diff options
40 files changed, 1114 insertions, 116 deletions
diff --git a/core/color.h b/core/color.h index 9b5850f56b..491c72d449 100644 --- a/core/color.h +++ b/core/color.h @@ -30,6 +30,7 @@ #define COLOR_H #include "ustring.h" +#include "math_funcs.h" /** @author Juan Linietsky <reduzio@gmail.com> */ @@ -97,6 +98,16 @@ struct Color { return res; } + _FORCE_INLINE_ Color to_linear() const { + + return Color( + r<0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4), + g<0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4), + b<0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4), + a + ); + } + static Color hex(uint32_t p_hex); static Color html(const String& p_color); static bool html_is_valid(const String& p_color); diff --git a/core/image.cpp b/core/image.cpp index b577117f1e..e5489c06fa 100644 --- a/core/image.cpp +++ b/core/image.cpp @@ -1664,6 +1664,45 @@ void Image::set_compress_bc_func(void (*p_compress_func)(Image *)) { +void Image::srgb_to_linear() { + + if (data.size()==0) + return; + + static const uint8_t srgb2lin[256]={0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 22, 22, 23, 23, 24, 24, 25, 26, 26, 27, 27, 28, 29, 29, 30, 31, 31, 32, 33, 33, 34, 35, 36, 36, 37, 38, 38, 39, 40, 41, 42, 42, 43, 44, 45, 46, 47, 47, 48, 49, 50, 51, 52, 53, 54, 55, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 70, 71, 72, 73, 74, 75, 76, 77, 78, 80, 81, 82, 83, 84, 85, 87, 88, 89, 90, 92, 93, 94, 95, 97, 98, 99, 101, 102, 103, 105, 106, 107, 109, 110, 112, 113, 114, 116, 117, 119, 120, 122, 123, 125, 126, 128, 129, 131, 132, 134, 135, 137, 139, 140, 142, 144, 145, 147, 148, 150, 152, 153, 155, 157, 159, 160, 162, 164, 166, 167, 169, 171, 173, 175, 176, 178, 180, 182, 184, 186, 188, 190, 192, 193, 195, 197, 199, 201, 203, 205, 207, 209, 211, 213, 215, 218, 220, 222, 224, 226, 228, 230, 232, 235, 237, 239, 241, 243, 245, 248, 250, 252}; + + + ERR_FAIL_COND( format!=FORMAT_RGB && format!=FORMAT_RGBA ); + + if (format==FORMAT_RGBA) { + + int len = data.size()/4; + DVector<uint8_t>::Write wp = data.write(); + unsigned char *data_ptr=wp.ptr(); + + for(int i=0;i<len;i++) { + + data_ptr[(i<<2)+0]=srgb2lin[ data_ptr[(i<<2)+0] ]; + data_ptr[(i<<2)+1]=srgb2lin[ data_ptr[(i<<2)+1] ]; + data_ptr[(i<<2)+2]=srgb2lin[ data_ptr[(i<<2)+2] ]; + } + + } else if (format==FORMAT_RGB) { + + int len = data.size()/3; + DVector<uint8_t>::Write wp = data.write(); + unsigned char *data_ptr=wp.ptr(); + + for(int i=0;i<len;i++) { + + data_ptr[(i*3)+0]=srgb2lin[ data_ptr[(i*3)+0] ]; + data_ptr[(i*3)+1]=srgb2lin[ data_ptr[(i*3)+1] ]; + data_ptr[(i*3)+2]=srgb2lin[ data_ptr[(i*3)+2] ]; + } + } + +} + void Image::premultiply_alpha() { if (data.size()==0) diff --git a/core/image.h b/core/image.h index 87f851959c..ce189f330d 100644 --- a/core/image.h +++ b/core/image.h @@ -321,6 +321,7 @@ public: void fix_alpha_edges(); void premultiply_alpha(); + void srgb_to_linear(); void blit_rect(const Image& p_src, const Rect2& p_src_rect,const Point2& p_dest); void brush_transfer(const Image& p_src, const Image& p_brush, const Point2& p_dest); diff --git a/demos/3d/platformer/engine.cfg b/demos/3d/platformer/engine.cfg index 73d42563af..f4b380f4db 100644 --- a/demos/3d/platformer/engine.cfg +++ b/demos/3d/platformer/engine.cfg @@ -22,5 +22,5 @@ shoot=[key(Z)] max_shadow_buffer_size=1024 framebuffer_shrink=1 -shadow_filter=1 -;debug_shadow_maps=true +shadow_filter=3 +debug_shadow_maps=false diff --git a/demos/3d/platformer/stage.xml b/demos/3d/platformer/stage.xml index fbb720c006..25722cbc71 100644 --- a/demos/3d/platformer/stage.xml +++ b/demos/3d/platformer/stage.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <resource_file type="PackedScene" subresource_count="7" version="1.0" version_name="Godot Engine v1.0.3917-beta1"> + <ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource> + <ext_resource path="res://player.xml" type="PackedScene"></ext_resource> <ext_resource path="res://sb.cube" type="CubeMap"></ext_resource> <ext_resource path="res://tiles.res" type="MeshLibrary"></ext_resource> <ext_resource path="res://coin.scn" type="PackedScene"></ext_resource> - <ext_resource path="res://player.xml" type="PackedScene"></ext_resource> - <ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource> <resource type="Environment" path="local://1"> <bool name="fxaa/enabled"> False </bool> <int name="background/mode"> 4 </int> @@ -50,13 +50,14 @@ <main_resource> <dictionary name="_bundled" shared="false"> <string> "names" </string> - <string_array len="86"> + <string_array len="89"> <string> "world" </string> <string> "Spatial" </string> <string> "__meta__" </string> <string> "GridMap" </string> <string> "theme/theme" </string> <string> "theme/bake" </string> + <string> "lighting/bake" </string> <string> "cell/size" </string> <string> "cell/octant_size" </string> <string> "cell/center_x" </string> @@ -67,6 +68,8 @@ <string> "DirectionalLight" </string> <string> "transform/local" </string> <string> "layers" </string> + <string> "params/enabled" </string> + <string> "params/bake_mode" </string> <string> "params/energy" </string> <string> "colors/ambient" </string> <string> "colors/diffuse" </string> @@ -172,17 +175,17 @@ <array len="4" shared="false"> <dictionary shared="false"> <string> "distance" </string> - <real> 6.622579 </real> + <real> 4.173348 </real> <string> "x_rot" </string> - <real> 0.358295 </real> + <real> 0.558294 </real> <string> "y_rot" </string> - <real> 0.45 </real> + <real> 1.049999 </real> <string> "use_orthogonal" </string> <bool> False </bool> <string> "use_environment" </string> <bool> False </bool> <string> "pos" </string> - <vector3> 9.41795, 2.98588, 13.6496 </vector3> + <vector3> 13.4293, 5.68289, 13.9717 </vector3> </dictionary> <dictionary shared="false"> <string> "distance" </string> @@ -267,14 +270,14 @@ </dictionary> <transform> 0.522923, 0.663002, -0.535706, -0.24539, 0.718971, 0.650281, 0.816294, -0.20859, 0.53866, 0, 0, 0 </transform> <int> 1 </int> + <int> 0 </int> <real> 1.5 </real> <color> 0.159092, 0.219774, 0.52093, 1 </color> <color> 1, 1, 1, 1 </color> <real> 0 </real> <real> 0.08 </real> <real> 0.5 </real> - <resource name=""></resource> <int> 0 </int> - <int> 2 </int> + <resource name=""></resource> <int> 2 </int> <real> 40 </real> <real> 0.410558 </real> <resource resource_type="Environment" path="local://1"> </resource> @@ -336,7 +339,7 @@ <transform> 0.0160676, 0, -0.999871, 0, 1, 0, 0.999871, 0, 0.0160676, 8.50167, 4.15811, 15.9334 </transform> </array> <string> "nodes" </string> - <int_array len="541"> -1, -1, 1, 0, -1, 1, 2, 0, 0, 0, 0, 3, 3, -1, 10, 4, 1, 5, 2, 6, 3, 7, 4, 8, 5, 9, 5, 10, 5, 11, 6, 12, 7, 2, 8, 0, 0, 0, 13, 13, -1, 16, 14, 9, 15, 10, 16, 11, 17, 12, 18, 13, 19, 13, 20, 5, 21, 14, 22, 15, 23, 16, 24, 17, 25, 18, 26, 19, 27, 20, 28, 21, 29, 3, 0, 0, 0, 31, 30, -1, 1, 30, 22, 0, 0, 0, 33, 32, -1, 1, 2, 23, 0, 4, 0, 35, 34, 24, 1, 14, 25, 0, 4, 0, 35, 36, 24, 1, 14, 26, 0, 4, 0, 35, 37, 24, 1, 14, 27, 0, 4, 0, 35, 38, 24, 1, 14, 28, 0, 4, 0, 35, 39, 24, 1, 14, 29, 0, 4, 0, 35, 40, 24, 1, 14, 30, 0, 4, 0, 35, 41, 24, 1, 14, 31, 0, 4, 0, 35, 42, 24, 1, 14, 32, 0, 4, 0, 35, 43, 24, 1, 14, 33, 0, 4, 0, 35, 44, 24, 1, 14, 34, 0, 4, 0, 35, 45, 24, 1, 14, 35, 0, 4, 0, 35, 46, 24, 1, 14, 36, 0, 4, 0, 35, 47, 24, 1, 14, 37, 0, 4, 0, 35, 48, 24, 1, 14, 38, 0, 4, 0, 35, 49, 24, 1, 14, 39, 0, 4, 0, 35, 50, 24, 1, 14, 40, 0, 4, 0, 35, 51, 24, 1, 14, 41, 0, 4, 0, 35, 52, 24, 1, 14, 42, 0, 4, 0, 35, 53, 24, 1, 14, 43, 0, 4, 0, 35, 54, 24, 1, 14, 44, 0, 4, 0, 35, 55, 24, 1, 14, 45, 0, 4, 0, 35, 56, 24, 1, 14, 46, 0, 4, 0, 35, 57, 24, 1, 14, 47, 0, 4, 0, 35, 58, 24, 1, 14, 48, 0, 4, 0, 35, 59, 24, 1, 14, 49, 0, 4, 0, 35, 60, 24, 1, 14, 50, 0, 4, 0, 35, 61, 24, 1, 14, 51, 0, 4, 0, 35, 62, 24, 1, 14, 52, 0, 4, 0, 35, 63, 24, 1, 14, 53, 0, 4, 0, 35, 64, 24, 1, 14, 54, 0, 4, 0, 35, 65, 24, 1, 14, 55, 0, 4, 0, 35, 66, 24, 1, 14, 56, 0, 4, 0, 35, 67, 24, 1, 14, 57, 0, 4, 0, 35, 68, 24, 1, 14, 58, 0, 4, 0, 35, 69, 24, 1, 14, 59, 0, 4, 0, 35, 70, 24, 1, 14, 60, 0, 4, 0, 35, 71, 24, 1, 14, 61, 0, 4, 0, 35, 72, 24, 1, 14, 62, 0, 4, 0, 35, 73, 24, 1, 14, 63, 0, 4, 0, 35, 74, 24, 1, 14, 64, 0, 4, 0, 35, 75, 24, 1, 14, 65, 0, 4, 0, 35, 76, 24, 1, 14, 66, 0, 4, 0, 35, 77, 24, 1, 14, 67, 0, 4, 0, 35, 78, 24, 1, 14, 68, 0, 0, 0, 33, 79, -1, 0, 0, 49, 0, 81, 80, 69, 1, 14, 70, 0, 49, 0, 81, 82, 69, 1, 14, 71, 0, 49, 0, 81, 83, 69, 1, 14, 72, 0, 49, 0, 81, 84, 69, 1, 14, 73, 0, 0, 0, 81, 85, 74, 1, 14, 75, 0 </int_array> + <int_array len="547"> -1, -1, 1, 0, -1, 1, 2, 0, 0, 0, 0, 3, 3, -1, 11, 4, 1, 5, 2, 6, 2, 7, 3, 8, 4, 9, 5, 10, 5, 11, 5, 12, 6, 13, 7, 2, 8, 0, 0, 0, 14, 14, -1, 18, 15, 9, 16, 10, 17, 5, 18, 11, 19, 12, 20, 13, 21, 14, 22, 14, 23, 5, 24, 15, 25, 16, 26, 17, 27, 18, 28, 11, 29, 19, 30, 20, 31, 21, 32, 3, 0, 0, 0, 34, 33, -1, 1, 33, 22, 0, 0, 0, 36, 35, -1, 1, 2, 23, 0, 4, 0, 38, 37, 24, 1, 15, 25, 0, 4, 0, 38, 39, 24, 1, 15, 26, 0, 4, 0, 38, 40, 24, 1, 15, 27, 0, 4, 0, 38, 41, 24, 1, 15, 28, 0, 4, 0, 38, 42, 24, 1, 15, 29, 0, 4, 0, 38, 43, 24, 1, 15, 30, 0, 4, 0, 38, 44, 24, 1, 15, 31, 0, 4, 0, 38, 