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authorJuan Linietsky <reduzio@gmail.com>2018-09-23 12:12:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-09-23 12:14:50 -0300
commit65fd37c14947bd596510fb764de649927e1b18f4 (patch)
tree8d9b9b9033fedf5f03634b972527e6ce8c844ccf /drivers
parent7e3ce79ea9aaa30bad17d6373b5945083cb59209 (diff)
-Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp1519
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h149
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp8
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h4
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp20
-rw-r--r--drivers/gles2/shader_gles2.cpp88
-rw-r--r--drivers/gles2/shader_gles2.h3
-rw-r--r--drivers/gles2/shaders/scene.glsl1093
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp36
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp18
-rw-r--r--drivers/gles3/shader_gles3.cpp5
-rw-r--r--drivers/gles3/shader_gles3.h1
-rw-r--r--drivers/gles3/shaders/scene.glsl28
13 files changed, 1889 insertions, 1083 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index ca9f6dcbf8..833b3ef0f7 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -110,8 +110,8 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
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_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);
@@ -604,6 +604,8 @@ RID RasterizerSceneGLES2::light_instance_create(RID p_light) {
light_instance->light = p_light;
light_instance->light_ptr = storage->light_owner.getornull(p_light);
+ light_instance->light_index = 0xFFFF;
+
ERR_FAIL_COND_V(!light_instance->light_ptr, RID());
light_instance->self = light_instance_owner.make_rid(light_instance);
@@ -709,9 +711,42 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX;
bool has_alpha = has_base_alpha || has_blend_alpha;
- // TODO add this stuff
- // bool mirror = p_instance->mirror;
- // bool no_cull = false;
+ bool mirror = p_instance->mirror;
+ bool no_cull = false;
+
+ if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED) {
+ no_cull = true;
+ mirror = false;
+ } else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_FRONT) {
+ mirror = !mirror;
+ }
+
+ //if (p_material->shader->spatial.uses_sss) {
+ // state.used_sss = true;
+ //}
+
+ if (p_material->shader->spatial.uses_screen_texture) {
+ state.used_screen_texture = true;
+ }
+
+ if (p_depth_pass) {
+
+ if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
+ return; //bye
+
+ if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::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) {
+ p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided);
+ no_cull = true;
+ mirror = false;
+ } else {
+ p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material);
+ }
+ }
+
+ has_alpha = false;
+ }
RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
@@ -724,46 +759,107 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->instance = p_instance;
e->owner = p_owner;
e->sort_key = 0;
+ e->depth_key = 0;
+ e->use_accum = false;
+ e->light_index = RenderList::MAX_LIGHTS;
+ e->use_accum_ptr = &e->use_accum;
+
+ if (e->geometry->last_pass != render_pass) {
+ e->geometry->last_pass = render_pass;
+ e->geometry->index = current_geometry_index++;
+ }
- // TODO check render pass of geometry
-
- // TODO check directional light flag
+ e->geometry_index = e->geometry->index;
- if (p_depth_pass) {
- // if we are in the depth pass we can sort out a few things to improve performance
+ if (e->material->last_pass != render_pass) {
+ e->material->last_pass = render_pass;
+ e->material->index = current_material_index++;
- if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
- return;
+ if (e->material->shader->last_pass != render_pass) {
+ e->material->shader->index = current_shader_index++;
}
+ }
- if (p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ e->material_index = e->material->index;
- // shader doesn't use discard or writes a custom vertex position,
- // so we can use a stripped down shader instead
+ e->refprobe_0_index = 0xFF; //refprobe disabled by default
+ e->refprobe_1_index = 0xFF; //refprobe disabled by default
- // TODO twosided and worldcoord stuff
+ if (!p_depth_pass) {
- p_material = storage->material_owner.getptr(default_material_twosided);
- }
+ e->depth_layer = e->instance->depth_layer;
+ e->priority = p_material->render_priority;
- has_alpha = false;
- }
+ //if (e->instance->reflection_probe_instances.size() > 0 ) {
+ // RasterizerStorageGLES2::
+ //}
- 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;
+ //add directional lights
- if (p_material->shader->spatial.unshaded) {
- e->sort_key |= SORT_KEY_UNSHADED_FLAG;
- }
+ if (p_material->shader->spatial.unshaded) {
+ e->light_mode = LIGHTMODE_UNSHADED;
+ } else {
- if (!p_depth_pass) {
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ bool copy = false;
- e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
- } else {
- // TODO
+ for (int i = 0; i < render_directional_lights; i++) {
+
+ if (copy) {
+ RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ if (!e2) {
+ break;
+ }
+ *e2 = *e; //this includes accum ptr :)
+ e = e2;
+ }
+
+ //directional sort key
+ e->light_type1 = 0;
+ e->light_type2 = 1;
+ e->light_index = i;
+
+ copy = true;
+ }
+
+ //add omni / spots
+
+ for (int i = 0; i < e->instance->light_instances.size(); i++) {
+
+ LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]);
+
+ if (li->light_index >= render_light_instance_count) {
+ continue; // too many
+ }
+
+ if (copy) {
+ RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ if (!e2) {
+ break;
+ }
+ *e2 = *e; //this includes accum ptr :)
+ e = e2;
+ }
+
+ //directional sort key
+ e->light_type1 = 1;
+ e->light_type2 = li->light_ptr->type == VisualServer::LIGHT_OMNI ? 0 : 1;
+ e->light_index = li->light_index;
+
+ copy = true;
+ }
+
+ if (e->instance->lightmap.is_valid()) {
+ e->light_mode = LIGHTMODE_LIGHTMAP;
+ } else if (!e->instance->lightmap_capture_data.empty()) {
+ e->light_mode = LIGHTMODE_LIGHTMAP_CAPTURE;
+ } else {
+ e->light_mode = LIGHTMODE_NORMAL;
+ }
+ }
}
+ // do not add anything here, as lights are duplicated elements..
+
if (p_material->shader->spatial.uses_time) {
VisualServerRaster::redraw_request();
}
@@ -771,6 +867,13 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
+ render_pass++;
+ current_material_index = 0;
+ current_geometry_index = 0;
+ current_light_index = 0;
+ current_refprobe_index = 0;
+ current_shader_index = 0;
+
for (int i = 0; i < p_cull_count; i++) {
InstanceBase *instance = p_cull_result[i];
@@ -838,13 +941,13 @@ static const GLenum gl_primitive[] = {
GL_TRIANGLE_FAN
};
-void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
+bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
// material parameters
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
- state.scene_shader.bind();
+ bool shader_rebind = state.scene_shader.bind();
if (p_material->shader->spatial.no_depth_test) {
glDisable(GL_DEPTH_TEST);
@@ -923,193 +1026,169 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
glBindTexture(t->target, t->tex_id);
}
state.scene_shader.use_material((void *)p_material);
+
+ return shader_rebind;
}
void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
- // state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
-
switch (p_element->instance->base_type) {
case VS::INSTANCE_MESH: {
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, s->attribs[VS::ARRAY_COLOR].enabled);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled);
-
- } break;
-
- case VS::INSTANCE_MULTIMESH: {
- RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
- RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
-
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, true);
-
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled);
- } break;
-
- case VS::INSTANCE_IMMEDIATE: {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, true);
- } break;
-
- default: {
-
- } break;
- }
-
- if (storage->config.float_texture_supported) {
- if (p_skeleton) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
- }
-
- return;
- }
-
- if (p_skeleton) {
- ERR_FAIL_COND(p_skeleton->use_2d);
-
- PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
-
- switch (p_element->instance->base_type) {
- case VS::INSTANCE_MESH: {
- RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
- if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- break; // the whole instance has a skeleton, but this surface is not affected by it.
- }
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
- // 3 * vec4 per vertex
- if (transform_buffer.size() < s->array_len * 12) {
- transform_buffer.resize(s->array_len * 12);
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ if (s->attribs[i].enabled) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ } else {
+ glDisableVertexAttribArray(i);
+ switch (i) {
+ case VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {}
+ }
}
+ }
- const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset;
- const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride;
- const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset;
- const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride;
+ bool clear_skeleton_buffer = !storage->config.float_texture_supported;
- {
- PoolVector<float>::Write write = transform_buffer.write();
- float *buffer = write.ptr();
+ if (p_skeleton) {
- PoolVector<uint8_t>::Read vertex_array_read = s->data.read();
- const uint8_t *vertex_data = vertex_array_read.ptr();
+ if (storage->config.float_texture_supported) {
+ //use float texture workflow
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+ glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
+ } else {
+ //use transform buffer workflow
+ ERR_FAIL_COND(p_skeleton->use_2d);
- for (int i = 0; i < s->array_len; i++) {
+ PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
- // do magic
+ if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ break; // the whole instance has a skeleton, but this surface is not affected by it.
