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-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp172
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.h2
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp4
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp2087
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h317
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp2149
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h326
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp67
-rw-r--r--drivers/gles2/shader_gles2.cpp389
-rw-r--r--drivers/gles2/shader_gles2.h216
-rw-r--r--drivers/gles2/shaders/SCsub4
-rw-r--r--drivers/gles2/shaders/canvas.glsl8
-rw-r--r--drivers/gles2/shaders/copy.glsl63
-rw-r--r--drivers/gles2/shaders/cube_to_dp.glsl24
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl321
-rw-r--r--drivers/gles2/shaders/scene.glsl2319
-rw-r--r--drivers/gles2/shaders/stdlib.glsl45
-rw-r--r--methods.py1
18 files changed, 6278 insertions, 2236 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index fb150d6820..256d37186d 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -54,10 +54,26 @@ void RasterizerCanvasGLES2::_set_uniforms() {
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
+
+ if (storage->frame.current_rt) {
+ Vector2 screen_pixel_size;
+ screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
+ screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ }
}
void RasterizerCanvasGLES2::canvas_begin() {
+ state.canvas_shader.bind();
+ if (storage->frame.current_rt) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glColorMask(1, 1, 1, 1);
+ }
+
if (storage->frame.clear_request) {
glClearColor(storage->frame.clear_request_color.r,
storage->frame.clear_request_color.g,
@@ -67,10 +83,12 @@ void RasterizerCanvasGLES2::canvas_begin() {
storage->frame.clear_request = false;
}
+ /*
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glColorMask(1, 1, 1, 1);
}
+ */
reset_canvas();
@@ -312,7 +330,7 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
-void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
+void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
int command_count = p_item->commands.size();
Item::Command **commands = p_item->commands.ptrw();
@@ -329,9 +347,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
- state.canvas_shader.bind();
-
- _set_uniforms();
+ if (state.canvas_shader.bind()) {
+ _set_uniforms();
+ state.canvas_shader.use_material((void *)p_material, 2);
+ }
_bind_canvas_texture(RID(), RID());
@@ -359,7 +378,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
_draw_gui_primitive(4, verts, NULL, NULL);
}
-
} break;
case Item::Command::TYPE_RECT: {
@@ -373,8 +391,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
- if (state.canvas_shader.bind())
+ if (state.canvas_shader.bind()) {
_set_uniforms();
+ state.canvas_shader.use_material((void *)p_material, 2);
+ }
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
@@ -454,8 +474,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true);
- if (state.canvas_shader.bind())
+ if (state.canvas_shader.bind()) {
_set_uniforms();
+ state.canvas_shader.use_material((void *)p_material, 2);
+ }
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
@@ -472,8 +494,16 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ Rect2 source = np->source;
+ if (source.size.x == 0 && source.size.y == 0) {
+ source.size.x = tex->width;
+ source.size.y = tex->height;
+ }
+
// prepare vertex buffer
+ // this buffer contains [ POS POS UV UV ] *
+
float buffer[16 * 2 + 16 * 2];
{
@@ -483,106 +513,106 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x;
- buffer[(0 * 4 * 4) + 3] = np->source.position.y * texpixel_size.y;
+ buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
+ buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 7] = np->source.position.y * texpixel_size.y;
+ buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
+ buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 11] = np->source.position.y * texpixel_size.y;
+ buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
+ buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 15] = np->source.position.y * texpixel_size.y;
+ buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
+ buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
// second row
buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x;
- buffer[(1 * 4 * 4) + 3] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
+ buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
+ buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 7] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
+ buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
+ buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 11] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
+ buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
+ buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 15] = (np->source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
+ buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
+ buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
// thrid row
buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x;
- buffer[(2 * 4 * 4) + 3] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
+ buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
+ buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 7] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
+ buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
+ buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 11] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
+ buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
+ buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 15] = (np->source.position.y + np->source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
+ buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
+ buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
// fourth row
buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 2] = np->source.position.x * texpixel_size.x;
- buffer[(3 * 4 * 4) + 3] = (np->source.position.y + np->source.size.y) * texpixel_size.y;
+ buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
+ buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 6] = (np->source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 7] = (np->source.position.y + np->source.size.y) * texpixel_size.y;
+ buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
+ buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 10] = (np->source.position.x + np->source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 11] = (np->source.position.y + np->source.size.y) * texpixel_size.y;
+ buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
+ buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 14] = (np->source.position.x + np->source.size.x) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 15] = (np->source.position.y + np->source.size.y) * texpixel_size.y;
+ buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
+ buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
- // print_line(String::num((np->source.position.y + np->source.size.y) * texpixel_size.y));
+ // print_line(String::num((source.position.y + source.size.y) * texpixel_size.y));
}
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
@@ -610,8 +640,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
- if (state.canvas_shader.bind())
+ if (state.canvas_shader.bind()) {
_set_uniforms();
+ state.canvas_shader.use_material((void *)p_material, 2);
+ }
static const int num_points = 32;
@@ -639,8 +671,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true);
- if (state.canvas_shader.bind())
+ if (state.canvas_shader.bind()) {
_set_uniforms();
+ state.canvas_shader.use_material((void *)p_material, 2);
+ }
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
@@ -658,8 +692,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
- if (state.canvas_shader.bind())
+ if (state.canvas_shader.bind()) {
_set_uniforms();
+ state.canvas_shader.use_material((void *)p_material, 2);
+ }
_bind_canvas_texture(RID(), RID());
@@ -689,8 +725,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true);
- if (state.canvas_shader.bind())
+ if (state.canvas_shader.bind()) {
_set_uniforms();
+ state.canvas_shader.use_material((void *)p_material, 2);
+ }
ERR_CONTINUE(primitive->points.size() < 1);
@@ -759,42 +797,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
// This isn't really working yet, so disabling for now.
-
- /*
- glDisable(GL_BLEND);
-
- state.canvas_texscreen_used = true;
-
- Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
- Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
-
- if (p_rect != Rect2()) {
- // only use section
-
- storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
- }
-
-
- storage->shaders.copy.bind();
- storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
-
- _bind_quad_buffer();
-
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDisableVertexAttribArray(VS::ARRAY_VERTEX);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
-
- state.canvas_shader.bind();
- _bind_canvas_texture(state.current_tex, state.current_normal);
-
- glEnable(GL_BLEND);
- */
}
void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
@@ -850,10 +852,10 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
RID material = material_owner->material;
+ RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
if (material != canvas_last_material || rebind_shader) {
- RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
RasterizerStorageGLES2::Shader *shader_ptr = NULL;
if (material_ptr) {
@@ -880,7 +882,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
}
int tc = material_ptr->textures.size();
- RID *textures = material_ptr->textures.ptrw();
+ Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
@@ -888,7 +890,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
glActiveTexture(GL_TEXTURE2 + i);
- RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i]);
+ RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
if (!t) {
@@ -919,10 +921,12 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
glBindTexture(t->target, t->tex_id);
}
+
} else {
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
}
+ state.canvas_shader.use_material((void *)material_ptr, 2);
shader_cache = shader_ptr;
@@ -977,7 +981,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
_set_uniforms();
- _canvas_item_render_commands(p_item_list, NULL, reclip);
+ _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
rebind_shader = true; // hacked in for now.
diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h
index 4eab8c6038..cda3ec79e7 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.h
+++ b/drivers/gles2/rasterizer_canvas_gles2.h
@@ -103,7 +103,7 @@ public:
_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
- _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
+ _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material);
_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 5de1d5f1dc..335ad28670 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -348,10 +348,10 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
+ canvas->state.canvas_shader.set_custom_shader(0);
canvas->state.canvas_shader.bind();
canvas->canvas_begin();
- canvas->state.canvas_shader.set_uniform(CanvasShaderGLES2::BLIT_PASS, true);
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
glActiveTexture(GL_TEXTURE0);
@@ -361,8 +361,6 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
- canvas->state.canvas_shader.set_uniform(CanvasShaderGLES2::BLIT_PASS, false);
-
glBindTexture(GL_TEXTURE_2D, 0);
canvas->canvas_end();
}
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index f7712be5d0..00a79db347 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -28,6 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_scene_gles2.h"
+#include "math/transform.h"
#include "math_funcs.h"
#include "os/os.h"
#include "project_settings.h"
@@ -38,28 +39,385 @@
#define glClearDepth glClearDepthf
#endif
+static const GLenum _cube_side_enum[6] = {
+
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+
+};
+
/* SHADOW ATLAS API */
RID RasterizerSceneGLES2::shadow_atlas_create() {
- return RID();
+ ShadowAtlas *shadow_atlas = memnew(ShadowAtlas);
+ shadow_atlas->fbo = 0;
+ shadow_atlas->depth = 0;
+ shadow_atlas->size = 0;
+ shadow_atlas->smallest_subdiv = 0;
+
+ for (int i = 0; i < 4; i++) {
+ shadow_atlas->size_order[i] = i;
+ }
+
+ return shadow_atlas_owner.make_rid(shadow_atlas);
}
void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(p_size < 0);
+
+ p_size = next_power_of_2(p_size);
+
+ if (p_size == shadow_atlas->size)
+ return;
+
+ // erase the old atlast
+ if (shadow_atlas->fbo) {
+ glDeleteTextures(1, &shadow_atlas->depth);
+ glDeleteFramebuffers(1, &shadow_atlas->fbo);
+
+ shadow_atlas->fbo = 0;
+ shadow_atlas->depth = 0;
+ }
+
+ // erase shadow atlast references from lights
+ for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
+ LightInstance *li = light_instance_owner.getornull(E->key());
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+
+ shadow_atlas->shadow_owners.clear();
+
+ shadow_atlas->size = p_size;
+
+ if (shadow_atlas->size) {
+ glGenFramebuffers(1, &shadow_atlas->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
+
+ // create a depth texture
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1, &shadow_atlas->depth);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadow_atlas->depth, 0);
+
+ glViewport(0, 0, shadow_atlas->size, shadow_atlas->size);
+
+ glDepthMask(GL_TRUE);
+
+ glClearDepth(0.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
}
void RasterizerSceneGLES2::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_INDEX(p_quadrant, 4);
+ ERR_FAIL_INDEX(p_subdivision, 16384);
+
+ uint32_t subdiv = next_power_of_2(p_subdivision);
+ if (subdiv & 0xaaaaaaaa) { // sqrt(subdiv) must be integer
+ subdiv <<= 1;
+ }
+
+ subdiv = int(Math::sqrt((float)subdiv));
+
+ if (shadow_atlas->quadrants[p_quadrant].shadows.size() == subdiv)
+ return;
+
+ // erase all data from the quadrant
+ for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
+ if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
+ shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+
+ LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+ }
+
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv);
+ shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
+
+ // cache the smallest subdivision for faster allocations
+
+ shadow_atlas->smallest_subdiv = 1 << 30;
+
+ for (int i = 0; i < 4; i++) {
+ if (shadow_atlas->quadrants[i].subdivision) {
+ shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
+ }
+ }
+
+ if (shadow_atlas->smallest_subdiv == 1 << 30) {
+ shadow_atlas->smallest_subdiv = 0;
+ }
+
+ // re-sort the quadrants
+
+ int swaps = 0;
+ do {
+ swaps = 0;
+
+ for (int i = 0; i < 3; i++) {
+ if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
+ SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
+ swaps++;
+ }
+ }
+
+ } while (swaps > 0);
+}
+
+bool RasterizerSceneGLES2::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
+
+ for (int i = p_quadrant_count - 1; i >= 0; i--) {
+ int qidx = p_in_quadrants[i];
+
+ if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
+ return false;
+ }
+
+ // look for an empty space
+
+ int sc = shadow_atlas->quadrants[qidx].shadows.size();
+
+ ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
+
+ int found_free_idx = -1; // found a free one
+ int found_used_idx = -1; // found an existing one, must steal it
+ uint64_t min_pass = 0; // pass of the existing one, try to use the least recently
+
+ for (int j = 0; j < sc; j++) {
+ if (!sarr[j].owner.is_valid()) {
+ found_free_idx = j;
+ break;
+ }
+
+ LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass != scene_pass) {
+
+ // was just allocated, don't kill it so soon, wait a bit...
+
+ if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+
+ if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
+ found_used_idx = j;
+ min_pass = sli->last_scene_pass;
+ }
+ }
+ }
+
+ if (found_free_idx == -1 && found_used_idx == -1) {
+ continue; // nothing found
+ }
+
+ if (found_free_idx == -1 && found_used_idx != -1) {
+ found_free_idx = found_used_idx;
+ }
+
+ r_quadrant = qidx;
+ r_shadow = found_free_idx;
+
+ return true;
+ }
+
+ return false;
}
bool RasterizerSceneGLES2::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas, false);
+
+ LightInstance *li = light_instance_owner.getornull(p_light_intance);
+ ERR_FAIL_COND_V(!li, false);
+
+ if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
+ return false;
+ }
+
+ uint32_t quad_size = shadow_atlas->size >> 1;
+ int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
+
+ int valid_quadrants[4];
+ int valid_quadrant_count = 0;
+ int best_size = -1;
+ int best_subdiv = -1;
+
+ for (int i = 0; i < 4; i++) {
+ int q = shadow_atlas->size_order[i];
+ int sd = shadow_atlas->quadrants[q].subdivision;
+
+ if (sd == 0) {
+ continue;
+ }
+
+ int max_fit = quad_size / sd;
+
+ if (best_size != -1 && max_fit > best_size) {
+ break; // what we asked for is bigger than this.
+ }
+
+ valid_quadrants[valid_quadrant_count] = q;
+ valid_quadrant_count++;
+
+ best_subdiv = sd;
+
+ if (max_fit >= desired_fit) {
+ best_size = max_fit;
+ }
+ }
+
+ ERR_FAIL_COND_V(valid_quadrant_count == 0, false); // no suitable block available
+
+ uint64_t tick = OS::get_singleton()->get_ticks_msec();
+
+ if (shadow_atlas->shadow_owners.has(p_light_intance)) {
+ // light was already known!
+
+ uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
+ uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
+
+ bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
+
+ if (!should_realloc) {
+ shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+ return should_redraw;
+ }
+
+ int new_quadrant;
+ int new_shadow;
+
+ // find a better place
+
+ if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
+ // found a better place
+
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
+ if (sh->owner.is_valid()) {
+ // it is take but invalid, so we can take it
+
+ shadow_atlas->shadow_owners.erase(sh->owner);
+ LightInstance *sli = light_instance_owner.get(sh->owner);
+ sli->shadow_atlases.erase(p_atlas);
+ }
+
+ // erase previous
+ shadow_atlas->quadrants[q].shadows.write[s].version = 0;
+ shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+
+ sh->owner = p_light_intance;
+ sh->alloc_tick = tick;
+ sh->version = p_light_version;
+ li->shadow_atlases.insert(p_atlas);
+
+ // make a new key
+ key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
+ key |= new_shadow;
+
+ // update it in the map
+ shadow_atlas->shadow_owners[p_light_intance] = key;
+
+ // make it dirty, so we redraw
+ return true;
+ }
+
+ // no better place found, so we keep the current place
+
+ shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+
+ return should_redraw;
+ }
+
+ int new_quadrant;
+ int new_shadow;
+
+ if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
+ // found a better place
+
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
+ if (sh->owner.is_valid()) {
+ // it is take but invalid, so we can take it
+
+ shadow_atlas->shadow_owners.erase(sh->owner);
+ LightInstance *sli = light_instance_owner.get(sh->owner);
+ sli->shadow_atlases.erase(p_atlas);
+ }
+
+ sh->owner = p_light_intance;
+ sh->alloc_tick = tick;
+ sh->version = p_light_version;
+ li->shadow_atlases.insert(p_atlas);
+
+ // make a new key
+ uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
+ key |= new_shadow;
+
+ // update it in the map
+ shadow_atlas->shadow_owners[p_light_intance] = key;
+
+ // make it dirty, so we redraw
+ return true;
+ }
+
return false;
}
void RasterizerSceneGLES2::set_directional_shadow_count(int p_count) {
+ directional_shadow.light_count = p_count;
+ directional_shadow.current_light = 0;
}
int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance) {
- return 0;
+
+ ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
+
+ int shadow_size;
+
+ if (directional_shadow.light_count == 1) {
+ shadow_size = directional_shadow.size;
+ } else {
+ shadow_size = directional_shadow.size / 2; //more than 4 not supported anyway
+ }
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
+ ERR_FAIL_COND_V(!light_instance, 0);
+
+ switch (light_instance->light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
+ break; //none
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+ shadow_size /= 2;
+ break;
+ }
+
+ return shadow_size;
}
//////////////////////////////////////////////////////
@@ -105,86 +463,183 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
RID RasterizerSceneGLES2::environment_create() {
- return RID();
+ Environment *env = memnew(Environment);
+
+ return environment_owner.make_rid(env);
}
void RasterizerSceneGLES2::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {
+
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_mode = p_bg;
}
void RasterizerSceneGLES2::environment_set_sky(RID p_env, RID p_sky) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->sky = p_sky;
}
void RasterizerSceneGLES2::environment_set_sky_custom_fov(RID p_env, float p_scale) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES2::environment_set_bg_color(RID p_env, const Color &p_color) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->bg_color = p_color;
}
void RasterizerSceneGLES2::environment_set_bg_energy(RID p_env, float p_energy) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->bg_energy = p_energy;
}
void RasterizerSceneGLES2::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneGLES2::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_sky_contribution) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->ambient_color = p_color;
+ env->ambient_energy = p_energy;
+ env->ambient_sky_contribution = p_sky_contribution;
}
void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
}
bool RasterizerSceneGLES2::is_environment(RID p_env) {
- return false;
+ return environment_owner.owns(p_env);
}
VS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) {
- return VS::ENV_BG_CLEAR_COLOR;
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX);
+
+ return env->bg_mode;
}
int RasterizerSceneGLES2::environment_get_canvas_max_layer(RID p_env) {
- return 0;
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, -1);
+
+ return env->canvas_max_layer;
}
RID RasterizerSceneGLES2::light_instance_create(RID p_light) {
- return RID();
+
+ LightInstance *light_instance = memnew(LightInstance);
+
+ light_instance->last_scene_pass = 0;
+
+ light_instance->light = p_light;
+ light_instance->light_ptr = storage->light_owner.getornull(p_light);
+
+ ERR_FAIL_COND_V(!light_instance->light_ptr, RID());
+
+ light_instance->self = light_instance_owner.make_rid(light_instance);
+
+ return light_instance->self;
}
void RasterizerSceneGLES2::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->transform = p_transform;
}
void RasterizerSceneGLES2::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ if (light_instance->light_ptr->type != VS::LIGHT_DIRECTIONAL) {
+ p_pass = 0;
+ }
+
+ ERR_FAIL_INDEX(p_pass, 4);
+
+ light_instance->shadow_transform[p_pass].camera = p_projection;
+ light_instance->shadow_transform[p_pass].transform = p_transform;
+ light_instance->shadow_transform[p_pass].farplane = p_far;
+ light_instance->shadow_transform[p_pass].split = p_split;
+ light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
}
void RasterizerSceneGLES2::light_instance_mark_visible(RID p_light_instance) {
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->last_scene_pass = scene_pass;
}
//////////////////////
@@ -206,13 +661,1537 @@ void RasterizerSceneGLES2::gi_probe_instance_set_bounds(RID p_probe, const Vecto
////////////////////////////
////////////////////////////
+void RasterizerSceneGLES2::_add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass) {
+
+ RasterizerStorageGLES2::Material *material = NULL;
+ RID material_src;
+
+ if (p_instance->material_override.is_valid()) {
+ material_src = p_instance->material_override;
+ } else if (p_material >= 0) {
+ material_src = p_instance->materials[p_material];
+ } else {
+ material_src = p_geometry->material;
+ }
+
+ if (material_src.is_valid()) {
+ material = storage->material_owner.getornull(material_src);
+
+ if (!material->shader || !material->shader->valid) {
+ material = NULL;
+ }
+ }
+
+ if (!material) {
+ material = storage->material_owner.getptr(default_material);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _add_geometry_with_material(p_geometry, p_instance, p_owner, material, p_depth_pass, p_shadow_pass);
+
+ while (material->next_pass.is_valid()) {
+ material = storage->material_owner.getornull(material->next_pass);
+
+ if (!material || !material->shader || !material->shader->valid) {
+ break;
+ }
+
+ _add_geometry_with_material(p_geometry, p_instance, p_owner, material, p_depth_pass, p_shadow_pass);
+ }
+}
+void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass) {
+
+ bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.uses_depth_texture;
+ bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ // TODO add this stuff
+ // bool mirror = p_instance->mirror;
+ // bool no_cull = false;
+
+ RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+
+ if (!e) {
+ return;
+ }
+
+ e->geometry = p_geometry;
+ e->material = p_material;
+ e->instance = p_instance;
+ e->owner = p_owner;
+ e->sort_key = 0;
+
+ // TODO check render pass of geometry
+
+ // TODO check directional light flag
+
+ if (p_depth_pass) {
+ // if we are in the depth pass we can sort out a few things to improve performance
+
+ if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
+ return;
+ }
+
+ if (p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+
+ // shader doesn't use discard or writes a custom vertex position,
+ // so we can use a stripped down shader instead
+
+ // TODO twosided and worldcoord stuff
+
+ p_material = storage->material_owner.getptr(default_material_twosided);
+ }
+
+ has_alpha = false;
+ }
+
+ e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
+ e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
+
+ if (p_material->shader->spatial.unshaded) {
+ e->sort_key |= SORT_KEY_UNSHADED_FLAG;
+ }
+
+ if (!p_depth_pass) {
+ e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+
+ e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
+ } else {
+ // TODO
+ }
+
+ if (p_material->shader->spatial.uses_time) {
+ VisualServerRaster::redraw_request();
+ }
+}
+
+void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
+
+ for (int i = 0; i < p_cull_count; i++) {
+
+ InstanceBase *instance = p_cull_result[i];
+
+ switch (instance->base_type) {
+
+ case VS::INSTANCE_MESH: {
+
+ RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getornull(instance->base);
+ ERR_CONTINUE(!mesh);
+
+ int num_surfaces = mesh->surfaces.size();
+
+ for (int i = 0; i < num_surfaces; i++) {
+ int material_index = instance->materials[i].is_valid() ? i : -1;
+
+ RasterizerStorageGLES2::Surface *surface = mesh->surfaces[i];
+
+ _add_geometry(surface, instance, NULL, material_index, p_depth_pass, p_shadow_pass);
+ }
+
+ } break;
+
+ case VS::INSTANCE_MULTIMESH: {
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(instance->base);
+ ERR_CONTINUE(!multi_mesh);
+
+ if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0)
+ continue;
+
+ RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh);
+ if (!mesh)
+ continue;
+
+ int ssize = mesh->surfaces.size();
+
+ for (int i = 0; i < ssize; i++) {
+ RasterizerStorageGLES2::Surface *s = mesh->surfaces[i];
+ _add_geometry(s, instance, multi_mesh, -1, p_depth_pass, p_shadow_pass);
+ }
+ } break;
+
+ default: {
+
+ } break;
+ }
+ }
+}
+
+static const GLenum gl_primitive[] = {
+ GL_POINTS,
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_LINE_LOOP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN
+};
+
+void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_use_radiance_map, bool p_reverse_cull, bool p_shadow_atlas, bool p_skeleton_tex, Size2i p_skeleton_tex_size) {
+
+ // material parameters
+
+ state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
+
+ state.scene_shader.bind();
+
+ if (p_material->shader->spatial.no_depth_test) {
+ glDisable(GL_DEPTH_TEST);
+ } else {
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ // TODO whyyyyy????
+ p_reverse_cull = true;
+
+ switch (p_material->shader->spatial.cull_mode) {
+ case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED: {
+ glDisable(GL_CULL_FACE);
+ } break;
+
+ case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_BACK: {
+ glEnable(GL_CULL_FACE);
+ glCullFace(p_reverse_cull ? GL_FRONT : GL_BACK);
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_FRONT: {
+ glEnable(GL_CULL_FACE);
+ glCullFace(p_reverse_cull ? GL_BACK : GL_FRONT);
+ } break;
+ }
+
+ int tc = p_material->textures.size();
+ Pair<StringName, RID> *textures = p_material->textures.ptrw();
+
+ ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw();
+
+ int num_default_tex = p_use_radiance_map ? 1 : 0;
+
+ if (p_material->shader->spatial.uses_screen_texture) {
+ num_default_tex = MIN(num_default_tex, 2);
+ }
+
+ if (p_shadow_atlas) {
+ num_default_tex = MIN(num_default_tex, 3);
+ }
+
+ if (p_skeleton_tex) {
+ num_default_tex = MIN(num_default_tex, 4);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size);
+ }
+
+ for (int i = 0; i < tc; i++) {
+
+ glActiveTexture(GL_TEXTURE0 + num_default_tex + i);
+
+ RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
+
+ if (!t) {
+
+ switch (texture_hints[i]) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ } break;
+ default: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ } break;
+ }
+
+ continue;
+ }
+
+ t = t->get_ptr();
+
+ glBindTexture(t->target, t->tex_id);
+ }
+ state.scene_shader.use_material((void *)p_material, num_default_tex);
+}
+
+void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) {
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL);
+ // state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
+
+ switch (p_element->instance->base_type) {
+
+ case VS::INSTANCE_MESH: {
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, s->attribs[VS::ARRAY_COLOR].enabled);
+ state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled);
+ state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled);
+
+ } break;
+
+ case VS::INSTANCE_MULTIMESH: {
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, true);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, true);
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled);
+ state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled);
+ } break;
+
+ default: {
+
+ } break;
+ }
+
+ if (false && storage->config.float_texture_supported) {
+ if (p_skeleton) {
+ glActiveTexture(GL_TEXTURE4);
+ glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
+ }
+
+ return;
+ }
+
+ if (p_skeleton) {
+ ERR_FAIL_COND(p_skeleton->use_2d);
+
+ PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
+
+ switch (p_element->instance->base_type) {
+ case VS::INSTANCE_MESH: {
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ break; // the whole instance has a skeleton, but this surface is not affected by it.