45, 24, 1, 15, 32, 0, 4, 0, 38, 46, 24, 1, 15, 33, 0, 4, 0, 38, 47, 24, 1, 15, 34, 0, 4, 0, 38, 48, 24, 1, 15, 35, 0, 4, 0, 38, 49, 24, 1, 15, 36, 0, 4, 0, 38, 50, 24, 1, 15, 37, 0, 4, 0, 38, 51, 24, 1, 15, 38, 0, 4, 0, 38, 52, 24, 1, 15, 39, 0, 4, 0, 38, 53, 24, 1, 15, 40, 0, 4, 0, 38, 54, 24, 1, 15, 41, 0, 4, 0, 38, 55, 24, 1, 15, 42, 0, 4, 0, 38, 56, 24, 1, 15, 43, 0, 4, 0, 38, 57, 24, 1, 15, 44, 0, 4, 0, 38, 58, 24, 1, 15, 45, 0, 4, 0, 38, 59, 24, 1, 15, 46, 0, 4, 0, 38, 60, 24, 1, 15, 47, 0, 4, 0, 38, 61, 24, 1, 15, 48, 0, 4, 0, 38, 62, 24, 1, 15, 49, 0, 4, 0, 38, 63, 24, 1, 15, 50, 0, 4, 0, 38, 64, 24, 1, 15, 51, 0, 4, 0, 38, 65, 24, 1, 15, 52, 0, 4, 0, 38, 66, 24, 1, 15, 53, 0, 4, 0, 38, 67, 24, 1, 15, 54, 0, 4, 0, 38, 68, 24, 1, 15, 55, 0, 4, 0, 38, 69, 24, 1, 15, 56, 0, 4, 0, 38, 70, 24, 1, 15, 57, 0, 4, 0, 38, 71, 24, 1, 15, 58, 0, 4, 0, 38, 72, 24, 1, 15, 59, 0, 4, 0, 38, 73, 24, 1, 15, 60, 0, 4, 0, 38, 74, 24, 1, 15, 61, 0, 4, 0, 38, 75, 24, 1, 15, 62, 0, 4, 0, 38, 76, 24, 1, 15, 63, 0, 4, 0, 38, 77, 24, 1, 15, 64, 0, 4, 0, 38, 78, 24, 1, 15, 65, 0, 4, 0, 38, 79, 24, 1, 15, 66, 0, 4, 0, 38, 80, 24, 1, 15, 67, 0, 4, 0, 38, 81, 24, 1, 15, 68, 0, 0, 0, 36, 82, -1, 0, 0, 49, 0, 84, 83, 69, 1, 15, 70, 0, 49, 0, 84, 85, 69, 1, 15, 71, 0, 49, 0, 84, 86, 69, 1, 15, 72, 0, 49, 0, 84, 87, 69, 1, 15, 73, 0, 0, 0, 84, 88, 74, 1, 15, 75, 0 </int_array> <string> "conns" </string> <int_array len="0"> </int_array> </dictionary> diff --git a/demos/3d/platformer/texture.tex b/demos/3d/platformer/texture.tex Binary files differindex 92749fc98b..439a007d26 100644 --- a/demos/3d/platformer/texture.tex +++ b/demos/3d/platformer/texture.tex diff --git a/drivers/gles1/rasterizer_gles1.cpp b/drivers/gles1/rasterizer_gles1.cpp index 9e13f12abe..9a6c928711 100644 --- a/drivers/gles1/rasterizer_gles1.cpp +++ b/drivers/gles1/rasterizer_gles1.cpp @@ -2847,6 +2847,11 @@ int RasterizerGLES1::light_instance_get_shadow_passes(RID p_light_instance) cons return 0; } +bool RasterizerGLES1::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const { + + return false; +} + void RasterizerGLES1::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { LightInstance *lighti = light_instance_owner.get( p_light_instance ); diff --git a/drivers/gles1/rasterizer_gles1.h b/drivers/gles1/rasterizer_gles1.h index 323d00a467..10b2d7694d 100644 --- a/drivers/gles1/rasterizer_gles1.h +++ b/drivers/gles1/rasterizer_gles1.h @@ -482,7 +482,6 @@ class RasterizerGLES1 : public Rasterizer { fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0; - fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0; } @@ -1100,6 +1099,7 @@ public: virtual bool light_instance_assign_shadow(RID p_light_instance); virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const; virtual int light_instance_get_shadow_passes(RID p_light_instance) const; + virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; } diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 91b82d1999..307db4b762 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -43,6 +43,11 @@ #define _GL_HALF_FLOAT_OES 0x8D61 #endif +#define _GL_RGBA16F_EXT 0x881A +#define _GL_RGB16F_EXT 0x881B +#define _GL_RG16F_EXT 0x822F +#define _GL_R16F_EXT 0x822D +#define _GL_R32F_EXT 0x822E #define _DEPTH_COMPONENT24_OES 0x81A6 @@ -3317,6 +3322,11 @@ int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) cons return 1; } +bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const { + + return shadow_filter>=SHADOW_FILTER_ESM; +} + void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { LightInstance *lighti = light_instance_owner.get( p_light_instance ); @@ -3590,9 +3600,10 @@ void RasterizerGLES2::begin_frame() { glFrontFace(GL_CW); //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting"); +#ifdef TOOLS_ENABLED canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false)); shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter"))); - +#endif window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height ); @@ -4302,6 +4313,13 @@ void RasterizerGLES2::add_particles( const RID& p_particle_instance, const Insta } +Color RasterizerGLES2::_convert_color(const Color& p_color) { + + if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]) + return p_color.to_linear(); + else + return p_color; +} void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) { @@ -4383,9 +4401,9 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material //all goes to false by default material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL); - material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter!=SHADOW_FILTER_NONE); - material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter>SHADOW_FILTER_PCF5); - //material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,true); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM); if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) { @@ -4484,6 +4502,9 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material glBindTexture(GL_TEXTURE_2D,white_tex); //no texture texcoord++; + } else if (E->get().value.get_type()==Variant::COLOR){ + Color c = E->get().value; + material_shader.set_custom_uniform(E->get().index,_convert_color(c)); } else { material_shader.set_custom_uniform(E->get().index,E->get().value); } @@ -4534,6 +4555,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]; Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]; + col_begin=_convert_color(col_begin); + col_end=_convert_color(col_end); float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]; float zf = camera_z_far; float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]; @@ -4588,11 +4611,14 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { LightInstance *li=light_instances[p_light]; Light *l=li->base; + Color col_ambient=_convert_color(l->colors[VS::LIGHT_COLOR_AMBIENT]); + Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]); + Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]); for(int j=0;j<3;j++) { - light_data[VL_LIGHT_AMBIENT][j]=l->colors[VS::LIGHT_COLOR_AMBIENT][j]; - light_data[VL_LIGHT_DIFFUSE][j]=l->colors[VS::LIGHT_COLOR_DIFFUSE][j]; - light_data[VL_LIGHT_SPECULAR][j]=l->colors[VS::LIGHT_COLOR_SPECULAR][j]; + light_data[VL_LIGHT_AMBIENT][j]=col_ambient[j]; + light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j]; + light_data[VL_LIGHT_SPECULAR][j]=col_specular[j]; } if (l->type!=VS::LIGHT_OMNI) { @@ -4626,6 +4652,8 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7); + if (shadow_filter==SHADOW_FILTER_ESM) + material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER])); if (li->base->type==VS::LIGHT_DIRECTIONAL) { @@ -6064,7 +6092,7 @@ void RasterizerGLES2::_draw_tex_bg() { } float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]); - if (current_env->fx_enabled[VS::ENV_FX_HDR]) + if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb) nrg*=0.25; //go down a quarter for hdr copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg); copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW])); @@ -6178,7 +6206,7 @@ void RasterizerGLES2::end_scene() { glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale ); glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale ); - material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); + material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); } else { if (current_rt) { @@ -6218,6 +6246,7 @@ void RasterizerGLES2::end_scene() { bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR]; else bgcolor = Globals::get_singleton()->get("render/default_clear_color"); + bgcolor = _convert_color(bgcolor); float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0; glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a); _glClearDepth(1.0); @@ -6237,7 +6266,8 @@ void RasterizerGLES2::end_scene() { } } else { - glClearColor(0.3,0.3,0.3,1.0); + Color c = _convert_color(Color(0.3,0.3,0.3)); + glClearColor(c.r,c.g,c.b,0.