+ }
- size_t bones[4];
- float bone_weight[4];
+ // 3 * vec4 per vertex
+ if (transform_buffer.size() < s->array_len * 12) {
+ transform_buffer.resize(s->array_len * 12);
+ }
- if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) {
- // read as byte
- const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride);
- bones[0] = bones_ptr[0];
- bones[1] = bones_ptr[1];
- bones[2] = bones_ptr[2];
- bones[3] = bones_ptr[3];
- } else {
- // read as short
- const uint16_t *bones_ptr = (const uint16_t *)(vertex_data + bones_offset + (i * bones_stride));
- bones[0] = bones_ptr[0];
- bones[1] = bones_ptr[1];
- bones[2] = bones_ptr[2];
- bones[3] = bones_ptr[3];
+ const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset;
+ const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride;
+ const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset;
+ const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride;
+
+ {
+ PoolVector<float>::Write write = transform_buffer.write();
+ float *buffer = write.ptr();
+
+ PoolVector<uint8_t>::Read vertex_array_read = s->data.read();
+ const uint8_t *vertex_data = vertex_array_read.ptr();
+
+ for (int i = 0; i < s->array_len; i++) {
+
+ // do magic
+
+ size_t bones[4];
+ float bone_weight[4];
+
+ if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) {
+ // read as byte
+ const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride);
+ bones[0] = bones_ptr[0];
+ bones[1] = bones_ptr[1];
+ bones[2] = bones_ptr[2];
+ bones[3] = bones_ptr[3];
+ } else {
+ // read as short
+ const uint16_t *bones_ptr = (const uint16_t *)(vertex_data + bones_offset + (i * bones_stride));
+ bones[0] = bones_ptr[0];
+ bones[1] = bones_ptr[1];
+ bones[2] = bones_ptr[2];
+ bones[3] = bones_ptr[3];
+ }
+
+ if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) {
+ // read as float
+ const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
+ bone_weight[0] = weight_ptr[0];
+ bone_weight[1] = weight_ptr[1];
+ bone_weight[2] = weight_ptr[2];
+ bone_weight[3] = weight_ptr[3];
+ } else {
+ // read as half
+ const uint16_t *weight_ptr = (const uint16_t *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
+ bone_weight[0] = (weight_ptr[0] / (float)0xFFFF);
+ bone_weight[1] = (weight_ptr[1] / (float)0xFFFF);
+ bone_weight[2] = (weight_ptr[2] / (float)0xFFFF);
+ bone_weight[3] = (weight_ptr[3] / (float)0xFFFF);
+ }
+
+ size_t offset = i * 12;
+
+ Transform transform;
+
+ Transform bone_transforms[4] = {
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[0]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[1]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[2]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[3]),
+ };
+
+ transform.origin =
+ bone_weight[0] * bone_transforms[0].origin +
+ bone_weight[1] * bone_transforms[1].origin +
+ bone_weight[2] * bone_transforms[2].origin +
+ bone_weight[3] * bone_transforms[3].origin;
+
+ transform.basis =
+ bone_transforms[0].basis * bone_weight[0] +
+ bone_transforms[1].basis * bone_weight[1] +
+ bone_transforms[2].basis * bone_weight[2] +
+ bone_transforms[3].basis * bone_weight[3];
+
+ float row[3][4] = {
+ { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
+ { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
+ { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
+ };
+
+ size_t transform_buffer_offset = i * 12;
+
+ copymem(&buffer[transform_buffer_offset], row, sizeof(row));
}
-
- if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) {
- // read as float
- const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
- bone_weight[0] = weight_ptr[0];
- bone_weight[1] = weight_ptr[1];
- bone_weight[2] = weight_ptr[2];
- bone_weight[3] = weight_ptr[3];
- } else {
- // read as half
- const uint16_t *weight_ptr = (const uint16_t *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
- bone_weight[0] = (weight_ptr[0] / (float)0xFFFF);
- bone_weight[1] = (weight_ptr[1] / (float)0xFFFF);
- bone_weight[2] = (weight_ptr[2] / (float)0xFFFF);
- bone_weight[3] = (weight_ptr[3] / (float)0xFFFF);
- }
-
- size_t offset = i * 12;
-
- Transform transform;
-
- Transform bone_transforms[4] = {
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[0]),
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[1]),
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[2]),
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[3]),
- };
-
- transform.origin =
- bone_weight[0] * bone_transforms[0].origin +
- bone_weight[1] * bone_transforms[1].origin +
- bone_weight[2] * bone_transforms[2].origin +
- bone_weight[3] * bone_transforms[3].origin;
-
- transform.basis =
- bone_transforms[0].basis * bone_weight[0] +
- bone_transforms[1].basis * bone_weight[1] +
- bone_transforms[2].basis * bone_weight[2] +
- bone_transforms[3].basis * bone_weight[3];
-
- float row[3][4] = {
- { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
- { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
- { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
- };
-
- size_t transform_buffer_offset = i * 12;
-
- copymem(&buffer[transform_buffer_offset], row, sizeof(row));
}
- }
- storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12);
- } break;
+ storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12);
- default: {
+ //enable transform buffer and bind it
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
- } break;
- }
- }
-}
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
-void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
+ glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
+ glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
+ glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
- switch (p_element->instance->base_type) {
-
- case VS::INSTANCE_MESH: {
-
- RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
-
- // set up
-
- if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
-
- glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
+ clear_skeleton_buffer = false;
+ }
+ }
- glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
- glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
- glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
- } else {
+ if (clear_skeleton_buffer) {
// just to make sure
glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
@@ -1120,6 +1199,12 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
+ } break;
+
+ case VS::INSTANCE_MULTIMESH: {
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
if (s->index_array_len > 0) {
@@ -1132,61 +1217,61 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
} else {
glDisableVertexAttribArray(i);
+ switch (i) {
+ case VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {}
+ }
}
}
- // drawing
+ if (!storage->config.float_texture_supported) {
+ // just to make sure, clear skeleton buffer too
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- 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);
- } else {
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
+ glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
+ glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
- // tear down
-
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- glDisableVertexAttribArray(i);
- }
+ } break;
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
+ case VS::INSTANCE_IMMEDIATE: {
+ } break;
- if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
+ default: {
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- }
+ } break;
+ }
+}
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
- } break;
+ switch (p_element->instance->base_type) {
- case VS::INSTANCE_MULTIMESH: {
+ case VS::INSTANCE_MESH: {
- RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
- int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
- if (amount == -1) {
- amount = multi_mesh->size;
+ // drawing
+
+ 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);
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
}
if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ //clean up after skeleton
glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
-
- glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
- glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
- glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
- } else {
- // just to make sure
glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
@@ -1196,36 +1281,19 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
- glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
- }
+ } break;
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- if (s->attribs[i].enabled) {
- glEnableVertexAttribArray(i);
- glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
- } else {
- glDisableVertexAttribArray(i);
- }
- }
+ case VS::INSTANCE_MULTIMESH: {
- glDisableVertexAttribArray(12); // transform 0
- glDisableVertexAttribArray(13); // transform 1
- glDisableVertexAttribArray(14); // transform 2
- glDisableVertexAttribArray(15); // color
- glDisableVertexAttribArray(8); // custom data
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
- if (!s->attribs[VS::ARRAY_COLOR].enabled) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+ if (amount == -1) {
+ amount = multi_mesh->size;
}
- glVertexAttrib4f(15, 1, 1, 1, 1);
- glVertexAttrib4f(8, 0, 0, 0, 0);
-
int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
int color_ofs = multi_mesh->xform_floats;
@@ -1260,22 +1328,27 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
{ transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
};
- glVertexAttrib4fv(12, row[0]);
- glVertexAttrib4fv(13, row[1]);
- glVertexAttrib4fv(14, row[2]);
+ glVertexAttrib4fv(VS::ARRAY_MAX + 0, row[0]);
+ glVertexAttrib4fv(VS::ARRAY_MAX + 1, row[1]);
+ glVertexAttrib4fv(VS::ARRAY_MAX + 2, row[2]);
}
if (multi_mesh->color_floats) {
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
- glVertexAttrib4f(15, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
+ glVertexAttrib4f(VS::ARRAY_MAX + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
} else {
- glVertexAttrib4fv(15, buffer + color_ofs);
+ glVertexAttrib4fv(VS::ARRAY_MAX + 3, buffer + color_ofs);
}
}
if (multi_mesh->custom_data_floats) {
- glVertexAttrib4fv(8, buffer + custom_data_ofs);
+ if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+ uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
+ glVertexAttrib4f(VS::ARRAY_MAX + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
+ } else {
+ glVertexAttrib4fv(VS::ARRAY_MAX + 4, buffer + custom_data_ofs);
+ }
}
if (s->index_array_len > 0) {
@@ -1285,25 +1358,6 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
}
- // tear down
-
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- glDisableVertexAttribArray(i);
- }
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
-
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
} break;
case VS::INSTANCE_IMMEDIATE: {
@@ -1420,505 +1474,549 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
}
-void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_directional_lights, int p_directional_light_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add) {
-
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
-
- Vector2 screen_pixel_size;
- screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
- screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
-
- bool use_radiance_map = false;
-
- VMap<RID, Vector<RenderList::Element *> > lit_objects;
-
- for (int i = 0; i < p_element_count; i++) {
- RenderList::Element *e = p_elements[i];
+void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas) {
- RasterizerStorageGLES2::Material *material = e->material;
-
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
-
- if (p_base_env) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
- glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env);
- use_radiance_map = true;
- }
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
-
- if (material->shader->spatial.unshaded) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
- } else {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
- }
-
- // opaque pass
-
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
-
- _setup_geometry(e, skeleton);
-
- _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ //turn off all by default
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false);
- if (use_radiance_map) {
- state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
- }
+ if (!p_light) { //no light, return off
+ return;
+ }
- if (p_shadow) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_NORMAL_BIAS, p_shadow_normal_bias);