+ }
+
+ // 3 * vec4 per vertex
+ if (transform_buffer.size() < s->array_len * 12) {
+ transform_buffer.resize(s->array_len * 12);
+ }
+
+ const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset;
+ const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride;
+ const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset;
+ const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride;
+
+ {
+ PoolVector<float>::Write write = transform_buffer.write();
+ float *buffer = write.ptr();
+
+ PoolVector<uint8_t>::Read vertex_array_read = s->data.read();
+ const uint8_t *vertex_data = vertex_array_read.ptr();
+
+ for (int i = 0; i < s->array_len; i++) {
+
+ // do magic
+
+ size_t bones[4];
+ float bone_weight[4];
+
+ if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) {
+ // read as byte
+ const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride);
+ bones[0] = bones_ptr[0];
+ bones[1] = bones_ptr[1];
+ bones[2] = bones_ptr[2];
+ bones[3] = bones_ptr[3];
+ } else {
+ // read as short
+ const uint16_t *bones_ptr = (const uint16_t *)(vertex_data + bones_offset + (i * bones_stride));
+ bones[0] = bones_ptr[0];
+ bones[1] = bones_ptr[1];
+ bones[2] = bones_ptr[2];
+ bones[3] = bones_ptr[3];
+ }
+
+ if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) {
+ // read as float
+ const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
+ bone_weight[0] = weight_ptr[0];
+ bone_weight[1] = weight_ptr[1];
+ bone_weight[2] = weight_ptr[2];
+ bone_weight[3] = weight_ptr[3];
+ } else {
+ // read as half
+ const uint16_t *weight_ptr = (const uint16_t *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
+ bone_weight[0] = (weight_ptr[0] / (float)0xFFFF);
+ bone_weight[1] = (weight_ptr[1] / (float)0xFFFF);
+ bone_weight[2] = (weight_ptr[2] / (float)0xFFFF);
+ bone_weight[3] = (weight_ptr[3] / (float)0xFFFF);
+ }
+
+ size_t offset = i * 12;
+
+ Transform transform;
+
+ Transform bone_transforms[4] = {
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[0]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[1]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[2]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[3]),
+ };
+
+ transform.origin =
+ bone_weight[0] * bone_transforms[0].origin +
+ bone_weight[1] * bone_transforms[1].origin +
+ bone_weight[2] * bone_transforms[2].origin +
+ bone_weight[3] * bone_transforms[3].origin;
+
+ transform.basis =
+ bone_transforms[0].basis * bone_weight[0] +
+ bone_transforms[1].basis * bone_weight[1] +
+ bone_transforms[2].basis * bone_weight[2] +
+ bone_transforms[3].basis * bone_weight[3];
+
+ float row[3][4] = {
+ { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
+ { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
+ { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
+ };
+
+ size_t transform_buffer_offset = i * 12;
+
+ copymem(&buffer[transform_buffer_offset], row, sizeof(row));
+ }
+ }
+
+ storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12);
+ } break;
+
+ default: {
+
+ } break;
+ }
+ }
+}
+
+void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
+
+ switch (p_element->instance->base_type) {
+
+ case VS::INSTANCE_MESH: {
+
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ // set up
+
+ if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
+
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
+
+ glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
+ glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
+ glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
+ } else {
+ // just to make sure
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
+
+ glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
+ glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
+ glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ if (s->attribs[i].enabled) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ } else {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
+ // drawing
+
+ if (s->index_array_len > 0) {
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ }
+
+ // tear down
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ glDisableVertexAttribArray(i);
+ }
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
+
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ } break;
+
+ case VS::INSTANCE_MULTIMESH: {
+
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
+ if (amount == -1) {
+ amount = multi_mesh->size;
+ }
+
+ if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
+
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
+
+ glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
+ glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
+ glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
+ } else {
+ // just to make sure
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
+
+ glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
+ glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
+ glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ if (s->attribs[i].enabled) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ } else {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
+ glDisableVertexAttribArray(12); // transform 0
+ glDisableVertexAttribArray(13); // transform 1
+ glDisableVertexAttribArray(14); // transform 2
+ glDisableVertexAttribArray(15); // color
+ glDisableVertexAttribArray(8); // custom data
+
+ glVertexAttrib4f(15, 1, 1, 1, 1);
+ glVertexAttrib4f(8, 0, 0, 0, 0);
+
+ int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
+
+ int color_ofs = multi_mesh->xform_floats;
+ int custom_data_ofs = color_ofs + multi_mesh->color_floats;
+
+ // drawing
+
+ for (int i = 0; i < amount; i++) {
+ float *buffer = &multi_mesh->data.write[i * stride];
+
+ {
+ // inline of multimesh_get_transform since it's such a pain
+ // to get a RID from here...
+ Transform transform;
+
+ transform.basis.elements[0][0] = buffer[0];
+ transform.basis.elements[0][1] = buffer[1];
+ transform.basis.elements[0][2] = buffer[2];
+ transform.origin.x = buffer[3];
+ transform.basis.elements[1][0] = buffer[4];
+ transform.basis.elements[1][1] = buffer[5];
+ transform.basis.elements[1][2] = buffer[6];
+ transform.origin.y = buffer[7];
+ transform.basis.elements[2][0] = buffer[8];
+ transform.basis.elements[2][1] = buffer[9];
+ transform.basis.elements[2][2] = buffer[10];
+ transform.origin.z = buffer[11];
+
+ float row[3][4] = {
+ { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
+ { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
+ { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
+ };
+
+ glVertexAttrib4fv(12, row[0]);
+ glVertexAttrib4fv(13, row[1]);
+ glVertexAttrib4fv(14, row[2]);
+ }
+
+ if (multi_mesh->color_floats) {
+ glVertexAttrib4fv(15, buffer + color_ofs);
+ }
+
+ if (multi_mesh->custom_data_floats) {
+ glVertexAttrib4fv(8, buffer + custom_data_ofs);
+ }
+
+ if (s->index_array_len > 0) {
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ }
+ }
+
+ // tear down
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ glDisableVertexAttribArray(i);
+ }
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
+
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ } break;
+ }
+}
+
+void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_light_cull_result, int p_light_cull_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) {
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+ Vector2 screen_pixel_size;
+ screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
+ screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
+
+ bool use_radiance_map = false;
+
+ for (int i = 0; i < p_element_count; i++) {
+ RenderList::Element *e = p_elements[i];
+
+ RasterizerStorageGLES2::Material *material = e->material;
+
+ RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+
+ if (p_base_env) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env);
+ use_radiance_map = true;
+ }
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
+
+ if (material->shader->spatial.unshaded) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
+ } else {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
+ }
+
+ // opaque pass
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
+
+ _setup_geometry(e, skeleton);
+
+ _setup_material(material, use_radiance_map, p_reverse_cull, false, skeleton ? (skeleton->tex_id != 0) : 0, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+
+ if (use_radiance_map) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
+ }
+
+ if (p_shadow) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_NORMAL_BIAS, p_shadow_normal_bias);
+ }
+
+ if (p_env) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy);
+
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0));
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
+ }
+
+ glEnable(GL_BLEND);
+
+ if (p_alpha_pass || p_directional_add) {
+ int desired_blend_mode;
+ if (p_directional_add) {
+ desired_blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
+ } else {
+ desired_blend_mode = material->shader->spatial.blend_mode;
+ }
+
+ switch (desired_blend_mode) {
+
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
+
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
+
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MUL: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
+ } else {
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
+ }
+
+ } break;
+ }
+ } else {
+ // no blend mode given - assume mix
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
+ state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+
+ _render_geometry(e);
+
+ // render lights
+
+ if (material->shader->spatial.unshaded)
+ continue;
+
+ if (p_shadow)
+ continue;
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, true);
+
+ state.scene_shader.bind();
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+ {
+ bool has_shadow_atlas = shadow_atlas != NULL;
+ _setup_material(material, false, p_reverse_cull, has_shadow_atlas, skeleton ? (skeleton->tex_id != 0) : 0, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+
+ if (has_shadow_atlas) {
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
+ state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ }
+
+ for (int j = 0; j < e->instance->light_instances.size(); j++) {
+ RID light_rid = e->instance->light_instances[j];
+ LightInstance *light = light_instance_owner.get(light_rid);
+
+ switch (light->light_ptr->type) {
+ case VS::LIGHT_DIRECTIONAL: {
+ continue;
+ } break;
+
+ case VS::LIGHT_OMNI: {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)1);
+
+ Vector3 position = p_view_transform.inverse().xform(light->transform.origin);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+
+ float range = light->light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+
+ Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
+ attenuation.a = light->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
+
+ if (light->light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) {
+
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
+
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
+
+ if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+ height /= 2;
+ } else {
+ width /= 2;
+ }
+
+ Transform proj = (p_view_transform.inverse() * light->transform).inverse();
+
+ Color light_clamp;
+ light_clamp[0] = float(x) / atlas_size;
+ light_clamp[1] = float(y) / atlas_size;
+ light_clamp[2] = float(width) / atlas_size;
+ light_clamp[3] = float(height) / atlas_size;
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
+ }
+ } break;
+
+ case VS::LIGHT_SPOT: {
+ Vector3 position = p_view_transform.inverse().xform(light->transform.origin);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)2);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+
+ Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
+ Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
+ attenuation.a = light->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ float range = light->light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ float spot_attenuation = light->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
+ float angle = light->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
+ angle = Math::cos(Math::deg2rad(angle));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_RANGE, spot_attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+
+ if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
+
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
+
+ Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);
+
+ Color light_clamp;
+ light_clamp[0] = rect.position.x;
+ light_clamp[1] = rect.position.y;
+ light_clamp[2] = rect.size.x;
+ light_clamp[3] = rect.size.y;
+
+ Transform modelview = (p_view_transform.inverse() * light->transform).inverse();
+
+ CameraMatrix bias;
+ bias.set_light_bias();
+
+ CameraMatrix rectm;
+ rectm.set_light_atlas_rect(rect);
+
+ CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, shadow_matrix);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
+ }
+
+ } break;
+
+ default: {
+ print_line("wat.");
+ } break;
+ }
+
+ float energy = light->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ float specular = light->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, light->light_ptr->color.to_linear());
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+
+ _render_geometry(e);
+ }
+
+ for (int j = 0; j < p_light_cull_count; j++) {
+ RID light_rid = p_light_cull_result[j];
+
+ LightInstance *light = light_instance_owner.getornull(light_rid);
+
+ RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
+
+ switch (light_ptr->type) {
+ case VS::LIGHT_DIRECTIONAL: {
+
+ switch (light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits);
+ } break;
+
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits);
+ } break;
+ default:
+ break;
+ }
+
+ {
+ _setup_material(material, false, p_reverse_cull, false, skeleton ? (skeleton->tex_id != 0) : 0, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+
+ if (directional_shadow.depth) {
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
+ state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ }
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)0);
+ Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
+
+ } break;
+
+ default: {
+ continue;
+ } break;
+ }
+
+ float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+
+ float sign = light_ptr->negative ? -1 : 1;
+
+ Color linear_col = light_ptr->color.to_linear();
+ Color color;
+ for (int c = 0; c < 3; c++)
+ color[c] = linear_col[c] * sign * energy * Math_PI;
+
+ color[3] = 0;
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
+
+ CameraMatrix matrices[4];
+
+ if (light_ptr->shadow && directional_shadow.depth) {
+
+ int shadow_count = 0;
+ Color split_offsets;
+
+ switch (light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ shadow_count = 1;
+ } break;
+
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ shadow_count = 2;
+ } break;
+
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ shadow_count = 4;
+ } break;
+ }
+
+ for (int k = 0; k < shadow_count; k++) {
+
+ uint32_t x = light->directional_rect.position.x;
+ uint32_t y = light->directional_rect.position.y;
+ uint32_t width = light->directional_rect.size.x;
+ uint32_t height = light->directional_rect.size.y;
+
+ if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+
+ width /= 2;
+ height /= 2;
+
+ if (k == 0) {
+
+ } else if (k == 1) {
+ x += width;
+ } else if (k == 2) {
+ y += height;
+ } else if (k == 3) {
+ x += width;
+ y += height;
+ }
+
+ } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+
+ height /= 2;
+
+ if (k == 0) {
+
+ } else {
+ y += height;
+ }
+ }
+
+ split_offsets[k] = light->shadow_transform[k].split;
+
+ Transform modelview = (p_view_transform * light->shadow_transform[k].transform).inverse();
+
+ CameraMatrix bias;
+ bias.set_light_bias();
+ CameraMatrix rectm;
+ Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size);
+ rectm.set_light_atlas_rect(atlas_rect);
+
+ CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
+ matrices[k] = shadow_mtx.inverse();
+
+ Color light_clamp;
+ light_clamp[0] = atlas_rect.position.x;
+ light_clamp[1] = atlas_rect.position.y;
+ light_clamp[2] = atlas_rect.size.x;
+ light_clamp[3] = atlas_rect.size.y;
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets);
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX1, matrices[0]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]);
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
+ }
+
+ _render_geometry(e);
+ }
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
+ }
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
+}
+
+void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
+ ERR_FAIL_COND(!p_sky);
+
+ RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(p_sky->panorama);
+ ERR_FAIL_COND(!tex);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(tex->target, tex->tex_id);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+
+ // Camera
+ CameraMatrix camera;
+
+ if (p_custom_fov) {
+
+ float near_plane = p_projection.get_z_near();
+ float far_plane = p_projection.get_z_far();
+ float aspect = p_projection.get_aspect();
+
+ camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane);
+ } else {
+ camera = p_projection;
+ }
+
+ float flip_sign = p_vflip ? -1 : 1;
+
+ // If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR).
+ // To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced.
+ // It also means the uv coordinates are ignored in this mode and we don't need our loop.
+ bool asymmetrical = ((camera.matrix[2][0] != 0.0) || (camera.matrix[2][1] != 0.0));
+
+ Vector3 vertices[8] = {
+ Vector3(-1, -1 * flip_sign, 1),
+ Vector3(0, 1, 0),
+ Vector3(1, -1 * flip_sign, 1),
+ Vector3(1, 1, 0),
+ Vector3(1, 1 * flip_sign, 1),
+ Vector3(1, 0, 0),
+ Vector3(-1, 1 * flip_sign, 1),
+ Vector3(0, 0, 0),
+ };
+
+ if (!asymmetrical) {
+ float vw, vh, zn;
+ camera.get_viewport_size(vw, vh);
+ zn = p_projection.get_z_near();
+
+ for (int i = 0; i < 4; i++) {
+ Vector3 uv = vertices[i * 2 + 1];
+ uv.x = (uv.x * 2.0 - 1.0) * vw;
+ uv.y = -(uv.y * 2.0 - 1.0) * vh;
+ uv.z = -zn;
+ vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
+ vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices);
+
+ // bind sky vertex array....
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, ((uint8_t *)NULL) + sizeof(Vector3));
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(VS::ARRAY_VERTEX);
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
+}
+
void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+
+ glEnable(GL_BLEND);
+
+ GLuint current_fb = storage->frame.current_rt->fbo;
+ Environment *env = environment_owner.getornull(p_environment);
+
+ // render list stuff
+
+ render_list.clear();
+ _fill_render_list(p_cull_result, p_cull_count, false, false);
+
+ // other stuff
+
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(GL_TRUE);
+ glClearDepth(1.0f);
+ glEnable(GL_DEPTH_TEST);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ storage->frame.clear_request = false;
+
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ // render sky
+ RasterizerStorageGLES2::Sky *sky = NULL;
+ GLuint env_radiance_tex = 0;
+ if (env) {
+ switch (env->bg_mode) {
+
+ case VS::ENV_BG_COLOR_SKY:
+ case VS::ENV_BG_SKY: {
+ sky = storage->sky_owner.getornull(env->sky);
+
+ if (sky) {
+ env_radiance_tex = sky->radiance;
+ }
+ } break;
+
+ default: {
+ print_line("uhm");
+ } break;
+ }
+ }
+
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
+
+ if (sky && sky->panorama.is_valid()) {
+ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy);
+ }
+ }
+
+ // render opaque things first
+ render_list.sort_by_key(false);
+ _render_render_list(render_list.elements, render_list.element_count, p_light_cull_result, p_light_cull_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false, false, false);
+
+ // alpha pass
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ render_list.sort_by_key(true);
+ _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_light_cull_result, p_light_cull_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false, false, false);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+
+ // #define GLES2_SHADOW_ATLAS_DEBUG_VIEW
+
+#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ if (shadow_atlas) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+
+ glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false);
+ storage->shaders.copy.bind();
+
+ storage->_copy_screen();
+ }
+#endif
}
void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light);
+ ERR_FAIL_COND(!light_instance);
+
+ RasterizerStorageGLES2::Light *light = light_instance->light_ptr;
+ ERR_FAIL_COND(!light);
+
+ uint32_t x;
+ uint32_t y;
+ uint32_t width;
+ uint32_t height;
+ uint32_t vp_height;
+
+ float zfar = 0;
+ bool flip_facing = false;
+ int custom_vp_size = 0;
+
+ GLuint fbo = 0;
+
+ int current_cubemap = -1;
+ float bias = 0;
+ float normal_bias = 0;
+
+ CameraMatrix light_projection;
+ Transform light_transform;
+
+ // TODO directional light
+
+ if (light->type == VS::LIGHT_DIRECTIONAL) {
+ // set pssm stuff
+
+ // TODO set this only when changed
+
+ light_instance->light_directional_index = directional_shadow.current_light;
+ light_instance->last_scene_shadow_pass = scene_pass;
+
+ directional_shadow.current_light++;
+
+ if (directional_shadow.light_count == 1) {
+ light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size);
+ } else if (directional_shadow.light_count == 2) {
+ light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
+ if (light_instance->light_directional_index == 1) {
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
+ }
+ } else { //3 and 4
+ light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
+ if (light_instance->light_directional_index & 1) {
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
+ }
+ if (light_instance->light_directional_index / 2) {
+ light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
+ }
+ }
+
+ light_projection = light_instance->shadow_transform[p_pass].camera;
+ light_transform = light_instance->shadow_transform[p_pass].transform;
+
+ x = light_instance->directional_rect.position.x;
+ y = light_instance->directional_rect.position.y;
+ width = light_instance->directional_rect.size.width;
+ height = light_instance->directional_rect.size.height;
+
+ if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+
+ width /= 2;
+ height /= 2;
+
+ if (p_pass == 0) {
+
+ } else if (p_pass == 1) {
+ x += width;
+ } else if (p_pass == 2) {
+ y += height;
+ } else if (p_pass == 3) {
+ x += width;
+ y += height;
+ }
+
+ } else if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+
+ height /= 2;
+
+ if (p_pass == 0) {
+
+ } else {
+ y += height;
+ }
+ }
+
+ float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
+ zfar = light->param[VS::LIGHT_PARAM_RANGE];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
+
+ fbo = directional_shadow.fbo;
+ vp_height = directional_shadow.size;
+ } else {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
+
+ fbo = shadow_atlas->fbo;
+ vp_height = shadow_atlas->size;
+
+ uint32_t key = shadow_atlas->shadow_owners[p_light];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ x = (quadrant & 1) * quadrant_size;
+ y = (quadrant >> 1) * quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ width = shadow_size;
+ height = shadow_size;
+
+ if (light->type == VS::LIGHT_OMNI) {
+ // cubemap only
+ if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE) {
+ int cubemap_index = shadow_cubemaps.size() - 1;
+
+ // find an appropriate cubemap to render to
+ for (int i = shadow_cubemaps.size() - 1; i >= 0; i--) {
+ if (shadow_cubemaps[i].size > shadow_size * 2) {
+ break;
+ }
+
+ cubemap_index = i;
+ }
+
+ fbo = shadow_cubemaps[cubemap_index].fbo[p_pass];
+ light_projection = light_instance->shadow_transform[0].camera;
+ light_transform = light_instance->shadow_transform[0].transform;
+
+ custom_vp_size = shadow_cubemaps[cubemap_index].size;
+ zfar = light->param[VS::LIGHT_PARAM_RANGE];
+
+ current_cubemap = cubemap_index;
+ }
+ } else {
+ light_projection = light_instance->shadow_transform[0].camera;
+ light_transform = light_instance->shadow_transform[0].transform;
+
+ flip_facing = false;
+ zfar = light->param[VS::LIGHT_PARAM_RANGE];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+ }
+ }
+
+ render_list.clear();
+
+ _fill_render_list(p_cull_result, p_cull_count, true, true);
+
+ render_list.sort_by_depth(false);
+
+ glDisable(GL_BLEND);
+ glDisable(GL_DITHER);
+ glEnable(GL_DEPTH_TEST);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ glDepthMask(GL_TRUE);
+ glColorMask(0, 0, 0, 0);
+
+ if (custom_vp_size) {
+ glViewport(0, 0, custom_vp_size, custom_vp_size);
+ glScissor(0, 0, custom_vp_size, custom_vp_size);
+ } else {
+ glViewport(x, y, width, height);
+ glScissor(x, y, width, height);
+ }
+
+ glEnable(GL_SCISSOR_TEST);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, true);
+
+ _render_render_list(render_list.elements, render_list.element_count, NULL, 0, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, false, false, true, false, false);
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, false);
+
+ // convert cubemap to dual paraboloid if needed
+ if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
+ state.cube_to_dp_shader.bind();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap);
+
+ glDisable(GL_CULL_FACE);
+
+ for (int i = 0; i < 2; i++) {
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FLIP, i == 1);
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_NEAR, light_projection.get_z_near());
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FAR, light_projection.get_z_far());
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::BIAS, light->param[VS::LIGHT_PARAM_SHADOW_BIAS]);
+
+ uint32_t local_width = width;
+ uint32_t local_height = height;
+ uint32_t local_x = x;
+ uint32_t local_y = y;
+
+ if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+ local_height /= 2;
+ local_y += i * local_height;
+ } else {
+ local_width /= 2;
+ local_x += i * local_width;
+ }
+
+ glViewport(local_x, local_y, local_width, local_height);
+ glScissor(local_x, local_y, local_width, local_height);
+
+ glEnable(GL_SCISSOR_TEST);
+
+ glClearDepth(1.0f);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
+ glDisable(GL_BLEND);
+
+ storage->_copy_screen();
+ }
+ }
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
+ scene_pass = p_pass;
}
bool RasterizerSceneGLES2::free(RID p_rid) {
@@ -223,6 +2202,100 @@ void RasterizerSceneGLES2::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_dra
}
void RasterizerSceneGLES2::initialize() {
+ state.scene_shader.init();
+ state.cube_to_dp_shader.init();
+
+ render_list.init();
+
+ shadow_atlas_realloc_tolerance_msec = 500;
+
+ {
+ //default material and shader
+
+ default_shader = storage->shader_create();
+ storage->shader_set_code(default_shader, "shader_type spatial;\n");
+ default_material = storage->material_create();
+ storage->material_set_shader(default_material, default_shader);
+
+ default_shader_twosided = storage->shader_create();
+ default_material_twosided = storage->material_create();
+ storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n");
+ storage->material_set_shader(default_material_twosided, default_shader_twosided);
+ }
+
+ {
+ glGenBuffers(1, &state.sky_verts);
+ glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ // cubemaps for shadows
+ {
+ int max_shadow_cubemap_sampler_size = 512;
+
+ int cube_size = max_shadow_cubemap_sampler_size;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ while (cube_size >= 32) {
+
+ ShadowCubeMap cube;
+
+ cube.size = cube_size;
+
+ glGenTextures(1, &cube.cubemap);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
+
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT16, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
+ }
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(6, cube.fbo);
+ for (int i = 0; i < 6; i++) {
+
+ glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _cube_side_enum[i], cube.cubemap, 0);
+ }
+
+ shadow_cubemaps.push_back(cube);
+
+ cube_size >>= 1;
+ }
+ }
+
+ {
+ // directional shadows
+
+ directional_shadow.light_count = 0;
+ directional_shadow.size = next_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
+
+ glGenFramebuffers(1, &directional_shadow.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
+
+ glGenTextures(1, &directional_shadow.depth);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ ERR_PRINT("Directional shadow framebuffer status invalid");
+ }
+ }
}
void RasterizerSceneGLES2::iteration() {
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index 110222f709..0ce7e9ae97 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -33,10 +33,10 @@
/* Must come before shaders or the Windows build fails... */
#include "rasterizer_storage_gles2.h"
+#include "shaders/cube_to_dp.glsl.gen.h"
#include "shaders/scene.glsl.gen.h"
/*
-#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h"
#include "drivers/gles3/shaders/effect_blur.glsl.gen.h"
#include "drivers/gles3/shaders/exposure.glsl.gen.h"
#include "drivers/gles3/shaders/resolve.glsl.gen.h"
@@ -52,6 +52,13 @@
class RasterizerSceneGLES2 : public RasterizerScene {
public:
+ RID default_material;
+ RID default_material_twosided;
+ RID default_shader;
+ RID default_shader_twosided;
+
+ uint64_t scene_pass;
+
RasterizerStorageGLES2 *storage;
struct State {
@@ -63,7 +70,10 @@ public:
GLuint current_main_tex;
SceneShaderGLES2 scene_shader;
- // CubeToDpShaderGLES3 cube_to_dp_shader;
+ CubeToDpShaderGLES2 cube_to_dp_shader;
+
+ GLuint sky_verts;
+
// ResolveShaderGLES3 resolve_shader;
// ScreenSpaceReflectionShaderGLES3 ssr_shader;
// EffectBlurShaderGLES3 effect_blur_shader;
@@ -128,7 +138,6 @@ public:
GLuint env_radiance_ubo;
- GLuint sky_verts;
GLuint sky_array;
GLuint directional_ubo;
@@ -169,11 +178,72 @@ public:
/* SHADOW ATLAS API */
+ uint64_t shadow_atlas_realloc_tolerance_msec;
+
+ struct ShadowAtlas : public RID_Data {
+ enum {
+ QUADRANT_SHIFT = 27,
+ SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
+ SHADOW_INVALID = 0xFFFFFFFF,
+ };
+
+ struct Quadrant {
+ uint32_t subdivision;
+
+ struct Shadow {
+ RID owner;
+ uint64_t version;
+ uint64_t alloc_tick;
+
+ Shadow() {
+ version = 0;
+ alloc_tick = 0;
+ }
+ };
+
+ Vector<Shadow> shadows;
+
+ Quadrant() {
+ subdivision = 0;
+ }
+ } quadrants[4];
+
+ int size_order[4];
+ uint32_t smallest_subdiv;
+
+ int size;
+
+ GLuint fbo;
+ GLuint depth;
+
+ Map<RID, uint32_t> shadow_owners;
+ };
+
+ struct ShadowCubeMap {
+ GLuint fbo[6];
+ GLuint cubemap;
+ uint32_t size;
+ };
+
+ Vector<ShadowCubeMap> shadow_cubemaps;
+
+ RID_Owner<ShadowAtlas> shadow_atlas_owner;
+
RID shadow_atlas_create();
void shadow_atlas_set_size(RID p_atlas, int p_size);
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
+ bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
+ struct DirectionalShadow {
+ GLuint fbo;
+ GLuint depth;
+
+ int light_count;
+ int size;
+ int current_light;
+ } directional_shadow;
+
virtual int get_directional_light_shadow_size(RID p_light_intance);
virtual void set_directional_shadow_count(int p_count);
@@ -196,6 +266,36 @@ public:
virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
/* ENVIRONMENT API */
+
+ struct Environment : public RID_Data {
+ VS::EnvironmentBG bg_mode;
+
+ RID sky;
+ float sky_custom_fov;
+
+ Color bg_color;
+ float bg_energy;
+ float sky_ambient;
+
+ Color ambient_color;
+ float ambient_energy;
+ float ambient_sky_contribution;
+
+ int canvas_max_layer;
+
+ Environment() {
+ bg_mode = VS::ENV_BG_CLEAR_COLOR;
+ sky_custom_fov = 0.0;
+ bg_energy = 1.0;
+ sky_ambient = 0;
+ ambient_energy = 1.0;
+ ambient_sky_contribution = 0.0;
+ canvas_max_layer = 0;
+ }
+ };
+
+ mutable RID_Owner<Environment> environment_owner;
+
virtual RID environment_create();
virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
@@ -228,6 +328,43 @@ public:
virtual int environment_get_canvas_max_layer(RID p_env);
/* LIGHT INSTANCE */
+
+ struct LightInstance : public RID_Data {
+
+ struct ShadowTransform {
+ CameraMatrix camera;
+ Transform transform;
+ float farplane;
+ float split;
+ float bias_scale;
+ };
+
+ ShadowTransform shadow_transform[4];
+
+ RID self;
+ RID light;
+
+ RasterizerStorageGLES2::Light *light_ptr;
+ Transform transform;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att;
+
+ // TODO passes and all that stuff ?