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); } @@ -6340,7 +6370,7 @@ void RasterizerGLES2::end_scene() { //time to copy!!! copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); - copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]); + copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); @@ -6378,9 +6408,7 @@ void RasterizerGLES2::end_scene() { bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs); } - if (current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]) { - copy_shader.set_uniform(CopyShaderGLES2::GAMMA,float(current_env->fx_param[VS::ENV_FX_PARAM_GAMMA])); - } + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, framebuffer.color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); @@ -6388,7 +6416,7 @@ void RasterizerGLES2::end_scene() { _copy_screen_quad(); copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); @@ -6396,7 +6424,7 @@ void RasterizerGLES2::end_scene() { copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); - material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,false); + material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false); if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) { @@ -6443,6 +6471,7 @@ void RasterizerGLES2::end_shadow_map() { float dp_direction=0.0; bool flip_facing=false; + Rect2 vp_rect; switch(shadow->base->type) { @@ -6455,24 +6484,30 @@ void RasterizerGLES2::end_shadow_map() { if (shadow_pass==0) { - glViewport(0, sb->size*0.5, sb->size*0.5, sb->size*0.5); - glScissor(0, sb->size*0.5, sb->size*0.5, sb->size*0.5); + vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2); + glViewport(0, sb->size/2, sb->size/2, sb->size/2); + glScissor(0, sb->size/2, sb->size/2, sb->size/2); } else if (shadow_pass==1) { - glViewport(0, 0, sb->size*0.5, sb->size*0.5); - glScissor(0, 0, sb->size*0.5, sb->size*0.5); + vp_rect=Rect2(0, 0, sb->size/2, sb->size/2); + glViewport(0, 0, sb->size/2, sb->size/2); + glScissor(0, 0, sb->size/2, sb->size/2); } else if (shadow_pass==2) { - glViewport(sb->size*0.5, sb->size*0.5, sb->size*0.5, sb->size*0.5); - glScissor(sb->size*0.5, sb->size*0.5, sb->size*0.5, sb->size*0.5); + vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2); + glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2); + glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2); } else if (shadow_pass==3) { - glViewport(sb->size*0.5, 0, sb->size*0.5, sb->size*0.5); - glScissor(sb->size*0.5, 0, sb->size*0.5, sb->size*0.5); + vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2); + glViewport(sb->size/2, 0, sb->size/2, sb->size/2); + glScissor(sb->size/2, 0, sb->size/2, sb->size/2); } + + glEnable(GL_SCISSOR_TEST); } else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { @@ -6481,14 +6516,16 @@ void RasterizerGLES2::end_shadow_map() { cm = shadow->custom_projection[0]; light_transform=shadow->custom_transform[0]; - glViewport(0, sb->size*0.5, sb->size, sb->size*0.5); - glScissor(0, sb->size*0.5, sb->size, sb->size*0.5); + vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2); + glViewport(0, sb->size/2, sb->size, sb->size/2); + glScissor(0, sb->size/2, sb->size, sb->size/2); } else { cm = shadow->custom_projection[1]; light_transform=shadow->custom_transform[1]; - glViewport(0, 0, sb->size, sb->size*0.5); - glScissor(0, 0, sb->size, sb->size*0.5); + vp_rect=Rect2(0, 0, sb->size, sb->size/2); + glViewport(0, 0, sb->size, sb->size/2); + glScissor(0, 0, sb->size, sb->size/2); } @@ -6497,6 +6534,7 @@ void RasterizerGLES2::end_shadow_map() { } else { cm = shadow->custom_projection[0]; light_transform=shadow->custom_transform[0]; + vp_rect=Rect2(0, 0, sb->size, sb->size); glViewport(0, 0, sb->size, sb->size); } @@ -6527,11 +6565,13 @@ void RasterizerGLES2::end_shadow_map() { shadow->dp.y=dp_direction; if (shadow_pass==0) { - glViewport(0, sb->size*0.5, sb->size, sb->size*0.5); - glScissor(0, sb->size*0.5, sb->size, sb->size*0.5); + vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2); + glViewport(0, sb->size/2, sb->size, sb->size/2); + glScissor(0, sb->size/2, sb->size, sb->size/2); } else { - glViewport(0, 0, sb->size, sb->size*0.5); - glScissor(0, 0, sb->size, sb->size*0.5); + vp_rect=Rect2(0, 0, sb->size, sb->size/2); + glViewport(0, 0, sb->size, sb->size/2); + glScissor(0, 0, sb->size, sb->size/2); } glEnable(GL_SCISSOR_TEST); shadow->projection=cm; @@ -6565,6 +6605,7 @@ void RasterizerGLES2::end_shadow_map() { z_far=cm.get_z_far(); glViewport(0, 0, sb->size, sb->size); + vp_rect=Rect2(0, 0, sb->size, sb->size); _glClearDepth(1.0f); glClearColor(1,1,1,1); if (use_rgba_shadowmaps) @@ -6583,16 +6624,124 @@ void RasterizerGLES2::end_shadow_map() { material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false); - glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); - //glDisable(GL_POLYGON_OFFSET_FILL); - //if (!use_rgba_shadowmaps) - glColorMask(1, 1, 1, 1); + + if (shadow_filter==SHADOW_FILTER_ESM) { + + copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps); + copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps); + + Vector2 psize(1.0/sb->size,1.0/sb->size); + float pscale = 1.0; + int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]; + glDisable(GL_BLEND); + glDisable(GL_CULL_FACE); +#ifdef GLEW_ENABLED + glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); +#endif + + for(int i=0;i<VS::ARRAY_MAX;i++) { + glDisableVertexAttribArray(i); + } + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glDisable(GL_SCISSOR_TEST); + + if (!use_rgba_shadowmaps) { + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_ALWAYS); + glDepthMask(true); + } else { + glDisable(GL_DEPTH_TEST); + } + + for(int i=0;i<passes;i++) { + + + Vector2 src_sb_uv[4]={ + (vp_rect.pos+Vector2(0,vp_rect.size.y))/sb->size, + (vp_rect.pos+vp_rect.size)/sb->size, + (vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size, + (vp_rect.pos)/sb->size + }; +/* + Vector2 src_uv[4]={ + Vector2( 0, 1), + Vector2( 1, 1), + Vector2( 1, 0), + Vector2( 0, 0) + }; +*/ + static const Vector2 dst_pos[4]={ + Vector2(-1, 1), + Vector2( 1, 1), + Vector2( 1,-1), + Vector2(-1,-1) + }; + + glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, sb->depth); +#ifdef GLEW_ENABLED + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); +#endif + + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); + + copy_shader.bind(); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); + //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + + + _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv); + + + Vector2 src_bb_uv[4]={ + (vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size, + (vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size, + (vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size, + (vp_rect.pos)/blur_shadow_buffer.size, + }; + + glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth); +#ifdef GLEW_ENABLED + + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); +#endif + + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true); + copy_shader.bind(); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + + _draw_gui_primitive(4,dst_pos,NULL,src_bb_uv); + + + } + + glDepthFunc(GL_LEQUAL); + copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); + + } DEBUG_TEST_ERROR("Drawing Shadow"); shadow=NULL; - + glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); + glColorMask(1, 1, 1, 1); + //glDisable(GL_POLYGON_OFFSET_FILL); } @@ -6635,23 +6784,14 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P // Size2 debug_size(512,512); - for (int i=0;i<p_shadows.size();i++) { + int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0; + for (int i=0;i<p_shadows.size()+useblur;i++) { - ShadowBuffer *sb=&p_shadows[i]; + ShadowBuffer *sb=i==p_shadows.size()?&blur_shadow_buffer:&p_shadows[i]; - if (!sb->owner) + if (!sb->owner && i!=p_shadows.size()) continue; - - if (sb->owner->base->type==VS::LIGHT_DIRECTIONAL) { - - //if (sb->owner->shadow_pass!=scene_pass-1) - // continue; - } else { - - //if (sb->owner->shadow_pass!=frame) - // continue; - } _debug_draw_shadow(sb->depth, Rect2( ofs, debug_size )); ofs.x+=debug_size.x; if ( (ofs.x+debug_size.x) > viewport.width ) { @@ -7560,6 +7700,11 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); +#ifdef GLEW_ENABLED + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#endif + // Attach the depth texture to FBO depth attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); @@ -7778,9 +7923,17 @@ void RasterizerGLES2::_update_framebuffer() { #endif //color + + GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA; + GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB; + GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE; + GLuint format_luminance = use_fp16_fb?_GL_R32F_EXT:GL_RGBA; + GLuint format_luminance_type = use_fp16_fb?GL_FLOAT:GL_UNSIGNED_BYTE; + GLuint format_luminance_components = use_fp16_fb?GL_RED:GL_RGBA; + glGenTextures(1, &framebuffer.color); glBindTexture(GL_TEXTURE_2D, framebuffer.color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -7814,7 +7967,7 @@ void RasterizerGLES2::_update_framebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo); glGenTextures(1, &framebuffer.sample_color); glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -7873,8 +8026,8 @@ void RasterizerGLES2::_update_framebuffer() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0, + GL_RGBA, format_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.blur[i].color, 0); @@ -7922,8 +8075,8 @@ void RasterizerGLES2::_update_framebuffer() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lb.size, lb.size, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0, + format_luminance_components, format_luminance_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, lb.color, 0); @@ -8052,6 +8205,7 @@ void RasterizerGLES2::init() { // framebuffer.blur[1].fbo=false; framebuffer.active=false; + //do a single initial clear glClearColor(0,0,0,1); //glClearDepth(1.0); @@ -8086,8 +8240,9 @@ void RasterizerGLES2::init() { use_attribute_instancing=true; #ifdef OSX_ENABLED use_rgba_shadowmaps=true; + use_fp16_fb=false; #else - use_rgba_shadowmaps=false; + #endif use_half_float=true; @@ -8098,6 +8253,9 @@ void RasterizerGLES2::init() { } read_depth_supported=extensions.has("GL_OES_depth_texture"); use_rgba_shadowmaps=!read_depth_supported; + if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) { + use_rgba_shadowmaps=true; //no