- }
+ //turn on lighting
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, true);
- if (p_env) {
- state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy);
+ switch (p_light->light_ptr->type) {
+ case VS::LIGHT_DIRECTIONAL: {
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0));
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
- }
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, true);
+ switch (p_light->light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ //no need
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
- glEnable(GL_BLEND);
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
+ } break;
+ }
- if (p_alpha_pass || p_directional_add) {
- int desired_blend_mode;
- if (p_directional_add) {
- desired_blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
- } else {
- desired_blend_mode = material->shader->spatial.blend_mode;
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits);
+ if (p_light->light_ptr->shadow) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
}
- switch (desired_blend_mode) {
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
+ if (shadow_atlas && p_light->light_ptr->shadow) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
+ }
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
+ if (shadow_atlas && p_light->light_ptr->shadow) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
+ }
+ } break;
+ }
+}
- case RasterizerStorageGLES2::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);
- }
+void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform) {
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
+ RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
+ //common parameters
+ float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ float sign = light_ptr->negative ? -1 : 1;
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ Color color = light_ptr->color * sign * energy * M_PI;
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case RasterizerStorageGLES2::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_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
- } else {
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
- }
+ //specific parameters
- } break;
- }
- } else {
- // no blend mode given - assume 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);
- }
- }
+ switch (light_ptr->type) {
+ case VS::LIGHT_DIRECTIONAL: {
+ //not using inverse for performance, view should be normalized anyway
+ Vector3 direction = p_view_transform.basis.xform_inv(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+ CameraMatrix matrices[4];
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ if (light_ptr->shadow && directional_shadow.depth) {
- state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
- state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ int shadow_count = 0;
+ Color split_offsets;
- _render_geometry(e);
+ switch (light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ shadow_count = 1;
+ } break;
- if (material->shader->spatial.unshaded)
- continue;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ shadow_count = 2;
+ } break;
- if (p_shadow)
- continue;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ shadow_count = 4;
+ } break;
+ }
- for (int light = 0; light < e->instance->light_instances.size(); light++) {
+ for (int k = 0; k < shadow_count; k++) {
- RID light_instance = e->instance->light_instances[light];
+ uint32_t x = light->directional_rect.position.x;
+ uint32_t y = light->directional_rect.position.y;
+ uint32_t width = light->directional_rect.size.x;
+ uint32_t height = light->directional_rect.size.y;
- lit_objects[light_instance].push_back(e);
- }
- }
+ if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- if (p_shadow) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
- return;
- }
+ width /= 2;
+ height /= 2;
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, true);
+ if (k == 0) {
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ } else if (k == 1) {
+ x += width;
+ } else if (k == 2) {
+ y += height;
+ } else if (k == 3) {
+ x += width;
+ y += height;
+ }
- for (int lo = 0; lo < lit_objects.size(); lo++) {
+ } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- RID key = lit_objects.getk(lo);
+ height /= 2;
- LightInstance *light = light_instance_owner.getornull(key);
- RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
+ if (k == 0) {
- const Vector<RenderList::Element *> &list = lit_objects.getv(lo);
+ } else {
+ y += height;
+ }
+ }
- for (int i = 0; i < list.size(); i++) {
+ split_offsets[k] = light->shadow_transform[k].split;
- RenderList::Element *e = list[i];
- RasterizerStorageGLES2::Material *material = e->material;
+ Transform modelview = (p_view_transform.inverse() * light->shadow_transform[k].transform).affine_inverse();
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ 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);
- {
- _setup_geometry(e, skeleton);
+ CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
+ matrices[k] = shadow_mtx;
- _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
- if (shadow_atlas != NULL) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
- glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ /*Color light_clamp;
+ light_clamp[0] = atlas_rect.position.x;
+ light_clamp[1] = atlas_rect.position.y;
+ light_clamp[2] = atlas_rect.size.x;
+ light_clamp[3] = atlas_rect.size.y;*/
}
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+ // state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / directional_shadow.size, 1.0 / directional_shadow.size));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, matrices[0]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]);
+ }
+ } break;
+ case VS::LIGHT_OMNI: {
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
- state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
- state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
- }
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
- switch (light_ptr->type) {
- case VS::LIGHT_OMNI: {
+ float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)1);
+ Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
+ attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
- Vector3 position = p_view_transform.inverse().xform(light->transform.origin);
+ if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
- float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
- Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
- attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
- if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) {
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
- uint32_t key = shadow_atlas->shadow_owners[light->self];
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+ 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;
- ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
- uint32_t atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
+ if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+ height /= 2;
+ } else {
+ width /= 2;
+ }
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
+ Transform proj = (p_view_transform.inverse() * light->transform).inverse();
- 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;
+ Color light_clamp;
+ light_clamp[0] = float(x) / atlas_size;
+ light_clamp[1] = float(y) / atlas_size;
+ light_clamp[2] = float(width) / atlas_size;
+ light_clamp[3] = float(height) / atlas_size;
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / shadow_atlas->size, 1.0 / shadow_atlas->size));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ }
+ } break;
- if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
- height /= 2;
- } else {
- width /= 2;
- }
+ case VS::LIGHT_SPOT: {
- Transform proj = (p_view_transform.inverse() * light->transform).inverse();
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
- Color light_clamp;
- light_clamp[0] = float(x) / atlas_size;
- light_clamp[1] = float(y) / atlas_size;
- light_clamp[2] = float(width) / atlas_size;
- light_clamp[3] = float(height) / atlas_size;
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
+ Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
+ attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
+ float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
+ angle = Math::cos(Math::deg2rad(angle));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_RANGE, spot_attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
- }
- } break;
+ if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
- case VS::LIGHT_SPOT: {
- Vector3 position = p_view_transform.inverse().xform(light->transform.origin);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)2);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
- Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
- Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
- attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
- float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
- float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
- float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
- angle = Math::cos(Math::deg2rad(angle));
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_RANGE, spot_attenuation);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
- if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
- uint32_t key = shadow_atlas->shadow_owners[light->self];
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
- ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.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 atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
+ Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_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;
+ Color light_clamp;
+ light_clamp[0] = rect.position.x;
+ light_clamp[1] = rect.position.y;
+ light_clamp[2] = rect.size.x;
+ light_clamp[3] = rect.size.y;
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
+ Transform modelview = (p_view_transform.inverse() * light->transform).inverse();
- Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);
+ CameraMatrix bias;
+ bias.set_light_bias();
- Color light_clamp;
- light_clamp[0] = rect.position.x;
- light_clamp[1] = rect.position.y;
- light_clamp[2] = rect.size.x;
- light_clamp[3] = rect.size.y;
+ CameraMatrix rectm;
+ rectm.set_light_atlas_rect(rect);
- Transform modelview = (p_view_transform.inverse() * light->transform).inverse();
+ CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
- CameraMatrix bias;
- bias.set_light_bias();
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / shadow_atlas->size, 1.0 / shadow_atlas->size));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, shadow_matrix);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ }
- CameraMatrix rectm;
- rectm.set_light_atlas_rect(rect);
+ } break;
- CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
+ default: break;
+ }
+}
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, shadow_matrix);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow) {
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
- }
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- } break;
+ Vector2 screen_pixel_size;
+ screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
+ screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
- default: break;
- }
+ bool use_radiance_map = false;
+ if (!p_shadow && p_base_env) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env);
+ use_radiance_map = true;
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, true); //since prev unshaded is false, this needs to be true if exists
+ }
- float energy = light->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- float specular = light->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ bool prev_unshaded = false;
+ bool prev_instancing = false;
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ RasterizerStorageGLES2::Material *prev_material = NULL;
+ RasterizerStorageGLES2::Geometry *prev_geometry = NULL;
+ RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL;
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, light->light_ptr->color.to_linear());
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ Transform view_transform_inverse = p_view_transform.inverse();
+ CameraMatrix projection_inverse = p_projection.inverse();
- _render_geometry(e);
- }
- }
+ bool prev_base_pass = false;
+ LightInstance *prev_light = NULL;
+ bool prev_vertex_lit = false;
- for (int dl = 0; dl < p_directional_light_count; dl++) {