+ uint64_t last_scene_pass;
+ uint64_t last_scene_shadow_pass;
+
+ uint16_t light_index;
+ uint16_t light_directional_index;
+
+ Rect2 directional_rect;
+
+ Set<RID> shadow_atlases; // atlases where this light is registered
+ };
+
+ mutable RID_Owner<LightInstance> light_instance_owner;
+
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
@@ -242,6 +379,180 @@ public:
/* RENDER LIST */
+ struct RenderList {
+ enum {
+ DEFAULT_MAX_ELEMENTS = 65536,
+ SORT_FLAG_SKELETON = 1,
+ SORT_FLAG_INSTANCING = 2,
+ MAX_DIRECTIONAL_LIGHTS = 16,
+ MAX_LIGHTS = 4096,
+ MAX_REFLECTIONS = 1024,
+
+ SORT_KEY_PRIORITY_SHIFT = 56,
+ SORT_KEY_PRIORITY_MASK = 0xFF,
+ //depth layer for opaque (56-52)
+ SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
+ SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
+//64 bits unsupported in MSVC
+#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 49)
+#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 48)
+#define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 47)
+#define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46)
+#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45)
+#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44)
+ SORT_KEY_SHADING_SHIFT = 44,
+ SORT_KEY_SHADING_MASK = 63,
+ //44-28 material index
+ SORT_KEY_MATERIAL_INDEX_SHIFT = 28,
+ //28-8 geometry index
+ SORT_KEY_GEOMETRY_INDEX_SHIFT = 8,
+ //bits 5-7 geometry type
+ SORT_KEY_GEOMETRY_TYPE_SHIFT = 5,
+ //bits 0-5 for flags
+ SORT_KEY_OPAQUE_PRE_PASS = 8,
+ SORT_KEY_CULL_DISABLED_FLAG = 4,
+ SORT_KEY_SKELETON_FLAG = 2,
+ SORT_KEY_MIRROR_FLAG = 1
+ };
+
+ int max_elements;
+
+ struct Element {
+ RasterizerScene::InstanceBase *instance;
+
+ RasterizerStorageGLES2::Geometry *geometry;
+ RasterizerStorageGLES2::Material *material;
+ RasterizerStorageGLES2::GeometryOwner *owner;
+
+ uint64_t sort_key;
+ };
+
+ Element *base_elements;
+ Element **elements;
+
+ int element_count;
+ int alpha_element_count;
+
+ void clear() {
+ element_count = 0;
+ alpha_element_count = 0;
+ }
+
+ // sorts
+
+ struct SortByKey {
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ return A->sort_key < B->sort_key;
+ }
+ };
+
+ void sort_by_key(bool p_alpha) {
+ SortArray<Element *, SortByKey> sorter;
+
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
+ struct SortByDepth {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ return A->instance->depth < B->instance->depth;
+ }
+ };
+
+ void sort_by_depth(bool p_alpha) { //used for shadows
+
+ SortArray<Element *, SortByDepth> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
+ struct SortByReverseDepthAndPriority {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
+ uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
+ if (layer_A == layer_B) {
+ return A->instance->depth > B->instance->depth;
+ } else {
+ return layer_A < layer_B;
+ }
+ }
+ };
+
+ void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+
+ SortArray<Element *, SortByReverseDepthAndPriority> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
+ // element adding and stuff
+
+ _FORCE_INLINE_ Element *add_element() {
+ if (element_count + alpha_element_count >= max_elements)
+ return NULL;
+
+ elements[element_count] = &base_elements[element_count];
+ return elements[element_count++];
+ }
+
+ _FORCE_INLINE_ Element *add_alpha_element() {
+ if (element_count + alpha_element_count >= max_elements) {
+ return NULL;
+ }
+
+ int idx = max_elements - alpha_element_count - 1;
+ elements[idx] = &base_elements[idx];
+ alpha_element_count++;
+ return elements[idx];
+ }
+
+ void init() {
+ element_count = 0;
+ alpha_element_count = 0;
+
+ elements = memnew_arr(Element *, max_elements);
+ base_elements = memnew_arr(Element, max_elements);
+
+ for (int i = 0; i < max_elements; i++) {
+ elements[i] = &base_elements[i];
+ }
+ }
+
+ RenderList() {
+ max_elements = DEFAULT_MAX_ELEMENTS;
+ }
+
+ ~RenderList() {
+ memdelete_arr(elements);
+ memdelete_arr(base_elements);
+ }
+ };
+
+ RenderList render_list;
+
+ void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
+ void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
+
+ void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
+ void _render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_light_cull_result, int p_light_cull_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
+
+ void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy);
+
+ void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_use_radiance_map, bool p_reverse_cull, bool p_shadow_atlas = false, bool p_skeleton_tex = false, Size2i p_skeleton_tex_size = Size2i(0, 0));
+ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
+ void _render_geometry(RenderList::Element *p_element);
+
virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
virtual bool free(RID p_rid);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index fc80436efb..468659ed80 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -32,14 +32,40 @@
#include "rasterizer_canvas_gles2.h"
#include "rasterizer_scene_gles2.h"
+#include "math/transform.h"
+
+#include "servers/visual/shader_language.h"
+
GLuint RasterizerStorageGLES2::system_fbo = 0;
/* TEXTURE API */
-Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type) {
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+
+#define _EXT_ETC1_RGB8_OES 0x8D64
+
+#ifdef GLES_OVER_GL
+#define _GL_HALF_FLOAT_OES 0x140B
+#else
+#define _GL_HALF_FLOAT_OES 0x8D61
+#endif
+
+void RasterizerStorageGLES2::bind_quad_array() const {
+ glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+}
+
+Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) {
r_gl_format = 0;
Ref<Image> image = p_image;
+ r_compressed = false;
bool need_decompress = false;
@@ -98,9 +124,14 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_RF: {
- ERR_EXPLAIN("R float texture not supported");
- ERR_FAIL_V(image);
+ if (!config.float_texture_supported) {
+ ERR_EXPLAIN("R float texture not supported");
+ ERR_FAIL_V(image);
+ }
+ r_gl_internal_format = GL_ALPHA;
+ r_gl_format = GL_ALPHA;
+ r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGF: {
ERR_EXPLAIN("RG float texture not supported");
@@ -108,54 +139,87 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_RGBF: {
+ if (!config.float_texture_supported) {
- ERR_EXPLAIN("RGB float texture not supported");
- ERR_FAIL_V(image);
+ ERR_EXPLAIN("RGB float texture not supported");
+ ERR_FAIL_V(image);
+ }
+
+ r_gl_internal_format = GL_RGB;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGBAF: {
+ if (!config.float_texture_supported) {
- ERR_EXPLAIN("RGBA float texture not supported");
- ERR_FAIL_V(image);
+ ERR_EXPLAIN("RGBA float texture not supported");
+ ERR_FAIL_V(image);
+ }
+
+ r_gl_internal_format = GL_RGBA;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RH: {
- ERR_EXPLAIN("R half float texture not supported");
- ERR_FAIL_V(image);
+ need_decompress = true;
} break;
case Image::FORMAT_RGH: {
- ERR_EXPLAIN("RG half float texture not supported");
- ERR_FAIL_V(image);
-
+ need_decompress = true;
} break;
case Image::FORMAT_RGBH: {
- ERR_EXPLAIN("RGB half float texture not supported");
- ERR_FAIL_V(image);
-
+ need_decompress = true;
} break;
case Image::FORMAT_RGBAH: {
- ERR_EXPLAIN("RGBA half float texture not supported");
- ERR_FAIL_V(image);
-
+ need_decompress = true;
} break;
case Image::FORMAT_RGBE9995: {
- ERR_EXPLAIN("RGBA float texture not supported");
- ERR_FAIL_V(image);
+ r_gl_internal_format = GL_RGB;
+ r_gl_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+
+ if (image.is_valid())
+
+ image = image->rgbe_to_srgb();
+
+ return image;
} break;
case Image::FORMAT_DXT1: {
- need_decompress = true;
+ r_compressed = true;
+ if (config.s3tc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ } else {
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_DXT3: {
- need_decompress = true;
+ if (config.s3tc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ } else {
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_DXT5: {
- need_decompress = true;
+ if (config.s3tc_supported) {
+ r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_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: {
@@ -198,7 +262,14 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_ETC: {
- need_decompress = true;
+ if (config.etc1_supported) {
+ r_gl_internal_format = _EXT_ETC1_RGB8_OES;
+ r_gl_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_compressed = true;
+ } else {
+ need_decompress = true;
+ }
} break;
case Image::FORMAT_ETC2_R11: {
@@ -280,6 +351,9 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
GLenum internal_format;
GLenum type;
+ bool compressed = false;
+ bool srgb = false;
+
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
}
@@ -293,7 +367,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
texture->stored_cube_sides = 0;
texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, format, internal_format, type);
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, format, internal_format, type, compressed);
texture->alloc_width = texture->width;
texture->alloc_height = texture->height;
@@ -304,6 +378,8 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
texture->data_size = 0;
texture->mipmaps = 1;
+ texture->compressed = compressed;
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
@@ -328,13 +404,12 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
GLenum format;
GLenum internal_format;
bool compressed = false;
- bool srgb;
if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
texture->images[p_cube_side] = p_image;
}
- Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, format, internal_format, type);
+ Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, format, internal_format, type, compressed);
if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
@@ -423,11 +498,21 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
int size, ofs;
img->get_mipmap_offset_and_size(i, ofs, size);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
- glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
+ if (texture->compressed) {
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ int bw = w;
+ int bh = h;
+
+ glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
} else {
- glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
+ glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
+ } else {
+ glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
+ }
}
tsize += size;
@@ -683,27 +768,171 @@ void RasterizerStorageGLES2::texture_set_force_redraw_if_visible(RID p_texture,
}
void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
- // TODO
+ Texture *texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_3d = p_callback;
+ texture->detect_3d_ud = p_userdata;
}
void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
- // TODO
+ Texture *texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_srgb = p_callback;
+ texture->detect_srgb_ud = p_userdata;
}
void RasterizerStorageGLES2::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
- // TODO
+ Texture *texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_normal = p_callback;
+ texture->detect_normal_ud = p_userdata;
}
RID RasterizerStorageGLES2::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
- // TODO
+
return RID();
}
RID RasterizerStorageGLES2::sky_create() {
- return RID();
+ Sky *sky = memnew(Sky);
+ sky->radiance = 0;
+ return sky_owner.make_rid(sky);
}
void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
+ Sky *sky = sky_owner.getornull(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->panorama.is_valid()) {
+ sky->panorama = RID();
+ glDeleteTextures(1, &sky->radiance);
+ sky->radiance = 0;
+ }
+
+ sky->panorama = p_panorama;
+ if (!sky->panorama.is_valid()) {
+ return; // the panorama was cleared
+ }
+
+ Texture *texture = texture_owner.getornull(sky->panorama);
+ if (!texture) {
+ sky->panorama = RID();
+ ERR_FAIL_COND(!texture);
+ }
+
+ // glBindVertexArray(0) and more
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // New cubemap that will hold the mipmaps with different roughness values
+ glActiveTexture(GL_TEXTURE2);
+ glGenTextures(1, &sky->radiance);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
+
+ // Now we create a new framebuffer. The new cubemap images will be used as
+ // attachements for it, so we can fill them by issuing draw calls.
+ GLuint tmp_fb;
+
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+
+ int size = p_radiance_size;
+
+ int lod = 0;
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D);
+
+ shaders.cubemap_filter.bind();
+
+ int mipmaps = 6;
+
+ int mm_level = mipmaps;
+
+ GLenum internal_format = GL_RGBA;
+ GLenum format = GL_RGBA;
+ GLenum type = GL_UNSIGNED_BYTE; // This is suboptimal... TODO other format for FBO?
+
+ // Set the initial (empty) mipmaps
+ while (size >= 1) {
+
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
+ }
+
+ lod++;
+
+ size >>= 1;
+ }
+
+ lod = 0;
+ mm_level = mipmaps;
+
+ size = p_radiance_size;
+
+ // now render to the framebuffer, mipmap level for mipmap level
+ while (size >= 1) {
+
+ for (int i = 0; i < 6; i++) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], sky->radiance, lod);
+
+ glViewport(0, 0, size, size);
+
+ bind_quad_array();
+
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
+
+ float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1;
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ size >>= 1;
+
+ mm_level--;
+
+ lod++;
+ }
+
+ // restore ranges
+
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ // Framebuffer did its job. thank mr framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+ glDeleteFramebuffers(1, &tmp_fb);
}
/* SHADER API */
@@ -755,6 +984,8 @@ void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code)
if (mode == VS::SHADER_CANVAS_ITEM) {
shader->shader = &canvas->state.canvas_shader;
+ } else if (mode == VS::SHADER_SPATIAL) {
+ shader->shader = &scene->state.scene_shader;
} else {
return;
}
@@ -815,6 +1046,62 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
actions->uniforms = &p_shader->uniforms;
} break;
+ case VS::SHADER_SPATIAL: {
+ p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX;
+ p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE;
+ p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK;
+ p_shader->spatial.uses_alpha = false;
+ p_shader->spatial.uses_alpha_scissor = false;
+ p_shader->spatial.uses_discard = false;
+ p_shader->spatial.unshaded = false;
+ p_shader->spatial.no_depth_test = false;
+ p_shader->spatial.uses_sss = false;
+ p_shader->spatial.uses_time = false;
+ p_shader->spatial.uses_vertex_lighting = false;
+ p_shader->spatial.uses_screen_texture = false;
+ p_shader->spatial.uses_depth_texture = false;
+ p_shader->spatial.uses_vertex = false;
+ p_shader->spatial.writes_modelview_or_projection = false;
+ p_shader->spatial.uses_world_coordinates = false;
+
+ shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD);
+ shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX);
+ shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB);
+ shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL);
+
+ shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE);
+ shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS);
+ shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER);
+ shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
+
+ shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT);
+ shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK);
+ shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
+
+ shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
+ shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
+
+ shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
+
+ shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
+
+ shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
+ shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
+
+ shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
+ shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
+ shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
+ shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
+ shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
+
+ shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
+ shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
+ shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
+
+ actions = &shaders.actions_scene;
+ actions->uniforms = &p_shader->uniforms;
+ } break;
+
default: {
return;
} break;
@@ -832,6 +1119,11 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
p_shader->uses_vertex_time = gen_code.uses_vertex_time;
p_shader->uses_fragment_time = gen_code.uses_fragment_time;
+ p_shader->shader->set_custom_shader(p_shader->custom_code_id);
+ p_shader->shader->bind();
+
+ // cache uniform locations
+
for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
_material_make_dirty(E->self());
}
@@ -919,6 +1211,10 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn
pi.type = Variant::POOL_INT_ARRAY;
} break;
+ case ShaderLanguage::TYPE_FLOAT: {
+ pi.type = Variant::REAL;
+ } break;
+
case ShaderLanguage::TYPE_VEC2: {
pi.type = Variant::VECTOR2;
} break;
@@ -1071,183 +1367,1277 @@ Variant RasterizerStorageGLES2::material_get_param(RID p_material, const StringN
}
void RasterizerStorageGLES2::material_set_line_width(RID p_material, float p_width) {
+ Material *material = material_owner.getornull(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->line_width = p_width;
}
void RasterizerStorageGLES2::material_set_next_pass(RID p_material, RID p_next_material) {
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->next_pass = p_next_material;
}
bool RasterizerStorageGLES2::material_is_animated(RID p_material) {
- return false;
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material, false);
+ if (material->dirty_list.in_list()) {
+ _update_material(material);
+ }
+
+ bool animated = material->is_animated_cache;
+ if (!animated && material->next_pass.is_valid()) {
+ animated = material_is_animated(material->next_pass);
+ }
+ return animated;
}
bool RasterizerStorageGLES2::material_casts_shadows(RID p_material) {
- return false;
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material, false);
+ if (material->dirty_list.in_list()) {
+ _update_material(material);
+ }
+
+ bool casts_shadows = material->can_cast_shadow_cache;
+
+ if (!casts_shadows && material->next_pass.is_valid()) {
+ casts_shadows = material_casts_shadows(material->next_pass);
+ }
+
+ return casts_shadows;
}
void RasterizerStorageGLES2::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
+
+ Material *material = material_owner.getornull(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
+ if (E) {
+ E->get()++;
+ } else {
+ material->instance_owners[p_instance] = 1;
+ }
}
void RasterizerStorageGLES2::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
+
+ Material *material = material_owner.getornull(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
+ ERR_FAIL_COND(!E);
+
+ E->get()--;
+
+ if (E->get() == 0) {
+ material->instance_owners.erase(E);
+ }
}
void RasterizerStorageGLES2::material_set_render_priority(RID p_material, int priority) {
+ ERR_FAIL_COND(priority < VS::MATERIAL_RENDER_PRIORITY_MIN);
+ ERR_FAIL_COND(priority > VS::MATERIAL_RENDER_PRIORITY_MAX);
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->render_priority = priority;
+}
+
+void RasterizerStorageGLES2::_update_material(Material *p_material) {
+ if (p_material->dirty_list.in_list()) {
+ _material_dirty_list.remove(&p_material->dirty_list);
+ }
+
+ if (p_material->shader && p_material->shader->dirty_list.in_list()) {
+ _update_shader(p_material->shader);
+ }
+
+ if (p_material->shader && !p_material->shader->valid) {
+ return;
+ }
+
+ {
+ bool can_cast_shadow = false;
+ bool is_animated = false;
+
+ if (p_material->shader && p_material->shader->mode == VS::SHADER_SPATIAL) {
+
+ if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
+ (!p_material->shader->spatial.uses_alpha || (p_material->shader->spatial.uses_alpha && p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) {
+ can_cast_shadow = true;
+ }
+
+ if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
+ is_animated = true;
+ }
+
+ if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
+ is_animated = true;
+ }
+
+ if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) {
+ p_material->can_cast_shadow_cache = can_cast_shadow;
+ p_material->is_animated_cache = is_animated;
+
+ for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
+ E->key()->material_changed_notify();
+ }
+
+ for (Map<RasterizerScene::InstanceBase *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
+ E->key()->base_material_changed();
+ }
+ }
+ }
+ }
+
+ // uniforms and other thigns will be set in the use_material method in ShaderGLES2
+
+ if (p_material->shader && p_material->shader->texture_count > 0) {
+
+ p_material->textures.resize(p_material->shader->texture_count);
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) {
+ if (E->get().texture_order < 0)
+ continue; // not a texture, does not go here
+
+ RID texture;
+
+ Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
+
+ if (V) {
+ texture = V->get();
+ }
+
+ if (!texture.is_valid()) {
+ Map<StringName, RID>::Element *W = p_material->shader->default_textures.find(E->key());
+
+ if (W) {
+ texture = W->get();
+ }
+ }
+
+ p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
+ }
+ } else {
+ p_material->textures.clear();
+ }
+}
+
+void RasterizerStorageGLES2::_material_add_geometry(RID p_material, Geometry *p_geometry) {
+ Material *material = material_owner.getornull(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
+
+ if (I) {
+ I->get()++;
+ } else {
+ material->geometry_owners[p_geometry] = 1;
+ }
+}
+
+void RasterizerStorageGLES2::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
+
+ Material *material = material_owner.getornull(p_material);
+ ERR_FAIL_COND(!material);
+
+ Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
+ ERR_FAIL_COND(!I);
+
+ I->get()--;
+
+ if (I->get() == 0) {
+ material->geometry_owners.erase(I);
+ }
}
void RasterizerStorageGLES2::update_dirty_materials() {
+ while (_material_dirty_list.first()) {
+
+ Material *material = _material_dirty_list.first()->self();
+ _update_material(material);
+ }
}
/* MESH API */
RID RasterizerStorageGLES2::mesh_create() {
- return RID();
+
+ Mesh *mesh = memnew(Mesh);
+
+ return mesh_owner.make_rid(mesh);
}
void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) {
+ PoolVector<uint8_t> array = p_array;
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(!(p_format & VS::ARRAY_FORMAT_VERTEX));
+
+ //must have index and bones, both.
+ {
+ uint32_t bones_weight = VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS;
+ ERR_EXPLAIN("Array must have both bones and weights in format or none.");
+ ERR_FAIL_COND((p_format & bones_weight) && (p_format & bones_weight) != bones_weight);
+ }
+
+ //bool has_morph = p_blend_shapes.size();
+
+ Surface::Attrib attribs[VS::ARRAY_MAX];
+
+ int stride = 0;
+
+ for (int i = 0; i < VS::ARRAY_MAX; i++) {
+
+ attribs[i].index = i;
+
+ if (!(p_format & (1 << i))) {
+ attribs[i].enabled = false;
+ attribs[i].integer = false;
+ continue;
+ }
+
+ attribs[i].enabled = true;
+ attribs[i].offset = stride;
+ attribs[i].integer = false;
+
+ switch (i) {
+
+ case VS::ARRAY_VERTEX: {
+
+ if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ attribs[i].size = 2;
+ } else {
+ attribs[i].size = (p_format & VS::ARRAY_COMPRESS_VERTEX) ? 4 : 3;
+ }
+
+ if (p_format & VS::ARRAY_COMPRESS_VERTEX) {
+ attribs[i].type = _GL_HALF_FLOAT_OES;
+ stride += attribs[i].size * 2;
+ } else {
+ attribs[i].type = GL_FLOAT;
+ stride += attribs[i].size * 4;
+ }
+
+ attribs[i].normalized = GL_FALSE;
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+
+ attribs[i].size = 3;
+
+ if (p_format & VS::ARRAY_COMPRESS_NORMAL) {
+ attribs[i].type = GL_BYTE;
+ stride += 4; //pad extra byte
+ attribs[i].normalized = GL_TRUE;
+ } else {
+ attribs[i].type = GL_FLOAT;
+ stride += 12;
+ attribs[i].normalized = GL_FALSE;
+ }
+
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ attribs[i].size = 4;
+
+ if (p_format & VS::ARRAY_COMPRESS_TANGENT) {
+ attribs[i].type = GL_BYTE;
+ stride += 4;
+ attribs[i].normalized = GL_TRUE;
+ } else {
+ attribs[i].type = GL_FLOAT;
+ stride += 16;
+ attribs[i].normalized = GL_FALSE;
+ }
+
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ attribs[i].size = 4;
+
+ if (p_format & VS::ARRAY_COMPRESS_COLOR) {
+ attribs[i].type = GL_UNSIGNED_BYTE;
+ stride += 4;
+ attribs[i].normalized = GL_TRUE;
+ } else {
+ attribs[i].type = GL_FLOAT;
+ stride += 16;
+ attribs[i].normalized = GL_FALSE;
+ }
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+
+ attribs[i].size = 2;
+
+ if (p_format & VS::ARRAY_COMPRESS_TEX_UV) {
+ attribs[i].type = _GL_HALF_FLOAT_OES;
+ stride += 4;
+ } else {
+ attribs[i].type = GL_FLOAT;
+ stride += 8;
+ }
+
+ attribs[i].normalized = GL_FALSE;
+
+ } break;
+ case VS::ARRAY_TEX_UV2: {
+
+ attribs[i].size = 2;
+
+ if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) {
+ attribs[i].type = _GL_HALF_FLOAT_OES;
+ stride += 4;
+ } else {
+ attribs[i].type = GL_FLOAT;
+ stride += 8;
+ }
+ attribs[i].normalized = GL_FALSE;
+
+ } break;
+ case VS::ARRAY_BONES: {
+
+ attribs[i].size = 4;
+
+ if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) {
+ attribs[i].type = GL_UNSIGNED_SHORT;
+ stride += 8;
+ } else {
+ attribs[i].type = GL_UNSIGNED_BYTE;
+ stride += 4;
+ }
+
+ attribs[i].normalized = GL_FALSE;
+ attribs[i].integer = true;
+
+ } break;
+ case VS::ARRAY_WEIGHTS: {
+
+ attribs[i].size = 4;
+
+ if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) {
+
+ attribs[i].type = GL_UNSIGNED_SHORT;
+ stride += 8;
+ attribs[i].normalized = GL_TRUE;
+ } else {
+ attribs[i].type = GL_FLOAT;
+ stride += 16;
+ attribs[i].normalized = GL_FALSE;
+ }
+
+ } break;
+ case VS::ARRAY_INDEX: {
+
+ attribs[i].size = 1;
+
+ if (p_vertex_count >= (1 << 16)) {
+ attribs[i].type = GL_UNSIGNED_INT;
+ attribs[i].stride = 4;
+ } else {
+ attribs[i].type = GL_UNSIGNED_SHORT;
+ attribs[i].stride = 2;
+ }
+
+ attribs[i].normalized = GL_FALSE;
+
+ } break;
+ }
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ attribs[i].stride = stride;
+ }
+
+ //validate sizes
+
+ int array_size = stride * p_vertex_count;
+ int index_array_size = 0;
+ if (array.size() != array_size && array.size() + p_vertex_count * 2 == array_size) {
+ //old format, convert
+ array = PoolVector<uint8_t>();
+
+ array.resize(p_array.size() + p_vertex_count * 2);
+
+ PoolVector<uint8_t>::Write w = array.write();
+ PoolVector<uint8_t>::Read r = p_array.read();
+
+ uint16_t *w16 = (uint16_t *)w.ptr();
+ const uint16_t *r16 = (uint16_t *)r.ptr();
+
+ uint16_t one = Math::make_half_float(1);
+
+ for (int i = 0; i < p_vertex_count; i++) {
+
+ *w16++ = *r16++;
+ *w16++ = *r16++;
+ *w16++ = *r16++;
+ *w16++ = one;
+ for (int j = 0; j < (stride / 2) - 4; j++) {
+ *w16++ = *r16++;
+ }
+ }
+ }
+
+ ERR_FAIL_COND(array.size() != array_size);
+
+ if (p_format & VS::ARRAY_FORMAT_INDEX) {
+
+ index_array_size = attribs[VS::ARRAY_INDEX].stride * p_index_count;
+ }
+
+ ERR_FAIL_COND(p_index_array.size() != index_array_size);
+
+ ERR_FAIL_COND(p_blend_shapes.size() != mesh->blend_shape_count);
+
+ for (int i = 0; i < p_blend_shapes.size(); i++) {
+ ERR_FAIL_COND(p_blend_shapes[i].size() != array_size);
+ }
+
+ // all valid, create stuff
+
+ Surface *surface = memnew(Surface);
+
+ surface->active = true;
+ surface->array_len = p_vertex_count;
+ surface->index_array_len = p_index_count;
+ surface->array_byte_size = array.size();
+ surface->index_array_byte_size = p_index_array.size();
+ surface->primitive = p_primitive;
+ surface->mesh = mesh;
+ surface->format = p_format;
+ surface->skeleton_bone_aabb = p_bone_aabbs;
+ surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
+
+ surface->aabb = p_aabb;
+ surface->max_bone = p_bone_aabbs.size();
+
+ surface->data = array;
+ surface->index_data = p_index_array;
+
+ surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
+
+ for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
+ surface->skeleton_bone_used.write[i] = surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0;
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX; i++) {
+ surface->attribs[i] = attribs[i];
+ }
+
+ // Okay, now the OpenGL stuff, wheeeeey \o/
+ {
+ PoolVector<uint8_t>::Read vr = array.read();
+
+ glGenBuffers(1, &surface->vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), (p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ if (p_format & VS::ARRAY_FORMAT_INDEX) {
+ PoolVector<uint8_t>::Read ir = p_index_array.read();
+
+ glGenBuffers(1, &surface->index_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_size, ir.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ // TODO generate wireframes
+ }
+
+ {
+ // blend shapes
+
+ for (int i = 0; i < p_blend_shapes.size(); i++) {
+
+ Surface::BlendShape mt;
+
+ PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read();
+
+ surface->total_data_size += array_size;
+
+ glGenBuffers(1, &mt.vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
+ glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ surface->blend_shapes.push_back(mt);
+ }
+ }
+
+ mesh->surfaces.push_back(surface);
+ mesh->instance_change_notify();
+
+ info.vertex_mem += surface->total_data_size;
}
void RasterizerStorageGLES2::mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surfaces.size() != 0);
+ ERR_FAIL_COND(p_amount < 0);
+
+ mesh->blend_shape_count = p_amount;
}
int RasterizerStorageGLES2::mesh_get_blend_shape_count(RID p_mesh) const {
- return 0;
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+
+ return mesh->blend_shape_count;
}
void RasterizerStorageGLES2::mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ mesh->blend_shape_mode = p_mode;
}
VS::BlendShapeMode RasterizerStorageGLES2::mesh_get_blend_shape_mode(RID p_mesh) const {
- return VS::BLEND_SHAPE_MODE_NORMALIZED;
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, VS::BLEND_SHAPE_MODE_NORMALIZED);
+
+ return mesh->blend_shape_mode;
}
void RasterizerStorageGLES2::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