other way, go back to rgba + } pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc"); etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); use_depth24 = extensions.has("GL_OES_depth24"); @@ -8131,6 +8289,10 @@ void RasterizerGLES2::init() { use_attribute_instancing=false; } + if (use_fp16_fb) { + use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float"); + } + //etc_supported=false; use_hw_skeleton_xform=false; @@ -8150,15 +8312,19 @@ void RasterizerGLES2::init() { //don't use a shadowbuffer too big in GLES, this should be the maximum int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2; - while(max_shadow_size>=16) { + int smsize=max_shadow_size; + while(smsize>=16) { ShadowBuffer sb; - bool s = sb.init(max_shadow_size,!use_rgba_shadowmaps); + bool s = sb.init(smsize,!use_rgba_shadowmaps); if (s) near_shadow_buffers.push_back(sb); - max_shadow_size/=2; + smsize/=2; } + blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps); + + //material_shader material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps); @@ -8168,6 +8334,9 @@ void RasterizerGLES2::init() { shadow_material = material_create(); //empty with nothing shadow_mat_ptr = material_owner.get(shadow_material); overdraw_material = create_overdraw_debug_material(); + copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb); + + canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false)); npo2_textures_available=true; //fragment_lighting=false; @@ -8423,6 +8592,8 @@ void RasterizerGLES2::reload_vram() { near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps); } + blur_shadow_buffer.init(near_shadow_buffers[0].size,!use_rgba_shadowmaps); + canvas_shader.clear_caches(); @@ -8473,8 +8644,8 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true); read_depth_supported=true; //todo check for extension shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5))); - Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM,VSM")); - + Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM")); + use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true)); use_shadow_mapping=true; use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true)); skel_default.resize(1024*4); diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 0fee8bf918..dce096b29e 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -80,6 +80,7 @@ class RasterizerGLES2 : public Rasterizer { bool read_depth_supported; bool use_framebuffers; bool use_shadow_mapping; + bool use_fp16_fb; ShadowFilterTechnique shadow_filter; bool use_shadow_esm; @@ -585,6 +586,8 @@ class RasterizerGLES2 : public Rasterizer { vars[VS::LIGHT_PARAM_SHADOW_DARKENING]=0.0; vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.2; vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4; + vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0; + vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1; colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0); colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); @@ -645,7 +648,6 @@ class RasterizerGLES2 : public Rasterizer { fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0; - fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0; } @@ -998,6 +1000,8 @@ class RasterizerGLES2 : public Rasterizer { }; Vector<ShadowBuffer> near_shadow_buffers; + ShadowBuffer blur_shadow_buffer; + Vector<ShadowBuffer> far_shadow_buffers; LightInstance *shadow; @@ -1100,6 +1104,7 @@ class RasterizerGLES2 : public Rasterizer { bool cull_front; bool lights_use_shadow; _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false); + _FORCE_INLINE_ Color _convert_color(const Color& p_color); void _process_glow_bloom(); void _process_hdr(); @@ -1376,6 +1381,7 @@ public: virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const; virtual int light_instance_get_shadow_passes(RID p_light_instance) const; + virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const; diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index bb99862b9e..17d893e349 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -308,6 +308,8 @@ public: uniforms_dirty = true; }; + uint32_t get_version() const { return new_conditional_version.version; } + void set_uniform_camera(int p_idx, const CameraMatrix& p_mat) { uniform_cameras[p_idx] = p_mat; diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index 2f1b349618..6d78c69e50 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -54,8 +54,12 @@ varying vec3 cube_interp; uniform samplerCube source_cube; #else varying vec2 uv_interp; +#ifdef HIGHP_SOURCE +uniform highp sampler2D source; +#else uniform sampler2D source; #endif +#endif varying vec2 uv2_interp; #ifdef USE_GLOW @@ -83,12 +87,6 @@ uniform vec3 bcs; #endif -#ifdef USE_GAMMA - -uniform float gamma; - -#endif - #ifdef USE_GLOW_COPY uniform float bloom; @@ -96,7 +94,7 @@ uniform float bloom_treshold; #endif -#if defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE) +#if defined(SHADOW_BLUR_V_PASS) || defined(SHADOW_BLUR_H_PASS) || defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE) uniform vec2 pixel_size; uniform float pixel_scale; @@ -133,6 +131,17 @@ uniform float custom_alpha; void main() { //vec4 color = color_interp; +#ifdef USE_HIGHP_SOURCE + +#ifdef USE_CUBEMAP + highp vec4 color = textureCube( source_cube, normalize(cube_interp) ); + +#else + highp vec4 color = texture2D( source, uv_interp ); +#endif + +#else + #ifdef USE_CUBEMAP vec4 color = textureCube( source_cube, normalize(cube_interp) ); @@ -141,6 +150,8 @@ void main() { #endif +#endif + #ifdef USE_FXAA #define FXAA_REDUCE_MIN (1.0/ 128.0) @@ -226,17 +237,103 @@ void main() { #endif +#ifdef SHADOW_BLUR_V_PASS + +#ifdef USE_RGBA_DEPTH + +#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1)) + + highp float depth = VEC42DEPTH(color)*0.383; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale))*0.006; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale))*0.061; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale))*0.242; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale))*0.242; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale))*0.061; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale))*0.006; + highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); + comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + color=comp; + +#else + + highp float depth = color.r*0.383; + depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale).r*0.006; + depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale).r*0.061; + depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale).r*0.242; + depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale).r*0.242; + depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale).r*0.061; + depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale).r*0.006; + +#ifdef USE_GLES_OVER_GL + gl_FragDepth = depth; + +#else + gl_FragDepthEXT = depth; +#endif + + return; +#endif + +#endif + +#ifdef SHADOW_BLUR_H_PASS + + +#ifdef USE_RGBA_DEPTH + +#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1)) + + highp float depth = VEC42DEPTH(color)*0.383; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale))*0.006; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale))*0.061; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale))*0.242; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale))*0.242; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale))*0.061; + depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale))*0.006; + highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); + comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + color=comp; +#else + + + highp float depth = color.r*0.383; + depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale).r*0.006; + depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale).r*0.061; + depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale).r*0.242; + depth+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale).r*0.242; + depth+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale).r*0.061; + depth+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale).r*0.006; + +#ifdef USE_GLES_OVER_GL + gl_FragDepth = depth; +#else + gl_FragDepthEXT = depth; +#endif + + return; + +#endif + +#endif + #ifdef USE_HDR + +#ifdef USE_8BIT_HDR highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1); highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult ); color.rgb*=LUM_RANGE; hdr_lum*=LUM_RANGE; //restore to full range +#else + highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r; +#endif + highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported color.rgb*=tone_scale; #endif + #ifdef USE_GLOW_COPY highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb; @@ -281,10 +378,15 @@ void main() { #endif -#ifdef USE_GAMMA - - color.rgb = pow(color.rgb,gamma); +#ifdef USE_SRGB + { //i have my doubts about how fast this is + color.rgb = min(color.rgb,vec3(1.0)); //clamp just in case + vec3 S1 = sqrt(color.rgb); + vec3 S2 = sqrt(S1); + vec3 S3 = sqrt(S2); + color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.225411470 * color.rgb; + } #endif @@ -292,13 +394,20 @@ void main() { //highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0)); highp float lum = max(color.r,max(color.g,color.b)); +#ifdef USE_8BIT_HDR highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; +#else + color.rgb=vec3(lum); +#endif + + #endif #ifdef USE_HDR_REDUCE +#ifdef USE_8BIT_HDR highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0); highp float lum_accum = dot(color,_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv ); @@ -310,16 +419,42 @@ void main() { lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv ); lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv ); lum_accum/=9.0; +#else + + highp float lum_accum = color.r; + lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r; + lum_accum += texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ).r; + lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r; + lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ).r; + lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ).r; + lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r; + lum_accum += texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ).r; + lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ).r; + lum_accum/=9.0; + +#endif #ifdef USE_HDR_STORE +#ifdef USE_8BIT_HDR highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv ); lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE)); +#else + highp float vd_lum=texture2D( source_vd_lum, vec2(0.0) ); + lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance,max_luminance); +#endif + #endif +#ifdef USE_8BIT_HDR highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; +#else + color.rgb=vec3(lum_accum); +#endif + + #endif #ifdef USE_RGBE @@ -338,6 +473,8 @@ void main() { #ifdef USE_CUSTOM_ALPHA color.a=custom_alpha; #endif + + gl_FragColor = color; } diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index 7ed59ae9cd..3aed9820ed 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -342,7 +342,7 @@ VERTEX_SHADER_CODE #ifdef USE_FOG - fog_interp.a = pow( clamp( (-vertex_interp.z-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z ); + fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z ); fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a ); #endif @@ -666,9 +666,14 @@ float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) { #ifdef USE_SHADOW_ESM +uniform float esm_multiplier; float SAMPLE_SHADOW_TEX(vec2 p_uv,float p_depth) { +#if defined (USE_DEPTH_SHADOWS) + //these only are used if interpolation exists + highp float occluder = SHADOW_DEPTH(shadow_texture, p_uv); +#else vec2 unnormalized = p_uv/shadow_texel_size; vec2 fractional = fract(unnormalized); unnormalized = floor(unnormalized); @@ -681,7 +686,8 @@ float SAMPLE_SHADOW_TEX(vec2 p_uv,float p_depth) { highp float occluder = (exponent.w + (exponent.x - exponent.w) * fractional.y); occluder = occluder + ((exponent.z + (exponent.y - exponent.z) * fractional.y) - occluder)*fractional.x; - return clamp(exp(28.0 * ( occluder - p_depth )),0.0,1.0); +#endif + return clamp(exp(esm_multiplier* ( occluder - p_depth )),0.0,1.0); } @@ -818,7 +824,7 @@ FRAGMENT_SHADER_CODE vec3 col_up=texture2D(ambient_octree_tex,octant_uv).rgb; octant_uv.y+=ambient_octree_pix_size.y*2.0; vec3 col_down=texture2D(ambient_octree_tex,octant_uv).rgb; - ambientmap_color=mix(col_down,col_up,1.0-sub.z); + ambientmap_color=mix(col_up,col_down,sub.z); ambientmap_color*=diffuse.rgb; @@ -866,6 +872,15 @@ FRAGMENT_SHADER_CODE vec2 pssm_coord; float pssm_z; +#if defined(LIGHT_USE_PSSM) && defined(USE_SHADOW_ESM) +#define USE_PSSM_BLEND + float pssm_blend; + vec2 pssm_coord_2; + float pssm_z_2; + vec3 light_pssm_split_inv = 1.0/light_pssm_split; + float w_inv = 1.0/gl_FragCoord.w; +#endif + #ifdef LIGHT_USE_PSSM4 @@ -874,10 +889,21 @@ FRAGMENT_SHADER_CODE if (gl_FragCoord.w > light_pssm_split.x) { pssm_coord=shadow_coord.xy; pssm_z=shadow_coord.z; +#if defined(USE_PSSM_BLEND) + pssm_coord_2=shadow_coord2.xy; + pssm_z_2=shadow_coord2.z; + pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); +#endif } else { pssm_coord=shadow_coord2.xy; pssm_z=shadow_coord2.z; +#if defined(USE_PSSM_BLEND) + pssm_coord_2=shadow_coord3.xy; + pssm_z_2=shadow_coord3.z; + pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv); +#endif + } } else { @@ -885,9 +911,21 @@ FRAGMENT_SHADER_CODE if (gl_FragCoord.w > light_pssm_split.z) { pssm_coord=shadow_coord3.xy; pssm_z=shadow_coord3.z; +#if defined(USE_PSSM_BLEND) + pssm_coord_2=shadow_coord4.xy; + pssm_z_2=shadow_coord4.z; + pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv); +#endif + } else { pssm_coord=shadow_coord4.xy; pssm_z=shadow_coord4.z; +#if defined(USE_PSSM_BLEND) + pssm_coord_2=shadow_coord4.xy; + pssm_z_2=shadow_coord4.z; + pssm_blend=0.0; +#endif + } } @@ -896,16 +934,31 @@ FRAGMENT_SHADER_CODE if (gl_FragCoord.w > light_pssm_split.x) { pssm_coord=shadow_coord.xy; pssm_z=shadow_coord.z; +#if defined(USE_PSSM_BLEND) + pssm_coord_2=shadow_coord2.xy; + pssm_z_2=shadow_coord2.z; + pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); +#endif } else { pssm_coord=shadow_coord2.xy; pssm_z=shadow_coord2.z; +#if defined(USE_PSSM_BLEND) + pssm_coord_2=shadow_coord2.xy; + pssm_z_2=shadow_coord2.z; + pssm_blend=0.0; +#endif + } #endif //one one sample shadow_attenuation=SAMPLE_SHADOW_TEX(pssm_coord,pssm_z); +#if defined(USE_PSSM_BLEND) + shadow_attenuation=mix(shadow_attenuation,SAMPLE_SHADOW_TEX(pssm_coord_2,pssm_z_2),pssm_blend); +#endif + #endif @@ -1054,7 +1107,7 @@ FRAGMENT_SHADER_CODE diffuse.a=glow; #endif -#ifdef USE_HDR +#ifdef USE_8BIT_HDR diffuse.rgb*=0.25; #endif diff --git a/modules/gdscript/gd_compiler.cpp b/modules/gdscript/gd_compiler.cpp index f1b7ad0096..9cbbaf2fcf 100644 --- a/modules/gdscript/gd_compiler.cpp +++ b/modules/gdscript/gd_compiler.cpp @@ -1330,12 +1330,17 @@ Error GDCompiler::_parse_class(GDScript *p_script,GDScript *p_owner,const GDPars } path=base.get_base_dir().plus_file(path); } - script = ResourceLoader::load(path); if (script.is_null()) { _set_error("Could not load base class: "+path,p_class); return ERR_FILE_NOT_FOUND; } + if (!script->valid) { + + _set_error("Script not fully loaded (cyclic preload?): "+path,p_class); + return ERR_BUSY; + } + //print_line("EXTENDS PATH: "+path+" script is "+itos(script.is_valid())+" indices is "+itos(script->member_indices.size())+" valid? "+itos(script->valid)); if (p_class->extends_class.size()) { @@ -1438,6 +1443,9 @@ Error GDCompiler::_parse_class(GDScript *p_script,GDScript *p_owner,const GDPars } + print_line("Script: "+p_script->get_path()+" indices: "+itos(p_script->member_indices.size())); + + for(int i=0;i<p_class->variables.size();i++) { StringName name = p_class->variables[i].identifier; diff --git a/modules/gdscript/gd_functions.cpp b/modules/gdscript/gd_functions.cpp index f789493ae8..0d11734bbd 100644 --- a/modules/gdscript/gd_functions.cpp +++ b/modules/gdscript/gd_functions.cpp @@ -93,6 +93,7 @@ const char *GDFunctions::get_func_name(Function p_func) { "load", "inst2dict", "dict2inst", + "hash", "print_stack", }; @@ -864,6 +865,12 @@ void GDFunctions::call(Function p_func,const Variant **p_args,int p_arg_count,Va r_ret = gdscr->_new(NULL,0,r_error); } break; + case HASH: { + + VALIDATE_ARG_COUNT(1); + r_ret=p_args[0]->hash(); + + } break; case PRINT_STACK: { @@ -1238,6 +1245,12 @@ MethodInfo GDFunctions::get_info(Function p_func) { mi.return_val.type=Variant::OBJECT; return mi; } break; + case HASH: { + + MethodInfo mi("hash",PropertyInfo(Variant::NIL,"var:var")); + mi.return_val.type=Variant::INT; + return mi; + } break; case PRINT_STACK: { MethodInfo mi("print_stack"); diff --git a/modules/gdscript/gd_functions.h b/modules/gdscript/gd_functions.h index 9255e5e2c5..340763fb8c 100644 --- a/modules/gdscript/gd_functions.h +++ b/modules/gdscript/gd_functions.h @@ -89,6 +89,7 @@ public: RESOURCE_LOAD, INST2DICT, DICT2INST, + HASH, PRINT_STACK, FUNC_MAX diff --git a/modules/gdscript/gd_script.cpp b/modules/gdscript/gd_script.cpp index 2885b754be..cc7aa70234 100644 --- a/modules/gdscript/gd_script.cpp +++ b/modules/gdscript/gd_script.cpp @@ -1451,6 +1451,7 @@ Error GDScript::reload() { + valid=false; GDParser parser; Error err = parser.parse(source,basedir); @@ -1721,6 +1722,7 @@ GDScript::GDScript() { _base=NULL; _owner=NULL; tool=false; + } diff --git a/modules/gdscript/gd_script.h b/modules/gdscript/gd_script.h index 56da0bb2e3..3300ee77c8 100644 --- a/modules/gdscript/gd_script.h +++ b/modules/gdscript/gd_script.h @@ -183,6 +183,7 @@ class GDScript : public Script { bool valid; + friend class GDInstance; friend class GDFunction; friend class GDCompiler; diff --git a/platform/flash/rasterizer_flash.h b/platform/flash/rasterizer_flash.h index 5a4190c0fa..af231f7954 100644 --- a/platform/flash/rasterizer_flash.h +++ b/platform/flash/rasterizer_flash.h @@ -441,7 +441,7 @@ class RasterizerFlash : public Rasterizer { fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0; - fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0; + fx_param[VS::ENV_FX_PARAM_SRGB_CONVERT]=1.0; } diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp index 7cc1d12daa..b79fd8617f 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -40,7 +40,9 @@ static const char* _light_param_names[VS::LIGHT_PARAM_MAX]={ "params/attenuation", "shadow/darkening", "shadow/z_offset", - "shadow/z_slope_scale" + "shadow/z_slope_scale", + "shadow/esm_multiplier", + "shadow/blur_passes" }; void Light::set_parameter(Parameter p_param, float p_value) { @@ -479,6 +481,8 @@ void Light::_bind_methods() { ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkening", PROPERTY_HINT_RANGE, "0,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_DARKENING ); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_offset", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_OFFSET); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_slope_scale", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_SLOPE_SCALE); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/esm_multiplier", PROPERTY_HINT_RANGE, "1.0,512.0,0.1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_ESM_MULTIPLIER); + ADD_PROPERTYI( PropertyInfo( Variant::INT, "shadow/blur_passes", PROPERTY_HINT_RANGE, "0,4,1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_BLUR_PASSES); ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "projector",PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_projector"), _SCS("get_projector")); ADD_PROPERTY( PropertyInfo( Variant::INT, "operator",PROPERTY_HINT_ENUM,"Add,Sub"), _SCS("set_operator"), _SCS("get_operator")); @@ -511,6 +515,8 @@ Light::Light(VisualServer::LightType p_type) { set_parameter(PARAM_SHADOW_DARKENING,0.0); set_parameter(PARAM_SHADOW_Z_OFFSET,0.05); set_parameter(PARAM_SHADOW_Z_SLOPE_SCALE,0); + set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60); + set_parameter(PARAM_SHADOW_BLUR_PASSES,1); set_color( COLOR_AMBIENT, Color(0,0,0)); set_color( COLOR_DIFFUSE, Color(1,1,1)); diff --git a/scene/3d/light.h b/scene/3d/light.h index 76b44c8712..f090ae5782 100644 --- a/scene/3d/light.h +++ b/scene/3d/light.h @@ -53,6 +53,8 @@ public: PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING, PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET, PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE, + PARAM_SHADOW_ESM_MULTIPLIER=VisualServer::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER, + PARAM_SHADOW_BLUR_PASSES=VisualServer::LIGHT_PARAM_SHADOW_BLUR_PASSES, PARAM_MAX=VisualServer::LIGHT_PARAM_MAX }; diff --git a/scene/main/node.cpp b/scene/main/node.cpp index d4f043c538..042666988a 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -1078,6 +1078,18 @@ void Node::remove_from_group(const StringName& p_identifier) { } +Array Node::_get_groups() const { + + Array groups; + List<GroupInfo> gi; + get_groups(&gi); + for (List<GroupInfo>::Element *E=gi.front();E;E=E->next()) { + groups.push_back(E->get().name); + } + + return groups; +} + void Node::get_groups(List<GroupInfo> *p_groups) const { const StringName *K=NULL; @@ -1712,6 +1724,7 @@ void Node::_bind_methods() { ObjectTypeDB::bind_method(_MD("remove_from_group","group"),&Node::remove_from_group); ObjectTypeDB::bind_method(_MD("is_in_group","group"),&Node::is_in_group); ObjectTypeDB::bind_method(_MD("move_child","child_node:Node","to_pos"),&Node::move_child); + ObjectTypeDB::bind_method(_MD("get_groups"),&Node::_get_groups); ObjectTypeDB::bind_method(_MD("raise"),&Node::raise); ObjectTypeDB::bind_method(_MD("set_owner","owner:Node"),&Node::set_owner); ObjectTypeDB::bind_method(_MD("get_owner:Node"),&Node::get_owner); diff --git a/scene/main/node.h b/scene/main/node.h index b8981d3307..32c5d8ef38 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -125,6 +125,7 @@ private: void _duplicate_and_reown(Node* p_new_parent, const Map<Node*,Node*>& p_reown_map) const; Array _get_children() const; + Array _get_groups() const; friend class SceneMainLoop; diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 30e6e01842..9a6454e416 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -140,6 +140,7 @@ #include "scene/resources/mesh_library.h" #include "scene/resources/image_path_finder.h" +#include "scene/resources/polygon_path_finder.h" #include "scene/resources/sample.h" #include "scene/audio/sample_player.h" @@ -536,6 +537,7 @@ void register_scene_types() { ObjectTypeDB::register_type<StyleBoxImageMask>(); ObjectTypeDB::register_type<Theme>(); ObjectTypeDB::register_type<ImagePathFinder>(); + ObjectTypeDB::register_type<PolygonPathFinder>(); ObjectTypeDB::register_type<BitMap>(); OS::get_singleton()->yield(); //may take time to init diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index 99447c0a0e..5c1d190b2e 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -140,8 +140,8 @@ void Environment::_bind_methods() { ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/brightness",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_BRIGHTNESS); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/contrast",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_CONTRAST); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/saturation",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_SATURATION); - ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"gamma/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_GAMMA); - ADD_PROPERTYI( PropertyInfo(Variant::REAL,"gamma/gamma",PROPERTY_HINT_EXP_EASING,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GAMMA); + ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"srgb/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_SRGB); + @@ -194,7 +194,7 @@ void Environment::_bind_methods() { BIND_CONSTANT( FX_HDR ); BIND_CONSTANT( FX_FOG ); BIND_CONSTANT( FX_BCS); - BIND_CONSTANT( FX_GAMMA ); + BIND_CONSTANT( FX_SRGB ); BIND_CONSTANT( FX_MAX ); @@ -226,7 +226,6 @@ void Environment::_bind_methods() { BIND_CONSTANT( FX_PARAM_BCS_BRIGHTNESS ); BIND_CONSTANT( FX_PARAM_BCS_CONTRAST ); BIND_CONSTANT( FX_PARAM_BCS_SATURATION ); - BIND_CONSTANT( FX_PARAM_GAMMA ); BIND_CONSTANT( FX_PARAM_MAX ); } @@ -269,7 +268,7 @@ Environment::Environment() { fx_set_param(FX_PARAM_BCS_BRIGHTNESS,1.0); fx_set_param(FX_PARAM_BCS_CONTRAST,1.0); fx_set_param(FX_PARAM_BCS_SATURATION,1.0); - fx_set_param(FX_PARAM_GAMMA,1.0); + } Environment::~Environment() { diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 627fbb7cc0..b72d6d74be 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -67,7 +67,7 @@ public: FX_HDR=VS::ENV_FX_HDR, FX_FOG=VS::ENV_FX_FOG, FX_BCS=VS::ENV_FX_BCS, - FX_GAMMA=VS::ENV_FX_GAMMA, + FX_SRGB=VS::ENV_FX_SRGB, FX_MAX=VS::ENV_FX_MAX, }; @@ -102,7 +102,6 @@ public: FX_PARAM_BCS_BRIGHTNESS=VS::ENV_FX_PARAM_BCS_BRIGHTNESS, FX_PARAM_BCS_CONTRAST=VS::ENV_FX_PARAM_BCS_CONTRAST, FX_PARAM_BCS_SATURATION=VS::ENV_FX_PARAM_BCS_SATURATION, - FX_PARAM_GAMMA=VS::ENV_FX_PARAM_GAMMA, FX_PARAM_MAX=VS::ENV_FX_PARAM_MAX }; private: diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp new file mode 100644 index 0000000000..9f7b6d5b9e --- /dev/null +++ b/scene/resources/polygon_path_finder.cpp @@ -0,0 +1,413 @@ +#include "polygon_path_finder.h" +#include "geometry.h" + + +bool PolygonPathFinder::_is_point_inside(const Vector2& p_point) { + + int crosses=0; + + + for (Set<Edge>::Element *E=edges.front();E;E=E->next()) { + + + const Edge& e=E->get(); + + Vector2 a = points[e.points[0]].pos; + Vector2 b = points[e.points[1]].pos; + + + if (Geometry::segment_intersects_segment_2d(a,b,p_point,outside_point,NULL)) { + crosses++; + } + } + + return crosses&1; +} + +void PolygonPathFinder::setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections) { + + + ERR_FAIL_COND(p_connections.size()&1); + + points.clear(); + edges.clear(); + + //insert points + + int point_count=p_points.size(); + points.resize(point_count+2); + + for(int i=0;i<p_points.size();i++) { + + points[i].pos=p_points[i]; + + outside_point.x = i==0?p_points[0].x:(MAX( p_points[i].x, outside_point.x )); + outside_point.y = i==0?p_points[0].y:(MAX( p_points[i].y, outside_point.y )); + } + + outside_point.x+=20.451+Math::randf()*10.2039; + outside_point.y+=21.193+Math::randf()*12.5412; + + //insert edges (which are also connetions) + + for(int i=0;i<p_connections.size();i+=2) { + + Edge e(p_connections[i],p_connections[i+1]); + ERR_FAIL_INDEX(e.points[0],point_count); + ERR_FAIL_INDEX(e.points[1],point_count); + points[p_connections[i]].connections.insert(p_connections[i+1]); + points[p_connections[i+1]].connections.insert(p_connections[i]); + edges.insert(e); + } + + + //fill the remaining connections based on visibility + + for(int i=0;i<point_count;i++) { + + for(int j=i+1;j<point_count;j++) { + + if (edges.has(Edge(i,j))) + continue; //if in edge ignore + + Vector2 from=points[i].pos; + Vector2 to=points[j].pos; + + if (!