0.0411329, -0.125),
+ vec4(0.0324462, 0.0656718, 0.0532821, -0.03125),
+ vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
+ vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
+ vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
+ vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
+ vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
+ vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
+ vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
+ vec4(0.00317394, 0.000134823, 3.77269e-005, 2.0)
+);
+
+#endif //USE_17_SAMPLES
+
+
+#ifdef USE_11_SAMPLES
+
+const int kernel_size=11;
+
+QUALIFIER vec4 kernel[11] = vec4[](
+ vec4(0.560479, 0.669086, 0.784728, 0.0),
+ vec4(0.00471691, 0.000184771, 5.07566e-005, -2.0),
+ vec4(0.0192831, 0.00282018, 0.00084214, -1.28),
+ vec4(0.03639, 0.0130999, 0.00643685, -0.72),
+ vec4(0.0821904, 0.0358608, 0.0209261, -0.32),
+ vec4(0.0771802, 0.113491, 0.0793803, -0.08),
+ vec4(0.0771802, 0.113491, 0.0793803, 0.08),
+ vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
+ vec4(0.03639, 0.0130999, 0.00643685, 0.72),
+ vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
+ vec4(0.00471691, 0.000184771, 5.07565e-005, 2.0)
+);
+
+#endif //USE_11_SAMPLES
+
+
+uniform float max_radius;
+uniform float fovy;
+uniform float camera_z_far;
+uniform float camera_z_near;
+uniform vec2 dir;
+in vec2 uv_interp;
+
+uniform sampler2D source_diffuse; //texunit:0
+uniform sampler2D source_motion_ss; //texunit:1
+uniform sampler2D source_depth; //texunit:2
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ float strength = texture(source_motion_ss,uv_interp).a;
+ 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;
+ depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+ depth=-depth;
+
+
+ // Calculate the radius scale (1.0 for a unit plane sitting on the
+ // projection window):
+ float distance = 1.0 / tan(0.5 * fovy);
+ float scale = distance / -depth; //remember depth is negative by default in OpenGL
+
+ // 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].rgb;
+
+ // 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].a * 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;
+ depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
+ depth_cmp=-depth_cmp;
+
+ float s = clamp(300.0f * distance *
+ max_radius * abs(depth - depth_cmp),0.0,1.0);
+ color = mix(color, base_color.rgb, s);
+#endif
+
+ // Accumulate:
+ color_accum += kernel[i].rgb * color;
+ }
+
+ frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO)
+ } else {
+ frag_color = base_color;
+ }
+}
+
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
new file mode 100644
index 0000000000..8f7e0c7be3
--- /dev/null
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -0,0 +1,263 @@
+[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;
+
+}
+
+[fragment]
+
+
+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
+
+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
+
+
+void main() {
+
+ ivec2 coord = ivec2(gl_FragCoord.xy);
+ vec3 color = texelFetch(source,coord,0).rgb;
+
+
+#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)
+ 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;
+
+
+
+#ifdef USE_GLOW_REPLACE
+
+ color.rgb = glow;
+
+#endif
+
+#ifdef USE_GLOW_SCREEN
+
+ color.rgb = clamp((color.rgb + glow) - (color.rgb * glow), 0.0, 1.0);
+
+#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(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
+ color.rgb+=glow;
+#endif
+
+
+#endif
+
+
+#ifdef USE_REINDHART_TONEMAPPER
+
+ {
+ color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb );
+
+ }
+#endif
+
+#ifdef USE_FILMIC_TONEMAPPER
+
+ {
+
+ 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.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F;
+ float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
+
+ color.rgb=coltn/whitetn;
+
+ }
+#endif
+
+#ifdef USE_ACES_TONEMAPPER
+
+ {
+ float a = 2.51f;
+ float b = 0.03f;
+ float c = 2.43f;
+ float d = 0.59f;
+ float e = 0.14f;
+ color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0));
+ }
+
+#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)));
+
+
+
+
+ frag_color=vec4(color.rgb,1.0);
+}
+
+