- RID light_rid = p_directional_lights[dl];
- LightInstance *light = light_instance_owner.getornull(light_rid);
- RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
+ int prev_blend_mode = -2; //will always catch the first go
- switch (light_ptr->directional_shadow_mode) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
- } break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits);
- } break;
+ if (p_alpha_pass) {
+ glEnable(GL_BLEND);
+ } else {
+ glDisable(GL_BLEND);
+ }
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits);
- } break;
- default:
- break;
- }
+ for (int i = 0; i < p_element_count; i++) {
+ RenderList::Element *e = p_elements[i];
- for (int i = 0; i < p_element_count; i++) {
+ RasterizerStorageGLES2::Material *material = e->material;
- RenderList::Element *e = p_elements[i];
- RasterizerStorageGLES2::Material *material = e->material;
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ bool rebind = false;
+ bool accum_pass = *e->use_accum_ptr;
+ *e->use_accum_ptr = true; //set to accum for next time this is found
+ LightInstance *light = NULL;
- {
- _setup_material(material, p_reverse_cull, false, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ if (!p_shadow) {
- if (directional_shadow.depth) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); // TODO move into base pass
- glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+ bool unshaded = material->shader->spatial.unshaded;
+
+ if (unshaded != prev_unshaded) {
+ rebind = true;
+ if (unshaded) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, true);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, false);
+ } else {
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
}
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+ prev_unshaded = unshaded;
+ }
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ bool base_pass = !accum_pass && !unshaded; //conditions for a base pass
- state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
- state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ if (base_pass != prev_base_pass) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, base_pass);
+ rebind = true;
+ prev_base_pass = base_pass;
}
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)0);
- Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
- float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ if (!unshaded && e->light_index < RenderList::MAX_LIGHTS) {
+ light = render_light_instances[e->light_index];
+ }
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ if (light != prev_light) {
- float sign = light_ptr->negative ? -1 : 1;
+ _setup_light_type(light, shadow_atlas);
+ rebind = true;
+ }
- Color linear_col = light_ptr->color.to_linear();
- Color color;
- for (int c = 0; c < 3; c++)
- color[c] = linear_col[c] * sign * energy * Math_PI;
+ int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix
- color[3] = 0;
+ if (accum_pass) { //accum pass force pass
+ blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
+ }
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
+ if (prev_blend_mode != blend_mode) {
- CameraMatrix matrices[4];
+ if (prev_blend_mode == -1 && blend_mode != -1) {
+ //does blend
+ glEnable(GL_BLEND);
+ } else if (blend_mode == -1 && prev_blend_mode != -1) {
+ //do not blend
+ glDisable(GL_BLEND);
+ }
- if (light_ptr->shadow && directional_shadow.depth) {
+ switch (blend_mode) {
+ //-1 not handled because not blend is enabled anyway
+ case RasterizerStorageGLES2::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);
+ }
- int shadow_count = 0;
- Color split_offsets;
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
- switch (light_ptr->directional_shadow_mode) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
- shadow_count = 1;
} break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
- shadow_count = 2;
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
+ case RasterizerStorageGLES2::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_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
+ } else {
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
+ }
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
- shadow_count = 4;
} break;
}
- for (int k = 0; k < shadow_count; k++) {
+ prev_blend_mode = blend_mode;
+ }
- uint32_t x = light->directional_rect.position.x;
- uint32_t y = light->directional_rect.position.y;
- uint32_t width = light->directional_rect.size.x;
- uint32_t height = light->directional_rect.size.y;
+ //condition to enable vertex lighting on this object
+ bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded;
- if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ if (vertex_lit != prev_vertex_lit) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
+ prev_vertex_lit = vertex_lit;
+ }
+ }
- width /= 2;
- height /= 2;
+ bool instancing = e->instancing;
- if (k == 0) {
+ if (instancing != prev_instancing) {
- } else if (k == 1) {
- x += width;
- } else if (k == 2) {
- y += height;
- } else if (k == 3) {
- x += width;
- y += height;
- }
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, instancing);
+ rebind = true;
+ }
- } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
- height /= 2;
+ if (skeleton != prev_skeleton) {
- if (k == 0) {
+ if (skeleton) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, skeleton != NULL);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
+ } else {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
+ }
- } else {
- y += height;
- }
- }
+ rebind = true;
+ }
- split_offsets[k] = light->shadow_transform[k].split;
+ if (e->geometry != prev_geometry || skeleton != prev_skeleton) {
+ _setup_geometry(e, skeleton);
+ }
- Transform modelview = (p_view_transform * light->shadow_transform[k].transform).inverse();
+ bool shader_rebind = false;
+ if (rebind || material != prev_material) {
+ shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ }
- 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);
+ if (i == 0 || shader_rebind) { //first time must rebindmakin
- CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
- matrices[k] = shadow_mtx.inverse();
+ if (p_shadow) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_NORMAL_BIAS, p_shadow_normal_bias);
+ if (state.shadow_is_dual_parabolloid) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_DUAL_PARABOLOID_RENDER_SIDE, state.dual_parbolloid_direction);
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_DUAL_PARABOLOID_RENDER_ZFAR, state.dual_parbolloid_zfar);
+ }
+ } else {
+ if (use_radiance_map) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
+ }
- Color light_clamp;
- light_clamp[0] = atlas_rect.position.x;
- light_clamp[1] = atlas_rect.position.y;
- light_clamp[2] = atlas_rect.size.x;
- light_clamp[3] = atlas_rect.size.y;
+ if (p_env) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets);
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0));
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
}
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX1, matrices[0]);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]);
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
+ if (light) {
+ _setup_light(light, shadow_atlas, p_view_transform);
+ }
}
- _render_geometry(e);
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse);
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, projection_inverse);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
}
- }
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
+ state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+
+ _render_geometry(e);
+ prev_geometry = e->geometry;
+ prev_material = material;
+ prev_skeleton = skeleton;
+ prev_instancing = instancing;
+ prev_light = light;
+ }
+
+ _setup_light_type(NULL, NULL); //clear light stuff
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, false);
}
void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
@@ -2013,6 +2111,38 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+ //push back the directional lights
+
+ if (p_light_cull_count) {
+ //harcoded limit of 256 lights
+ render_light_instance_count = MIN(RenderList::MAX_LIGHTS, p_light_cull_count);
+ render_light_instances = (LightInstance **)alloca(sizeof(LightInstance *) * render_light_instance_count);
+ render_directional_lights = 0;
+
+ //doing this because directional lights are at the end, put them at the beginning
+ int index = 0;
+ for (int i = render_light_instance_count - 1; i >= 0; i--) {
+ RID light_rid = p_light_cull_result[i];
+
+ LightInstance *light = light_instance_owner.getornull(light_rid);
+
+ if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) {
+ render_directional_lights++;
+ //as goin in reverse, directional lights are always first anyway
+ }
+
+ light->light_index = index;
+ render_light_instances[index] = light;
+
+ index++;
+ }
+
+ } else {
+ render_light_instances = NULL;
+ render_directional_lights = 0;
+ render_light_instance_count = 0;
+ }
+
glEnable(GL_BLEND);
GLuint current_fb = storage->frame.current_rt->fbo;
@@ -2069,34 +2199,23 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
}
- Vector<RID> directional_lights;
-
- for (int i = 0; i < p_light_cull_count; i++) {
- RID light_rid = p_light_cull_result[i];
-
- LightInstance *light = light_instance_owner.getornull(light_rid);
-
- if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) {
- directional_lights.push_back(light_rid);
- }
- }
-
// render opaque things first
render_list.sort_by_key(false);
- _render_render_list(render_list.elements, render_list.element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false, false);
+ _render_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false);
// alpha pass
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- render_list.sort_by_key(true);
- _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false, false);
+ render_list.sort_by_depth(true);
+
+ _render_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, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
- // #define GLES2_SHADOW_ATLAS_DEBUG_VIEW
+ //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
@@ -2115,6 +2234,25 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
storage->_copy_screen();
}
#endif
+
+ //#define GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
+
+#ifdef GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
+ if (true) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+
+ glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false);
+ storage->shaders.copy.bind();
+
+ storage->_copy_screen();
+ }
+#endif
}
void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@@ -2134,8 +2272,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
float zfar = 0;
bool flip_facing = false;
int custom_vp_size = 0;
-
GLuint fbo = 0;
+ state.shadow_is_dual_parabolloid = false;
+ state.dual_parbolloid_direction = 0.0;
int current_cubemap = -1;
float bias = 0;
@@ -2264,8 +2403,32 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
zfar = light->param[VS::LIGHT_PARAM_RANGE];
current_cubemap = cubemap_index;
+ } else {
+ //dual parabolloid
+ state.shadow_is_dual_parabolloid = true;
+ 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;
+ }
+
+ state.dual_parbolloid_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.dual_parbolloid_zfar = zfar;
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, true);
}
- } else {
+
+ } else if (light->type == VS::LIGHT_SPOT) {
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
@@ -2304,11 +2467,16 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
+ if (light->reverse_cull) {
+ flip_facing = !flip_facing;
+ }
+
state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, true);
- _render_render_list(render_list.elements, render_list.element_count, NULL, 0, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, false, false, true, false);
+ _render_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, flip_facing, false, true);
state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false);
// convert cubemap to dual paraboloid if needed
if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) {
@@ -2358,6 +2526,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ glColorMask(1, 1, 1, 1);
}
void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
@@ -2377,6 +2546,8 @@ void RasterizerSceneGLES2::initialize() {
render_list.init();
+ render_pass = 1;
+
shadow_atlas_realloc_tolerance_msec = 500;
{
@@ -2394,6 +2565,27 @@ void RasterizerSceneGLES2::initialize() {
}
{
+ default_worldcoord_shader = storage->shader_create();