_is_point_inside(from*0.5+to*0.5)) //connection between points in inside space + continue; + + bool valid=true; + + for (Set<Edge>::Element *E=edges.front();E;E=E->next()) { + + const Edge& e=E->get(); + if (e.points[0]==i || e.points[1]==i || e.points[0]==j || e.points[1]==j ) + continue; + + + Vector2 a = points[e.points[0]].pos; + Vector2 b = points[e.points[1]].pos; + + + if (Geometry::segment_intersects_segment_2d(a,b,from,to,NULL)) { + valid=false; + break; + } + + } + + if (valid) { + points[i].connections.insert(j); + points[j].connections.insert(i); + } + } + } +} + + +Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector2& p_to) { + + Vector<Vector2> path; + if (!_is_point_inside(p_from)) + return path; + if (!_is_point_inside(p_to)) + return path; + + //test direct connection + { + + bool can_see_eachother=true; + + for (Set<Edge>::Element *E=edges.front();E;E=E->next()) { + + const Edge& e=E->get(); + Vector2 a = points[e.points[0]].pos; + Vector2 b = points[e.points[1]].pos; + + + if (Geometry::segment_intersects_segment_2d(a,b,p_from,p_to,NULL)) { + can_see_eachother=false; + break; + } + + } + + if (can_see_eachother) { + + path.push_back(p_from); + path.push_back(p_to); + return path; + } + } + + //add to graph + + int aidx = points.size()-2; + int bidx = points.size()-1; + points[aidx].pos=p_from; + points[bidx].pos=p_to; + points[aidx].distance=0; + points[bidx].distance=0; + points[aidx].distance=0; + points[bidx].distance=0; + + + for(int i=0;i<points.size()-2;i++) { + + + bool valid_a=true; + bool valid_b=true; + points[i].prev=-1; + points[i].distance=0; + + for (Set<Edge>::Element *E=edges.front();E;E=E->next()) { + + const Edge& e=E->get(); + + if (e.points[0]==i || e.points[1]==i) + continue; + + Vector2 a = points[e.points[0]].pos; + Vector2 b = points[e.points[1]].pos; + + if (valid_a) { + + if (Geometry::segment_intersects_segment_2d(a,b,p_from,points[i].pos,NULL)) { + valid_a=false; + } + } + + if (valid_b) { + + if (Geometry::segment_intersects_segment_2d(a,b,p_to,points[i].pos,NULL)) { + valid_b=false; + } + } + + if (!valid_a && !valid_b) + continue; + + } + + if (valid_a) { + points[i].connections.insert(aidx); + points[aidx].connections.insert(i); + } + + if (valid_b) { + points[i].connections.insert(bidx); + points[bidx].connections.insert(i); + } + + } + //solve graph + + Set<int> open_list; + + points[aidx].distance=0; + points[aidx].prev=aidx; + for(Set<int>::Element *E=points[aidx].connections.front();E;E=E->next()) { + + open_list.insert(E->get()); + points[E->get()].distance=p_from.distance_to(points[E->get()].pos); + points[E->get()].prev=aidx; + + } + + + bool found_route=false; + + while(true) { + + if (open_list.size()==0) { + break; + } + //check open list + + int least_cost_point=-1; + float least_cost=1e30; + + //this could be faster (cache previous results) + for (Set<int>::Element *E=open_list.front();E;E=E->next()) { + + const Point& p =points[E->get()]; + float cost = p.distance; + cost+=p.pos.distance_to(p_to); + if (cost<least_cost) { + + least_cost_point=E->get(); + least_cost=cost; + } + } + + + Point &np = points[least_cost_point]; + //open the neighbours for search + + for(Set<int>::Element *E=np.connections.front();E;E=E->next()) { + + Point& p =points[E->get()]; + float distance = np.pos.distance_to(p.pos) + np.distance; + + if (p.prev!=-1) { + //oh this was visited already, can we win the cost? + + if (p.distance>distance) { + + p.prev=least_cost_point; //reasign previous + p.distance=distance; + } + } else { + //add to open neighbours + + p.prev=least_cost_point; + p.distance=distance; + open_list.insert(E->get()); + + if (E->get()==bidx) { + //oh my reached end! stop algorithm + found_route=true; + break; + + } + + } + } + + if (found_route) + break; + + open_list.erase(least_cost_point); + } + + if (found_route) { + int at = bidx; + path.push_back(points[at].pos); + do { + at=points[at].prev; + path.push_back(points[at].pos); + } while (at!=aidx); + + path.invert();; + } + + for(int i=0;i<points.size()-2;i++) { + + points[i].connections.erase(aidx); + points[i].connections.erase(bidx); + points[i].prev=-1; + points[i].distance=0; + } + + points[aidx].connections.clear(); + points[aidx].prev=-1; + points[aidx].distance=0; + points[bidx].connections.clear(); + points[bidx].prev=-1; + points[bidx].distance=0; + + return path; +} + +void PolygonPathFinder::_set_data(const Dictionary& p_data) { + + + ERR_FAIL_COND(!p_data.has("points")); + ERR_FAIL_COND(!p_data.has("connections")); + ERR_FAIL_COND(!p_data.has("segments")); + + DVector<Vector2> p=p_data["points"]; + Array c=p_data["connections"]; + + ERR_FAIL_COND(c.size()!=p.size()); + if (c.size()) + return; + + int pc = p.size(); + points.resize(pc+2); + + DVector<Vector2>::Read pr=p.read(); + for(int i=0;i<pc;i++) { + points[i].pos=pr[i]; + DVector<int> con=c[i]; + DVector<int>::Read cr=con.read(); + int cc=con.size(); + for(int j=0;j<cc;j++) { + + points[i].connections.insert(cr[j]); + } + + } + + DVector<int> segs=p_data["segments"]; + int sc=segs.size(); + ERR_FAIL_COND(sc&1); + DVector<int>::Read sr = segs.read(); + for(int i=0;i<sc;i+=2) { + + Edge e(sr[i],sr[i+1]); + edges.insert(e); + } + +} + +Dictionary PolygonPathFinder::_get_data() const{ + + Dictionary d; + DVector<Vector2> p; + DVector<int> ind; + Array connections; + p.resize(points.size()-2); + connections.resize(points.size()-2); + ind.resize(edges.size()*2); + { + DVector<Vector2>::Write wp=p.write(); + for(int i=0;i<points.size()-2;i++) { + wp[i]=points[i].pos; + DVector<int> c; + c.resize(points[i].connections.size()); + { + DVector<int>::Write cw=c.write(); + int idx=0; + for (Set<int>::Element *E=points[i].connections.front();E;E=E->next()) { + cw[idx++]=E->get(); + } + } + connections[i]=c; + } + } + { + + DVector<int>::Write iw=ind.write(); + int idx=0; + for (Set<Edge>::Element *E=edges.front();E;E=E->next()) { + iw[idx++]=E->get().points[0]; + iw[idx++]=E->get().points[1]; + } + + } + + d["points"]=p; + d["connections"]=connections; + d["segments"]=ind; + + return d; + +} + +void PolygonPathFinder::_bind_methods() { + + ObjectTypeDB::bind_method(_MD("setup","points","connections"),&PolygonPathFinder::setup); + ObjectTypeDB::bind_method(_MD("find_path","from","to"),&PolygonPathFinder::find_path); + ObjectTypeDB::bind_method(_MD("_set_data"),&PolygonPathFinder::_set_data); + ObjectTypeDB::bind_method(_MD("_get_data"),&PolygonPathFinder::_get_data); + + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY,"data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_data"),_SCS("_get_data")); + +} + +PolygonPathFinder::PolygonPathFinder() +{ +} + + diff --git a/scene/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h new file mode 100644 index 0000000000..31253e3177 --- /dev/null +++ b/scene/resources/polygon_path_finder.h @@ -0,0 +1,58 @@ +#ifndef POLYGON_PATH_FINDER_H +#define POLYGON_PATH_FINDER_H + +#include "resource.h" + +class PolygonPathFinder : public Resource { + + OBJ_TYPE(PolygonPathFinder,Resource); + + struct Point { + Vector2 pos; + Set<int> connections; + float distance; + int prev; + }; + + struct Edge { + + int points[2]; + + _FORCE_INLINE_ bool operator<(const Edge& p_edge) const { + + if (points[0]==p_edge.points[0]) + return points[1]<p_edge.points[1]; + else + return points[0]<p_edge.points[0]; + } + + Edge(int a=0, int b=0) { + + if (a>b) { + SWAP(a,b); + } + } + }; + + Vector2 outside_point; + + Vector<Point> points; + Set<Edge> edges; + + bool _is_point_inside(const Vector2& p_point); + + void _set_data(const Dictionary& p_data); + Dictionary _get_data() const; +protected: + + static void _bind_methods(); +public: + + + void setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections); + Vector<Vector2> find_path(const Vector2& p_from, const Vector2& p_to); + + PolygonPathFinder(); +}; + +#endif // POLYGON_PATH_FINDER_H diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 0aa7fc2650..2e94f3fe9d 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -167,6 +167,7 @@ public: }; + /* TEXTURE API */ virtual RID texture_create()=0; @@ -455,6 +456,7 @@ public: virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0; virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0)=0; virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0; + virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0; /* SHADOWS */ diff --git a/servers/visual/rasterizer_dummy.cpp b/servers/visual/rasterizer_dummy.cpp index 1d55693bfb..3a04ba7504 100644 --- a/servers/visual/rasterizer_dummy.cpp +++ b/servers/visual/rasterizer_dummy.cpp @@ -1371,6 +1371,12 @@ int RasterizerDummy::light_instance_get_shadow_passes(RID p_light_instance) cons return 0; } +bool RasterizerDummy::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const { + + return false; +} + + void RasterizerDummy::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { LightInstance *lighti = light_instance_owner.get( p_light_instance ); diff --git a/servers/visual/rasterizer_dummy.h b/servers/visual/rasterizer_dummy.h index b683a25bdc..a837d54b9b 100644 --- a/servers/visual/rasterizer_dummy.h +++ b/servers/visual/rasterizer_dummy.h @@ -345,7 +345,7 @@ class RasterizerDummy : public Rasterizer { fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0; fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0; - fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0; + } @@ -628,6 +628,7 @@ public: virtual bool light_instance_assign_shadow(RID p_light_instance); virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const; virtual int light_instance_get_shadow_passes(RID p_light_instance) const; + virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; } diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp index 519e697ab2..8f1d444185 100644 --- a/servers/visual/visual_server_raster.cpp +++ b/servers/visual/visual_server_raster.cpp @@ -3970,6 +3970,8 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc //float cull_max=p_cull_range.max; + bool overlap = rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance); + float cull_min=p_camera->znear; float cull_max=p_camera->zfar; float max_dist = rasterizer->light_directional_get_shadow_param(p_light->base_rid,VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE); @@ -3999,7 +4001,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc camera_matrix.set_orthogonal( p_camera->size, viewport_rect.width / (float)viewport_rect.height, - distances[i], + distances[(i==0 || !overlap )?i:i-1], distances[i+1], p_camera->vaspect @@ -4011,7 +4013,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc camera_matrix.set_perspective( p_camera->fov, viewport_rect.width / (float)viewport_rect.height, - distances[i], + distances[(i==0 || !overlap )?i:i-1], distances[i+1], p_camera->vaspect diff --git a/servers/visual/visual_server_wrap_mt.cpp b/servers/visual/visual_server_wrap_mt.cpp index 919656fe04..62f18b9e81 100644 --- a/servers/visual/visual_server_wrap_mt.cpp +++ b/servers/visual/visual_server_wrap_mt.cpp @@ -165,6 +165,7 @@ void VisualServerWrapMT::finish() { texture_free_cached_ids(); + mesh_free_cached_ids(); thread=NULL; } else { @@ -187,6 +188,7 @@ VisualServerWrapMT::VisualServerWrapMT(VisualServer* p_contained,bool p_create_t draw_thread_up=false; alloc_mutex=Mutex::create(); texture_pool_max_size=GLOBAL_DEF("render/thread_textures_prealloc",20); + mesh_pool_max_size=GLOBAL_DEF("render/thread_meshes_prealloc",20); if (!p_create_thread) { server_thread=Thread::get_caller_ID(); } else { diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index 0b7721cf8b..f807a4b3a9 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -66,6 +66,16 @@ class VisualServerWrapMT : public VisualServer { int texture_pool_max_size; List<RID> texture_id_pool; + int mesh_pool_max_size; + List<RID> mesh_id_pool; + +//#define DEBUG_SYNC + +#ifdef DEBUG_SYNC +#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__)); +#else +#define SYNC_DEBUG +#endif public: @@ -74,6 +84,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type();\ @@ -115,6 +126,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type();\ @@ -168,6 +180,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1);\ @@ -179,6 +192,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1);\ @@ -231,6 +245,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2);\ @@ -242,6 +257,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2);\ @@ -294,6 +310,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3);\ @@ -357,6 +374,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3, p4);\ @@ -368,6 +386,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3, p4);\ @@ -420,6 +439,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3, p4, p5);\ @@ -431,6 +451,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3, p4, p5);\ @@ -483,6 +504,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5, p6,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3, p4, p5, p6);\ @@ -546,6 +568,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5, p6, p7,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3, p4, p5, p6, p7);\ @@ -557,6 +580,7 @@ public: if (Thread::get_caller_ID()!=server_thread) {\ m_r ret;\ command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5, p6, p7,&ret);\ + SYNC_DEBUG\ return ret;\ } else {\ return visual_server->m_type(p1, p2, p3, p4, p5, p6, p7);\ @@ -691,7 +715,7 @@ public: FUNC1RC(float,fixed_material_get_point_size,RID); /* SURFACE API */ - FUNC0R(RID,mesh_create); + FUNCRID(mesh); FUNC2(mesh_set_morph_target_count,RID,int); FUNC1RC(int,mesh_get_morph_target_count,RID); @@ -1122,7 +1146,7 @@ public: /* RENDER INFO */ FUNC1R(int,get_render_info,RenderInfo ); - FUNC1RC(bool,has_feature,Features ); + virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); } FUNC2(set_boot_image,const Image& , const Color& ); FUNC1(set_default_clear_color,const Color& ); diff --git a/servers/visual_server.h b/servers/visual_server.h index f01685890f..fa4090d39e 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -481,6 +481,8 @@ public: LIGHT_PARAM_SHADOW_DARKENING, LIGHT_PARAM_SHADOW_Z_OFFSET, LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE, + LIGHT_PARAM_SHADOW_ESM_MULTIPLIER, + LIGHT_PARAM_SHADOW_BLUR_PASSES, LIGHT_PARAM_MAX }; @@ -728,7 +730,7 @@ public: ENV_FX_HDR, ENV_FX_FOG, ENV_FX_BCS, - ENV_FX_GAMMA, + ENV_FX_SRGB, ENV_FX_MAX }; @@ -768,7 +770,6 @@ public: ENV_FX_PARAM_BCS_BRIGHTNESS, ENV_FX_PARAM_BCS_CONTRAST, ENV_FX_PARAM_BCS_SATURATION, - ENV_FX_PARAM_GAMMA, ENV_FX_PARAM_MAX }; diff --git a/tools/editor/editor_node.cpp b/tools/editor/editor_node.cpp index ceb5b45a03..27a5ddbeaf 100644 --- a/tools/editor/editor_node.cpp +++ b/tools/editor/editor_node.cpp @@ -4067,7 +4067,7 @@ EditorNode::EditorNode() { import_menu->get_popup()->add_separator(); - import_menu->get_popup()->add_item("Import Settings",SETTINGS_IMPORT); + import_menu->get_popup()->add_item("Re-Import..",SETTINGS_IMPORT); editor_plugin_screen=NULL; editor_plugin_over=NULL; diff --git a/tools/editor/io_plugins/editor_texture_import_plugin.cpp b/tools/editor/io_plugins/editor_texture_import_plugin.cpp index 5d45594246..c7593625ff 100644 --- a/tools/editor/io_plugins/editor_texture_import_plugin.cpp +++ b/tools/editor/io_plugins/editor_texture_import_plugin.cpp @@ -45,6 +45,7 @@ static const char *flag_names[]={ "Repeat", "Filter (Magnifying)", "Premultiply Alpha", + "Convert SRGB->Linear", NULL }; @@ -57,6 +58,7 @@ static const char *flag_short_names[]={ "Repeat", "Filter", "PMAlpha", + "ToLinear", NULL }; @@ -927,6 +929,10 @@ Error EditorTextureImportPlugin::import2(const String& p_path, const Ref<Resourc image.premultiply_alpha(); } + if ((image.get_format()==Image::FORMAT_RGB || image.get_format()==Image::FORMAT_RGBA) && flags&IMAGE_FLAG_CONVERT_TO_LINEAR) { + + image.srgb_to_linear(); + } if (shrink>1) { @@ -985,6 +991,11 @@ Error EditorTextureImportPlugin::import2(const String& p_path, const Ref<Resourc image.premultiply_alpha(); } + if ((image.get_format()==Image::FORMAT_RGB || image.get_format()==Image::FORMAT_RGBA) && flags&IMAGE_FLAG_CONVERT_TO_LINEAR) { + + image.srgb_to_linear(); + } + int orig_w=image.get_width(); int orig_h=image.get_height(); diff --git a/tools/editor/io_plugins/editor_texture_import_plugin.h b/tools/editor/io_plugins/editor_texture_import_plugin.h index fcc1bd2d0c..9374c6eb0b 100644 --- a/tools/editor/io_plugins/editor_texture_import_plugin.h +++ b/tools/editor/io_plugins/editor_texture_import_plugin.h @@ -92,7 +92,8 @@ public: IMAGE_FLAG_NO_MIPMAPS=16, //normal for 2D games IMAGE_FLAG_REPEAT=32, //usually disabled in 2D IMAGE_FLAG_FILTER=64, //almost always enabled - IMAGE_FLAG_PREMULT_ALPHA=128//almost always enabled + IMAGE_FLAG_PREMULT_ALPHA=128,//almost always enabled + IMAGE_FLAG_CONVERT_TO_LINEAR=256 //convert image to linear }; virtual String get_name() const; diff --git a/tools/editor/plugins/baked_light_baker.cpp b/tools/editor/plugins/baked_light_baker.cpp index ae5746321a..36948673a8 100644 --- a/tools/editor/plugins/baked_light_baker.cpp +++ b/tools/editor/plugins/baked_light_baker.cpp @@ -912,12 +912,6 @@ float BakedLightBaker::_throw_ray(int p_light_index,const Vector3& p_begin, cons Color diffuse_at_point(0.8,0.8,0.8); Color specular_at_point(0.0,0.0,0.0); - if (triangle->material) { - - //triangle->get_uv(r_point); - diffuse_at_point=triangle->material->diffuse.get_color(uv); - specular_at_point=triangle->material->specular.get_color(uv); - } float dist = p_begin.distance_to(r_point); @@ -963,6 +957,14 @@ float BakedLightBaker::_throw_ray(int p_light_index,const Vector3& p_begin, cons + if (triangle->material) { + + //triangle->get_uv(r_point); + + diffuse_at_point=triangle->material->diffuse.get_color(uv); + specular_at_point=triangle->material->specular.get_color(uv); + } + diffuse_at_point.r=res_light.r*diffuse_at_point.r; diffuse_at_point.g=res_light.g*diffuse_at_point.g; diff --git a/tools/editor/plugins/baked_light_editor_plugin.cpp b/tools/editor/plugins/baked_light_editor_plugin.cpp index 4d84b95900..71f9671fd9 100644 --- a/tools/editor/plugins/baked_light_editor_plugin.cpp +++ b/tools/editor/plugins/baked_light_editor_plugin.cpp @@ -111,7 +111,7 @@ void BakedLightEditor::_notification(int p_option) { ERR_FAIL_COND(node->get_baked_light().is_null()); baker->update_octree_image(octree_texture); -#if 0 +#if 1 //debug Image img(baker->baked_octree_texture_w,baker->baked_octree_texture_h,0,Image::FORMAT_RGBA,octree_texture); Ref<ImageTexture> it = memnew( ImageTexture ); |