diff options
-rw-r--r-- | core/image.cpp | 20 | ||||
-rw-r--r-- | core/image.h | 8 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 31 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 65 | ||||
-rw-r--r-- | editor/import/editor_import_collada.cpp | 11 | ||||
-rw-r--r-- | editor/import/resource_importer_texture.cpp | 2 | ||||
-rw-r--r-- | modules/dds/texture_loader_dds.cpp | 2 | ||||
-rw-r--r-- | modules/squish/image_compress_squish.cpp | 19 | ||||
-rw-r--r-- | modules/squish/image_compress_squish.h | 2 | ||||
-rw-r--r-- | scene/resources/material.cpp | 97 | ||||
-rw-r--r-- | scene/resources/material.h | 29 | ||||
-rw-r--r-- | servers/visual/shader_types.cpp | 3 |
13 files changed, 114 insertions, 176 deletions
diff --git a/core/image.cpp b/core/image.cpp index deff2a81ca..2640c6be2a 100644 --- a/core/image.cpp +++ b/core/image.cpp @@ -59,8 +59,6 @@ const char *Image::format_names[Image::FORMAT_MAX] = { "DXT1 RGB8", //s3tc "DXT3 RGBA8", "DXT5 RGBA8", - "LATC Lum8", - "LATC LumAlpha8", "RGTC Red8", "RGTC RedGreen8", "BPTC_RGBA", @@ -131,10 +129,8 @@ int Image::get_format_pixel_size(Format p_format) { return 1; //bc2 case FORMAT_DXT5: return 1; //bc3 - case FORMAT_LATC_L: case FORMAT_RGTC_R: return 1; //bc4 - case FORMAT_LATC_LA: case FORMAT_RGTC_RG: return 1; //bc5 case FORMAT_BPTC_RGBA: @@ -171,8 +167,6 @@ void Image::get_format_min_pixel_size(Format p_format, int &r_w, int &r_h) { case FORMAT_DXT1: //s3tc bc1 case FORMAT_DXT3: //bc2 case FORMAT_DXT5: //bc3 - case FORMAT_LATC_L: //bc4 - case FORMAT_LATC_LA: //bc4 case FORMAT_RGTC_R: //bc4 case FORMAT_RGTC_RG: { //bc5 case case FORMAT_DXT1: @@ -225,7 +219,7 @@ void Image::get_format_min_pixel_size(Format p_format, int &r_w, int &r_h) { int Image::get_format_pixel_rshift(Format p_format) { - if (p_format == FORMAT_DXT1 || p_format == FORMAT_LATC_L || p_format == FORMAT_RGTC_R || p_format == FORMAT_PVRTC4 || p_format == FORMAT_PVRTC4A || p_format == FORMAT_ETC || p_format == FORMAT_ETC2_R11 || p_format == FORMAT_ETC2_R11S || p_format == FORMAT_ETC2_RGB8 || p_format == FORMAT_ETC2_RGB8A1) + if (p_format == FORMAT_DXT1 || p_format == FORMAT_RGTC_R || p_format == FORMAT_PVRTC4 || p_format == FORMAT_PVRTC4A || p_format == FORMAT_ETC || p_format == FORMAT_ETC2_R11 || p_format == FORMAT_ETC2_R11S || p_format == FORMAT_ETC2_RGB8 || p_format == FORMAT_ETC2_RGB8A1) return 1; else if (p_format == FORMAT_PVRTC2 || p_format == FORMAT_PVRTC2A) return 2; @@ -239,8 +233,6 @@ int Image::get_format_block_size(Format p_format) { case FORMAT_DXT1: //s3tc bc1 case FORMAT_DXT3: //bc2 case FORMAT_DXT5: //bc3 - case FORMAT_LATC_L: //bc4 - case FORMAT_LATC_LA: //bc4 case FORMAT_RGTC_R: //bc4 case FORMAT_RGTC_RG: { //bc5 case case FORMAT_DXT1: @@ -1500,14 +1492,14 @@ Error Image::decompress() { return OK; } -Error Image::compress(CompressMode p_mode) { +Error Image::compress(CompressMode p_mode, bool p_for_srgb) { switch (p_mode) { case COMPRESS_S3TC: { ERR_FAIL_COND_V(!_image_compress_bc_func, ERR_UNAVAILABLE); - _image_compress_bc_func(this); + _image_compress_bc_func(this, p_for_srgb); } break; case COMPRESS_PVRTC2: { @@ -1657,7 +1649,7 @@ void Image::blit_rect(const Ref<Image> &p_src, const Rect2 &p_src_rect, const Po Ref<Image> (*Image::_png_mem_loader_func)(const uint8_t *, int) = NULL; Ref<Image> (*Image::_jpg_mem_loader_func)(const uint8_t *, int) = NULL; -void (*Image::_image_compress_bc_func)(Image *) = NULL; +void (*Image::_image_compress_bc_func)(Image *, bool) = NULL; void (*Image::_image_compress_pvrtc2_func)(Image *) = NULL; void (*Image::_image_compress_pvrtc4_func)(Image *) = NULL; void (*Image::_image_compress_etc_func)(Image *) = NULL; @@ -2116,8 +2108,6 @@ void Image::_bind_methods() { BIND_CONSTANT(FORMAT_DXT1); //s3tc bc1 BIND_CONSTANT(FORMAT_DXT3); //bc2 BIND_CONSTANT(FORMAT_DXT5); //bc3 - BIND_CONSTANT(FORMAT_LATC_L); - BIND_CONSTANT(FORMAT_LATC_LA); BIND_CONSTANT(FORMAT_RGTC_R); BIND_CONSTANT(FORMAT_RGTC_RG); BIND_CONSTANT(FORMAT_BPTC_RGBA); //btpc bc6h @@ -2152,7 +2142,7 @@ void Image::_bind_methods() { BIND_CONSTANT(COMPRESS_ETC2); } -void Image::set_compress_bc_func(void (*p_compress_func)(Image *)) { +void Image::set_compress_bc_func(void (*p_compress_func)(Image *, bool)) { _image_compress_bc_func = p_compress_func; } diff --git a/core/image.h b/core/image.h index 9ea01a94d4..2a78870f53 100644 --- a/core/image.h +++ b/core/image.h @@ -80,8 +80,6 @@ public: FORMAT_DXT1, //s3tc bc1 FORMAT_DXT3, //bc2 FORMAT_DXT5, //bc3 - FORMAT_LATC_L, - FORMAT_LATC_LA, FORMAT_RGTC_R, FORMAT_RGTC_RG, FORMAT_BPTC_RGBA, //btpc bc7 @@ -116,7 +114,7 @@ public: static Ref<Image> (*_png_mem_loader_func)(const uint8_t *p_png, int p_size); static Ref<Image> (*_jpg_mem_loader_func)(const uint8_t *p_png, int p_size); - static void (*_image_compress_bc_func)(Image *); + static void (*_image_compress_bc_func)(Image *, bool p_srgb); static void (*_image_compress_pvrtc2_func)(Image *); static void (*_image_compress_pvrtc4_func)(Image *); static void (*_image_compress_etc_func)(Image *); @@ -269,7 +267,7 @@ public: COMPRESS_ETC2, }; - Error compress(CompressMode p_mode = COMPRESS_S3TC); + Error compress(CompressMode p_mode = COMPRESS_S3TC, bool p_for_srgb = false); Error decompress(); bool is_compressed() const; @@ -283,7 +281,7 @@ public: Rect2 get_used_rect() const; Ref<Image> get_rect(const Rect2 &p_area) const; - static void set_compress_bc_func(void (*p_compress_func)(Image *)); + static void set_compress_bc_func(void (*p_compress_func)(Image *, bool)); static String get_format_name(Format p_format); Image(const uint8_t *p_mem_png_jpg, int p_len = -1); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8baa1c6043..a3f1873eae 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -283,36 +283,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ } } break; - case Image::FORMAT_LATC_L: { - - if (config.latc_supported) { - - r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT; - r_gl_format = GL_RGBA; - r_gl_type = GL_UNSIGNED_BYTE; - r_compressed = true; - srgb = true; - - } else { - - need_decompress = true; - } - - } break; - case Image::FORMAT_LATC_LA: { - - if (config.latc_supported) { - - r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; - r_gl_format = GL_RGBA; - r_gl_type = GL_UNSIGNED_BYTE; - r_compressed = true; - } else { - - need_decompress = true; - } - - } break; case Image::FORMAT_RGTC_R: { if (config.rgtc_supported) { @@ -321,7 +291,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - srgb = true; } else { diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 23bcb79b46..147357bcd0 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -723,6 +723,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; + actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 7750fd6293..4fc33acf7c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -596,7 +596,6 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { return 1.0; } - // GGX Specular // Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl float G1V(float dotNV, float k) @@ -622,7 +621,7 @@ float GTR1(float NdotH, float a) -void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { float dotNL = max(dot(N,L), 0.0 ); float dotNV = max(dot(N,V), 0.0 ); @@ -674,7 +673,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di float speci = dotNL * D * F * vis; - specular += speci * light_color /* specular_color*/ * specular_blob_intensity; + specular += speci * light_color * specular_blob_intensity; #if defined(LIGHT_USE_CLEARCOAT) float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss)); @@ -733,6 +732,8 @@ in highp float dp_clip; #endif + + #if 0 //need to save texture