+ storage->shader_set_code(default_worldcoord_shader, "shader_type spatial; render_mode world_vertex_coords;\n");
+ default_worldcoord_material = storage->material_create();
+ storage->material_set_shader(default_worldcoord_material, default_worldcoord_shader);
+
+ default_worldcoord_shader_twosided = storage->shader_create();
+ default_worldcoord_material_twosided = storage->material_create();
+ storage->shader_set_code(default_worldcoord_shader_twosided, "shader_type spatial; render_mode cull_disabled,world_vertex_coords;\n");
+ storage->material_set_shader(default_worldcoord_material_twosided, default_worldcoord_shader_twosided);
+ }
+
+ {
+ //default material and shader
+
+ default_overdraw_shader = storage->shader_create();
+ storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ default_overdraw_material = storage->material_create();
+ storage->material_set_shader(default_overdraw_material, default_overdraw_shader);
+ }
+
+ {
glGenBuffers(1, &state.sky_verts);
glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW);
@@ -2463,8 +2655,8 @@ void RasterizerSceneGLES2::initialize() {
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_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ 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);
@@ -2475,9 +2667,16 @@ void RasterizerSceneGLES2::initialize() {
ERR_PRINT("Directional shadow framebuffer status invalid");
}
}
+
+ shadow_filter_mode = SHADOW_FILTER_NEAREST;
+
+ RenderList::Element e;
+ e.sort_key = 0;
+ e.light_type1 = 1;
}
void RasterizerSceneGLES2::iteration() {
+ shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
}
void RasterizerSceneGLES2::finalize() {
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index c5d28e55f4..27cbc35299 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -53,12 +53,34 @@
class RasterizerSceneGLES2 : public RasterizerScene {
public:
+ enum ShadowFilterMode {
+ SHADOW_FILTER_NEAREST,
+ SHADOW_FILTER_PCF5,
+ SHADOW_FILTER_PCF13,
+ };
+
+ ShadowFilterMode shadow_filter_mode;
+
RID default_material;
RID default_material_twosided;
RID default_shader;
RID default_shader_twosided;
+ RID default_worldcoord_material;
+ RID default_worldcoord_material_twosided;
+ RID default_worldcoord_shader;
+ RID default_worldcoord_shader_twosided;
+
+ RID default_overdraw_material;
+ RID default_overdraw_shader;
+
+ uint64_t render_pass;
uint64_t scene_pass;
+ uint32_t current_material_index;
+ uint32_t current_geometry_index;
+ uint32_t current_light_index;
+ uint32_t current_refprobe_index;
+ uint32_t current_shader_index;
RasterizerStorageGLES2 *storage;
struct State {
@@ -172,11 +194,16 @@ public:
bool cull_front;
bool cull_disabled;
bool used_sss;
- bool used_screen_texture;
bool using_contact_shadows;
VS::ViewportDebugDraw debug_draw;
*/
+
+ bool used_screen_texture;
+ bool shadow_is_dual_parabolloid;
+ float dual_parbolloid_direction;
+ float dual_parbolloid_zfar;
+
} state;
/* SHADOW ATLAS API */
@@ -373,6 +400,10 @@ public:
virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
virtual void light_instance_mark_visible(RID p_light_instance);
+ LightInstance **render_light_instances;
+ int render_directional_lights;
+ int render_light_instance_count;
+
/* REFLECTION INSTANCE */
virtual RID gi_probe_instance_create();
@@ -382,40 +413,18 @@ public:
/* RENDER LIST */
+ enum LightMode {
+ LIGHTMODE_NORMAL,
+ LIGHTMODE_UNSHADED,
+ LIGHTMODE_LIGHTMAP,
+ LIGHTMODE_LIGHTMAP_CAPTURE,
+ };
+
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_PRIORITY_SHIFT = 56,
- SORT_KEY_PRIORITY_MASK = 0xFF,
- //depth layer for opaque (56-52)
- SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
- SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
-//64 bits unsupported in MSVC
-#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 49)
-#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 48)
-#define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 47)
-#define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46)
-#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45)
-#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44)
- SORT_KEY_SHADING_SHIFT = 44,
- SORT_KEY_SHADING_MASK = 63,
- //44-28 material index
- SORT_KEY_MATERIAL_INDEX_SHIFT = 28,
- //28-8 geometry index
- SORT_KEY_GEOMETRY_INDEX_SHIFT = 8,
- //bits 5-7 geometry type
- SORT_KEY_GEOMETRY_TYPE_SHIFT = 5,
- //bits 0-5 for flags
- SORT_KEY_OPAQUE_PRE_PASS = 8,
- SORT_KEY_CULL_DISABLED_FLAG = 4,
- SORT_KEY_SKELETON_FLAG = 2,
- SORT_KEY_MIRROR_FLAG = 1
+ MAX_LIGHTS = 255,
+ DEFAULT_MAX_ELEMENTS = 65536
};
int max_elements;
@@ -427,7 +436,38 @@ public:
RasterizerStorageGLES2::Material *material;
RasterizerStorageGLES2::GeometryOwner *owner;
- uint64_t sort_key;
+ bool use_accum; //is this an add pass for multipass
+ bool *use_accum_ptr;
+
+ union {
+ //TODO: should be endian swapped on big endian
+ struct {
+ int32_t depth_layer : 16;
+ int32_t priority : 16;
+ };
+
+ uint32_t depth_key;
+ };
+
+ union {
+ struct {
+ //from least significant to most significant in sort, TODO: should be endian swapped on big endian
+
+ uint64_t geometry_index : 14;
+ uint64_t instancing : 1;
+ uint64_t skeleton : 1;
+ uint64_t shader_index : 10;
+ uint64_t material_index : 10;
+ uint64_t light_index : 8;
+ uint64_t light_type2 : 1; // if 1==0 : nolight/directional, else omni/spot
+ uint64_t refprobe_1_index : 8;
+ uint64_t refprobe_0_index : 8;
+ uint64_t light_type1 : 1; //no light, directional is 0, omni spot is 1
+ uint64_t light_mode : 2; // LightMode enum
+ };
+
+ uint64_t sort_key;
+ };
};
Element *base_elements;
@@ -445,7 +485,11 @@ public:
struct SortByKey {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->sort_key < B->sort_key;
+ if (A->depth_key == B->depth_key) {
+ return A->sort_key < B->sort_key;
+ } else {
+ return A->depth_key < B->depth_key;
+ }
}
};
@@ -476,29 +520,6 @@ public:
}
}
- struct SortByReverseDepthAndPriority {
-
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- if (layer_A == layer_B) {
- return A->instance->depth > B->instance->depth;
- } else {
- return layer_A < layer_B;
- }
- }
- };
-
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
-
- SortArray<Element *, SortByReverseDepthAndPriority> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
-
// element adding and stuff
_FORCE_INLINE_ Element *add_element() {
@@ -549,7 +570,6 @@ public:
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
void _render_render_list(RenderList::Element **p_elements, int p_element_count,
- const RID *p_directional_lights, int p_directional_light_count,
const Transform &p_view_transform,
const CameraMatrix &p_projection,
RID p_shadow_atlas,
@@ -559,14 +579,15 @@ public:
float p_shadow_normal_bias,
bool p_reverse_cull,
bool p_alpha_pass,
- bool p_shadow,
- bool p_directional_add);
+ bool p_shadow);
void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy);
- void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
- void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
- void _render_geometry(RenderList::Element *p_element);
+ _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
+ _FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
+ _FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
+ _FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform);
+ _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
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);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index d945132dc2..b3ce873b65 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -52,6 +52,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
+#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
@@ -4225,6 +4227,12 @@ void RasterizerStorageGLES2::initialize() {
glBindTexture(GL_TEXTURE_2D, 0);
}
+
+#ifdef GLES_OVER_GL
+ glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
+#endif
+
+ config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
}
void RasterizerStorageGLES2::finalize() {
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index d9bf6b3ccb..e6708914ec 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -406,6 +406,9 @@ public:
String path;
+ uint32_t index;
+ uint64_t last_pass;
+
struct CanvasItem {
enum BlendMode {
@@ -491,6 +494,7 @@ public:
valid = false;
custom_code_id = 0;
version = 1;
+ last_pass = 0;
}
};
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 83b61dc288..bedcfbb798 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -31,6 +31,7 @@
#include "shader_compiler_gles2.h"
#include "core/os/os.h"
+#include "core/project_settings.h"
#include "core/string_buffer.h"
#include "core/string_builder.h"
@@ -830,6 +831,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
// gl_InstanceID is not available in OpenGL ES 2.0
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
+ actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
//builtins
@@ -900,16 +902,30 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
/* PARTICLES SHADER */
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index 445428acc5..650e8f7c42 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -57,7 +57,7 @@
ShaderGLES2 *ShaderGLES2::active = NULL;
-// #define DEBUG_SHADER
+//#define DEBUG_SHADER
#ifdef DEBUG_SHADER
@@ -132,6 +132,11 @@ bool ShaderGLES2::bind() {
ERR_FAIL_COND_V(!version, false);
+ if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
+ glUseProgram(0);
+ return false;
+ }
+
glUseProgram(version->id);
// find out uniform names and locations
@@ -171,72 +176,24 @@ void ShaderGLES2::unbind() {
active = NULL;
}
-static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
-
- int last_find_pos = -1;
- // NVIDIA
- String error = p_error;
- while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
-
- int end_pos = last_find_pos + 1;
-
- while (true) {
-
- if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
-
- end_pos++;
- continue;
- } else if (p_error[end_pos] == ')') {
- break;
- } else {
-
- end_pos = -1;
- break;
- }
- }
+static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
- if (end_pos == -1)
- continue;
+ int line = 1;
+ String total_code;
- String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
- String begin = error.substr(0, last_find_pos + 1);
- String end = error.substr(end_pos, error.length());
- int num = numstr.to_int() + p_code_start - p_offset;
- error = begin + itos(num) + end;
+ for (int i = 0; i < p_code.size(); i++) {
+ total_code += String(p_code[i]);
}
- // ATI
- last_find_pos = -1;
- while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) {
-
- last_find_pos += 6;
- int end_pos = last_find_pos + 1;
+ Vector<String> lines = String(total_code).split("\n");
- while (true) {
-
- if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
-
- end_pos++;
- continue;
- } else if (p_error[end_pos] == ':') {
- break;
- } else {
+ for (int j = 0; j < lines.size(); j++) {
- end_pos = -1;
- break;
- }
- }
- continue;
- if (end_pos == -1)
- continue;
-
- String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
- String begin = error.substr(0, last_find_pos + 1);
- String end = error.substr(end_pos, error.length());
- int num = numstr.to_int() + p_code_start - p_offset;
- error = begin + itos(num) + end;
+ print_line(itos(line) + ": " + lines[j]);
+ line++;
}
- return error;
+
+ ERR_PRINTS(p_error);
}
ShaderGLES2::Version *ShaderGLES2::get_current_version() {
@@ -316,7 +273,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
strings.push_back(cc->custom_defines.write[i]);
- DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
+ DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
}
}
@@ -375,9 +332,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
err_string += ilogmem;
- err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs);
- ERR_PRINTS(err_string);
+ _display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.vert_id);
@@ -451,9 +407,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
err_string += ilogmem;
- err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
- ERR_PRINTS(err_string);
+ _display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
@@ -503,9 +458,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
String err_string = get_shader_name() + ": Program linking failed:\n";
err_string += ilogmem;
- err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
- ERR_PRINTS(err_string);
+ _display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h
index 8e274b4f57..78e1962f80 100644
--- a/drivers/gles2/shader_gles2.h
+++ b/drivers/gles2/shader_gles2.h
@@ -468,7 +468,8 @@ public:
// like forward declared nested classes.