+
+ int total_size = p_data.size();
+ ERR_FAIL_COND(p_offset + total_size > mesh->surfaces[p_surface]->array_byte_size);
+
+ PoolVector<uint8_t>::Read r = p_data.read();
+
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_id);
+ glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr());
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
void RasterizerStorageGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
+
+ if (mesh->surfaces[p_surface]->material == p_material)
+ return;
+
+ if (mesh->surfaces[p_surface]->material.is_valid()) {
+ _material_remove_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
+ }
+
+ mesh->surfaces[p_surface]->material = p_material;
+
+ if (mesh->surfaces[p_surface]->material.is_valid()) {
+ _material_add_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
+ }
+
+ mesh->instance_material_change_notify();
}
RID RasterizerStorageGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- return RID();
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
+
+ return mesh->surfaces[p_surface]->material;
}
int RasterizerStorageGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
- return 0;
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
+
+ return mesh->surfaces[p_surface]->array_len;
}
int RasterizerStorageGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
- return 0;
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
+
+ return mesh->surfaces[p_surface]->index_array_len;
}
PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, int p_surface) const {
- return PoolVector<uint8_t>();
+
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
+
+ Surface *surface = mesh->surfaces[p_surface];
+
+ return surface->data;
}
PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
- return PoolVector<uint8_t>();
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
+
+ Surface *surface = mesh->surfaces[p_surface];
+
+ return surface->index_data;
}
uint32_t RasterizerStorageGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {
- return 0;
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+
+ ERR_FAIL_COND_V(!mesh, 0);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
+
+ return mesh->surfaces[p_surface]->format;
}
VS::PrimitiveType RasterizerStorageGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
- return VS::PRIMITIVE_TRIANGLES;
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_MAX);
+
+ return mesh->surfaces[p_surface]->primitive;
}
AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
- return AABB();
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), AABB());
+
+ return mesh->surfaces[p_surface]->aabb;
}
Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
+ WARN_PRINT("GLES2 mesh_surface_get_blend_shapes is not implemented");
return Vector<PoolVector<uint8_t> >();
}
Vector<AABB> RasterizerStorageGLES2::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
- return Vector<AABB>();
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, Vector<AABB>());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<AABB>());
+
+ return mesh->surfaces[p_surface]->skeleton_bone_aabb;
}
void RasterizerStorageGLES2::mesh_remove_surface(RID p_mesh, int p_surface) {
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
+
+ Surface *surface = mesh->surfaces[p_surface];
+
+ if (surface->material.is_valid()) {
+ // TODO _material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
+ }
+
+ glDeleteBuffers(1, &surface->vertex_id);
+ if (surface->index_id) {
+ glDeleteBuffers(1, &surface->index_id);
+ }
+
+ for (int i = 0; i < surface->blend_shapes.size(); i++) {
+ glDeleteBuffers(1, &surface->blend_shapes[i].vertex_id);
+ }
+
+ info.vertex_mem -= surface->total_data_size;
+
+ mesh->instance_material_change_notify();
+
+ memdelete(surface);
+
+ mesh->surfaces.remove(p_surface);
+
+ mesh->instance_change_notify();
}
int RasterizerStorageGLES2::mesh_get_surface_count(RID p_mesh) const {
- return 0;
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+ return mesh->surfaces.size();
}
void RasterizerStorageGLES2::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ mesh->custom_aabb = p_aabb;
}
AABB RasterizerStorageGLES2::mesh_get_custom_aabb(RID p_mesh) const {
- return AABB();
+ const Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+
+ return mesh->custom_aabb;
}
AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
- return AABB();
+ Mesh *mesh = mesh_owner.get(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+
+ if (mesh->custom_aabb != AABB())
+ return mesh->custom_aabb;
+
+ // TODO handle skeletons
+
+ AABB aabb;
+
+ if (mesh->surfaces.size() >= 1) {
+ aabb = mesh->surfaces[0]->aabb;
+ }
+
+ for (int i = 0; i < mesh->surfaces.size(); i++) {
+ aabb.merge_with(mesh->surfaces[i]->aabb);
+ }
+
+ return aabb;
}
void RasterizerStorageGLES2::mesh_clear(RID p_mesh) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ while (mesh->surfaces.size()) {
+ mesh_remove_surface(p_mesh, 0);
+ }
}
/* MULTIMESH API */
RID RasterizerStorageGLES2::multimesh_create() {
- return RID();
+ MultiMesh *multimesh = memnew(MultiMesh);
+ return multimesh_owner.make_rid(multimesh);
}
void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (multimesh->size == p_instances && multimesh->transform_format == p_transform_format && multimesh->color_format == p_color_format && multimesh->custom_data_format == p_data) {
+ return;
+ }
+
+ multimesh->size = p_instances;
+
+ multimesh->color_format = p_color_format;
+ multimesh->transform_format = p_transform_format;
+ multimesh->custom_data_format = p_data;
+
+ if (multimesh->size) {
+ multimesh->data.resize(0);
+ }
+
+ if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
+ multimesh->xform_floats = 8;
+ } else {
+ multimesh->xform_floats = 12;
+ }
+
+ if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) {
+ multimesh->color_floats = 0;
+ } else if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
+ multimesh->color_floats = 1;
+ } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
+ multimesh->color_floats = 4;
+ }
+
+ if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE) {
+ multimesh->custom_data_floats = 0;
+ } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+ multimesh->custom_data_floats = 1;
+ } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
+ multimesh->custom_data_floats = 4;
+ }
+
+ int format_floats = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+
+ multimesh->data.resize(format_floats * p_instances);
+
+ for (int i = 0; i < p_instances * format_floats; i += format_floats) {
+ int color_from = 0;
+ int custom_data_from = 0;
+
+ if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
+ multimesh->data.write[i + 0] = 1.0;
+ multimesh->data.write[i + 1] = 0.0;
+ multimesh->data.write[i + 2] = 0.0;
+ multimesh->data.write[i + 3] = 0.0;
+ multimesh->data.write[i + 4] = 0.0;
+ multimesh->data.write[i + 5] = 1.0;
+ multimesh->data.write[i + 6] = 0.0;
+ multimesh->data.write[i + 7] = 0.0;
+ color_from = 8;
+ custom_data_from = 8;
+ } else {
+ multimesh->data.write[i + 0] = 1.0;
+ multimesh->data.write[i + 1] = 0.0;
+ multimesh->data.write[i + 2] = 0.0;
+ multimesh->data.write[i + 3] = 0.0;
+ multimesh->data.write[i + 4] = 0.0;
+ multimesh->data.write[i + 5] = 1.0;
+ multimesh->data.write[i + 6] = 0.0;
+ multimesh->data.write[i + 7] = 0.0;
+ multimesh->data.write[i + 8] = 0.0;
+ multimesh->data.write[i + 9] = 0.0;
+ multimesh->data.write[i + 10] = 1.0;
+ multimesh->data.write[i + 11] = 0.0;
+ color_from = 12;
+ custom_data_from = 12;
+ }
+
+ if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
+ union {
+ uint32_t colu;
+ float colf;
+ } cu;
+
+ cu.colu = 0xFFFFFFFF;
+ multimesh->data.write[i + color_from + 0] = cu.colf;
+ custom_data_from = color_from + 1;
+ } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
+ multimesh->data.write[i + color_from + 0] = 1.0;
+ multimesh->data.write[i + color_from + 1] = 1.0;
+ multimesh->data.write[i + color_from + 2] = 1.0;
+ multimesh->data.write[i + color_from + 3] = 1.0;
+ custom_data_from = color_from + 4;
+ }
+
+ if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+ union {
+ uint32_t colu;
+ float colf;
+ } cu;
+
+ cu.colu = 0;
+ multimesh->data.write[i + custom_data_from + 0] = cu.colf;
+ } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
+ multimesh->data.write[i + custom_data_from + 0] = 0.0;
+ multimesh->data.write[i + custom_data_from + 1] = 0.0;
+ multimesh->data.write[i + custom_data_from + 2] = 0.0;
+ multimesh->data.write[i + custom_data_from + 3] = 0.0;
+ }
+ }
+
+ multimesh->dirty_aabb = true;
+ multimesh->dirty_data = true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
}
int RasterizerStorageGLES2::multimesh_get_instance_count(RID p_multimesh) const {
- return 0;
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, 0);
+
+ return multimesh->size;
}
void RasterizerStorageGLES2::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (multimesh->mesh.is_valid()) {
+ Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
+ if (mesh) {
+ mesh->multimeshes.remove(&multimesh->mesh_list);
+ }
+ }
+
+ multimesh->mesh = p_mesh;
+
+ if (multimesh->mesh.is_valid()) {
+ Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
+ if (mesh) {
+ mesh->multimeshes.add(&multimesh->mesh_list);
+ }
+ }
+
+ multimesh->dirty_aabb = true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
}
void RasterizerStorageGLES2::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->size);
+ ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D);
+
+ int stride = multimesh->color_floats + multimesh->custom_data_floats + multimesh->xform_floats;
+
+ float *dataptr = &multimesh->data.write[stride * p_index];
+
+ dataptr[0] = p_transform.basis.elements[0][0];
+ dataptr[1] = p_transform.basis.elements[0][1];
+ dataptr[2] = p_transform.basis.elements[0][2];
+ dataptr[3] = p_transform.origin.x;
+ dataptr[4] = p_transform.basis.elements[1][0];
+ dataptr[5] = p_transform.basis.elements[1][1];
+ dataptr[6] = p_transform.basis.elements[1][2];
+ dataptr[7] = p_transform.origin.y;
+ dataptr[8] = p_transform.basis.elements[2][0];
+ dataptr[9] = p_transform.basis.elements[2][1];
+ dataptr[10] = p_transform.basis.elements[2][2];
+ dataptr[11] = p_transform.origin.z;
+
+ multimesh->dirty_data = true;
+ multimesh->dirty_aabb = true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
}
void RasterizerStorageGLES2::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->size);
+ ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D);
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ float *dataptr = &multimesh->data.write[stride * p_index];
+
+ dataptr[0] = p_transform.elements[0][0];
+ dataptr[1] = p_transform.elements[1][0];
+ dataptr[2] = 0;
+ dataptr[3] = p_transform.elements[2][0];
+ dataptr[4] = p_transform.elements[0][1];
+ dataptr[5] = p_transform.elements[1][1];
+ dataptr[6] = 0;
+ dataptr[7] = p_transform.elements[2][1];
+
+ multimesh->dirty_data = true;
+ multimesh->dirty_aabb = true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
}
void RasterizerStorageGLES2::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->size);
+ ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE);
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
+
+ if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
+
+ uint8_t *data8 = (uint8_t *)dataptr;
+ data8[0] = CLAMP(p_color.r * 255.0, 0, 255);
+ data8[1] = CLAMP(p_color.g * 255.0, 0, 255);
+ data8[2] = CLAMP(p_color.b * 255.0, 0, 255);
+ data8[3] = CLAMP(p_color.a * 255.0, 0, 255);
+
+ } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
+ dataptr[0] = p_color.r;
+ dataptr[1] = p_color.g;
+ dataptr[2] = p_color.b;
+ dataptr[3] = p_color.a;
+ }
+
+ multimesh->dirty_data = true;
+ multimesh->dirty_aabb = true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
}
-void RasterizerStorageGLES2::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
+void RasterizerStorageGLES2::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->size);
+ ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE);
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
+
+ if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+
+ uint8_t *data8 = (uint8_t *)dataptr;
+ data8[0] = CLAMP(p_custom_data.r * 255.0, 0, 255);
+ data8[1] = CLAMP(p_custom_data.g * 255.0, 0, 255);
+ data8[2] = CLAMP(p_custom_data.b * 255.0, 0, 255);
+ data8[3] = CLAMP(p_custom_data.a * 255.0, 0, 255);
+
+ } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
+ dataptr[0] = p_custom_data.r;
+ dataptr[1] = p_custom_data.g;
+ dataptr[2] = p_custom_data.b;
+ dataptr[3] = p_custom_data.a;
+ }
+
+ multimesh->dirty_data = true;
+ multimesh->dirty_aabb = true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
}
RID RasterizerStorageGLES2::multimesh_get_mesh(RID p_multimesh) const {
- return RID();
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, RID());
+
+ return multimesh->mesh;
}
Transform RasterizerStorageGLES2::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
- return Transform();
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform());
+ ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform());
+ ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D, Transform());
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ float *dataptr = &multimesh->data.write[stride * p_index];
+
+ Transform xform;
+
+ xform.basis.elements[0][0] = dataptr[0];
+ xform.basis.elements[0][1] = dataptr[1];
+ xform.basis.elements[0][2] = dataptr[2];
+ xform.origin.x = dataptr[3];
+ xform.basis.elements[1][0] = dataptr[4];
+ xform.basis.elements[1][1] = dataptr[5];
+ xform.basis.elements[1][2] = dataptr[6];
+ xform.origin.y = dataptr[7];
+ xform.basis.elements[2][0] = dataptr[8];
+ xform.basis.elements[2][1] = dataptr[9];
+ xform.basis.elements[2][2] = dataptr[10];
+ xform.origin.z = dataptr[11];
+
+ return xform;
}
Transform2D RasterizerStorageGLES2::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
- return Transform2D();
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform2D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform2D());
+ ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D, Transform2D());
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ float *dataptr = &multimesh->data.write[stride * p_index];
+
+ Transform2D xform;
+
+ xform.elements[0][0] = dataptr[0];
+ xform.elements[1][0] = dataptr[1];
+ xform.elements[2][0] = dataptr[3];
+ xform.elements[0][1] = dataptr[4];
+ xform.elements[1][1] = dataptr[5];
+ xform.elements[2][1] = dataptr[7];
+
+ return xform;
}
Color RasterizerStorageGLES2::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
+ ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color());
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
+
+ if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
+ union {
+ uint32_t colu;
+ float colf;
+ } cu;
+
+ cu.colf = dataptr[0];
+
+ return Color::hex(BSWAP32(cu.colu));
+
+ } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
+ Color c;
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[3];
+
+ return c;
+ }
+
return Color();
}
Color RasterizerStorageGLES2::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
+ ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color());
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
+
+ if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+ union {
+ uint32_t colu;
+ float colf;
+ } cu;
+
+ cu.colf = dataptr[0];
+
+ return Color::hex(BSWAP32(cu.colu));
+
+ } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
+ Color c;
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[3];
+
+ return c;
+ }
+
return Color();
}
void RasterizerStorageGLES2::multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ int dsize = multimesh->data.size();
+
+ ERR_FAIL_COND(dsize != p_array.size());
+
+ PoolVector<float>::Read r = p_array.read();
+ copymem(multimesh->data.ptrw(), r.ptr(), dsize * sizeof(float));
+
+ multimesh->dirty_data = true;
+ multimesh->dirty_aabb = true;
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
}
void RasterizerStorageGLES2::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ multimesh->visible_instances = p_visible;
}
int RasterizerStorageGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
- return 0;
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, -1);
+
+ return multimesh->visible_instances;
}
AABB RasterizerStorageGLES2::multimesh_get_aabb(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, AABB());
- return AABB();
+ const_cast<RasterizerStorageGLES2 *>(this)->update_dirty_multimeshes();
+
+ return multimesh->aabb;
}
void RasterizerStorageGLES2::update_dirty_multimeshes() {
+
+ while (multimesh_update_list.first()) {
+
+ MultiMesh *multimesh = multimesh_update_list.first()->self();
+
+ if (multimesh->size && multimesh->dirty_aabb) {
+
+ AABB mesh_aabb;
+
+ if (multimesh->mesh.is_valid()) {
+ mesh_aabb = mesh_get_aabb(multimesh->mesh, RID());
+ } else {
+ mesh_aabb.size += Vector3(0.001, 0.001, 0.001);
+ }
+
+ int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
+ int count = multimesh->data.size();
+ float *data = multimesh->data.ptrw();
+
+ AABB aabb;
+
+ if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
+
+ for (int i = 0; i < count; i += stride) {
+
+ float *dataptr = &data[i];
+
+ Transform xform;
+ xform.basis[0][0] = dataptr[0];
+ xform.basis[0][1] = dataptr[1];
+ xform.origin[0] = dataptr[3];
+ xform.basis[1][0] = dataptr[4];
+ xform.basis[1][1] = dataptr[5];
+ xform.origin[1] = dataptr[7];
+
+ AABB laabb = xform.xform(mesh_aabb);
+
+ if (i == 0) {
+ aabb = laabb;
+ } else {
+ aabb.merge_with(laabb);
+ }
+ }
+
+ } else {
+
+ for (int i = 0; i < count; i += stride) {
+
+ float *dataptr = &data[i];
+
+ Transform xform;
+ xform.basis.elements[0][0] = dataptr[0];
+ xform.basis.elements[0][1] = dataptr[1];
+ xform.basis.elements[0][2] = dataptr[2];
+ xform.origin.x = dataptr[3];
+ xform.basis.elements[1][0] = dataptr[4];
+ xform.basis.elements[1][1] = dataptr[5];
+ xform.basis.elements[1][2] = dataptr[6];
+ xform.origin.y = dataptr[7];
+ xform.basis.elements[2][0] = dataptr[8];
+ xform.basis.elements[2][1] = dataptr[9];
+ xform.basis.elements[2][2] = dataptr[10];
+ xform.origin.z = dataptr[11];
+
+ AABB laabb = xform.xform(mesh_aabb);
+
+ if (i == 0) {
+ aabb = laabb;
+ } else {
+ aabb.merge_with(laabb);
+ }
+ }
+ }
+
+ multimesh->aabb = aabb;
+ }
+
+ multimesh->dirty_aabb = false;
+ multimesh->dirty_data = false;
+
+ multimesh->instance_change_notify();
+
+ multimesh_update_list.remove(multimesh_update_list.first());
+ }
}
/* IMMEDIATE API */
@@ -1297,119 +2687,453 @@ RID RasterizerStorageGLES2::immediate_get_material(RID p_immediate) const {
/* SKELETON API */
RID RasterizerStorageGLES2::skeleton_create() {
- return RID();
+
+ Skeleton *skeleton = memnew(Skeleton);
+
+ return skeleton_owner.make_rid(skeleton);
}
void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_COND(p_bones < 0);
+
+ if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
+ return;
+ }
+
+ skeleton->size = p_bones;
+ skeleton->use_2d = p_2d_skeleton;
+
+ // TODO use float texture for vertex shader
+ if (config.float_texture_supported) {
+ glGenTextures(1, &skeleton->tex_id);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * 3, 1, 0, GL_RGB, GL_FLOAT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+ if (skeleton->use_2d) {
+ skeleton->bone_data.resize(p_bones * 4 * 2);
+ } else {
+ skeleton->bone_data.resize(p_bones * 4 * 3);
+ }
}
int RasterizerStorageGLES2::skeleton_get_bone_count(RID p_skeleton) const {
- return 0;
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton, 0);
+
+ return skeleton->size;
}
void RasterizerStorageGLES2::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ ERR_FAIL_INDEX(p_bone, skeleton->size);
+ ERR_FAIL_COND(skeleton->use_2d);
+
+ float *bone_data = skeleton->bone_data.ptrw();
+
+ int base_offset = p_bone * 4 * 3;
+
+ bone_data[base_offset + 0] = p_transform.basis[0].x;
+ bone_data[base_offset + 1] = p_transform.basis[0].y;
+ bone_data[base_offset + 2] = p_transform.basis[0].z;
+ bone_data[base_offset + 3] = p_transform.origin.x;
+
+ bone_data[base_offset + 4] = p_transform.basis[1].x;
+ bone_data[base_offset + 5] = p_transform.basis[1].y;
+ bone_data[base_offset + 6] = p_transform.basis[1].z;
+ bone_data[base_offset + 7] = p_transform.origin.y;
+
+ bone_data[base_offset + 8] = p_transform.basis[2].x;
+ bone_data[base_offset + 9] = p_transform.basis[2].y;
+ bone_data[base_offset + 10] = p_transform.basis[2].z;
+ bone_data[base_offset + 11] = p_transform.origin.z;
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
}
Transform RasterizerStorageGLES2::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
- return Transform();
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton, Transform());
+
+ ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform());
+ ERR_FAIL_COND_V(skeleton->use_2d, Transform());
+
+ const float *bone_data = skeleton->bone_data.ptr();
+
+ Transform ret;
+
+ int base_offset = p_bone * 4 * 3;
+
+ ret.basis[0].x = bone_data[base_offset + 0];
+ ret.basis[0].y = bone_data[base_offset + 1];
+ ret.basis[0].z = bone_data[base_offset + 2];
+ ret.origin.x = bone_data[base_offset + 3];
+
+ ret.basis[1].x = bone_data[base_offset + 4];
+ ret.basis[1].y = bone_data[base_offset + 5];
+ ret.basis[1].z = bone_data[base_offset + 6];
+ ret.origin.y = bone_data[base_offset + 7];
+
+ ret.basis[2].x = bone_data[base_offset + 8];
+ ret.basis[2].y = bone_data[base_offset + 9];
+ ret.basis[2].z = bone_data[base_offset + 10];
+ ret.origin.z = bone_data[base_offset + 11];
+
+ return ret;
}
void RasterizerStorageGLES2::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ ERR_FAIL_INDEX(p_bone, skeleton->size);
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ float *bone_data = skeleton->bone_data.ptrw();
+
+ int base_offset = p_bone * 4 * 2;
+
+ bone_data[base_offset + 0] = p_transform[0][0];
+ bone_data[base_offset + 1] = p_transform[1][0];
+ bone_data[base_offset + 2] = 0;
+ bone_data[base_offset + 3] = p_transform[2][0];
+ bone_data[base_offset + 4] = p_transform[0][1];
+ bone_data[base_offset + 5] = p_transform[1][1];
+ bone_data[base_offset + 6] = 0;
+ bone_data[base_offset + 7] = p_transform[2][1];
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
}
Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
- return Transform2D();
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton, Transform2D());
+
+ ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
+ ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
+
+ const float *bone_data = skeleton->bone_data.ptr();
+
+ Transform2D ret;
+
+ int base_offset = p_bone * 4 * 2;
+
+ ret[0][0] = bone_data[base_offset + 0];
+ ret[1][0] = bone_data[base_offset + 1];
+ ret[2][0] = bone_data[base_offset + 3];
+ ret[0][1] = bone_data[base_offset + 4];
+ ret[1][1] = bone_data[base_offset + 5];
+ ret[2][1] = bone_data[base_offset + 7];
+
+ return ret;
}
void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
}
+void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
+
+ glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
+
+ if (p_size > resources.skeleton_transform_buffer_size) {
+ // new requested buffer is bigger, so resizing the GPU buffer
+
+ resources.skeleton_transform_buffer_size = p_size;
+
+ glBufferData(GL_ARRAY_BUFFER, p_size * sizeof(float), p_data.read().ptr(), GL_DYNAMIC_DRAW);
+ } else {
+ glBufferSubData(GL_ARRAY_BUFFER, 0, p_size * sizeof(float), p_data.read().ptr());
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
void RasterizerStorageGLES2::update_dirty_skeletons() {
+
+ if (!config.float_texture_supported)
+ return;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ while (skeleton_update_list.first()) {
+ Skeleton *skeleton = skeleton_update_list.first()->self();
+
+ if (skeleton->size) {
+ glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, skeleton->size * 3, 1, GL_RGBA, GL_FLOAT, skeleton->bone_data.ptr());
+ }
+
+ for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
+ E->get()->base_changed();
+ }
+
+ skeleton_update_list.remove(skeleton_update_list.first());
+ }
}
/* Light API */
RID RasterizerStorageGLES2::light_create(VS::LightType p_type) {
- return RID();
+
+ Light *light = memnew(Light);
+
+ light->type = p_type;
+
+ light->param[VS::LIGHT_PARAM_ENERGY] = 1.0;
+ light->param[VS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
+ light->param[VS::LIGHT_PARAM_SPECULAR] = 0.5;
+ light->param[VS::LIGHT_PARAM_RANGE] = 1.0;
+ light->param[VS::LIGHT_PARAM_SPOT_ANGLE] = 45;
+ light->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
+ light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
+ light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
+ light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
+ light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
+ light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
+ light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
+
+ light->color = Color(1, 1, 1, 1);
+ light->shadow = false;
+ light->negative = false;
+ light->cull_mask = 0xFFFFFFFF;
+ light->directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+ light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
+ light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
+ light->directional_blend_splits = false;
+ light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
+ light->reverse_cull = false;
+ light->version = 0;
+
+ return light_owner.make_rid(light);
}
void RasterizerStorageGLES2::light_set_color(RID p_light, const Color &p_color) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->color = p_color;
}
void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param, float p_value) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX(p_param, VS::LIGHT_PARAM_MAX);
+
+ switch (p_param) {
+ case VS::LIGHT_PARAM_RANGE:
+ case VS::LIGHT_PARAM_SPOT_ANGLE:
+ case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
+ case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
+ case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
+ case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
+ case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
+ case VS::LIGHT_PARAM_SHADOW_BIAS: {
+ light->version++;
+ light->instance_change_notify();
+ } break;
+ }
+
+ light->param[p_param] = p_value;
}
void RasterizerStorageGLES2::light_set_shadow(RID p_light, bool p_enabled) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->shadow = p_enabled;
+
+ light->version++;
+ light->instance_change_notify();
}
void RasterizerStorageGLES2::light_set_shadow_color(RID p_light, const Color &p_color) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->shadow_color = p_color;
}
void RasterizerStorageGLES2::light_set_projector(RID p_light, RID p_texture) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->projector = p_texture;
}
void RasterizerStorageGLES2::light_set_negative(RID p_light, bool p_enable) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->negative = p_enable;
}
void RasterizerStorageGLES2::light_set_cull_mask(RID p_light, uint32_t p_mask) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->cull_mask = p_mask;
+
+ light->version++;
+ light->instance_change_notify();
}
void RasterizerStorageGLES2::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->reverse_cull = p_enabled;
}
void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->omni_shadow_mode = p_mode;
+
+ light->version++;
+ light->instance_change_notify();
}
VS::LightOmniShadowMode RasterizerStorageGLES2::light_omni_get_shadow_mode(RID p_light) {
- return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_CUBE);
+
+ return light->omni_shadow_mode;
}
void RasterizerStorageGLES2::light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->omni_shadow_detail = p_detail;
+
+ light->version++;
+ light->instance_change_notify();
}
void RasterizerStorageGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_shadow_mode = p_mode;
+
+ light->version++;
+ light->instance_change_notify();
}
void RasterizerStorageGLES2::light_directional_set_blend_splits(RID p_light, bool p_enable) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_blend_splits = p_enable;
+
+ light->version++;
+ light->instance_change_notify();
}
bool RasterizerStorageGLES2::light_directional_get_blend_splits(RID p_light) const {
- return false;
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, false);
+ return light->directional_blend_splits;
}
VS::LightDirectionalShadowMode RasterizerStorageGLES2::light_directional_get_shadow_mode(RID p_light) {
- return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+ return light->directional_shadow_mode;
}
void RasterizerStorageGLES2::light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_range_mode = p_range_mode;
}
VS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES2::light_directional_get_shadow_depth_range_mode(RID p_light) const {
- return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
+
+ return light->directional_range_mode;
}
VS::LightType RasterizerStorageGLES2::light_get_type(RID p_light) const {
- return VS::LIGHT_DIRECTIONAL;
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
+
+ return light->type;
}
float RasterizerStorageGLES2::light_get_param(RID p_light, VS::LightParam p_param) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+ ERR_FAIL_INDEX_V(p_param, VS::LIGHT_PARAM_MAX, 0.0);
- return VS::LIGHT_DIRECTIONAL;
+ return light->param[p_param];
}
Color RasterizerStorageGLES2::light_get_color(RID p_light) {
- return Color();
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, Color());
+
+ return light->color;
}
bool RasterizerStorageGLES2::light_has_shadow(RID p_light) const {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, false);
- return VS::LIGHT_DIRECTIONAL;
+ return light->shadow;
}
uint64_t RasterizerStorageGLES2::light_get_version(RID p_light) const {
- return 0;
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->version;
}
AABB RasterizerStorageGLES2::light_get_aabb(RID p_light) const {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, AABB());
+
+ switch (light->type) {
+
+ case VS::LIGHT_SPOT: {