depth for this @@ -762,7 +763,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po } #endif -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -813,11 +814,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -846,11 +847,11 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox,vec2 brdf, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { +void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { vec3 ref_vec = normalize(reflect(vertex,normal)); vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz; @@ -906,7 +907,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); highp vec4 reflection; - reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y; + reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb; if (reflections[idx].params.z < 0.5) { reflection.rgb = mix(skybox,reflection.rgb,blend); @@ -1160,7 +1161,8 @@ void main() { //lay out everything, whathever is unused is optimized away anyway highp vec3 vertex = vertex_interp; vec3 albedo = vec3(0.8,0.8,0.8); - vec3 specular = vec3(0.2,0.2,0.2); + float metallic = 0.0; + float specular = 0.5; vec3 emission = vec3(0.0,0.0,0.0); float roughness = 1.0; float rim = 0.0; @@ -1275,13 +1277,7 @@ FRAGMENT_SHADER_CODE vec3 eye_vec = -normalize( vertex_interp ); -#ifndef RENDER_DEPTH - float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); - vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy; - brdf.x=1.0; - brdf.y=0.0; -#endif #ifdef USE_RADIANCE_MAP @@ -1299,7 +1295,7 @@ FRAGMENT_SHADER_CODE vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy; - specular_light = radiance * brdf.x + brdf.y; + specular_light = radiance; } //no longer a cubemap @@ -1467,7 +1463,7 @@ FRAGMENT_SHADER_CODE #endif //LIGHT_DIRECTIONAL_SHADOW - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif //#USE_LIGHT_DIRECTIONAL @@ -1485,7 +1481,7 @@ FRAGMENT_SHADER_CODE for(int i=0;i<reflection_count;i++) { - reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,brdf,reflection_accum,ambient_accum); + reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum); } if (reflection_accum.a>0.0) { @@ -1496,11 +1492,11 @@ FRAGMENT_SHADER_CODE } for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1530,10 +1526,29 @@ LIGHT_SHADER_CODE ambient_light*=ao; #endif - //energy conservation - diffuse_light=mix(diffuse_light,vec3(0.0),specular); - ambient_light=mix(ambient_light,vec3(0.0),specular); - specular_light *= max(vec3(0.04),specular); + + + + + + //energu conservation + diffuse_light=mix(diffuse_light,vec3(0.0),metallic); + ambient_light=mix(ambient_light,vec3(0.0),metallic); + { + //brdf approximation (Lazarov 2013) + float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); + + //energy conservation + vec3 dielectric = vec3(0.034) * 0.5 * 2.0; + vec3 f0 = mix(dielectric, albedo, metallic); + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; + vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw; + + specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0; + } #ifdef USE_MULTIPLE_RENDER_TARGETS diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 2cefcdbc4a..907c7b045c 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -402,8 +402,8 @@ Error ColladaImport::_create_material(const String &p_target) { Ref<Texture> texture = ResourceLoader::load(texfile, "Texture"); if (texture.is_valid()) { - material->set_texture(SpatialMaterial::TEXTURE_SPECULAR, texture); - material->set_specular(Color(1, 1, 1, 1)); + material->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); + material->set_specular(1.0); //material->set_texture(SpatialMaterial::PARAM_SPECULAR,texture); //material->set_parameter(SpatialMaterial::PARAM_SPECULAR,Color(1,1,1,1)); @@ -411,8 +411,9 @@ Error ColladaImport::_create_material(const String &p_target) { missing_textures.push_back(texfile.get_file()); } } + } else { - material->set_metalness(effect.specular.color.get_v()); + material->set_metallic(effect.specular.color.get_v()); } // EMISSION @@ -553,10 +554,10 @@ static void _generate_tangents_and_binormals(const PoolVector<int> &p_indices, c tangent = Vector3(); } else { tangent = Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, - (t2 * z1 - t1 * z2) * r) + (t2 * z1 - t1 * z2) * r) .normalized(); binormal = Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, - (s1 * z2 - s2 * z1) * r) + (s1 * z2 - s2 * z1) * r) .normalized(); } diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp index 17feeb1196..7e27f6c618 100644 --- a/editor/import/resource_importer_texture.cpp +++ b/editor/import/resource_importer_texture.cpp @@ -277,7 +277,7 @@ void ResourceImporterTexture::_save_stex(const Ref<Image> &p_image, const String if (p_force_rgbe && image->get_format() >= Image::FORMAT_R8 && image->get_format() <= Image::FORMAT_RGBE9995) { image->convert(Image::FORMAT_RGBE9995); } else { - image->compress(p_vram_compression); + image->compress(p_vram_compression, p_texture_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR); } format |= image->get_format(); diff --git a/modules/dds/texture_loader_dds.cpp b/modules/dds/texture_loader_dds.cpp index da895a6d69..71593ebfa9 100644 --- a/modules/dds/texture_loader_dds.cpp +++ b/modules/dds/texture_loader_dds.cpp @@ -76,8 +76,6 @@ static const DDSFormatInfo dds_format_info[DDS_MAX] = { { "DXT1", true, false, 4, 8, Image::FORMAT_DXT1 }, { "DXT3", true, false, 4, 16, Image::FORMAT_DXT3 }, { "DXT5", true, false, 4, 16, Image::FORMAT_DXT5 }, - { "ATI1", true, false, 4, 8, Image::FORMAT_LATC_L }, - { "ATI2", true, false, 4, 16, Image::FORMAT_LATC_LA }, { "BGRA8", false, false, 1, 4, Image::FORMAT_RGBA8 }, { "BGR8", false, false, 1, 3, Image::FORMAT_RGB8 }, { "RGBA8", false, false, 1, 4, Image::FORMAT_RGBA8 }, diff --git a/modules/squish/image_compress_squish.cpp b/modules/squish/image_compress_squish.cpp index 2427dac8a7..efed0b8665 100644 --- a/modules/squish/image_compress_squish.cpp +++ b/modules/squish/image_compress_squish.cpp @@ -59,9 +59,9 @@ void image_decompress_squish(Image *p_image) { squish_flags = squish::kDxt3; } else if (p_image->get_format() == Image::FORMAT_DXT5) { squish_flags = squish::kDxt5; - } else if (p_image->get_format() == Image::FORMAT_LATC_L || p_image->get_format() == Image::FORMAT_RGTC_R) { + } else if (p_image->get_format() == Image::FORMAT_RGTC_R) { squish_flags = squish::kBc4; - } else if (p_image->get_format() == Image::FORMAT_LATC_LA || p_image->get_format() == Image::FORMAT_RGTC_RG) { + } else if (p_image->get_format() == Image::FORMAT_RGTC_RG) { squish_flags = squish::kBc5; } else { ERR_FAIL_COND(true); @@ -79,7 +79,7 @@ void image_decompress_squish(Image *p_image) { p_image->create(p_image->get_width(), p_image->get_height(), p_image->has_mipmaps(), target_format, data); } -void image_compress_squish(Image *p_image) { +void image_compress_squish(Image *p_image, bool p_srgb) { if (p_image->get_format() >= Image::FORMAT_DXT1) return; //do not compress, already compressed @@ -96,16 +96,21 @@ void image_compress_squish(Image *p_image) { p_image->convert(Image::FORMAT_RGBA8); //still uses RGBA to convert + if (p_srgb && (dc == Image::DETECTED_R || dc == Image::DETECTED_RG)) { + //R and RG do not support SRGB + dc = Image::DETECTED_RGB; + } + switch (dc) { case Image::DETECTED_L: { - target_format = Image::FORMAT_LATC_L; - squish_comp |= squish::kBc4; + target_format = Image::FORMAT_DXT1; + squish_comp |= squish::kDxt1; } break; case Image::DETECTED_LA: { - target_format = Image::FORMAT_LATC_LA; - squish_comp |= squish::kBc5; + target_format = Image::FORMAT_DXT5; + squish_comp |= squish::kDxt5; } break; case Image::DETECTED_R: { diff --git a/modules/squish/image_compress_squish.h