void use_material(void *p_material);
- uint32_t get_version() const { return new_conditional_version.version; }
+ _FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
+ _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 906c089170..fa8063b3dd 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -5,12 +5,16 @@
#define mediump
#define highp
#else
-precision mediump float;
-precision mediump int;
+precision highp float;
+precision highp int;
#endif
#include "stdlib.glsl"
+#define SHADER_IS_SRGB true
+
+#define M_PI 3.14159265359
+
//
// attributes
//
@@ -39,9 +43,9 @@ attribute vec2 uv2_attrib; // attrib:5
#ifdef USE_SKELETON_SOFTWARE
-attribute highp vec4 bone_transform_row_0; // attrib:9
-attribute highp vec4 bone_transform_row_1; // attrib:10
-attribute highp vec4 bone_transform_row_2; // attrib:11
+attribute highp vec4 bone_transform_row_0; // attrib:8
+attribute highp vec4 bone_transform_row_1; // attrib:9
+attribute highp vec4 bone_transform_row_2; // attrib:10
#else
@@ -57,12 +61,12 @@ uniform ivec2 skeleton_texture_size;
#ifdef USE_INSTANCING
-attribute highp vec4 instance_xform_row_0; // attrib:12
-attribute highp vec4 instance_xform_row_1; // attrib:13
-attribute highp vec4 instance_xform_row_2; // attrib:14
+attribute highp vec4 instance_xform_row_0; // attrib:8
+attribute highp vec4 instance_xform_row_1; // attrib:9
+attribute highp vec4 instance_xform_row_2; // attrib:10
-attribute highp vec4 instance_color; // attrib:15
-attribute highp vec4 instance_custom_data; // attrib:8
+attribute highp vec4 instance_color; // attrib:11
+attribute highp vec4 instance_custom_data; // attrib:12
#endif
@@ -116,6 +120,155 @@ VERTEX_SHADER_GLOBALS
/* clang-format on */
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+varying highp float dp_clip;
+uniform highp float shadow_dual_paraboloid_render_zfar;
+uniform highp float shadow_dual_paraboloid_render_side;
+
+#endif
+
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform highp sampler2D light_directional_shadow; // texunit:-3
+uniform highp vec4 light_split_offsets;
+#endif
+
+
+uniform highp mat4 light_shadow_matrix;
+varying highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+uniform highp mat4 light_shadow_matrix2;
+varying highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+uniform highp mat4 light_shadow_matrix3;
+uniform highp mat4 light_shadow_matrix4;
+varying highp vec4 shadow_coord3;
+varying highp vec4 shadow_coord4;
+
+#endif
+
+#endif
+
+
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+
+varying highp vec3 diffuse_interp;
+varying highp vec3 specular_interp;
+
+// general for all lights
+uniform vec4 light_color;
+uniform float light_specular;
+
+// directional
+uniform vec3 light_direction;
+
+// omni
+uniform vec3 light_position;
+
+uniform float light_range;
+uniform vec4 light_attenuation;
+
+// spot
+uniform float light_spot_attenuation;
+uniform float light_spot_range;
+uniform float light_spot_angle;
+
+void light_compute(
+ vec3 N,
+ vec3 L,
+ vec3 V,
+ vec3 light_color,
+ vec3 attenuation,
+ float roughness) {
+
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+#else
+ // lambert by default for everything else
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
+
+ diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
+
+
+
+ if (roughness > 0.0) {
+
+ // D
+ float specular_brdf_NL = 0.0;
+
+#if !defined(SPECULAR_DISABLED)
+ //normalized blinn always unless disabled
+ vec3 H = normalize(V + L);
+ float cNdotH = max(dot(N, H), 0.0);
+ float cVdotH = max(dot(V, H), 0.0);
+ float cLdotH = max(dot(L, H), 0.0);
+ float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
+ float blinn = pow( cNdotH, shininess );
+ blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
+ specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ specular_interp += specular_brdf_NL * light_color * attenuation;
+
+ }
+
+}
+
+#endif
+
void main() {
highp vec4 vertex = vertex_attrib;
@@ -209,6 +362,8 @@ void main() {
#endif
mat4 modelview = camera_matrix * world_matrix;
+ float roughness = 1.0;
+
#define world_transform world_matrix
@@ -252,13 +407,106 @@ VERTEX_SHADER_CODE
#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) * light_bias;
+ 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_interp = vtx;
+
+#else
float z_ofs = light_bias;
z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
vertex_interp.z -= z_ofs;
+#endif //dual parabolloid
+
+#endif //depth
+
+
+//vertex lighting
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+ //vertex shaded version of lighting (more limited)
+ vec3 L;
+ vec3 light_att;
+
+#ifdef LIGHT_MODE_OMNI
+ vec3 light_vec = light_position - vertex_interp;
+ float light_length = length(light_vec);
+
+ float normalized_distance = light_length / light_range;
+
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+
+ vec3 attenuation = vec3(omni_attenuation);
+ light_att=vec3(omni_attenuation);
+
+ L = normalize(light_vec);
+
+#endif
+
+#ifdef LIGHT_MODE_SPOT
+
+ vec3 light_rel_vec = light_position - vertex_interp;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
+
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ vec3 spot_dir = light_direction;
+
+ float spot_cutoff = light_spot_angle;
+
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+
+ light_att = vec3(spot_attenuation);
+ L = normalize(light_rel_vec);
+
+#endif
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+ vec3 light_vec = -light_direction;
+ light_att = vec3(1.0); //no base attenuation
+ L = normalize(light_vec);
+#endif
+
+ diffuse_interp = vec3(0.0);
+ specular_interp = vec3(0.0);
+ light_compute(normal_interp,L,-normalize(vertex_interp),light_color.rgb,light_att,roughness);
+
+#endif
+
+//shadows (for both vertex and fragment)
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+ vec4 vi4 = vec4(vertex_interp,1.0);
+ shadow_coord = light_shadow_matrix * vi4;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+ shadow_coord2 = light_shadow_matrix2 * vi4;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+ shadow_coord3 = light_shadow_matrix3 * vi4;
+ shadow_coord3 = light_shadow_matrix3 * vi4;
#endif
+#endif //use shadow and use lighting
+
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
}
@@ -276,12 +524,13 @@ VERTEX_SHADER_CODE
#define highp
#else
precision mediump float;
-precision mediump int;
+precision highp int;
#endif
#include "stdlib.glsl"
#define M_PI 3.14159265359
+#define SHADER_IS_SRGB true
//
// uniforms
@@ -301,10 +550,11 @@ uniform highp float time;
uniform vec2 screen_pixel_size;
#endif
-uniform highp sampler2D depth_buffer; //texunit:-5
+// I think supporting this in GLES2 is difficult
+// uniform highp sampler2D depth_buffer;
#if defined(SCREEN_TEXTURE_USED)
-uniform highp sampler2D screen_texture; //texunit:-6
+uniform highp sampler2D screen_texture; //texunit:-4
#endif
#ifdef USE_RADIANCE_MAP
@@ -323,49 +573,69 @@ uniform float ambient_sky_contribution;
uniform vec4 ambient_color;
uniform float ambient_energy;
-#ifdef LIGHT_PASS
+#ifdef USE_LIGHTING
-#define LIGHT_TYPE_DIRECTIONAL 0
-#define LIGHT_TYPE_OMNI 1
-#define LIGHT_TYPE_SPOT 2
+#ifdef USE_VERTEX_LIGHTING
-// general for all lights
-uniform int light_type;
+//get from vertex
+varying highp vec3 diffuse_interp;
+varying highp vec3 specular_interp;
-uniform float light_energy;
+#else
+//done in fragment
+// general for all lights
uniform vec4 light_color;
uniform float light_specular;
// directional
uniform vec3 light_direction;
-
// omni
uniform vec3 light_position;
-uniform float light_range;
uniform vec4 light_attenuation;
// spot
uniform float light_spot_attenuation;
uniform float light_spot_range;
uniform float light_spot_angle;
+#endif
-// shadows
-uniform highp sampler2D light_shadow_atlas; //texunit:-4
-uniform float light_has_shadow;
+//this is needed outside above if because dual paraboloid wants it
+uniform float light_range;
+
+#ifdef USE_SHADOW
+
+uniform highp vec2 shadow_pixel_size;
+
+#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT)
+uniform highp sampler2D light_shadow_atlas; //texunit:-3
+#endif
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform highp sampler2D light_directional_shadow; // texunit:-3
+uniform highp vec4 light_split_offsets;
+#endif
+
+
+varying highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+varying highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+varying highp vec4 shadow_coord3;
+varying highp vec4 shadow_coord4;
+
+#endif
-uniform mat4 light_shadow_matrix;
uniform vec4 light_clamp;
-// directional shadow
+#endif // light shadow
-uniform highp sampler2D light_directional_shadow; // texunit:-4
-uniform vec4 light_split_offsets;
+// directional shadow
-uniform mat4 light_shadow_matrix1;
-uniform mat4 light_shadow_matrix2;
-uniform mat4 light_shadow_matrix3;
-uniform mat4 light_shadow_matrix4;
#endif
//
@@ -406,7 +676,80 @@ FRAGMENT_SHADER_GLOBALS
/* clang-format on */
-#ifdef LIGHT_PASS
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+varying highp float dp_clip;
+
+#endif
+
+#ifdef USE_LIGHTING
+
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+}
+
+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,
@@ -428,52 +771,274 @@ void light_compute(
inout vec3 diffuse_light,
inout vec3 specular_light) {
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 albedo = diffuse_color;
+ vec3 light = L;
+ vec3 view = V;
+
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+
+#else
float NdotL = dot(N, L);
- float cNdotL = max(NdotL, 0.0);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
- {
- // calculate diffuse reflection
-
- // TODO hardcode Oren Nayar for now
- float diffuse_brdf_NL;
+ if (metallic < 1.0) {
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
- // diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+
+ vec3 H = normalize(V + L);
+ float cLdotH = max(0.0, dot(L, H));
+
+ float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
+ float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+
+#if defined(TRANSMISSION_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#endif
+
+#if defined(LIGHT_USE_RIM)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+#endif
}
- {
- // calculate specular reflection
+ if (roughness > 0.0) {
+
+ // D
+
+ float specular_brdf_NL;
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ vec3 H = normalize(V + L);
+ float cNdotH = max(dot(N, H), 0.0);
+ float cVdotH = max(dot(V, H), 0.0);
+ float cLdotH = max(dot(L, H), 0.0);
+ float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
+ float blinn = pow( cNdotH, shininess );
+ blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
+ specular_brdf_NL = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+ float cRdotV = max(0.0, dot(R, V));
+ float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
+ float phong = pow( cRdotV, shininess );
+ phong *= (shininess + 8.0) / (8.0 * 3.141592654);
+ specular_brdf_NL = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
+
+
+
+#elif defined(SPECULAR_TOON)
vec3 R = normalize(-reflect(L, N));
- float cRdotV = max(dot(R, V), 0.0);
- float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
- specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity;
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+ specular_brdf_NL = 0.0;
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+ vec3 H = normalize(V + L);
+
+ float cNdotH = max(dot(N, H), 0.0);
+ float cLdotH = max(dot(L, H), 0.0);
+
+#if defined(LIGHT_USE_ANISOTROPY)
+
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float rx = roughness / aspect;
+ float ry = roughness * aspect;
+ float ax = rx * rx;
+ float ay = ry * ry;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
+ float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+
+#else
+ float alpha = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha);
+ float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
+#endif
+ // F
+ //float F0 = 1.0;
+ //float cLdotH5 = SchlickFresnel(cLdotH);
+ //float F = mix(cLdotH5, 1.0, F0);
+
+ specular_brdf_NL = cNdotL * D /* F */ * G;
+
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+
+
+#if defined(LIGHT_USE_CLEARCOAT)
+ if (clearcoat_gloss > 0.0) {
+#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
+ vec3 H = normalize(V + L);
+#endif
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cNdotH = max(dot(N, H), 0.0);
+ float cLdotH = max(dot(L, H), 0.0);
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+
+ float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ }
+#endif
}
+
+
+#endif //defined(USE_LIGHT_SHADER_CODE)
+
}
+#endif
// shadows
+#ifdef USE_SHADOW
+
+#define SAMPLE_SHADOW_TEXEL(p_shadow,p_pos,p_depth) step(p_depth,texture2D(p_shadow,p_pos).r)
+
float sample_shadow(
highp sampler2D shadow,
- vec2 shadow_pixel_size,
- vec2 pos,
- float depth,
- vec4 clamp_rect) {
- // vec4 depth_value = texture2D(shadow, pos);
-
- // return depth_value.z;
- return texture2DProj(shadow, vec4(pos, depth, 1.0)).r;
- // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0;
+ highp vec2 pos,
+ highp float depth) {
+
+
+#ifdef SHADOW_MODE_PCF_13
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth);
+ return avg * (1.0 / 13.0);
+#endif
+
+#ifdef SHADOW_MODE_PCF_5
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ return avg * (1.0 / 5.0);
+
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+
+ return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+#endif
+
}
#endif
void main() {
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
highp vec3 vertex = vertex_interp;
vec3 albedo = vec3(1.0);
vec3 transmission = vec3(0.0);
@@ -540,11 +1105,8 @@ FRAGMENT_SHADER_CODE
vec3 specular_light = vec3(0.0, 0.0, 0.0);
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
-
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
- vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
-
vec3 eye_position = -normalize(vertex_interp);
#ifdef ALPHA_SCISSOR_USED
@@ -553,287 +1115,293 @@ FRAGMENT_SHADER_CODE
}
#endif
+#ifdef BASE_PASS
+ //none
+#ifdef USE_RADIANCE_MAP
+
+ vec3 ref_vec = reflect(-eye_position, N);
+ ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+
+ ref_vec.z *= -1.0;
+
+ specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+
+ {
+ vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
+ vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
+
+ ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ }
+
+#else
+
+ ambient_light = ambient_color.rgb;
+
+#endif
+
+ ambient_light *= ambient_energy;
+
+#endif //BASE PASS
+
//
// Lighting
//
-#ifdef LIGHT_PASS
-
- if (light_type == LIGHT_TYPE_OMNI) {
- vec3 light_vec = light_position - vertex;
- float light_length = length(light_vec);
+#ifdef USE_LIGHTING
- float normalized_distance = light_length / light_range;
+#ifndef USE_VERTEX_LIGHTING
+ vec3 L;
+#endif
+ vec3 light_att=vec3(1.0);
- float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+#ifdef LIGHT_MODE_OMNI
- vec3 attenuation = vec3(omni_attenuation);
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = light_position - vertex;
+ float light_length = length(light_vec);
- if (light_has_shadow > 0.5) {
- highp vec3 splane = (light_shadow_matrix * vec4(vertex, 1.0)).xyz;
- float shadow_len = length(splane);
+ float normalized_distance = light_length / light_range;
- splane = normalize(splane);
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
- vec4 clamp_rect = light_clamp;
+ light_att=vec3(omni_attenuation);
+ L = normalize(light_vec);
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+#endif
- clamp_rect.y += clamp_rect.w;
- } else {
- splane.z = 1.0 - splane.z;
- }
+#ifdef USE_SHADOW
+ {
+ highp vec3 splane = shadow_coord.xyz;
+ float shadow_len = length(splane);
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len / light_range;
+ splane = normalize(splane);
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ vec4 clamp_rect = light_clamp;
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, clamp_rect);
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
- if (shadow > splane.z) {
- } else {
- attenuation = vec3(0.0);
- }
+ clamp_rect.y += clamp_rect.w;
+ } else {
+ splane.z = 1.0 - splane.z;
}
- light_compute(
- normal,
- normalize(light_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- attenuation,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
-
- } else if (light_type == LIGHT_TYPE_DIRECTIONAL) {
-
- vec3 light_vec = -light_direction;
- vec3 attenuation = vec3(1.0, 1.0, 1.0);
-
- float depth_z = -vertex.z;
-
- if (light_has_shadow > 0.5) {
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len / light_range;
+
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+
+ float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
+
+ light_att*=shadow;
+
+ }
+#endif
+
+#endif //type omni
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = -light_direction;
+ L = normalize(light_vec);
+#endif
+ float depth_z = -vertex.z;
+
+#ifdef USE_SHADOW
+ {
#ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.w) {
+ if (depth_z < light_split_offsets.w) {
#elif defined(LIGHT_USE_PSSM2)
- if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.y) {
#else
- if (depth_z < light_split_offsets.x) {
-#endif
+ if (depth_z < light_split_offsets.x) {
+#endif //pssm2
- vec3 pssm_coord;
- float pssm_fade = 0.0;
+ vec3 pssm_coord;
+ float pssm_fade = 0.0;
#ifdef LIGHT_USE_PSSM_BLEND
- float pssm_blend;
- vec3 pssm_coord2;
- bool use_blend = true;
+ float pssm_blend;
+ vec3 pssm_coord2;
+ bool use_blend = true;
#endif
#ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ highp vec4 splane = shadow_coord;
+ pssm_coord = splane.xyz / splane.w;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
+ splane = shadow_coord2;
+ pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
- } else {
- highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ } else {
+ highp vec4 splane = shadow_coord2;
+ pssm_coord = splane.xyz / splane.w;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
+ splane = shadow_coord3;
+ pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
- }
- } else {
- if (depth_z < light_split_offsets.z) {
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
- highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ highp vec4 splane = shadow_coord3;
+ pssm_coord = splane.xyz / splane.w;
#if defined(LIGHT_USE_PSSM_BLEND)
- splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+ splane = shadow_coord4;
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif
- } else {
+ } else {
- highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+ highp vec4 splane = shadow_coord4;
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
+ use_blend = false;
#endif
- }
}
+ }
#endif // LIGHT_USE_PSSM4
#ifdef LIGHT_USE_PSSM2
- if (depth_z < light_split_offsets.x) {
+ if (depth_z < light_split_offsets.x) {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ highp vec4 splane = shadow_coord;
+ pssm_coord = splane.xyz / splane.w;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+ splane = shadow_coord2;
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
- } else {
- highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+ } else {
+ highp vec4 splane = shadow_coord2;
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
- use_blend = false;
+ use_blend = false;
#endif
- }
+ }
#endif // LIGHT_USE_PSSM2
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
- {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- }
+ {