+ float len = light->param[VS::LIGHT_PARAM_RANGE];
+ float size = Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
+ return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
+ } break;
+
+ case VS::LIGHT_OMNI: {
+ float r = light->param[VS::LIGHT_PARAM_RANGE];
+ return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
+ } break;
+
+ case VS::LIGHT_DIRECTIONAL: {
+ return AABB();
+ } break;
+ }
+
+ ERR_FAIL_V(AABB());
return AABB();
}
@@ -1794,6 +3518,8 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
texture_set_flags(rt->texture, texture->flags);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
// copy texscreen buffers
{
int w = rt->width;
@@ -1867,6 +3593,7 @@ RID RasterizerStorageGLES2::render_target_create() {
t->data_size = 0;
t->total_data_size = 0;
t->ignore_mipmaps = false;
+ t->compressed = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
@@ -1963,14 +3690,197 @@ void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder,
}
VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const {
+
+ if (mesh_owner.owns(p_rid)) {
+ return VS::INSTANCE_MESH;
+ }
+ if (light_owner.owns(p_rid)) {
+ return VS::INSTANCE_LIGHT;
+ }
+ if (multimesh_owner.owns(p_rid)) {
+ return VS::INSTANCE_MULTIMESH;
+ }
+
return VS::INSTANCE_NONE;
}
bool RasterizerStorageGLES2::free(RID p_rid) {
- return false;
+
+ if (render_target_owner.owns(p_rid)) {
+
+ RenderTarget *rt = render_target_owner.getornull(p_rid);
+ _render_target_clear(rt);
+
+ Texture *t = texture_owner.get(rt->texture);
+ texture_owner.free(rt->texture);
+ memdelete(t);
+ render_target_owner.free(p_rid);
+ memdelete(rt);
+
+ return true;
+ } else if (texture_owner.owns(p_rid)) {
+
+ Texture *t = texture_owner.get(p_rid);
+ // can't free a render target texture
+ ERR_FAIL_COND_V(t->render_target, true);
+
+ info.texture_mem -= t->total_data_size;
+ texture_owner.free(p_rid);
+ memdelete(t);
+
+ return true;
+ } else if (sky_owner.owns(p_rid)) {
+
+ Sky *sky = sky_owner.get(p_rid);
+ sky_set_texture(p_rid, RID(), 256);
+ sky_owner.free(p_rid);
+ memdelete(sky);
+
+ return true;
+ } else if (shader_owner.owns(p_rid)) {
+
+ Shader *shader = shader_owner.get(p_rid);
+
+ if (shader->shader) {
+ shader->shader->free_custom_shader(shader->custom_code_id);
+ }
+
+ if (shader->dirty_list.in_list()) {
+ _shader_dirty_list.remove(&shader->dirty_list);
+ }
+
+ while (shader->materials.first()) {
+ Material *m = shader->materials.first()->self();
+
+ m->shader = NULL;
+ _material_make_dirty(m);
+
+ shader->materials.remove(shader->materials.first());
+ }
+
+ shader_owner.free(p_rid);
+ memdelete(shader);
+
+ return true;
+ } else if (material_owner.owns(p_rid)) {
+
+ Material *m = material_owner.get(p_rid);
+
+ if (m->shader) {
+ m->shader->materials.remove(&m->list);
+ }
+
+ for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
+ Geometry *g = E->key();
+ g->material = RID();
+ }
+
+ for (Map<RasterizerScene::InstanceBase *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
+
+ RasterizerScene::InstanceBase *ins = E->key();
+
+ if (ins->material_override == p_rid) {
+ ins->material_override = RID();
+ }
+
+ for (int i = 0; i < ins->materials.size(); i++) {
+ if (ins->materials[i] == p_rid) {
+ ins->materials.write[i] = RID();
+ }
+ }
+ }
+
+ material_owner.free(p_rid);
+ memdelete(m);
+
+ return true;
+ } else if (skeleton_owner.owns(p_rid)) {
+
+ Skeleton *s = skeleton_owner.get(p_rid);
+
+ if (s->update_list.in_list()) {
+ skeleton_update_list.remove(&s->update_list);
+ }
+
+ for (Set<RasterizerScene::InstanceBase *>::Element *E = s->instances.front(); E; E = E->next()) {
+ E->get()->skeleton = RID();
+ }
+
+ skeleton_allocate(p_rid, 0, false);
+
+ if (s->tex_id) {
+ glDeleteTextures(1, &s->tex_id);
+ }
+
+ skeleton_owner.free(p_rid);
+ memdelete(s);
+
+ return true;
+ } else if (mesh_owner.owns(p_rid)) {
+
+ Mesh *mesh = mesh_owner.get(p_rid);
+
+ mesh->instance_remove_deps();
+ mesh_clear(p_rid);
+
+ while (mesh->multimeshes.first()) {
+ MultiMesh *multimesh = mesh->multimeshes.first()->self();
+ multimesh->mesh = RID();
+ multimesh->dirty_aabb = true;
+
+ mesh->multimeshes.remove(mesh->multimeshes.first());
+
+ if (!multimesh->update_list.in_list()) {
+ multimesh_update_list.add(&multimesh->update_list);
+ }
+ }
+
+ mesh_owner.free(p_rid);
+ memdelete(mesh);
+
+ return true;
+ } else if (multimesh_owner.owns(p_rid)) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_rid);
+ multimesh->instance_remove_deps();
+
+ if (multimesh->mesh.is_valid()) {
+ Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
+ if (mesh) {
+ mesh->multimeshes.remove(&multimesh->mesh_list);
+ }
+ }
+
+ multimesh_allocate(p_rid, 0, VS::MULTIMESH_TRANSFORM_3D, VS::MULTIMESH_COLOR_NONE);
+
+ update_dirty_multimeshes();
+
+ multimesh_owner.free(p_rid);
+ memdelete(multimesh);
+
+ return true;
+ } else if (light_owner.owns(p_rid)) {
+
+ Light *light = light_owner.get(p_rid);
+ light->instance_remove_deps();
+
+ light_owner.free(p_rid);
+ memdelete(light);
+
+ return true;
+ } else {
+ return false;
+ }
}
bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const {
+
+ if (p_feature == "s3tc")
+ return config.s3tc_supported;
+
+ if (p_feature == "etc")
+ return config.etc1_supported;
+
return false;
}
@@ -1998,14 +3908,20 @@ void RasterizerStorageGLES2::initialize() {
RasterizerStorageGLES2::system_fbo = 0;
{
- const char *gl_extensions = (const char *)glGetString(GL_EXTENSIONS);
- Vector<String> strings = String(gl_extensions).split(" ", false);
- for (int i = 0; i < strings.size(); i++) {
- config.extensions.insert(strings[i]);
+
+ const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
+
+ Vector<String> extensions = String((const char *)extension_string).split(" ");
+
+ for (int i = 0; i < extensions.size(); i++) {
+ config.extensions.insert(extensions[i]);
}
}
config.shrink_textures_x2 = false;
+ config.float_texture_supported = config.extensions.find("GL_ARB_texture_float") != NULL || config.extensions.find("GL_OES_texture_float") != NULL;
+ config.s3tc_supported = config.extensions.find("GL_EXT_texture_compression_s3tc") != NULL;
+ config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") != NULL;
frame.count = 0;
frame.delta = 0;
@@ -2017,6 +3933,38 @@ void RasterizerStorageGLES2::initialize() {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
shaders.copy.init();
+ shaders.cubemap_filter.init();
+
+ {
+ // quad for copying stuff
+
+ glGenBuffers(1, &resources.quadie);
+ glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
+ {
+ const float qv[16] = {
+ -1,
+ -1,
+ 0,
+ 0,
+ -1,
+ 1,
+ 0,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ -1,
+ 1,
+ 0,
+ };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
{
//default textures
@@ -2073,14 +4021,55 @@ void RasterizerStorageGLES2::initialize() {
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
+
+ // skeleton buffer
+ {
+ resources.skeleton_transform_buffer_size = 0;
+ glGenBuffers(1, &resources.skeleton_transform_buffer);
+ }
+
+ // radical inverse vdc cache texture
+ // used for cubemap filtering
+ if (config.float_texture_supported) {
+ glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
+
+ float radical_inverse[512];
+
+ for (uint32_t i = 0; i < 512; i++) {
+ uint32_t bits = i;
+
+ bits = (bits << 16) | (bits >> 16);
+ bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
+ bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
+ bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
+ bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
+
+ float value = float(bits) * 2.3283064365386963e-10;
+
+ radical_inverse[i] = value;
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_FLOAT, radical_inverse);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
}
void RasterizerStorageGLES2::finalize() {
}
+void RasterizerStorageGLES2::_copy_screen() {
+ bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
void RasterizerStorageGLES2::update_dirty_resources() {
update_dirty_shaders();
update_dirty_materials();
+ update_dirty_skeletons();
}
RasterizerStorageGLES2::RasterizerStorageGLES2() {
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index c2e1144128..fe5d4af952 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -30,6 +30,7 @@
#ifndef RASTERIZERSTORAGEGLES2_H
#define RASTERIZERSTORAGEGLES2_H
+#include "dvector.h"
#include "self_list.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
@@ -37,11 +38,11 @@
#include "shader_gles2.h"
#include "shaders/copy.glsl.gen.h"
+#include "shaders/cubemap_filter.glsl.gen.h"
/*
#include "shaders/blend_shape.glsl.gen.h"
#include "shaders/canvas.glsl.gen.h"
#include "shaders/copy.glsl.gen.h"
-#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/particles.glsl.gen.h"
*/
@@ -76,6 +77,10 @@ public:
Set<String> extensions;
+ bool float_texture_supported;
+ bool s3tc_supported;
+ bool etc1_supported;
+
bool keep_original_textures;
bool no_depth_prepass;
@@ -89,8 +94,13 @@ public:
GLuint normal_tex;
GLuint aniso_tex;
+ GLuint radical_inverse_vdc_cache_tex;
+
GLuint quadie;
- GLuint quadie_array;
+
+ size_t skeleton_transform_buffer_size;
+ GLuint skeleton_transform_buffer;
+ PoolVector<float> skeleton_transform_cpu_buffer;
} resources;
@@ -99,6 +109,7 @@ public:
ShaderCompilerGLES2 compiler;
CopyShaderGLES2 copy;
+ CubemapFilterShaderGLES2 cubemap_filter;
ShaderCompilerGLES2::IdentifierActions actions_canvas;
ShaderCompilerGLES2::IdentifierActions actions_scene;
@@ -139,10 +150,72 @@ public:
} info;
+ void bind_quad_array() const;
+
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////DATA///////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
+ struct Instanciable : public RID_Data {
+ SelfList<RasterizerScene::InstanceBase>::List instance_list;
+
+ _FORCE_INLINE_ void instance_change_notify() {
+ SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
+
+ while (instances) {
+ instances->self()->base_changed();
+ instances = instances->next();
+ }
+ }
+
+ _FORCE_INLINE_ void instance_material_change_notify() {
+ SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
+
+ while (instances) {
+ instances->self()->base_material_changed();
+ instances = instances->next();
+ }
+ }
+
+ _FORCE_INLINE_ void instance_remove_deps() {
+ SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
+
+ while (instances) {
+ instances->self()->base_removed();
+ instances = instances->next();
+ }
+ }
+
+ Instanciable() {}
+
+ virtual ~Instanciable() {}
+ };
+
+ struct GeometryOwner : public Instanciable {
+ };
+
+ struct Geometry : public Instanciable {
+
+ enum Type {
+ GEOMETRY_INVALID,
+ GEOMETRY_SURFACE,
+ GEOMETRY_IMMEDIATE,
+ GEOMETRY_MULTISURFACE
+ };
+
+ Type type;
+ RID material;
+ uint64_t last_pass;
+ uint32_t index;
+
+ virtual void material_changed_notify() {}
+
+ Geometry() {
+ last_pass = 0;
+ index = 0;
+ }
+ };
+
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
@@ -171,6 +244,10 @@ public:
int total_data_size;
bool ignore_mipmaps;
+ bool compressed;
+
+ bool srgb;
+
int mipmaps;
bool active;
@@ -184,6 +261,15 @@ public:
bool redraw_if_visible;
+ VisualServer::TextureDetectCallback detect_3d;
+ void *detect_3d_ud;
+
+ VisualServer::TextureDetectCallback detect_srgb;
+ void *detect_srgb_ud;
+
+ VisualServer::TextureDetectCallback detect_normal;
+ void *detect_normal_ud;
+
Texture() {
flags = 0;
width = 0;
@@ -198,6 +284,8 @@ public:
total_data_size = 0;
ignore_mipmaps = false;
+ compressed = false;
+
active = false;
tex_id = 0;
@@ -236,7 +324,7 @@ public:
mutable RID_Owner<Texture> texture_owner;
- Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type);
+ Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed);
virtual RID texture_create();
virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
@@ -272,6 +360,15 @@ public:
/* SKY API */
+ struct Sky : public RID_Data {
+
+ RID panorama;
+ GLuint radiance;
+ int radiance_size;
+ };
+
+ mutable RID_Owner<Sky> sky_owner;
+
virtual RID sky_create();
virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
@@ -332,7 +429,6 @@ public:
} canvas_item;
- /*
struct Spatial {
enum BlendMode {
@@ -369,6 +465,7 @@ public:
bool uses_discard;
bool uses_sss;
bool uses_screen_texture;
+ bool uses_depth_texture;
bool uses_time;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;
@@ -379,7 +476,6 @@ public:
struct Particles {
} particles;
- */
bool uses_vertex_time;
bool uses_fragment_time;
@@ -419,7 +515,7 @@ public:
Map<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
- Vector<RID> textures;
+ Vector<Pair<StringName, RID> > textures;
float line_width;
int render_priority;
@@ -449,6 +545,11 @@ public:
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
+ void _material_add_geometry(RID p_material, Geometry *p_geometry);
+ void _material_remove_geometry(RID p_material, Geometry *p_geometry);
+
+ void _update_material(Material *p_material);
+
mutable RID_Owner<Material> material_owner;
virtual RID material_create();
@@ -473,6 +574,109 @@ public:
void update_dirty_materials();
/* MESH API */
+
+ struct Mesh;
+
+ struct Surface : public Geometry {
+
+ struct Attrib {
+ bool enabled;
+ bool integer;
+ GLuint index;
+ GLint size;
+ GLenum type;
+ GLboolean normalized;
+ GLsizei stride;
+ uint32_t offset;
+ };
+
+ Attrib attribs[VS::ARRAY_MAX];
+
+ Mesh *mesh;
+ uint32_t format;
+
+ GLuint vertex_id;
+ GLuint index_id;
+
+ struct BlendShape {
+ GLuint vertex_id;
+ GLuint array_id;
+ };
+
+ Vector<BlendShape> blend_shapes;
+
+ AABB aabb;
+
+ int array_len;
+ int index_array_len;
+ int max_bone;
+
+ int array_byte_size;
+ int index_array_byte_size;
+
+ VS::PrimitiveType primitive;
+
+ Vector<AABB> skeleton_bone_aabb;
+ Vector<bool> skeleton_bone_used;
+
+ bool active;
+
+ PoolVector<uint8_t> data;
+ PoolVector<uint8_t> index_data;
+
+ int total_data_size;
+
+ Surface() {
+ array_byte_size = 0;
+ index_array_byte_size = 0;
+
+ array_len = 0;
+ index_array_len = 0;
+
+ mesh = NULL;
+
+ primitive = VS::PRIMITIVE_POINTS;
+
+ active = false;
+
+ total_data_size = 0;
+ }
+ };
+
+ struct MultiMesh;
+
+ struct Mesh : public GeometryOwner {
+
+ bool active;
+
+ Vector<Surface *> surfaces;
+
+ int blend_shape_count;
+ VS::BlendShapeMode blend_shape_mode;
+
+ AABB custom_aabb;
+
+ mutable uint64_t last_pass;
+
+ SelfList<MultiMesh>::List multimeshes;
+
+ _FORCE_INLINE_ void update_multimeshes() {
+ SelfList<MultiMesh> *mm = multimeshes.first();
+
+ while (mm) {
+ mm->self()->instance_material_change_notify();
+ mm = mm->next();
+ }
+ }
+
+ Mesh() {
+ blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
+ blend_shape_count = 0;
+ }
+ };
+
+ mutable RID_Owner<Mesh> mesh_owner;
+
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
@@ -512,6 +716,55 @@ public:
/* MULTIMESH API */
+ struct MultiMesh : public GeometryOwner {
+
+ RID mesh;
+ int size;
+
+ VS::MultimeshTransformFormat transform_format;
+ VS::MultimeshColorFormat color_format;
+ VS::MultimeshCustomDataFormat custom_data_format;
+
+ Vector<float> data;
+
+ AABB aabb;
+
+ SelfList<MultiMesh> update_list;
+ SelfList<MultiMesh> mesh_list;
+
+ int visible_instances;
+
+ int xform_floats;
+ int color_floats;
+ int custom_data_floats;
+
+ bool dirty_aabb;
+ bool dirty_data;
+
+ MultiMesh() :
+ update_list(this),
+ mesh_list(this) {
+ dirty_aabb = true;
+ dirty_data = true;
+
+ xform_floats = 0;
+ color_floats = 0;
+ custom_data_floats = 0;
+
+ visible_instances = -1;
+
+ size = 0;
+
+ transform_format = VS::MULTIMESH_TRANSFORM_2D;
+ color_format = VS::MULTIMESH_COLOR_NONE;
+ custom_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE;
+ }
+ };
+
+ mutable RID_Owner<MultiMesh> multimesh_owner;
+
+ SelfList<MultiMesh>::List multimesh_update_list;
+
virtual RID multimesh_create();
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE);
@@ -521,7 +774,7 @@ public:
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
- virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
+ virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
@@ -557,6 +810,33 @@ public:
/* SKELETON API */
+ struct Skeleton : RID_Data {
+
+ bool use_2d;
+
+ int size;
+
+ // TODO use float textures for storage
+
+ Vector<float> bone_data;
+
+ GLuint tex_id;
+
+ SelfList<Skeleton> update_list;
+ Set<RasterizerScene::InstanceBase *> instances;
+
+ Skeleton() :
+ update_list(this) {
+ tex_id = 0;
+ size = 0;
+ use_2d = false;
+ }
+ };
+
+ mutable RID_Owner<Skeleton> skeleton_owner;
+
+ SelfList<Skeleton>::List skeleton_update_list;
+
void update_dirty_skeletons();
virtual RID skeleton_create();
@@ -568,8 +848,38 @@ public:
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
+ void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);
+
/* Light API */
+ struct Light : Instanciable {
+ VS::LightType type;
+ float param[VS::LIGHT_PARAM_MAX];
+
+ Color color;
+ Color shadow_color;
+
+ RID projector;
+
+ bool shadow;
+ bool negative;
+ bool reverse_cull;
+
+ uint32_t cull_mask;
+
+ VS::LightOmniShadowMode omni_shadow_mode;
+ VS::LightOmniShadowDetail omni_shadow_detail;
+
+ VS::LightDirectionalShadowMode directional_shadow_mode;
+ VS::LightDirectionalShadowDepthRangeMode directional_range_mode;
+
+ bool directional_blend_splits;
+
+ uint64_t version;
+ };
+
+ mutable RID_Owner<Light> light_owner;
+
virtual RID light_create(VS::LightType p_type);
virtual void light_set_color(RID p_light, const Color &p_color);
@@ -831,6 +1141,8 @@ public:
void initialize();
void finalize();
+ void _copy_screen();
+
virtual bool has_os_feature(const String &p_feature) const;
virtual void update_dirty_resources();
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 16d4412802..6c7f767733 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -325,7 +325,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
uniform_code += ";\n";
if (SL::is_sampler_type(E->get().type)) {
- r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key());
+ r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
} else {
r_gen_code.uniforms.write[E->get().order] = E->key();
@@ -507,7 +507,6 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
- case SL::OP_ASSIGN_MOD:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR: {
@@ -518,6 +517,16 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
+ case SL::OP_ASSIGN_MOD: {
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
+ code += " = ";
+ code += "mod(";
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
+ code += ", ";
+ code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ")";
+ } break;
+
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
@@ -552,6 +561,45 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += "textureCube";
}
+ } else if (var_node->name == "textureLod") {
+ // emit texture call
+
+ if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
+ code += "texture2DLod";
+ } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
+ code += "textureCubeLod";
+ }
+
+ } else if (var_node->name == "mix") {
+
+ switch (op_node->arguments[3]->get_datatype()) {
+
+ case SL::TYPE_BVEC2: {
+ code += "select2";
+ } break;
+
+ case SL::TYPE_BVEC3: {
+ code += "select3";
+ } break;
+
+ case SL::TYPE_BVEC4: {
+ code += "select4";
+ } break;
+
+ case SL::TYPE_VEC2:
+ case SL::TYPE_VEC3:
+ case SL::TYPE_VEC4:
+ case SL::TYPE_FLOAT: {
+
+ code += "mix";
+ } break;
+
+ default: {
+ SL::DataType type = op_node->arguments[3]->get_datatype();
+ print_line(String("uhhhh invalid mix with type: ") + itos(type));
+ } break;
+ }
+
} else if (p_default_actions.renames.has(var_node->name)) {
code += p_default_actions.renames[var_node->name];
} else if (internal_functions.has(var_node->name)) {
@@ -590,6 +638,15 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
} break;
+ case SL::OP_MOD: {
+
+ code += "mod(";
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ", ";
+ code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ")";
+ } break;
+
default: {
code += "(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
@@ -751,10 +808,10 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
/** SPATIAL SHADER **/
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
- actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
- actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
+ actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_matrix";
+ actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
- actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
+ actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index baada9331e..146575973f 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -33,7 +33,10 @@
#include "print_string.h"
#include "string_builder.h"
-//#define DEBUG_OPENGL
+#include "rasterizer_gles2.h"
+#include "rasterizer_storage_gles2.h"
+
+// #define DEBUG_OPENGL
// #include "shaders/copy.glsl.gen.h"
@@ -54,7 +57,7 @@
ShaderGLES2 *ShaderGLES2::active = NULL;
-//#define DEBUG_SHADER
+// #define DEBUG_SHADER
#ifdef DEBUG_SHADER
@@ -83,7 +86,10 @@ void ShaderGLES2::bind_uniforms() {
continue;
}
- const Variant &v = E->value();
+ Variant v;
+
+ v = E->value();
+
_set_uniform_variant(location, v);
E = E->next();
}
@@ -128,6 +134,28 @@ bool ShaderGLES2::bind() {
glUseProgram(version->id);
+ // find out uniform names and locations
+
+ int count;
+ glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count);
+ version->uniform_names.resize(count);
+
+ for (int i = 0; i < count; i++) {
+ GLchar uniform_name[1024];
+ int len = 0;
+ GLint size = 0;
+ GLenum type;
+
+ glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name);
+
+ uniform_name[len] = '\0';
+ String name = String((const char *)uniform_name);
+
+ version->uniform_names.write[i] = name;
+ }
+
+ bind_uniforms();
+
DEBUG_TEST_ERROR("use program");
active = this;
@@ -228,7 +256,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
}
if (!_v)
- version_map[conditional_version];
+ version_map[conditional_version] = Version();
Version &v = version_map[conditional_version];
@@ -389,6 +417,10 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
strings.push_back(fragment_code3.get_data());
#ifdef DEBUG_SHADER
+
+ if (cc) {
+ DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
+ }
DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
#endif
@@ -500,9 +532,18 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
}
if (cc) {
- v.custom_uniform_locations.resize(cc->custom_uniforms.size());
+ // uniforms
for (int i = 0; i < cc->custom_uniforms.size(); i++) {
- v.custom_uniform_locations.write[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data());
+ StringName native_uniform_name = "m_" + cc->custom_uniforms[i];
+ GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data());
+ v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
+ }
+
+ // textures
+ for (int i = 0; i < cc->texture_uniforms.size(); i++) {
+ StringName native_uniform_name = "m_" + cc->texture_uniforms[i];
+ GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data());
+ v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
}
}
@@ -660,6 +701,7 @@ void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id,
cc->light = p_light;
cc->custom_uniforms = p_uniforms;
cc->custom_defines = p_custom_defines;
+ cc->texture_uniforms = p_texture_uniforms;
cc->version++;
}
@@ -675,6 +717,341 @@ void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
custom_code_map.erase(p_code_id);
}
+void ShaderGLES2::use_material(void *p_material, int p_num_predef_textures) {
+ RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material;
+
+ if (!material) {
+ return;
+ }
+
+ if (!material->shader) {
+ return;
+ }
+
+ Version *v = version_map.getptr(conditional_version);
+
+ CustomCode *cc = NULL;
+ if (v) {
+ cc = custom_code_map.getptr(v->code_version);
+ }
+
+ // bind uniforms
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
+
+ if (E->get().texture_order >= 0)
+ continue; // this is a texture, doesn't go here
+
+ Map<StringName, Variant>::Element *V = material->params.find(E->key());
+
+ Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
+
+ value.first = E->get().type;
+ value.second = E->get().default_value;
+
+ if (V) {
+ value.second = Vector<ShaderLanguage::ConstantNode::Value>();
+ value.second.resize(E->get().default_value.size());
+ switch (E->get().type) {
+ case ShaderLanguage::TYPE_BOOL: {
+ if (value.second.size() < 1)
+ value.second.resize(1);
+ value.second.write[0].boolean = V->get();
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC2: {
+ if (value.second.size() < 2)
+ value.second.resize(2);
+ int flags = V->get();
+ value.second.write[0].boolean = flags & 1;
+ value.second.write[1].boolean = flags & 2;
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC3: {
+ if (value.second.size() < 3)
+ value.second.resize(3);
+ int flags = V->get();
+ value.second.write[0].boolean = flags & 1;
+ value.second.write[1].boolean = flags & 2;
+ value.second.write[2].boolean = flags & 4;
+
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC4: {
+ if (value.second.size() < 4)
+ value.second.resize(4);
+ int flags = V->get();
+ value.second.write[0].boolean = flags & 1;
+ value.second.write[1].boolean = flags & 2;
+ value.second.write[2].boolean = flags & 4;
+ value.second.write[3].boolean = flags & 8;
+
+ } break;
+
+ case ShaderLanguage::TYPE_INT: {
+ if (value.second.size() < 1)
+ value.second.resize(1);
+ int val = V->get();
+ value.second.write[0].sint = val;
+ } break;
+
+ case ShaderLanguage::TYPE_IVEC2: {
+ if (value.second.size() < 2)
+ value.second.resize(2);
+ PoolIntArray val = V->get();
+ for (int i = 0; i < val.size(); i++) {
+ value.second.write[i].sint = val[i];
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_IVEC3: {
+ if (value.second.size() < 3)
+ value.second.resize(3);
+ PoolIntArray val = V->get();
+ for (int i = 0; i < val.size(); i++) {
+ value.second.write[i].sint = val[i];
+ }
+
+ } break;
+
+ case ShaderLanguage::TYPE_IVEC4: {
+ if (value.second.size() < 4)
+ value.second.resize(4);
+ PoolIntArray val = V->get();
+ for (int i = 0; i < val.size(); i++) {
+ value.second.write[i].sint = val[i];
+ }
+
+ } break;
+
+ case ShaderLanguage::TYPE_UINT: {
+ if (value.second.size() < 1)
+ value.second.resize(1);
+ uint32_t val = V->get();
+ value.second.write[0].uint = val;
+ } break;
+
+ case ShaderLanguage::TYPE_UVEC2: {
+ if (value.second.size() < 2)
+ value.second.resize(2);
+ PoolIntArray val = V->get();
+ for (int i = 0; i < val.size(); i++) {
+ value.second.write[i].uint = val[i];
+ }
+
+ } break;
+
+ case ShaderLanguage::TYPE_UVEC3: {
+ if (value.second.size() < 3)
+ value.second.resize(3);
+ PoolIntArray val = V->get();
+ for (int i = 0; i < val.size(); i++) {
+ value.second.write[i].uint = val[i];
+ }
+
+ } break;
+
+ case ShaderLanguage::TYPE_UVEC4: {
+ if (value.second.size() < 4)
+ value.second.resize(4);
+ PoolIntArray val = V->get();
+ for (int i = 0; i < val.size(); i++) {
+ value.second.write[i].uint = val[i];
+ }
+
+ } break;
+
+ case ShaderLanguage::TYPE_FLOAT: {
+ if (value.second.size() < 1)
+ value.second.resize(1);
+ value.second.write[0].real = V->get();
+
+ } break;
+
+ case ShaderLanguage::TYPE_VEC2: {
+ if (value.second.size() < 2)
+ value.second.resize(2);
+ Vector2 val = V->get();
+ value.second.write[0].real = val.x;
+ value.second.write[1].real = val.y;
+ } break;
+
+ case ShaderLanguage::TYPE_VEC3: {
+ if (value.second.size() < 3)
+ value.second.resize(3);
+ Vector3 val = V->get();
+ value.second.write[0].real = val.x;
+ value.second.write[1].real = val.y;
+ value.second.write[2].real = val.z;
+ } break;
+
+ case ShaderLanguage::TYPE_VEC4: {
+ if (value.second.size() < 4)
+ value.second.resize(4);
+ if (V->get().get_type() == Variant::PLANE) {
+ Plane val = V->get();
+ value.second.write[0].real = val.normal.x;
+ value.second.write[1].real = val.normal.y;
+ value.second.write[2].real = val.normal.z;
+ value.second.write[3].real = val.d;
+ } else {
+ Color val = V->get();
+ value.second.write[0].real = val.r;
+ value.second.write[1].real = val.g;
+ value.second.write[2].real = val.b;
+ value.second.write[3].real = val.a;
+ }
+
+ } break;
+
+ case ShaderLanguage::TYPE_MAT2: {
+ Transform2D val = V->get();
+
+ // TODO
+
+ } break;
+
+ case ShaderLanguage::TYPE_MAT3: {
+ Basis val = V->get();
+
+ // TODO
+ } break;
+
+ case ShaderLanguage::TYPE_MAT4: {
+ Transform val = V->get();
+
+ // TODO
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLER2D: {
+
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER2D: {
+
+ } break;
+
+ case ShaderLanguage::TYPE_USAMPLER2D: {
+
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
+
+ } break;
+ }
+ } else {
+ if (value.second.size() == 0) {
+ // No default value set... weird, let's just use zero for everything
+ size_t default_arg_size = 1;
+ bool is_float = false;
+ switch (E->get().type) {
+ case ShaderLanguage::TYPE_BOOL:
+ case ShaderLanguage::TYPE_INT:
+ case ShaderLanguage::TYPE_UINT: {
+ default_arg_size = 1;
+ } break;
+
+ case ShaderLanguage::TYPE_FLOAT: {
+ default_arg_size = 1;
+ is_float = true;
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC2:
+ case ShaderLanguage::TYPE_IVEC2:
+ case ShaderLanguage::TYPE_UVEC2: {
+ default_arg_size = 2;
+ } break;
+
+ case ShaderLanguage::TYPE_VEC2: {
+ default_arg_size = 2;
+ is_float = true;
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC3:
+ case ShaderLanguage::TYPE_IVEC3:
+ case ShaderLanguage::TYPE_UVEC3: {
+ default_arg_size = 3;
+ } break;
+
+ case ShaderLanguage::TYPE_VEC3: {
+ default_arg_size = 3;
+ is_float = true;
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC4:
+ case ShaderLanguage::TYPE_IVEC4:
+ case ShaderLanguage::TYPE_UVEC4: {
+ default_arg_size = 4;
+ } break;
+
+ case ShaderLanguage::TYPE_VEC4: {
+ default_arg_size = 4;
+ is_float = true;
+ } break;
+
+ default: {
+ // TODO matricies and all that stuff
+ default_arg_size = 1;
+ } break;
+ }
+
+ value.second.resize(default_arg_size);
+
+ for (int i = 0; i < default_arg_size; i++) {
+ if (is_float) {
+ value.second.write[i].real = 0.0;
+ } else {
+ value.second.write[i].uint = 0;
+ }
+ }
+ }
+ }
+
+ // GLint location = get_uniform_location(E->key());
+
+ GLint location;
+ if (v->custom_uniform_locations.has(E->key())) {
+ location = v->custom_uniform_locations[E->key()];
+ } else {
+ int idx = v->uniform_names.find(E->key()); // TODO maybe put those in a Map?