b/modules/squish/image_compress_squish.h index 519e3537ef..8d859b8e0b 100644 --- a/modules/squish/image_compress_squish.h +++ b/modules/squish/image_compress_squish.h @@ -32,7 +32,7 @@ #include "image.h" -void image_compress_squish(Image *p_image); +void image_compress_squish(Image *p_image, bool p_srgb); void image_decompress_squish(Image *p_image); #endif // IMAGE_COMPRESS_SQUISH_H diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index d1713eb15c..9184b86237 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -181,7 +181,7 @@ void SpatialMaterial::init_shaders() { shader_names->albedo = "albedo"; shader_names->specular = "specular"; shader_names->roughness = "roughness"; - shader_names->metalness = "metalness"; + shader_names->metallic = "metallic"; shader_names->emission = "emission"; shader_names->emission_energy = "emission_energy"; shader_names->normal_scale = "normal_scale"; @@ -205,7 +205,8 @@ void SpatialMaterial::init_shaders() { shader_names->particles_anim_loop = "particles_anim_loop"; shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo"; - shader_names->texture_names[TEXTURE_SPECULAR] = "texture_specular"; + shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic"; + shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness"; shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission"; shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal"; shader_names->texture_names[TEXTURE_RIM] = "texture_rim"; @@ -215,7 +216,6 @@ void SpatialMaterial::init_shaders() { shader_names->texture_names[TEXTURE_HEIGHT] = "texture_height"; shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering"; shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction"; - shader_names->texture_names[TEXTURE_REFRACTION_ROUGHNESS] = "texture_refraction_roughness"; shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask"; shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo"; shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal"; @@ -290,15 +290,13 @@ void SpatialMaterial::_update_shader() { code += "uniform vec4 albedo : hint_color;\n"; code += "uniform sampler2D texture_albedo : hint_albedo;\n"; - if (specular_mode == SPECULAR_MODE_SPECULAR) { - code += "uniform vec4 specular : hint_color;\n"; - } else { - code += "uniform float metalness;\n"; - } + code += "uniform float specular;\n"; + code += "uniform float metallic;\n"; code += "uniform float roughness : hint_range(0,1);\n"; code += "uniform float point_size : hint_range(0,128);\n"; - code += "uniform sampler2D texture_specular : hint_white;\n"; + code += "uniform sampler2D texture_metallic : hint_white;\n"; + code += "uniform sampler2D texture_roughness : hint_white;\n"; code += "uniform vec2 uv1_scale;\n"; code += "uniform vec2 uv1_offset;\n"; code += "uniform vec2 uv2_scale;\n"; @@ -502,16 +500,11 @@ void SpatialMaterial::_update_shader() { code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"; } - if (specular_mode == SPECULAR_MODE_SPECULAR) { - - code += "\tvec4 specular_tex = texture(texture_specular,UV);\n"; - code += "\tSPECULAR = specular.rgb * specular_tex.rgb;\n"; - code += "\tROUGHNESS = specular_tex.a * roughness;\n"; - } else { - code += "\tvec4 specular_tex = texture(texture_specular,UV);\n"; - code += "\tSPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r);\n"; - code += "\tROUGHNESS = specular_tex.g * roughness;\n"; - } + code += "\tfloat metallic_tex = texture(texture_metallic,UV).r;\n"; + code += "\tMETALLIC = metallic_tex * metallic;\n"; + code += "\tfloat roughness_tex = texture(texture_roughness,UV).r;\n"; + code += "\tROUGHNESS = roughness_tex * roughness;\n"; + code += "\tSPECULAR = specular;\n"; code += "}\n"; @@ -579,23 +572,13 @@ Color SpatialMaterial::get_albedo() const { return albedo; } -void SpatialMaterial::set_specular_mode(SpecularMode