+ highp vec4 splane = shadow_coord;
+ pssm_coord = splane.xyz / splane.w;
+ }
#endif
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp);
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z);
#ifdef LIGHT_USE_PSSM_BLEND
- if (use_blend) {
- shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
- }
+ if (use_blend) {
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend);
+ }
#endif
- attenuation *= shadow;
- }
+ light_att *= shadow;
}
+ }
+#endif //use shadow
- light_compute(normal,
- normalize(light_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- attenuation,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
- } else if (light_type == LIGHT_TYPE_SPOT) {
-
- vec3 light_att = vec3(1.0);
-
- if (light_has_shadow > 0.5) {
- highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0));
- splane.xyz /= splane.w;
-
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp);
-
- if (shadow > splane.z) {
- } else {
- light_att = vec3(0.0);
- }
- }
- vec3 light_rel_vec = light_position - vertex;
- float light_length = length(light_rel_vec);
- float normalized_distance = light_length / light_range;
-
- float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
- vec3 spot_dir = light_direction;
-
- float spot_cutoff = light_spot_angle;
-
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
-
- spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
-
- light_att *= vec3(spot_attenuation);
-
- light_compute(
- normal,
- normalize(light_rel_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- light_att,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
- }
+#endif
- gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
-#else
+#ifdef LIGHT_MODE_SPOT
-#ifdef RENDER_DEPTH
-#else
+ light_att = vec3(1.0);
-#ifdef USE_RADIANCE_MAP
+#ifndef USE_VERTEX_LIGHTING
- vec3 ref_vec = reflect(-eye_position, N);
- ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+ vec3 light_rel_vec = light_position - vertex;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
- ref_vec.z *= -1.0;
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ vec3 spot_dir = light_direction;
+
+ float spot_cutoff = light_spot_angle;
+
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
- env_reflection_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+ light_att = vec3(spot_attenuation);
+ L = normalize(light_rel_vec);
+
+#endif
+
+#ifdef USE_SHADOW
{
- vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
- vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
+ highp vec4 splane = shadow_coord;
+ splane.xyz /= splane.w;
- ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
+ light_att *= shadow;
}
+#endif
- ambient_light *= ambient_energy;
- specular_light += env_reflection_light;
+
+#endif
+
+#ifdef USE_VERTEX_LIGHTING
+//vertex lighting
+
+ specular_light += specular_interp * specular * light_att;
+ diffuse_light += diffuse_interp * albedo * light_att;
+
+#else
+//fragment lighting
+ light_compute(
+ normal,
+ L,
+ eye_position,
+ binormal,
+ tangent,
+ light_color.xyz,
+ light_att,
+ albedo,
+ transmission,
+ specular * light_specular,
+ roughness,
+ metallic,
+ rim,
+ rim_tint,
+ clearcoat,
+ clearcoat_gloss,
+ anisotropy,
+ diffuse_light,
+ specular_light);
+
+#endif //vertex lighting
+
+#endif //USE_LIGHTING
+//compute and merge
+
+#ifndef RENDER_DEPTH
+
+#ifdef SHADELESS
+
+ gl_FragColor = vec4(albedo, alpha);
+#else
ambient_light *= albedo;
@@ -865,10 +1433,9 @@ FRAGMENT_SHADER_CODE
gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
// gl_FragColor = vec4(normal, 1.0);
-#else
- gl_FragColor = vec4(albedo, alpha);
-#endif
-#endif // RENDER_DEPTH
+#endif //unshaded
+
+
+#endif // not RENDER_DEPTH
-#endif // lighting
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 1e43651d54..086829f9ba 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1557,8 +1557,11 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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);
+ int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
+ if (amount == -1) {
+ amount = multi_mesh->size;
+ }
#ifdef DEBUG_ENABLED
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
@@ -2364,14 +2367,15 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
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_depth_pass) {
+ if (e->material->last_pass != render_pass) {
+ e->material->last_pass = render_pass;
+ e->material->index = current_material_index++;
+ }
- 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_OPAQUE_DEPTH_LAYER_SHIFT;
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ if (!p_depth_pass) {
if (e->instance->gi_probe_instances.size()) {
e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
@@ -2386,9 +2390,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
}
e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
- } else {
- e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
}
/*
@@ -2738,7 +2739,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split;
- Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
+ Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).affine_inverse();
CameraMatrix bias;
bias.set_light_bias();
@@ -3131,7 +3132,6 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
current_material_index = 0;
state.used_sss = false;
state.used_screen_texture = false;
-
//fill list
for (int i = 0; i < p_cull_count; i++) {
@@ -5147,13 +5147,13 @@ void RasterizerSceneGLES3::initialize() {
void RasterizerSceneGLES3::iteration() {
- shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode")));
- subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface");
- subsurface_scatter_weight_samples = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/weight_samples");
- subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality")));
- subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale");
+ shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
+ subsurface_scatter_follow_surface = GLOBAL_GET("rendering/quality/subsurface_scattering/follow_surface");
+ subsurface_scatter_weight_samples = GLOBAL_GET("rendering/quality/subsurface_scattering/weight_samples");
+ subsurface_scatter_quality = SubSurfaceScatterQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/quality")));
+ subsurface_scatter_size = GLOBAL_GET("rendering/quality/subsurface_scattering/scale");
- state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, ProjectSettings::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality"));
+ state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GLOBAL_GET("rendering/quality/voxel_cone_tracing/high_quality"));
}
void RasterizerSceneGLES3::finalize() {
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 11c84e7db8..350107de69 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -31,6 +31,7 @@
#include "shader_compiler_gles3.h"
#include "core/os/os.h"
+#include "core/project_settings.h"
#define SL ShaderLanguage
@@ -860,6 +861,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
+ actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
//for light
actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
@@ -901,12 +903,24 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 2a3b8a9b91..799179e8d4 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -122,6 +122,11 @@ bool ShaderGLES3::bind() {
ERR_FAIL_COND_V(!version, false);
+ if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
+ glUseProgram(0);
+ return false;
+ }
+
glUseProgram(version->id);
DEBUG_TEST_ERROR("Use Program");
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index ca74317218..9db4942163 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -336,6 +336,7 @@ public:
}
uint32_t get_version() const { return new_conditional_version.version; }
+ _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 12cbe02d0c..49296b7f4a 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -3,6 +3,8 @@
#define M_PI 3.14159265359
+#define SHADER_IS_SRGB false
+
/*
from VisualServer:
@@ -514,6 +516,7 @@ VERTEX_SHADER_CODE
/* clang-format off */
[fragment]
+
/* texture unit usage, N is max_texture_unity-N
1-skeleton
@@ -533,6 +536,7 @@ uniform highp mat4 world_transform;
/* clang-format on */
#define M_PI 3.14159265359
+#define SHADER_IS_SRGB false
/* Varyings */
@@ -1020,18 +1024,30 @@ LIGHT_SHADER_CODE
#if defined(SPECULAR_BLINN)
+ //normalized blinn
vec3 H = normalize(V + L);
float cNdotH = max(dot(N, H), 0.0);
- float intensity = pow(cNdotH, (1.0 - roughness) * 256.0);
+ float cVdotH = max(dot(V, H), 0.0);
+ float cLdotH = max(dot(L, H), 0.0);
+ float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
+ float blinn = pow( cNdotH, shininess );
+ blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
+ float intensity = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
+
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
float cRdotV = max(0.0, dot(R, V));
- float intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
+ float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
+ float phong = pow( cRdotV, shininess );
+ phong *= (shininess + 8.0) / (8.0 * 3.141592654);
+ float intensity = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
+
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+
#elif defined(SPECULAR_TOON)
vec3 R = normalize(-reflect(L, N));
@@ -1070,11 +1086,11 @@ LIGHT_SHADER_CODE
float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
#endif
// F
- float F0 = 1.0; // FIXME
- float cLdotH5 = SchlickFresnel(cLdotH);
- float F = mix(cLdotH5, 1.0, F0);
+ //float F0 = 1.0;
+ //float cLdotH5 = SchlickFresnel(cLdotH);
+ //float F = mix(cLdotH5, 1.0, F0);
- float specular_brdf_NL = cNdotL * D * F * G;
+ float specular_brdf_NL = cNdotL * D /* F */ * G;
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#endif