+ if (idx < 0) {
+ location = -1;
+ } else {
+ location = v->uniform_location[idx];
+ }
+ }
+
+ _set_uniform_value(location, value);
+ }
+
+ // bind textures
+ int tc = material->textures.size();
+ Pair<StringName, RID> *textures = material->textures.ptrw();
+
+ ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw();
+
+ for (int i = 0; i < tc; i++) {
+
+ Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
+ value.first = ShaderLanguage::TYPE_INT;
+ value.second.resize(1);
+ value.second.write[0].sint = p_num_predef_textures + i;
+
+ // GLint location = get_uniform_location(textures[i].first);
+
+ // if (location < 0) {
+ // location = material->shader->uniform_locations[textures[i].first];
+ // }
+ GLint location = -1;
+ if (v->custom_uniform_locations.has(textures[i].first)) {
+ location = v->custom_uniform_locations[textures[i].first];
+ } else {
+ location = get_uniform_location(textures[i].first);
+ }
+
+ _set_uniform_value(location, value);
+ }
+}
+
void ShaderGLES2::set_base_material_tex_index(int p_idx) {
}
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h
index c3635bc201..0c53c4ba72 100644
--- a/drivers/gles2/shader_gles2.h
+++ b/drivers/gles2/shader_gles2.h
@@ -44,6 +44,11 @@
#include "map.h"
#include "variant.h"
+#include "core/pair.h"
+#include "servers/visual/shader_language.h"
+
+class RasterizerStorageGLES2;
+
class ShaderGLES2 {
protected:
struct Enum {
@@ -105,9 +110,10 @@ private:
GLuint id;
GLuint vert_id;
GLuint frag_id;
+ Vector<StringName> uniform_names;
GLint *uniform_location;
Vector<GLint> texture_uniform_locations;
- Vector<GLint> custom_uniform_locations;
+ Map<StringName, GLint> custom_uniform_locations;
uint32_t code_version;
bool ok;
Version() {
@@ -169,6 +175,168 @@ private:
int max_image_units;
+ Map<uint32_t, Variant> uniform_defaults;
+ Map<uint32_t, CameraMatrix> uniform_cameras;
+
+ Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > > uniform_values;
+
+protected:
+ _FORCE_INLINE_ int _get_uniform(int p_which) const;
+ _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
+
+ void setup(const char **p_conditional_defines,
+ int p_conditional_count,
+ const char **p_uniform_names,
+ int p_uniform_count,
+ const AttributePair *p_attribute_pairs,
+ int p_attribute_count,
+ const TexUnitPair *p_texunit_pairs,
+ int p_texunit_pair_count,
+ const char *p_vertex_code,
+ const char *p_fragment_code,
+ int p_vertex_code_start,
+ int p_fragment_code_start);
+
+ ShaderGLES2();
+
+public:
+ enum {
+ CUSTOM_SHADER_DISABLED = 0
+ };
+
+ GLint get_uniform_location(const String &p_name) const;
+ GLint get_uniform_location(int p_index) const;
+
+ static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; }
+ bool bind();
+ void unbind();
+ void bind_uniforms();
+
+ inline GLuint get_program() const { return version ? version->id : 0; }
+
+ void clear_caches();
+
+ _FORCE_INLINE_ void _set_uniform_value(GLint p_uniform, const Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > &value) {
+ if (p_uniform < 0)
+ return;
+
+ const Vector<ShaderLanguage::ConstantNode::Value> &values = value.second;
+
+ switch (value.first) {
+ case ShaderLanguage::TYPE_BOOL: {
+ glUniform1i(p_uniform, values[0].boolean);
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC2: {
+ glUniform2i(p_uniform, values[0].boolean, values[1].boolean);
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC3: {
+ glUniform3i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean);
+ } break;
+
+ case ShaderLanguage::TYPE_BVEC4: {
+ glUniform4i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
+ } break;
+
+ case ShaderLanguage::TYPE_INT: {
+ glUniform1i(p_uniform, values[0].sint);
+ } break;
+
+ case ShaderLanguage::TYPE_IVEC2: {
+ glUniform2i(p_uniform, values[0].sint, values[1].sint);
+ } break;
+
+ case ShaderLanguage::TYPE_IVEC3: {
+ glUniform3i(p_uniform, values[0].sint, values[1].sint, values[2].sint);
+ } break;
+
+ case ShaderLanguage::TYPE_IVEC4: {
+ glUniform4i(p_uniform, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
+ } break;
+
+ case ShaderLanguage::TYPE_UINT: {
+ glUniform1i(p_uniform, values[0].uint);
+ } break;
+
+ case ShaderLanguage::TYPE_UVEC2: {
+ glUniform2i(p_uniform, values[0].uint, values[1].uint);
+ } break;
+
+ case ShaderLanguage::TYPE_UVEC3: {
+ glUniform3i(p_uniform, values[0].uint, values[1].uint, values[2].uint);
+ } break;
+
+ case ShaderLanguage::TYPE_UVEC4: {
+ glUniform4i(p_uniform, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
+ } break;
+
+ case ShaderLanguage::TYPE_FLOAT: {
+ glUniform1f(p_uniform, values[0].real);
+ } break;
+
+ case ShaderLanguage::TYPE_VEC2: {
+ glUniform2f(p_uniform, values[0].real, values[1].real);
+ } break;
+
+ case ShaderLanguage::TYPE_VEC3: {
+ glUniform3f(p_uniform, values[0].real, values[1].real, values[2].real);
+ } break;
+
+ case ShaderLanguage::TYPE_VEC4: {
+ glUniform4f(p_uniform, values[0].real, values[1].real, values[2].real, values[3].real);
+ } break;
+
+ case ShaderLanguage::TYPE_MAT2: {
+ GLfloat mat[4];
+
+ for (int i = 0; i < 4; i++) {
+ mat[i] = values[i].real;
+ }
+
+ glUniformMatrix2fv(p_uniform, 1, GL_FALSE, mat);
+ } break;
+
+ case ShaderLanguage::TYPE_MAT3: {
+ GLfloat mat[9];
+
+ for (int i = 0; i < 0; i++) {
+ mat[i] = values[i].real;
+ }
+
+ glUniformMatrix3fv(p_uniform, 1, GL_FALSE, mat);
+
+ } break;
+
+ case ShaderLanguage::TYPE_MAT4: {
+ GLfloat mat[16];
+
+ for (int i = 0; i < 0; i++) {
+ mat[i] = values[i].real;
+ }
+
+ glUniformMatrix4fv(p_uniform, 1, GL_FALSE, mat);
+
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLER2D: {
+
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER2D: {
+
+ } break;
+
+ case ShaderLanguage::TYPE_USAMPLER2D: {
+
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
+
+ } break;
+ }
+ }
+
_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
if (p_uniform < 0)
@@ -262,49 +430,13 @@ private:
glUniformMatrix4fv(p_uniform, 1, false, matrix);
} break;
+ case Variant::OBJECT: {
+
+ } break;
default: { ERR_FAIL(); } // do nothing
}
}
- Map<uint32_t, Variant> uniform_defaults;
- Map<uint32_t, CameraMatrix> uniform_cameras;
-
-protected:
- _FORCE_INLINE_ int _get_uniform(int p_which) const;
- _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
-
- void setup(const char **p_conditional_defines,
- int p_conditional_count,
- const char **p_uniform_names,
- int p_uniform_count,
- const AttributePair *p_attribute_pairs,
- int p_attribute_count,
- const TexUnitPair *p_texunit_pairs,
- int p_texunit_pair_count,
- const char *p_vertex_code,
- const char *p_fragment_code,
- int p_vertex_code_start,
- int p_fragment_code_start);
-
- ShaderGLES2();
-
-public:
- enum {
- CUSTOM_SHADER_DISABLED = 0
- };
-
- GLint get_uniform_location(const String &p_name) const;
- GLint get_uniform_location(int p_index) const;
-
- static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; }
- bool bind();
- void unbind();
- void bind_uniforms();
-
- inline GLuint get_program() const { return version ? version->id : 0; }
-
- void clear_caches();
-
uint32_t create_custom_shader();
void set_custom_shader_code(uint32_t p_code_id,
const String &p_vertex,
@@ -331,6 +463,10 @@ public:
uniforms_dirty = true;
}
+ // this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't
+ // like forward declared nested classes.
+ void use_material(void *p_material, int p_num_predef_textures);
+
uint32_t get_version() const { return new_conditional_version.version; }
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
index 5de3e1ac90..acb93fff8f 100644
--- a/drivers/gles2/shaders/SCsub
+++ b/drivers/gles2/shaders/SCsub
@@ -8,8 +8,8 @@ if 'GLES2_GLSL' in env['BUILDERS']:
env.GLES2_GLSL('canvas.glsl');
# env.GLES2_GLSL('canvas_shadow.glsl');
env.GLES2_GLSL('scene.glsl');
-# env.GLES2_GLSL('cubemap_filter.glsl');
-# env.GLES2_GLSL('cube_to_dp.glsl');
+ env.GLES2_GLSL('cubemap_filter.glsl');
+ env.GLES2_GLSL('cube_to_dp.glsl');
# env.GLES2_GLSL('blend_shape.glsl');
# env.GLES2_GLSL('screen_space_reflection.glsl');
# env.GLES2_GLSL('effect_blur.glsl');
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 11c6ab9b76..29d81bb2c4 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -27,7 +27,7 @@ uniform vec4 src_rect;
#endif
-uniform bool blit_pass;
+uniform highp float time;
VERTEX_SHADER_GLOBALS
@@ -103,7 +103,7 @@ uniform mediump sampler2D normal_texture; // texunit:1
varying mediump vec2 uv_interp;
varying mediump vec4 color_interp;
-uniform bool blit_pass;
+uniform highp float time;
uniform vec4 final_modulate;
@@ -127,6 +127,10 @@ void main() {
vec4 color = color_interp;
color *= texture2D(color_texture, uv_interp);
+
+#ifdef SCREEN_UV_USED
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
+#endif
{
FRAGMENT_SHADER_CODE
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index a21da68525..feaeb2152b 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -9,11 +9,20 @@ precision mediump int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
+
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+attribute vec3 cube_in; // attrib:4
+#else
attribute vec2 uv_in; // attrib:4
+#endif
+
attribute vec2 uv2_in; // attrib:5
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+varying vec3 cube_interp;
+#else
varying vec2 uv_interp;
-
+#endif
varying vec2 uv2_interp;
#ifdef USE_COPY_SECTION
@@ -22,7 +31,12 @@ uniform vec4 copy_section;
void main() {
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+ cube_interp = cube_in;
+#else
uv_interp = uv_in;
+#endif
+
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
@@ -34,6 +48,8 @@ void main() {
[fragment]
+#define M_PI 3.14159265359
+
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
@@ -42,21 +58,59 @@ precision mediump float;
precision mediump int;
#endif
-
+#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
+varying vec3 cube_interp;
+#else
varying vec2 uv_interp;
+#endif
+
+#ifdef USE_CUBEMAP
+uniform samplerCube source_cube; // texunit:0
+#else
uniform sampler2D source; // texunit:0
+#endif
varying vec2 uv2_interp;
+#ifdef USE_MULTIPLIER
+uniform float multiplier;
+#endif
+
#ifdef USE_CUSTOM_ALPHA
uniform float custom_alpha;
#endif
+#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
+
+vec4 texturePanorama(sampler2D pano, vec3 normal) {
+
+ vec2 st = vec2(
+ atan(normal.x, normal.z),
+ acos(normal.y)
+ );
+
+ if(st.x < 0.0)
+ st.x += M_PI*2.0;
+
+ st/=vec2(M_PI*2.0,M_PI);
+
+ return texture2D(pano,st);
+
+}
+
+#endif
void main() {
- //vec4 color = color_interp;
+#ifdef USE_PANORAMA
+
+ vec4 color = texturePanorama(source, normalize(cube_interp));
+
+#elif defined(USE_CUBEMAP)
+ vec4 color = textureCube(source_cube, normalize(cube_interp));
+#else
vec4 color = texture2D( source, uv_interp );
+#endif
#ifdef USE_NO_ALPHA
@@ -67,6 +121,9 @@ void main() {
color.a=custom_alpha;
#endif
+#ifdef USE_MULTIPLIER
+ color.rgb *= multiplier;
+#endif
gl_FragColor = color;
}
diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl
index 5ffc78c0b9..0b3f53a870 100644
--- a/drivers/gles2/shaders/cube_to_dp.glsl
+++ b/drivers/gles2/shaders/cube_to_dp.glsl
@@ -1,10 +1,17 @@
[vertex]
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
-layout(location=0) in highp vec4 vertex_attrib;
-layout(location=4) in vec2 uv_in;
+attribute highp vec4 vertex_attrib; // attrib:0
+attribute vec2 uv_in; // attrib:4
-out vec2 uv_interp;
+varying vec2 uv_interp;
void main() {
@@ -14,9 +21,16 @@ void main() {
[fragment]
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
uniform highp samplerCube source_cube; //texunit:0
-in vec2 uv_interp;
+varying vec2 uv_interp;
uniform bool z_flip;
uniform highp float z_far;
@@ -49,7 +63,7 @@ void main() {
}
//normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 ));
- float depth = texture(source_cube,normal).r;
+ float depth = textureCube(source_cube,normal).r;
// absolute values for direction cosines, bigger value equals closer to basis axis
vec3 unorm = abs(normal);
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index 485fbb6ee0..62ecd9471b 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -1,11 +1,17 @@
[vertex]
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
-layout(location=0) in highp vec2 vertex;
-
-layout(location=4) in highp vec2 uv;
+attribute highp vec2 vertex; // attrib:0
+attribute highp vec2 uv; // attrib:4
-out highp vec2 uv_interp;
+varying highp vec2 uv_interp;
void main() {
@@ -15,174 +21,47 @@ void main() {
[fragment]
+#extension GL_ARB_shader_texture_lod : require
-precision highp float;
-precision highp int;
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
#ifdef USE_SOURCE_PANORAMA
uniform sampler2D source_panorama; //texunit:0
-#endif
-
-#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
-uniform sampler2DArray source_dual_paraboloid_array; //texunit:0
-uniform int source_array_index;
-#endif
-
-#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
+#else
uniform samplerCube source_cube; //texunit:0
#endif
uniform int face_id;
uniform float roughness;
-in highp vec2 uv_interp;
-
-
-layout(location = 0) out vec4 frag_color;
+varying highp vec2 uv_interp;
+uniform sampler2D radical_inverse_vdc_cache; // texunit:1
#define M_PI 3.14159265359
-
-vec3 texelCoordToVec(vec2 uv, int faceID)
-{
- mat3 faceUvVectors[6];
-/*
- // -x
- faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
- faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
-
- // +x
- faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
- faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
-
- // -y
- faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
- faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
-
- // +y
- faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
- faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
-
- // -z
- faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
- faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
-
- // +z
- faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
-*/
-
- // -x
- faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
- faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
-
- // +x
- faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
- faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
-
- // -y
- faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
- faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
-
- // +y
- faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
- faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
-
- // -z
- faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
- faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
-
- // +z
- faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
- faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
- faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
-
- // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
- vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
- return normalize(result);
-}
-
-vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
-{
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
- // Compute distribution direction
- float Phi = 2.0 * M_PI * Xi.x;
- float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
- float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
-
- // Convert to spherical direction
- vec3 H;
- H.x = SinTheta * cos(Phi);
- H.y = SinTheta * sin(Phi);
- H.z = CosTheta;
-
- vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 TangentX = normalize(cross(UpVector, N));
- vec3 TangentY = cross(N, TangentX);
-
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
-}
-
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float GGX(float NdotV, float a)
-{
- float k = a / 2.0;
- return NdotV / (NdotV * (1.0 - k) + k);
-}
-
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float G_Smith(float a, float nDotV, float nDotL)
-{
- return GGX(nDotL, a * a) * GGX(nDotV, a * a);
-}
-
-float radicalInverse_VdC(uint bits) {
- bits = (bits << 16u) | (bits >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10; // / 0x100000000
-}
-
-vec2 Hammersley(uint i, uint N) {
- return vec2(float(i)/float(N), radicalInverse_VdC(i));
-}
-
-
-
#ifdef LOW_QUALITY
-#define SAMPLE_COUNT 64u
+#define SAMPLE_COUNT 64
#else
-#define SAMPLE_COUNT 512u
+#define SAMPLE_COUNT 512
#endif
-uniform bool z_flip;
-
#ifdef USE_SOURCE_PANORAMA
-vec4 texturePanorama(vec3 normal,sampler2D pano ) {
+vec4 texturePanorama(sampler2D pano, vec3 normal) {
vec2 st = vec2(
- atan(normal.x, normal.z),
- acos(normal.y)
+ atan(normal.x, normal.z),
+ acos(normal.y)
);
if(st.x < 0.0)
@@ -190,105 +69,119 @@ vec4 texturePanorama(vec3 normal,sampler2D pano ) {
st/=vec2(M_PI*2.0,M_PI);
- return textureLod(pano,st,0.0);
+ return texture2DLod(pano,st,0.0);
}
#endif
-#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
-
-
-vec4 textureDualParaboloidArray(vec3 normal) {
-
- vec3 norm = normalize(normal);
- norm.xy/=1.0+abs(norm.z);
- norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
- if (norm.z<0.0) {
- norm.y=0.5-norm.y+0.5;
- }
- return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0);
-
+vec3 texelCoordToVec(vec2 uv, int faceID) {
+ mat3 faceUvVectors[6];
+
+ // -x
+ faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z
+ faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face
+
+ // +x
+ faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z
+ faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face
+
+ // -y
+ faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z
+ faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face
+
+ // +y
+ faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z
+ faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face
+
+ // -z
+ faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
+ faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face
+
+ // +z
+ faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x
+ faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
+ faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
+
+ // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
+ vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ return normalize(result);
}
-#endif
-
-void main() {
-
-#ifdef USE_DUAL_PARABOLOID
-
- vec3 N = vec3( uv_interp * 2.0 - 1.0, 0.0 );
- N.z = 0.5 - 0.5*((N.x * N.x) + (N.y * N.y));
- N = normalize(N);
-
- if (z_flip) {
- N.y=-N.y; //y is flipped to improve blending between both sides
- N.z=-N.z;
- }
-
+vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
+ float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-#else
- vec2 uv = (uv_interp * 2.0) - 1.0;
- vec3 N = texelCoordToVec(uv, face_id);
-#endif
- //vec4 color = color_interp;
+ // Compute distribution direction
+ float Phi = 2.0 * M_PI * Xi.x;
+ float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
+ float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
-#ifdef USE_DIRECT_WRITE
+ // Convert to spherical direction
+ vec3 H;
+ H.x = SinTheta * cos(Phi);
+ H.y = SinTheta * sin(Phi);
+ H.z = CosTheta;
-#ifdef USE_SOURCE_PANORAMA
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 TangentX = normalize(cross(UpVector, N));
+ vec3 TangentY = cross(N, TangentX);
- frag_color=vec4(texturePanorama(N,source_panorama).rgb,1.0);
-#endif
+ // Tangent to world space
+ return TangentX * H.x + TangentY * H.y + N * H.z;
+}
-#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
+float radical_inverse_VdC(int i) {
+ return texture2D(radical_inverse_vdc_cache, vec2(float(i) / 512.0, 0.0)).x;
+}
- frag_color=vec4(textureDualParaboloidArray(N).rgb,1.0);
-#endif
+vec2 Hammersley(int i, int N) {
+ return vec2(float(i) / float(N), radical_inverse_VdC(i));
+}
-#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
+uniform bool z_flip;
- N.y=-N.y;
- frag_color=vec4(texture(N,source_cube).rgb,1.0);
-#endif
+void main() {
+ vec3 color = vec3(0.0);
+ vec2 uv = (uv_interp * 2.0) - 1.0;
+ vec3 N = texelCoordToVec(uv, face_id);
+ vec4 sum = vec4(0.0);
-#else
+ for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) {
- vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec2 xi = Hammersley(sample_num, SAMPLE_COUNT);
- for(uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) {
- vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT);
+ vec3 H = ImportanceSampleGGX(xi, roughness, N);
+ vec3 V = N;
+ vec3 L = normalize(2.0 * dot(V, H) * H - V);
- vec3 H = ImportanceSampleGGX( xi, roughness, N );
- vec3 V = N;
- vec3 L = normalize(2.0 * dot( V, H ) * H - V);
+ float NdotL = clamp(dot(N, L), 0.0, 1.0);
- float ndotl = clamp(dot(N, L),0.0,1.0);
+ if (NdotL > 0.0) {
- if (ndotl>0.0) {
#ifdef USE_SOURCE_PANORAMA
- sum.rgb += texturePanorama(H,source_panorama).rgb *ndotl;
+ sum.rgb += texturePanorama(source_panorama, H).rgb * NdotL;
+#else
+ H.y = -H.y;
+ sum.rgb += textureCubeLod(source_cube, H, 0.0).rgb * NdotL;
#endif
-#ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY
-
- sum.rgb += textureDualParaboloidArray(H).rgb *ndotl;
-#endif
+ sum.a += NdotL;
-#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
- H.y=-H.y;
- sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl;
-#endif
- sum.a += ndotl;
}
+
}
- sum /= sum.a;
- frag_color = vec4(sum.rgb, 1.0);
+ sum /= sum.a;
-#endif
+ gl_FragColor = vec4(sum.rgb, 1.0);
}
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 79b989be4a..e08e9d1117 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1,940 +1,393 @@
[vertex]
-#define M_PI 3.14159265359
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
-/*
-from VisualServer:
+#include "stdlib.glsl"
-ARRAY_VERTEX=0,
-ARRAY_NORMAL=1,
-ARRAY_TANGENT=2,
-ARRAY_COLOR=3,
-ARRAY_TEX_UV=4,
-ARRAY_TEX_UV2=5,
-ARRAY_BONES=6,
-ARRAY_WEIGHTS=7,
-ARRAY_INDEX=8,
-*/
-//hack to use uv if no uv present so it works with lightmap
+//
+// attributes
+//
-/* INPUT ATTRIBS */
+attribute highp vec4 vertex_attrib; // attrib:0
+attribute vec3 normal_attrib; // attrib:1
-layout(location=0) in highp vec4 vertex_attrib;
-layout(location=1) in vec3 normal_attrib;
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-layout(location=2) in vec4 tangent_attrib;
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+attribute vec4 tangent_attrib; // attrib:2
#endif
-#if defined(ENABLE_COLOR_INTERP)
-layout(location=3) in vec4 color_attrib;
+#ifdef ENABLE_COLOR_INTERP
+attribute vec4 color_attrib; // attrib:3
#endif
-#if defined(ENABLE_UV_INTERP)
-layout(location=4) in vec2 uv_attrib;
+#ifdef ENABLE_UV_INTERP
+attribute vec2 uv_attrib; // attrib:4
#endif
-#if defined(ENABLE_UV2_INTERP)
-layout(location=5) in vec2 uv2_attrib;
+#ifdef ENABLE_UV2_INTERP
+attribute vec2 uv2_attrib; // attrib:5
#endif
-uniform float normal_mult;
-
#ifdef USE_SKELETON
-layout(location=6) in ivec4 bone_indices; // attrib:6
-layout(location=7) in vec4 bone_weights; // attrib:7
-#endif
-
-#ifdef USE_INSTANCING
-
-layout(location=8) in highp vec4 instance_xform0;
-layout(location=9) in highp vec4 instance_xform1;
-layout(location=10) in highp vec4 instance_xform2;
-layout(location=11) in lowp vec4 instance_color;
-
-#if defined(ENABLE_INSTANCE_CUSTOM)
-layout(location=12) in highp vec4 instance_custom_data;
-#endif
-
-#endif
-
-layout(std140) uniform SceneData { //ubo:0
-
- highp mat4 projection_matrix;
- highp mat4 inv_projection_matrix;
- highp mat4 camera_inverse_matrix;
- highp mat4 camera_matrix;
-
- mediump vec4 ambient_light_color;
- mediump vec4 bg_color;
-
- mediump vec4 fog_color_enabled;
- mediump vec4 fog_sun_color_amount;
-
- mediump float ambient_energy;
- mediump float bg_energy;
-
- mediump float z_offset;
- mediump float z_slope_scale;
- highp float shadow_dual_paraboloid_render_zfar;
- highp float shadow_dual_paraboloid_render_side;
-
- highp vec2 viewport_size;
- highp vec2 screen_pixel_size;
- highp vec2 shadow_atlas_pixel_size;
- highp vec2 directional_shadow_pixel_size;
- highp float time;
- highp float z_far;
- mediump float reflection_multiplier;
- mediump float subsurface_scatter_width;
- mediump float ambient_occlusion_affect_light;
+#ifdef USE_SKELETON_SOFTWARE
- bool fog_depth_enabled;
- highp float fog_depth_begin;
- highp float fog_depth_curve;
- bool fog_transmit_enabled;
- highp float fog_transmit_curve;
- bool fog_height_enabled;
- highp float fog_height_min;
- highp float fog_height_max;
- highp float fog_height_curve;
+attribute highp vec4 bone_transform_row_0; // attrib:9
+attribute highp vec4 bone_transform_row_1; // attrib:10
+attribute highp vec4 bone_transform_row_2; // attrib:11
-};
-
-uniform highp mat4 world_transform;
-
-
-#ifdef USE_LIGHT_DIRECTIONAL
+#else
-layout(std140) uniform DirectionalLightData { //ubo:3
+attribute vec4 bone_ids; // attrib:6
+attribute highp vec4 bone_weights; // attrib:7
- highp vec4 light_pos_inv_radius;
- mediump vec4 light_direction_attenuation;
- mediump vec4 light_color_energy;
- mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
- mediump vec4 light_clamp;
- mediump vec4 shadow_color_contact;
- highp mat4 shadow_matrix1;
- highp mat4 shadow_matrix2;
- highp mat4 shadow_matrix3;
- highp mat4 shadow_matrix4;
- mediump vec4 shadow_split_offsets;
-};
+uniform highp sampler2D bone_transforms; // texunit:4
+uniform ivec2 skeleton_texture_size;
#endif
-#ifdef USE_VERTEX_LIGHTING
-//omni and spot
-
-struct LightData {
-
- highp vec4 light_pos_inv_radius;
- mediump vec4 light_direction_attenuation;
- mediump vec4 light_color_energy;
- mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
- mediump vec4 light_clamp;
- mediump vec4 shadow_color_contact;
- highp mat4 shadow_matrix;
-
-};
-
-
-layout(std140) uniform OmniLightData { //ubo:4
-
- LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
-};
-
-layout(std140) uniform SpotLightData { //ubo:5
-
- LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
-};
-
-#ifdef USE_FORWARD_LIGHTING
-
-
-uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
-uniform int omni_light_count;
-
-uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
-uniform int spot_light_count;
-
#endif
-out vec4 diffuse_light_interp;
-out vec4 specular_light_interp;
-
-void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
-
- float dotNL = max(dot(N,L), 0.0 );
- diffuse += dotNL * light_color / M_PI;
-
- if (roughness > 0.0) {
-
- vec3 H = normalize(V + L);
- float dotNH = max(dot(N,H), 0.0 );
- float intensity = pow( dotNH, (1.0-roughness) * 256.0);
- specular += light_color * intensity;
-
- }
-}
-
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal, float roughness,inout vec3 diffuse, inout vec3 specular) {
-
- vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
- float light_length = length( light_rel_vec );
- float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w;
- vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w ));
+#ifdef USE_INSTANCING
- light_compute(normal,normalize(light_rel_vec),eye_vec,omni_lights[idx].light_color_energy.rgb * light_attenuation,roughness,diffuse,specular);
+attribute highp vec4 instance_xform_row_0; // attrib:12
+attribute highp vec4 instance_xform_row_1; // attrib:13
+attribute highp vec4 instance_xform_row_2; // attrib:14
-}
+attribute highp vec4 instance_color; // attrib:15
+attribute highp vec4 instance_custom_data; // attrib:8
-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
+#endif
- vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
- float light_length = length( light_rel_vec );
- float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w;
- vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w ));
- vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
- float spot_cutoff=spot_lights[idx].light_params.y;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
- float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff);
- light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x);
- light_compute(normal,normalize(light_rel_vec),eye_vec,spot_lights[idx].light_color_energy.rgb*light_attenuation,roughness,diffuse,specular);
-}
+//
+// uniforms
+//
+uniform mat4 camera_matrix;
+uniform mat4 camera_inverse_matrix;
+uniform mat4 projection_matrix;
+uniform mat4 projection_inverse_matrix;
-#endif
+uniform mat4 world_transform;
-/* Varyings */
+uniform highp float time;
-out highp vec3 vertex_interp;
-out vec3 normal_interp;
+uniform float normal_mult;
-#if defined(ENABLE_COLOR_INTERP)
-out vec4 color_interp;
+#ifdef RENDER_DEPTH
+uniform float light_bias;
+uniform float light_normal_bias;
#endif
-#if defined(ENABLE_UV_INTERP)
-out vec2 uv_interp;
-#endif
-#if defined(ENABLE_UV2_INTERP)
-out vec2 uv2_interp;
-#endif
+//
+// varyings
+//
+varying highp vec3 vertex_interp;
+varying vec3 normal_interp;
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-out vec3 tangent_interp;
-out vec3 binormal_interp;
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+varying vec3 tangent_interp;
+varying vec3 binormal_interp;
#endif
-
-
-
-
-#if defined(USE_MATERIAL)
-
-layout(std140) uniform UniformData { //ubo:1
-
-MATERIAL_UNIFORMS
-
-};
-
+#ifdef ENABLE_COLOR_INTERP
+varying vec4 color_interp;
#endif
-VERTEX_SHADER_GLOBALS
-
-#ifdef RENDER_DEPTH_DUAL_PARABOLOID
-
-out highp float dp_clip;
-
+#ifdef ENABLE_UV_INTERP
+varying vec2 uv_interp;
#endif
-#define SKELETON_TEXTURE_WIDTH 256
-
-#ifdef USE_SKELETON
-uniform highp sampler2D skeleton_texture; //texunit:-1
+#ifdef ENABLE_UV2_INTERP
+varying vec2 uv2_interp;
#endif
-out highp vec4 position_interp;
-// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now.
-// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316
-//invariant gl_Position;
+VERTEX_SHADER_GLOBALS
void main() {
- highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
+ highp vec4 vertex = vertex_attrib;
mat4 world_matrix = world_transform;
-
#ifdef USE_INSTANCING
-
{
- highp mat4 m=mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0));
+ highp mat4 m = mat4(instance_xform_row_0,
+ instance_xform_row_1,
+ instance_xform_row_2,
+ vec4(0.0, 0.0, 0.0, 1.0));
world_matrix = world_matrix * transpose(m);
}
#endif
vec3 normal = normal_attrib * normal_mult;
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
vec3 tangent = tangent_attrib.xyz;
- tangent*=normal_mult;
+ tangent *= normal_mult;
float binormalf = tangent_attrib.a;
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
-#if defined(ENABLE_COLOR_INTERP)
+#ifdef ENABLE_COLOR_INTERP
color_interp = color_attrib;
-#if defined(USE_INSTANCING)
+#ifdef USE_INSTANCING
color_interp *= instance_color;
#endif
-
#endif
-#ifdef USE_SKELETON
- {
- //skeleton transform
- ivec2 tex_ofs = ivec2( bone_indices.x%256, (bone_indices.x/256)*3 );
- highp mat3x4 m = mat3x4(
- texelFetch(skeleton_texture,tex_ofs,0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
- ) * bone_weights.x;
+#ifdef ENABLE_UV_INTERP
+ uv_interp = uv_attrib;
+#endif
- tex_ofs = ivec2( bone_indices.y%256, (bone_indices.y/256)*3 );
+#ifdef ENABLE_UV2_INTERP
+ uv2_interp = uv2_attrib;
+#endif
- m+= mat3x4(
- texelFetch(skeleton_texture,tex_ofs,0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
- ) * bone_weights.y;
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+ vertex = world_matrix * vertex;
+ normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tex_ofs = ivec2( bone_indices.z%256, (bone_indices.z/256)*3 );
+ tangent = normalize((world_matrix * vec4(tangent, 0.0)),xyz);
+ binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
+#endif
+#endif
- m+= mat3x4(
- texelFetch(skeleton_texture,tex_ofs,0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
- ) * bone_weights.z;
+#ifdef USE_SKELETON
+ highp mat4 bone_transform = mat4(1.0);
- tex_ofs = ivec2( bone_indices.w%256, (bone_indices.w/256)*3 );
+#ifdef USE_SKELETON_SOFTWARE
+ // passing the transform as attributes
- m+= mat3x4(
- texelFetch(skeleton_texture,tex_ofs,0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
- texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
- ) * bone_weights.w;
+ bone_transform[0] = vec4(bone_transform_row_0.x, bone_transform_row_1.x, bone_transform_row_2.x, 0.0);
+ bone_transform[1] = vec4(bone_transform_row_0.y, bone_transform_row_1.y, bone_transform_row_2.y, 0.0);
+ bone_transform[2] = vec4(bone_transform_row_0.z, bone_transform_row_1.z, bone_transform_row_2.z, 0.0);
+ bone_transform[3] = vec4(bone_transform_row_0.w, bone_transform_row_1.w, bone_transform_row_2.w, 1.0);
+#else
+ // look up transform from the "pose texture"
+ {
+
+ for (int i = 0; i < 4; i++) {
+ ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0);
- vertex.xyz = vertex * m;
+ highp mat4 b = mat4(texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
+ texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
+ texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
+ vec4(0.0, 0.0, 0.0, 1.0));
- normal = vec4(normal,0.0) * m;
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- tangent.xyz = vec4(tangent.xyz,0.0) * m;
-#endif
+ bone_transform += transpose(b) * bone_weights[i];
+ }
}
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-
- vec3 binormal = normalize( cross(normal,tangent) * binormalf );
#endif
-#if defined(ENABLE_UV_INTERP)
- uv_interp = uv_attrib;
+ world_matrix = bone_transform * world_matrix;
#endif
-#if defined(ENABLE_UV2_INTERP)
- uv2_interp = uv2_attrib;
-#endif
-#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
+#ifdef USE_INSTANCING
vec4 instance_custom = instance_custom_data;
#else
vec4 instance_custom = vec4(0.0);
-#endif
-
- highp mat4 modelview = camera_inverse_matrix * world_matrix;
- highp mat4 local_projection = projection_matrix;
-
-//using world coordinates
-#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
-
- vertex = world_matrix * vertex;
- normal = normalize((world_matrix * vec4(normal,0.0)).xyz);
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-
- tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz);
- binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz);
-#endif
#endif
- float roughness=0.0;
-//defines that make writing custom shaders easier
-#define projection_matrix local_projection
+ mat4 modelview = camera_matrix * world_matrix;
+
#define world_transform world_matrix
+
{
VERTEX_SHADER_CODE
}
+ vec4 outvec = vertex;
-
-//using local coordinates (default)
+ // use local coordinates
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
-
vertex = modelview * vertex;
- normal = normalize((modelview * vec4(normal,0.0)).xyz);
+ normal = normalize((modelview * vec4(normal, 0.0)).xyz);
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-
- tangent = normalize((modelview * vec4(tangent,0.0)).xyz);
- binormal = normalize((modelview * vec4(binormal,0.0)).xyz);
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((modelview * vec4(binormal, 0.0)).xyz);
#endif
#endif
-//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
-
- vertex = camera_inverse_matrix * vertex;
- normal = normalize((camera_inverse_matrix * vec4(normal,0.0)).xyz);
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-
- tangent = normalize((camera_inverse_matrix * vec4(tangent,0.0)).xyz);
- binormal = normalize((camera_inverse_matrix * vec4(binormal,0.0)).xyz);
+ vertex = camera_matrix * vertex;
+ normal = normalize((camera_matrix * vec4(normal, 0.0)).xyz);
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ tangent = normalize((camera_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((camera_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
vertex_interp = vertex.xyz;
normal_interp = normal;
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
-
#ifdef RENDER_DEPTH
+ float z_ofs = light_bias;
+ z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
+
+ vertex_interp.z -= z_ofs;
-#ifdef RENDER_DEPTH_DUAL_PARABOLOID
-
- vertex_interp.z*= shadow_dual_paraboloid_render_side;
- normal_interp.z*= shadow_dual_paraboloid_render_side;
-
- dp_clip=vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
-
- //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
-
- highp vec3 vtx = vertex_interp+normalize(vertex_interp)*z_offset;
- highp float distance = length(vtx);
- vtx = normalize(vtx);
- vtx.xy/=1.0-vtx.z;
- vtx.z=(distance/shadow_dual_paraboloid_render_zfar);
- vtx.z=vtx.z * 2.0 - 1.0;
-
- vertex.xyz=vtx;
- vertex.w=1.0;
-
-
-#else
-
- float z_ofs = z_offset;
- z_ofs += (1.0-abs(normal_interp.z))*z_slope_scale;
- vertex_interp.z-=z_ofs;
-
-#endif //RENDER_DEPTH_DUAL_PARABOLOID
-
-#endif //RENDER_DEPTH
-
- gl_Position = projection_matrix * vec4(vertex_interp,1.0);
-
- position_interp=gl_Position;
-
-#ifdef USE_VERTEX_LIGHTING
-
- diffuse_light_interp=vec4(0.0);
- specular_light_interp=vec4(0.0);
-
-#ifdef USE_FORWARD_LIGHTING
-
- for(int i=0;i<omni_light_count;i++) {
- light_process_omni(omni_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb);
- }
-
- for(int i=0;i<spot_light_count;i++) {
- light_process_spot(spot_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb);
- }
#endif
-#ifdef USE_LIGHT_DIRECTIONAL
-
- vec3 directional_diffuse = vec3(0.0);
- vec3 directional_specular = vec3(0.0);
- light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular);
-
- float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333));
- float diff_dir_avg = dot(directional_diffuse,vec3(0.33333));
- if (diff_avg>0.0) {
- diffuse_light_interp.a=diff_dir_avg/(diff_avg+diff_dir_avg);
- } else {
- diffuse_light_interp.a=1.0;
- }
-
- diffuse_light_interp.rgb+=directional_diffuse;
-
- float spec_avg = dot(specular_light_interp.rgb,vec3(0.33333));
- float spec_dir_avg = dot(directional_specular,vec3(0.33333));
- if (spec_avg>0.0) {
- specular_light_interp.a=spec_dir_avg/(spec_avg+spec_dir_avg);
- } else {
- specular_light_interp.a=1.0;
- }
-
- specular_light_interp.rgb+=directional_specular;
-
-#endif //USE_LIGHT_DIRECTIONAL
-
-
-#endif // USE_VERTEX_LIGHTING
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
}
-
[fragment]
+#extension GL_ARB_shader_texture_lod : require
-/* texture unit usage, N is max_texture_unity-N
-
-1-skeleton
-2-radiance
-3-reflection_atlas
-4-directional_shadow
-5-shadow_atlas
-6-decal_atlas
-7-screen
-8-depth
-9-probe1
-10-probe2
-
-*/
-
-uniform highp mat4 world_transform;
-
-#define M_PI 3.14159265359
-
-/* Varyings */
-
-#if defined(ENABLE_COLOR_INTERP)
-in vec4 color_interp;
-#endif
-
-#if defined(ENABLE_UV_INTERP)
-in vec2 uv_interp;
-#endif
-
-#if defined(ENABLE_UV2_INTERP)
-in vec2 uv2_interp;
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-in vec3 tangent_interp;
-in vec3 binormal_interp;
-#endif
-
-in highp vec3 vertex_interp;
-in vec3 normal_interp;
-
-
-/* PBR CHANNELS */
-
-//used on forward mainly
-uniform bool no_ambient_light;
-
-
-
-#ifdef USE_RADIANCE_MAP
-
-
-
-layout(std140) uniform Radiance { //ubo:2
-
- mat4 radiance_inverse_xform;
- float radiance_ambient_contribution;
-
-};
-
-#define RADIANCE_MAX_LOD 5.0
-
-#ifdef USE_RADIANCE_MAP_ARRAY
-
-uniform sampler2DArray radiance_map; //texunit:-2
-
-vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) {
-
- vec3 norm = normalize(p_vec);
- norm.xy/=1.0+abs(norm.z);
- norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
-
- // we need to lie the derivatives (normg) and assume that DP side is always the same
- // to get proper texture filtering
- vec2 normg=norm.xy;
- if (norm.z>0.0) {
- norm.y=0.5-norm.y+0.5;
- }
-
- // thanks to OpenGL spec using floor(layer + 0.5) for texture arrays,
- // it's easy to have precision errors using fract() to interpolate layers
- // as such, using fixed point to ensure it works.
-
- float index = p_roughness * RADIANCE_MAX_LOD;
- int indexi = int(index * 256.0);
- vec3 base = textureGrad(p_tex, vec3(norm.xy, float(indexi/256)),dFdx(normg),dFdy(normg)).xyz;
- vec3 next = textureGrad(p_tex, vec3(norm.xy, float(indexi/256+1)),dFdx(normg),dFdy(normg)).xyz;
- return mix(base,next,float(indexi%256)/256.0);
-}
-
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
#else
-
-uniform sampler2D radiance_map; //texunit:-2
-
-vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) {
-
- vec3 norm = normalize(p_vec);
- norm.xy/=1.0+abs(norm.z);
- norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
- if (norm.z>0.0) {
- norm.y=0.5-norm.y+0.5;
- }
- return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
-}
-
+precision mediump float;
+precision mediump int;
#endif
-#endif
-
-/* Material Uniforms */
-
-
-
-#if defined(USE_MATERIAL)
-
-layout(std140) uniform UniformData {
-
-MATERIAL_UNIFORMS
-
-};
-
-#endif
-
-FRAGMENT_SHADER_GLOBALS
-
-layout(std140) uniform SceneData {
-
- highp mat4 projection_matrix;
- highp mat4 inv_projection_matrix;
- highp mat4 camera_inverse_matrix;
- highp mat4 camera_matrix;
-
- mediump vec4 ambient_light_color;
- mediump vec4 bg_color;
-
- mediump vec4 fog_color_enabled;
- mediump vec4 fog_sun_color_amount;
-
- mediump float ambient_energy;
- mediump float bg_energy;
-
- mediump float z_offset;
- mediump float z_slope_scale;
- highp float shadow_dual_paraboloid_render_zfar;
- highp float shadow_dual_paraboloid_render_side;
-
- highp vec2 viewport_size;
- highp vec2 screen_pixel_size;
- highp vec2 shadow_atlas_pixel_size;
- highp vec2 directional_shadow_pixel_size;
-
- highp float time;
- highp float z_far;
- mediump float reflection_multiplier;
- mediump float subsurface_scatter_width;
- mediump float ambient_occlusion_affect_light;
-
- bool fog_depth_enabled;
- highp float fog_depth_begin;
- highp float fog_depth_curve;
- bool fog_transmit_enabled;
- highp float fog_transmit_curve;
- bool fog_height_enabled;
- highp float fog_height_min;
- highp float fog_height_max;
- highp float fog_height_curve;
-};
-
-//directional light data
+#include "stdlib.glsl"
-#ifdef USE_LIGHT_DIRECTIONAL
-
-layout(std140) uniform DirectionalLightData {
-
- highp vec4 light_pos_inv_radius;
- mediump vec4 light_direction_attenuation;
- mediump vec4 light_color_energy;
- mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
- mediump vec4 light_clamp;
- mediump vec4 shadow_color_contact;
- highp mat4 shadow_matrix1;
- highp mat4 shadow_matrix2;
- highp mat4 shadow_matrix3;
- highp mat4 shadow_matrix4;
- mediump vec4 shadow_split_offsets;
-};
-
-
-uniform highp sampler2DShadow directional_shadow; //texunit:-4
-
-#endif
-
-#ifdef USE_VERTEX_LIGHTING
-in vec4 diffuse_light_interp;
-in vec4 specular_light_interp;
-#endif
-//omni and spot
-
-struct LightData {
-
- highp vec4 light_pos_inv_radius;
- mediump vec4 light_direction_attenuation;
- mediump vec4 light_color_energy;
- mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
- mediump vec4 light_clamp;
- mediump vec4 shadow_color_contact;
- highp mat4 shadow_matrix;
-
-};
-
-
-layout(std140) uniform OmniLightData { //ubo:4
-
- LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
-};
-
-layout(std140) uniform SpotLightData { //ubo:5
-
- LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
-};
-
-
-uniform highp sampler2DShadow shadow_atlas; //texunit:-5
-
-
-struct ReflectionData {
-
- mediump vec4 box_extents;
- mediump vec4 box_offset;
- mediump vec4 params; // intensity, 0, interior , boxproject
- mediump vec4 ambient; //ambient color, energy
- mediump vec4 atlas_clamp;
- highp mat4 local_matrix; //up to here for spot and omni, rest is for directional
- //notes: for ambientblend, use distance to edge to blend between already existing global environment
-};
-
-layout(std140) uniform ReflectionProbeData { //ubo:6
-
- ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS];
-};
-uniform mediump sampler2D reflection_atlas; //texunit:-3
+#define M_PI 3.14159265359
+//
+// uniforms
+//
-#ifdef USE_FORWARD_LIGHTING
+uniform mat4 camera_matrix;
+uniform mat4 camera_inverse_matrix;
+uniform mat4 projection_matrix;
+uniform mat4 projection_inverse_matrix;
-uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
-uniform int omni_light_count;
+uniform mat4 world_transform;
-uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
-uniform int spot_light_count;
+uniform highp float time;
-uniform int reflection_indices[MAX_FORWARD_LIGHTS];
-uniform int reflection_count;
+#ifdef SCREEN_UV_USED
+uniform vec2 screen_pixel_size;
#endif
+uniform highp sampler2D depth_buffer; //texunit:1
#if defined(SCREEN_TEXTURE_USED)
-
-uniform highp sampler2D screen_texture; //texunit:-7
-
+uniform highp sampler2D screen_texture; //texunit:2
#endif
-#ifdef USE_MULTIPLE_RENDER_TARGETS
+#ifdef USE_RADIANCE_MAP
-layout(location=0) out vec4 diffuse_buffer;
-layout(location=1) out vec4 specular_buffer;
-layout(location=2) out vec4 normal_mr_buffer;
-#if defined(ENABLE_SSS)
-layout(location=3) out float sss_buffer;
-#endif
+#define RADIANCE_MAX_LOD 6.0
-#else
+uniform samplerCube radiance_map; // texunit:0
-layout(location=0) out vec4 frag_color;
+uniform mat4 radiance_inverse_xform;
#endif
-in highp vec4 position_interp;
-uniform highp sampler2D depth_buffer; //texunit:-8
-
-#ifdef USE_CONTACT_SHADOWS
-
-float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
+uniform float bg_energy;
- if (abs(dir.z)>0.99)
- return 1.0;
+uniform float ambient_sky_contribution;
+uniform vec4 ambient_color;
+uniform float ambient_energy;
- vec3 endpoint = pos+dir*max_distance;
- vec4 source = position_interp;
- vec4 dest = projection_matrix * vec4(endpoint, 1.0);
+#ifdef LIGHT_PASS
- vec2 from_screen = (source.xy / source.w) * 0.5 + 0.5;
- vec2 to_screen = (dest.xy / dest.w) * 0.5 + 0.5;
+#define LIGHT_TYPE_DIRECTIONAL 0
+#define LIGHT_TYPE_OMNI 1
+#define LIGHT_TYPE_SPOT 2
- vec2 screen_rel = to_screen - from_screen;
+// general for all lights
+uniform int light_type;
- if (length(screen_rel)<0.00001)
- return 1.0; //too small, don't do anything
+uniform float light_energy;
+uniform vec4 light_color;
+uniform float light_specular;
- /*float pixel_size; //approximate pixel size
+// directional
+uniform vec3 light_direction;
- if (screen_rel.x > screen_rel.y) {
+// omni
+uniform vec3 light_position;
- pixel_size = abs((pos.x-endpoint.x)/(screen_rel.x/screen_pixel_size.x));
- } else {
- pixel_size = abs((pos.y-endpoint.y)/(screen_rel.y/screen_pixel_size.y));
+uniform float light_range;
+uniform vec4 light_attenuation;
- }*/
- vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,0.04), 1.0); //todo un-harcode the 0.04
+// spot
+uniform float light_spot_attenuation;
+uniform float light_spot_range;
+uniform float light_spot_angle;
+// shadows
+uniform highp sampler2D light_shadow_atlas; //texunit:3
+uniform float light_has_shadow;
- vec2 pixel_incr = normalize(screen_rel)*screen_pixel_size;
-
-
- float steps = length(screen_rel) / length(pixel_incr);
- steps = min(2000.0,steps); //put a limit to avoid freezing in some strange situation
- //steps=10.0;
-
- vec4 incr = (dest - source)/steps;
- float ratio=0.0;
- float ratio_incr = 1.0/steps;
-
- while(steps>0.0) {
- source += incr*2.0;
- bias+=incr*2.0;
-
- vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
- float depth = texture(depth_buffer,uv_depth.xy).r;
-
- if (depth < uv_depth.z) {
- if (depth > (bias.z/bias.w) * 0.5 + 0.5) {
- return min(pow(ratio,4.0),1.0);
- } else {
- return 1.0;
- }
- }
-
+uniform mat4 light_shadow_matrix;
+uniform vec4 light_clamp;
- ratio+=ratio_incr;
- steps-=1.0;
- }
+// directional shadow
- return 1.0;
-}
+uniform highp sampler2D light_directional_shadow; // texunit:3
+uniform vec4 light_split_offsets;
+uniform mat4 light_shadow_matrix1;
+uniform mat4 light_shadow_matrix2;
+uniform mat4 light_shadow_matrix3;
+uniform mat4 light_shadow_matrix4;
#endif
-// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
-// We're dividing this factor off because the overall term we'll end up looks like
-// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
//
-// We're basically regouping this as
+// varyings
//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
-
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5*alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m*cos_theta_m;
- // float sin2 = (1.0-cos2);
- // return 1.0 /( cos_theta_m + sqrt(cos2 + alpha*alpha*sin2) );
-}
-float D_GGX(float cos_theta_m, float alpha) {
- float alpha2 = alpha*alpha;
- float d = 1.0 + (alpha2-1.0)*cos_theta_m*cos_theta_m;
- return alpha2/(M_PI * d * d);
-}
+varying highp vec3 vertex_interp;
+varying vec3 normal_interp;
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0-cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / (cos_theta_m + sqrt(cos2 + (s_x*s_x + s_y*s_y)*sin2 ));
-}
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+varying vec3 tangent_interp;
+varying vec3 binormal_interp;
+#endif
-float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0-cos2);
- float r_x = cos_phi/alpha_x;
- float r_y = sin_phi/alpha_y;
- float d = cos2 + sin2*(r_x * r_x + r_y * r_y);
- return 1.0 / (M_PI * alpha_x * alpha_y * d * d );
-}
+#ifdef ENABLE_COLOR_INTERP
+varying vec4 color_interp;
+#endif
+#ifdef ENABLE_UV_INTERP
+varying vec2 uv_interp;
+#endif
-float SchlickFresnel(float u)
-{
- float m = 1.0-u;
- float m2 = m*m;
- return m2*m2*m; // pow(m,5)
-}
+#ifdef ENABLE_UV2_INTERP
+varying vec2 uv2_interp;
+#endif
-float GTR1(float NdotH, float a)
-{
- if (a >= 1.0) return 1.0/M_PI;
- float a2 = a*a;
- float t = 1.0 + (a2-1.0)*NdotH*NdotH;
- return (a2-1.0) / (M_PI*log(a2)*t);
-}
+varying vec3 view_interp;
vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
float dielectric = (0.034 * 2.0) * specular;
@@ -942,1172 +395,490 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
-
-#if defined(USE_LIGHT_SHADER_CODE)
-//light is written by the light shader
-
- vec3 normal = N;
- vec3 albedo = diffuse_color;
- vec3 light = L;
- vec3 view = V;
-
-LIGHT_SHADER_CODE
+FRAGMENT_SHADER_GLOBALS
-#else
- float NdotL = dot(N,L);
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
+#ifdef LIGHT_PASS
+void light_compute(vec3 N,
+ vec3 L,
+ vec3 V,
+ vec3 B,
+ vec3 T,
+ vec3 light_color,
+ vec3 attenuation,
+ vec3 diffuse_color,
+ vec3 transmission,
+ float specular_blob_intensity,
+ float roughness,
+ float metallic,
+ float rim,
+ float rim_tint,
+ float clearcoat,
+ float clearcoat_gloss,
+ float anisotropy,
+ inout vec3 diffuse_light,
+ inout vec3 specular_light) {
+
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0);
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
- if (metallic < 1.0) {
-#if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
-#else
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
-#endif
+ {
+ // calculate diffuse reflection
+ // TODO hardcode Oren Nayar for now
+ float diffuse_brdf_NL;
-#if defined(DIFFUSE_LAMBERT_WRAP)
- //energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+ // diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
-#elif defined(DIFFUSE_OREN_NAYAR)
-
- {
- // see http://mimosa-pudica.net/improved-oren-nayar.html
- float LdotV = dot(L, V);
-
-
- float s = LdotV - NdotL * NdotV;
- float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
-
- float sigma2 = roughness * roughness; // TODO: this needs checking
- vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
- float B = 0.45 * sigma2 / (sigma2 + 0.09);
-
- diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
- }
-
-#elif defined(DIFFUSE_TOON)
-
- diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL);
-
-#elif defined(DIFFUSE_BURLEY)
-
- {
-
-
- vec3 H = normalize(V + L);
- float cLdotH = max(0.0,dot(L, H));
-
- float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
- float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
- float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
- diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
- /*
- float energyBias = mix(roughness, 0.0, 0.5);
- float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
- float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
-
- diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/
- }
-#else
- //lambert
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
-#endif
-
-#if defined(TRANSMISSION_USED)
- diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation;
-#else
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
-#endif
-
-
-
-#if defined(LIGHT_USE_RIM)
- float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0);
- diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
-#endif
}
-
- if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
-
-
- // D
-
-#if defined(SPECULAR_BLINN)
-
- vec3 H = normalize(V + L);
- float cNdotH = max(dot(N,H), 0.0 );
- float intensity = pow( cNdotH, (1.0-roughness) * 256.0);
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
-
-#elif defined(SPECULAR_PHONG)
+ {
+ // calculate specular reflection
vec3 R = normalize(-reflect(L,N));
- float cRdotV = max(0.0,dot(R,V));
- float intensity = pow( cRdotV, (1.0-roughness) * 256.0);
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
-
-#elif defined(SPECULAR_TOON)
-
- vec3 R = normalize(-reflect(L,N));
- float RdotV = dot(R,V);
- float mid = 1.0-roughness;
- mid*=mid;
- float intensity = smoothstep(mid-roughness*0.5, mid+roughness*0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
-
-#elif defined(SPECULAR_DISABLED)
- //none..