p_mode) { - specular_mode = p_mode; - _change_notify(); - _queue_shader_change(); -} - -SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const { - - return specular_mode; -} - -void SpatialMaterial::set_specular(const Color &p_specular) { +void SpatialMaterial::set_specular(float p_specular) { specular = p_specular; VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular); } -Color SpatialMaterial::get_specular() const { + +float SpatialMaterial::get_specular() const { return specular; } @@ -611,15 +594,15 @@ float SpatialMaterial::get_roughness() const { return roughness; } -void SpatialMaterial::set_metalness(float p_metalness) { +void SpatialMaterial::set_metallic(float p_metallic) { - metalness = p_metalness; - VS::get_singleton()->material_set_param(_get_material(), shader_names->metalness, p_metalness); + metallic = p_metallic; + VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic); } -float SpatialMaterial::get_metalness() const { +float SpatialMaterial::get_metallic() const { - return metalness; + return metallic; } void SpatialMaterial::set_emission(const Color &p_emission) { @@ -888,13 +871,6 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const { _validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("detail", FEATURE_DETAIL, property); - if (property.name == "specular_color" && specular_mode == SPECULAR_MODE_METALLIC) { - property.usage = 0; - } - if (property.name == "specular_metalness" && specular_mode == SPECULAR_MODE_SPECULAR) { - property.usage = 0; - } - if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) { property.usage = 0; } @@ -1014,14 +990,11 @@ void SpatialMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo); ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo); - ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode); - ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode); - ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular); ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular); - ClassDB::bind_method(D_METHOD("set_metalness", "metalness"), &SpatialMaterial::set_metalness); - ClassDB::bind_method(D_METHOD("get_metalness"), &SpatialMaterial::get_metalness); + ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic); + ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic); ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness); ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness); @@ -1146,12 +1119,14 @@ void SpatialMaterial::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO); - ADD_GROUP("Specular", "specular_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "Metallic,Specular"), "set_specular_mode", "get_specular_mode"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular", "get_specular"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_metalness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metalness", "get_metalness"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness"); - ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "specular_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SPECULAR); + ADD_GROUP("Metallic", "metallic_"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular"); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC); + + ADD_GROUP("Roughness", "roughness_"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness"); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS); ADD_GROUP("Emission", "emission_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION); @@ -1218,7 +1193,8 @@ void SpatialMaterial::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_offset"), "set_uv2_offset", "get_uv2_offset"); BIND_CONSTANT(TEXTURE_ALBEDO); - BIND_CONSTANT(TEXTURE_SPECULAR); + BIND_CONSTANT(TEXTURE_METALLIC); + BIND_CONSTANT(TEXTURE_ROUGHNESS); BIND_CONSTANT(TEXTURE_EMISSION); BIND_CONSTANT(TEXTURE_NORMAL); BIND_CONSTANT(TEXTURE_RIM); @@ -1228,7 +1204,6 @@ void SpatialMaterial::_bind_methods() { BIND_CONSTANT(TEXTURE_HEIGHT); BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING); BIND_CONSTANT(TEXTURE_REFRACTION); - BIND_CONSTANT(TEXTURE_REFRACTION_ROUGHNESS); BIND_CONSTANT(TEXTURE_DETAIL_MASK); BIND_CONSTANT(TEXTURE_DETAIL_ALBEDO); BIND_CONSTANT(TEXTURE_DETAIL_NORMAL); @@ -1277,9 +1252,6 @@ void SpatialMaterial::_bind_methods() { BIND_CONSTANT(DIFFUSE_OREN_NAYAR); BIND_CONSTANT(DIFFUSE_BURLEY); - BIND_CONSTANT(SPECULAR_MODE_METALLIC); - BIND_CONSTANT(SPECULAR_MODE_SPECULAR); - BIND_CONSTANT(BILLBOARD_DISABLED); BIND_CONSTANT(BILLBOARD_ENABLED); BIND_CONSTANT(BILLBOARD_FIXED_Y); @@ -1290,11 +1262,10 @@ SpatialMaterial::SpatialMaterial() : element(this) { //initialize to right values - specular_mode = SPECULAR_MODE_METALLIC; set_albedo(Color(0.7, 0.7, 0.7, 1.0)); - set_specular(Color(0.1, 0.1, 0.1)); + set_specular(0.5); set_roughness(0.0); - set_metalness(0.1); + set_metallic(0.1); set_emission(Color(0, 0, 0)); set_emission_energy(1.0); set_normal_scale(1); diff --git a/scene/resources/material.h b/scene/resources/material.h index 408815d756..f974db0aa7 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -89,7 +89,8 @@ class SpatialMaterial : public Material { public: enum TextureParam { TEXTURE_ALBEDO, - TEXTURE_SPECULAR, + TEXTURE_METALLIC, + TEXTURE_ROUGHNESS, TEXTURE_EMISSION, TEXTURE_NORMAL, TEXTURE_RIM, @@ -99,7 +100,6 @@ public: TEXTURE_HEIGHT, TEXTURE_SUBSURFACE_SCATTERING, TEXTURE_REFRACTION, - TEXTURE_REFRACTION_ROUGHNESS, TEXTURE_DETAIL_MASK, TEXTURE_DETAIL_ALBEDO, TEXTURE_DETAIL_NORMAL, @@ -165,11 +165,6 @@ public: DIFFUSE_BURLEY, }; - enum SpecularMode { - SPECULAR_MODE_METALLIC, - SPECULAR_MODE_SPECULAR, - }; - enum BillboardMode { BILLBOARD_DISABLED, BILLBOARD_ENABLED, @@ -230,7 +225,6 @@ private: } mk.detail_blend_mode = detail_blend_mode; mk.diffuse_mode = diffuse_mode; - mk.specular_mode = specular_mode; mk.billboard_mode = billboard_mode; return mk; @@ -239,7 +233,7 @@ private: struct ShaderNames { StringName albedo; StringName specular; - StringName metalness; + StringName metallic; StringName roughness; StringName emission; StringName emission_energy; @@ -275,8 +269,8 @@ private: _FORCE_INLINE_ bool _is_shader_dirty() const; Color albedo; - Color specular; - float metalness; + float specular; + float metallic; float roughness; Color emission; float emission_energy; @@ -310,7 +304,6 @@ private: CullMode cull_mode; bool flags[FLAG_MAX]; DiffuseMode diffuse_mode; - SpecularMode specular_mode; BillboardMode billboard_mode; bool features[FEATURE_MAX]; @@ -327,14 +320,11 @@ public: void set_albedo(const Color &p_albedo); Color get_albedo() const; - void set_specular_mode(SpecularMode p_mode); - SpecularMode get_specular_mode() const; - - void set_specular(const Color &p_specular); - Color get_specular() const; + void set_specular(float p_specular); + float get_specular() const; - void set_metalness(float p_metalness); - float get_metalness() const; + void set_metallic(float p_metallic); + float get_metallic() const; void set_roughness(float p_roughness); float get_roughness() const; @@ -447,7 +437,6 @@ VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode) VARIANT_ENUM_CAST(SpatialMaterial::CullMode) VARIANT_ENUM_CAST(SpatialMaterial::Flags) VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode) -VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode) VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode) ////////////////////// diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 8d72ee3f34..5bacc2ec51 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -91,7 +91,8 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METALLIC"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT; |