-
-#elif defined(SPECULAR_SCHLICK_GGX)
- // shlick+ggx as default
-
- vec3 H = normalize(V + L);
-
- float cNdotH = max(dot(N,H), 0.0);
- float cLdotH = max(dot(L,H), 0.0);
-
-# if defined(LIGHT_USE_ANISOTROPY)
-
- float aspect = sqrt(1.0-anisotropy*0.9);
- float rx = roughness/aspect;
- float ry = roughness*aspect;
- float ax = rx*rx;
- float ay = ry*ry;
- float XdotH = dot( T, H );
- float YdotH = dot( B, H );
- float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-# else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
-# endif
- // F
- float F0 = 1.0; // FIXME
- float cLdotH5 = SchlickFresnel(cLdotH);
- float F = mix(cLdotH5, 1.0, F0);
-
- float specular_brdf_NL = cNdotL * D * F * G;
-
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
-#endif
-
-#if defined(LIGHT_USE_CLEARCOAT)
- if (clearcoat_gloss > 0.0) {
-# if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
- vec3 H = normalize(V + L);
-# endif
-# if !defined(SPECULAR_SCHLICK_GGX)
- float cNdotH = max(dot(N,H), 0.0);
- float cLdotH = max(dot(L,H), 0.0);
- float cLdotH5 = SchlickFresnel(cLdotH);
-#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
- float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
+ float cRdotV = max(dot(R, V), 0.0);
+ float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
+ specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity;
- float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
- }
-#endif
}
-
-
-#endif //defined(USE_LIGHT_SHADER_CODE)
}
-float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) {
-
-#ifdef SHADOW_MODE_PCF_13
-
- float avg=textureProj(shadow,vec4(pos,depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x*2.0,0.0),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x*2.0,0.0),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y*2.0),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y*2.0),depth,1.0));
- return avg*(1.0/13.0);
-#elif defined(SHADOW_MODE_PCF_5)
-
- float avg=textureProj(shadow,vec4(pos,depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0));
- avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0));
- return avg*(1.0/5.0);
-
-#else
-
- return textureProj(shadow,vec4(pos,depth,1.0));
-
-#endif
-
-}
-
-#ifdef RENDER_DEPTH_DUAL_PARABOLOID
-
-in highp float dp_clip;
-
-#endif
-
-
-
-#if 0
-//need to save texture depth for this
-
-vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) {
-
- float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width;
- float d = scale * distance;
-
- /**
- * Armed with the thickness, we can now calculate the color by means of the
- * precalculated transmittance profile.
- * (It can be precomputed into a texture, for maximum performance):
- */
- float dd = -d * d;
- vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
-
- /**
- * Using the profile, we finally approximate the transmitted lighting from
- * the back of the object:
- */
- return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0);
-}
-#endif
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, 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 );
- float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w;
- vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w ));
-
- if (omni_lights[idx].light_params.w>0.5) {
- //there is a shadowmap
-
- highp vec3 splane=(omni_lights[idx].shadow_matrix * vec4(vertex,1.0)).xyz;
- float shadow_len=length(splane);
- splane=normalize(splane);
- vec4 clamp_rect=omni_lights[idx].light_clamp;
-
- if (splane.z>=0.0) {
-
- splane.z+=1.0;
-
- clamp_rect.y+=clamp_rect.w;
-
- } else {
-
- splane.z=1.0 - splane.z;
-
- /*
- if (clamp_rect.z<clamp_rect.w) {
- clamp_rect.x+=clamp_rect.z;
- } else {
- clamp_rect.y+=clamp_rect.w;
- }
- */
-
- }
-
- splane.xy/=splane.z;
- splane.xy=splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w;
-
- splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
- float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect);
-
-#ifdef USE_CONTACT_SHADOWS
-
- if (shadow>0.01 && omni_lights[idx].shadow_color_contact.a>0.0) {
-
- float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,omni_lights[idx].shadow_color_contact.a));
- shadow=min(shadow,contact_shadow);
-
- }
-#endif
- 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,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,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 transmission,float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, 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 );
- float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w;
- vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w ));
- vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
- float spot_cutoff=spot_lights[idx].light_params.y;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
- float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff);
- light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x);
-
- if (spot_lights[idx].light_params.w>0.5) {
- //there is a shadowmap
- highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0));
- splane.xyz/=splane.w;
-
- float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp);
-
-#ifdef USE_CONTACT_SHADOWS
- if (shadow>0.01 && spot_lights[idx].shadow_color_contact.a>0.0) {
-
- float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,spot_lights[idx].shadow_color_contact.a));
- shadow=min(shadow,contact_shadow);
-
- }
-#endif
- 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,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,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, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) {
-
- vec3 ref_vec = normalize(reflect(vertex,normal));
- vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz;
- vec3 box_extents = reflections[idx].box_extents.xyz;
-
- if (any(greaterThan(abs(local_pos),box_extents))) { //out of the reflection box
- return;
- }
-
- vec3 inner_pos = abs(local_pos / box_extents);
- float blend = max(inner_pos.x,max(inner_pos.y,inner_pos.z));
- //make blend more rounded
- blend=mix(length(inner_pos),blend,blend);
- blend*=blend;
- blend=1.001-blend;
-
- if (reflections[idx].params.x>0.0){// compute reflection
-
- vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec,0.0)).xyz;
-
- if (reflections[idx].params.w > 0.5) { //box project
-
- vec3 nrdir = normalize(local_ref_vec);
- vec3 rbmax = (box_extents - local_pos)/nrdir;
- vec3 rbmin = (-box_extents - local_pos)/nrdir;
-
-
- vec3 rbminmax = mix(rbmin,rbmax,greaterThan(nrdir,vec3(0.0,0.0,0.0)));
-
- float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
- vec3 posonbox = local_pos + nrdir * fa;
- local_ref_vec = posonbox - reflections[idx].box_offset.xyz;
- }
-
-
- vec4 clamp_rect=reflections[idx].atlas_clamp;
- vec3 norm = normalize(local_ref_vec);
- norm.xy/=1.0+abs(norm.z);
- norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
- if (norm.z>0.0) {
- norm.y=0.5-norm.y+0.5;
- }
-
- vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy;
- atlas_uv = clamp(atlas_uv,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
-
- highp vec4 reflection;
- reflection.rgb = textureLod(reflection_atlas,atlas_uv,roughness*5.0).rgb;
-
- if (reflections[idx].params.z < 0.5) {
- reflection.rgb = mix(skybox,reflection.rgb,blend);
- }
- reflection.rgb*=reflections[idx].params.x;
- reflection.a = blend;
- reflection.rgb*=reflection.a;
-
- reflection_accum+=reflection;
- }
-
- if (reflections[idx].ambient.a>0.0) { //compute ambient using skybox
-
-
- vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal,0.0)).xyz;
-
- vec3 splane=normalize(local_amb_vec);
- vec4 clamp_rect=reflections[idx].atlas_clamp;
-
- splane.z*=-1.0;
- if (splane.z>=0.0) {
- splane.z+=1.0;
- clamp_rect.y+=clamp_rect.w;
- } else {
- splane.z=1.0 - splane.z;
- splane.y=-splane.y;
- }
-
- splane.xy/=splane.z;
- splane.xy=splane.xy * 0.5 + 0.5;
-
- splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy;
- splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
-
- highp vec4 ambient_out;
- ambient_out.a=blend;
- ambient_out.rgb = textureLod(reflection_atlas,splane.xy,5.0).rgb;
- ambient_out.rgb=mix(reflections[idx].ambient.rgb,ambient_out.rgb,reflections[idx].ambient.a);
- if (reflections[idx].params.z < 0.5) {
- ambient_out.rgb = mix(ambient,ambient_out.rgb,blend);
- }
-
- ambient_out.rgb *= ambient_out.a;
- ambient_accum+=ambient_out;
- } else {
-
- highp vec4 ambient_out;
- ambient_out.a=blend;
- ambient_out.rgb=reflections[idx].ambient.rgb;
- if (reflections[idx].params.z < 0.5) {
- ambient_out.rgb = mix(ambient,ambient_out.rgb,blend);
- }
- ambient_out.rgb *= ambient_out.a;
- ambient_accum+=ambient_out;
-
- }
-}
-
-#ifdef USE_GI_PROBES
-
-uniform mediump sampler3D gi_probe1; //texunit:-9
-uniform highp mat4 gi_probe_xform1;
-uniform highp vec3 gi_probe_bounds1;
-uniform highp vec3 gi_probe_cell_size1;
-uniform highp float gi_probe_multiplier1;
-uniform highp float gi_probe_bias1;
-uniform highp float gi_probe_normal_bias1;
-uniform bool gi_probe_blend_ambient1;
-
-uniform mediump sampler3D gi_probe2; //texunit:-10
-uniform highp mat4 gi_probe_xform2;
-uniform highp vec3 gi_probe_bounds2;
-uniform highp vec3 gi_probe_cell_size2;
-uniform highp float gi_probe_multiplier2;
-uniform highp float gi_probe_bias2;
-uniform highp float gi_probe_normal_bias2;
-uniform bool gi_probe2_enabled;
-uniform bool gi_probe_blend_ambient2;
-
-vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
-
- float dist = p_bias;//1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
- float alpha=0.0;
- vec3 color = vec3(0.0);
-
- while(dist < max_distance && alpha < 0.95) {
- float diameter = max(1.0, 2.0 * tan_half_angle * dist);
- vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter) );
- float a = (1.0 - alpha);
- color += scolor.rgb * a;
- alpha += a * scolor.a;
- dist += diameter * 0.5;
- }
-
- if (blend_ambient) {
- color.rgb = mix(ambient,color.rgb,min(1.0,alpha/0.95));
- }
-
- return color;
-}
-
-void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
-
-
-
- vec3 probe_pos = (probe_xform * vec4(pos,1.0)).xyz;
- vec3 ref_pos = (probe_xform * vec4(pos+ref_vec,1.0)).xyz;
- ref_vec = normalize(ref_pos - probe_pos);
-
- probe_pos+=(probe_xform * vec4(normal_mtx[2],0.0)).xyz*p_normal_bias;
-
-/* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0);
- out_diff.a = 1.0;
- return;*/
- //out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0);
- //return;
-
- //this causes corrupted pixels, i have no idea why..
- if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds))))) {
- return;
- }
-
- //vec3 blendv = probe_pos/bounds * 2.0 - 1.0;
- //float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
- float blend=1.0;
-
- float max_distance = length(bounds);
-
- //radiance
-#ifdef VCT_QUALITY_HIGH
-
-#define MAX_CONE_DIRS 6
- vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] (
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
- vec3(0.267617, 0.823639, 0.5),
- vec3(-0.700629, 0.509037, 0.5),
- vec3(-0.700629, -0.509037, 0.5),
- vec3(0.267617, -0.823639, 0.5)
- );
-
- float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
- float cone_angle_tan = 0.577;
- float min_ref_tan = 0.0;
-#else
-
-#define MAX_CONE_DIRS 4
-
- vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] (
- vec3(0.707107, 0, 0.707107),
- vec3(0, 0.707107, 0.707107),
- vec3(-0.707107, 0, 0.707107),
- vec3(0, -0.707107, 0.707107)
- );
-
- float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
- float cone_angle_tan = 0.98269;
- max_distance*=0.5;
- float min_ref_tan = 0.2;
-
-#endif
- vec3 light=vec3(0.0);
- for(int i=0;i<MAX_CONE_DIRS;i++) {
-
- vec3 dir = normalize( (probe_xform * vec4(pos + normal_mtx * cone_dirs[i],1.0)).xyz - probe_pos);
- light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,ambient,blend_ambient,dir,cone_angle_tan,max_distance,p_bias);
-
- }
-
- light*=multiplier;
-
- out_diff += vec4(light*blend,blend);
-
- //irradiance
-
- vec3 irr_light = voxel_cone_trace(probe,cell_size,probe_pos,environment,blend_ambient,ref_vec,max(min_ref_tan,tan(roughness * 0.5 * M_PI)) ,max_distance,p_bias);
-
- irr_light *= multiplier;
- //irr_light=vec3(0.0);
-
- out_spec += vec4(irr_light*blend,blend);
+// shadows
+float sample_shadow(highp sampler2D shadow,
+ vec2 shadow_pixel_size,
+ vec2 pos,
+ float depth,
+ vec4 clamp_rect)
+{
+ // vec4 depth_value = texture2D(shadow, pos);
+
+ // return depth_value.z;
+ return texture2DProj(shadow, vec4(pos, depth, 1.0)).r;
+ // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0;
}
-void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) {
-
- roughness = roughness * roughness;
-
- vec3 ref_vec = normalize(reflect(normalize(pos),normal));
-
- //find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
- vec3 tangent = normalize(cross(v0, normal));
- vec3 bitangent = normalize(cross(tangent, normal));
- mat3 normal_mat = mat3(tangent,bitangent,normal);
-
- vec4 diff_accum = vec4(0.0);
- vec4 spec_accum = vec4(0.0);
-
- vec3 ambient = out_ambient;
- out_ambient = vec3(0.0);
-
- vec3 environment = out_specular;
-
- out_specular = vec3(0.0);
-
- gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,gi_probe_bias1,gi_probe_normal_bias1,spec_accum,diff_accum);
-
- if (gi_probe2_enabled) {
-
- gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,gi_probe_bias2,gi_probe_normal_bias2,spec_accum,diff_accum);
- }
-
- if (diff_accum.a>0.0) {
- diff_accum.rgb/=diff_accum.a;
- }
-
- if (spec_accum.a>0.0) {
- spec_accum.rgb/=spec_accum.a;
- }
-
- out_specular+=spec_accum.rgb;
- out_ambient+=diff_accum.rgb;
-
-}
-
#endif
+void main()
+{
-
-void main() {
-
-#ifdef RENDER_DEPTH_DUAL_PARABOLOID
-
- if (dp_clip>0.0)
- discard;
-#endif
-
- //lay out everything, whathever is unused is optimized away anyway
highp vec3 vertex = vertex_interp;
- vec3 albedo = vec3(0.8,0.8,0.8);
+ vec3 albedo = vec3(0.8, 0.8, 0.8);
vec3 transmission = vec3(0.0);
float metallic = 0.0;
float specular = 0.5;
- vec3 emission = vec3(0.0,0.0,0.0);
+ vec3 emission = vec3(0.0, 0.0, 0.0);
float roughness = 1.0;
float rim = 0.0;
float rim_tint = 0.0;
- float clearcoat=0.0;
- float clearcoat_gloss=0.0;
+ float clearcoat = 0.0;
+ float clearcoat_gloss = 0.0;
float anisotropy = 1.0;
vec2 anisotropy_flow = vec2(1.0,0.0);
-#if defined(ENABLE_AO)
- float ao=1.0;
- float ao_light_affect=0.0;
-#endif
-
float alpha = 1.0;
+ float side = 1.0;
-#ifdef METERIAL_DOUBLESIDED
- float side=float(gl_FrontFacing)*2.0-1.0;
-#else
- float side=1.0;
+#if defined(ENABLE_AO)
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
#endif
-#if defined(ALPHA_SCISSOR_USED)
- float alpha_scissor = 0.5;
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- vec3 binormal = normalize(binormal_interp)*side;
- vec3 tangent = normalize(tangent_interp)*side;
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
+ vec3 binormal = normalize(binormal_interp) * side;
+ vec3 tangent = normalize(tangent_interp) * side;
#else
vec3 binormal = vec3(0.0);
vec3 tangent = vec3(0.0);
#endif
- vec3 normal = normalize(normal_interp)*side;
-
-#if defined(ENABLE_UV_INTERP)
- vec2 uv = uv_interp;
-#endif
-
-#if defined(ENABLE_UV2_INTERP)
- vec2 uv2 = uv2_interp;
-#endif
-
-#if defined(ENABLE_COLOR_INTERP)
- vec4 color = color_interp;
-#endif
+ vec3 normal = normalize(normal_interp) * side;
#if defined(ENABLE_NORMALMAP)
-
- vec3 normalmap = vec3(0.0);
+ vec3 normalmap = vec3(0.5);
#endif
+ float normaldepth = 1.0;
- float normaldepth=1.0;
-#if defined(SCREEN_UV_USED)
- vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
+#ifdef ALPHA_SCISSOR_USED
+ float alpha_scissor = 0.5;
#endif
-#if defined (ENABLE_SSS)
- float sss_strength=0.0;
+#ifdef SCREEN_UV_USED
+ vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
{
-
FRAGMENT_SHADER_CODE
-}
-
-#if defined(ALPHA_SCISSOR_USED)
- if (alpha<alpha_scissor) {
- discard;
- }
-#endif
-
-#ifdef USE_OPAQUE_PREPASS
-
- if (alpha<0.99) {
- discard;
- }
-#endif
+}
#if defined(ENABLE_NORMALMAP)
+ normalmap.xy = normalmap.xy * 2.0 - 1.0;
+ normalmap.z = sqrt(1.0 - dot(normalmap.xy, normalmap.xy));
- normalmap.xy=normalmap.xy*2.0-1.0;
- normalmap.z=sqrt(1.0-dot(normalmap.xy,normalmap.xy)); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+ // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ normal = normalmap;
+#endif
- normal = normalize( mix(normal_interp,tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z,normaldepth) ) * side;
+ normal = normalize(normal);
-#endif
+ vec3 N = normal;
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
-#if defined(LIGHT_USE_ANISOTROPY)
+ vec3 ambient_light = vec3(0.0, 0.0, 0.0);
- if (anisotropy>0.01) {
- //rotation matrix
- mat3 rot = mat3( tangent, binormal, normal );
- //make local to space
- tangent = normalize(rot * vec3(anisotropy_flow.x,anisotropy_flow.y,0.0));
- binormal = normalize(rot * vec3(-anisotropy_flow.y,anisotropy_flow.x,0.0));
- }
+ vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
-#endif
+ vec3 eye_position = -normalize(vertex_interp);
-#ifdef ENABLE_CLIP_ALPHA
- if (albedo.a<0.99) {
- //used for doublepass and shadowmapping
+#ifdef ALPHA_SCISSOR_USED
+ if (alpha < alpha_scissor) {
discard;
}
#endif
+
+//
+// Lighting
+//
+#ifdef LIGHT_PASS
-/////////////////////// LIGHTING //////////////////////////////
-
- //apply energy conservation
-
-#ifdef USE_VERTEX_LIGHTING
-
- vec3 specular_light = specular_light_interp.rgb;
- vec3 diffuse_light = diffuse_light_interp.rgb;
-#else
-
- vec3 specular_light = vec3(0.0,0.0,0.0);
- vec3 diffuse_light = vec3(0.0,0.0,0.0);
-
-#endif
+ if (light_type == LIGHT_TYPE_OMNI) {
+ vec3 light_vec = light_position - vertex;
+ float light_length = length(light_vec);
- vec3 ambient_light;
- vec3 env_reflection_light = vec3(0.0,0.0,0.0);
+ float normalized_distance = light_length / light_range;
- vec3 eye_vec = -normalize( vertex_interp );
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ vec3 attenuation = vec3(omni_attenuation);
+ if (light_has_shadow > 0.5) {
+ highp vec3 splane = (light_shadow_matrix * vec4(vertex, 1.0)).xyz;
+ float shadow_len = length(splane);
-#ifdef USE_RADIANCE_MAP
+ splane = normalize(splane);
- if (no_ambient_light) {
- ambient_light=vec3(0.0,0.0,0.0);
- } else {
- {
+ vec4 clamp_rect = light_clamp;
- { //read radiance from dual paraboloid
-
- vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
- ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
- vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy;
- env_reflection_light = radiance;
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+ clamp_rect.y += clamp_rect.w;
+ } else {
+ splane.z = 1.0 - splane.z;
}
- //no longer a cubemap
- //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y);
- }
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len / light_range;
- {
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz);
- vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy;
+ float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, clamp_rect);
- ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);
- //ambient_light=vec3(0.0,0.0,0.0);
+ if (shadow > splane.z) {
+ } else {
+ attenuation = vec3(0.0);
+ }
}
- }
-
-#else
-
- if (no_ambient_light){
- ambient_light=vec3(0.0,0.0,0.0);
- } else {
- ambient_light=ambient_light_color.rgb;
- }
-#endif
-
- ambient_light*=ambient_energy;
-
- float specular_blob_intensity=1.0;
-#if defined(SPECULAR_TOON)
- specular_blob_intensity*=specular * 2.0;
-#endif
-
-#if defined(USE_LIGHT_DIRECTIONAL)
-
- vec3 light_attenuation=vec3(1.0);
-
- float depth_z = -vertex.z;
-#ifdef LIGHT_DIRECTIONAL_SHADOW
+ light_compute(normal,
+ normalize(light_vec),
+ eye_position,
+ binormal,
+ tangent,
+ light_color.xyz * light_energy,
+ attenuation,
+ albedo,
+ transmission,
+ specular * light_specular,
+ roughness,
+ metallic,
+ rim,
+ rim_tint,
+ clearcoat,
+ clearcoat_gloss,
+ anisotropy,
+ diffuse_light,
+ specular_light);
+
+ } else if (light_type == LIGHT_TYPE_DIRECTIONAL) {
+
+ vec3 light_vec = -light_direction;
+ vec3 attenuation = vec3(1.0, 1.0, 1.0);
+
+ float depth_z = -vertex.z;
+
+ if (light_has_shadow > 0.5) {
+
#ifdef LIGHT_USE_PSSM4
- if (depth_z < shadow_split_offsets.w) {
+ if (depth_z < light_split_offsets.w) {
#elif defined(LIGHT_USE_PSSM2)
- if (depth_z < shadow_split_offsets.y) {
+ if (depth_z < light_split_offsets.y) {
#else
- if (depth_z < shadow_split_offsets.x) {
-#endif //LIGHT_USE_PSSM4
-
- vec3 pssm_coord;
- float pssm_fade=0.0;
-
+ if (depth_z < light_split_offsets.x) {
+#endif
+
+ vec3 pssm_coord;
+ float pssm_fade = 0.0;
+
#ifdef LIGHT_USE_PSSM_BLEND
- float pssm_blend;
- vec3 pssm_coord2;
- bool use_blend=true;
+ float pssm_blend;
+ vec3 pssm_coord2;
+ bool use_blend = true;
#endif
-
-
+
#ifdef LIGHT_USE_PSSM4
-
-
- if (depth_z < shadow_split_offsets.y) {
-
- if (depth_z < shadow_split_offsets.x) {
-
- highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
- pssm_coord=splane.xyz/splane.w;
-
-
-#if defined(LIGHT_USE_PSSM_BLEND)
-
- splane=(shadow_matrix2 * vec4(vertex,1.0));
- pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
-#endif
-
- } else {
-
- highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
- pssm_coord=splane.xyz/splane.w;
-
-#if defined(LIGHT_USE_PSSM_BLEND)
- splane=(shadow_matrix3 * vec4(vertex,1.0));
- pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
- }
- } else {
-
-
- if (depth_z < shadow_split_offsets.z) {
-
- highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0));
- pssm_coord=splane.xyz/splane.w;
+ highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
#if defined(LIGHT_USE_PSSM_BLEND)
- splane=(shadow_matrix4 * vec4(vertex,1.0));
- pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(shadow_split_offsets.y,shadow_split_offsets.z,depth_z);
+ splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif
- } else {
+ } else {
- highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
- pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,depth_z);
+ highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
- use_blend=false;
-
+ use_blend = false;
#endif
-
- }
- }
-
-
-
-#endif //LIGHT_USE_PSSM4
-
+ }
+ }
+
+#endif // LIGHT_USE_PSSM4
+
#ifdef LIGHT_USE_PSSM2
-
- if (depth_z < shadow_split_offsets.x) {
-
- highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
- pssm_coord=splane.xyz/splane.w;
-
-
-#if defined(LIGHT_USE_PSSM_BLEND)
-
- splane=(shadow_matrix2 * vec4(vertex,1.0));
- pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
+ if (depth_z < light_split_offsets.x) {
+
+ highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord2 = splane.xyz / splane.w;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
-
- } else {
- highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
- pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
-#if defined(LIGHT_USE_PSSM_BLEND)
- use_blend=false;
-
+ } else {
+ highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#ifdef LIGHT_USE_PSSM_BLEND
+ use_blend = false;
#endif
-
- }
-
-#endif //LIGHT_USE_PSSM2
-
+ }
+
+#endif // LIGHT_USE_PSSM2
+
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
- { //regular orthogonal
- highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
- pssm_coord=splane.xyz/splane.w;
- }
-#endif
-
-
- //one one sample
-
- float shadow = sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp);
-
-#if defined(LIGHT_USE_PSSM_BLEND)
-
- if (use_blend) {
- shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend);
- }
+ {
+ highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
+ pssm_coord = splane.xyz / splane.w;
+ }
#endif
-
-#ifdef USE_CONTACT_SHADOWS
- if (shadow>0.01 && shadow_color_contact.a>0.0) {
-
- float contact_shadow = contact_shadow_compute(vertex,-light_direction_attenuation.xyz,shadow_color_contact.a);
- shadow=min(shadow,contact_shadow);
-
- }
+
+ float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp);
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ if (use_blend) {
+ shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
+ }
#endif
- light_attenuation=mix(mix(shadow_color_contact.rgb,vec3(1.0),shadow),vec3(1.0),pssm_fade);
-
-
- }
-
-
-#endif //LIGHT_DIRECTIONAL_SHADOW
+
+ attenuation *= shadow;
+
+
+ }
+
+ }
-#ifdef USE_VERTEX_LIGHTING
- diffuse_light*=mix(vec3(1.0),light_attenuation,diffuse_light_interp.a);
- specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a);
+ light_compute(normal,
+ normalize(light_vec),
+ eye_position,
+ binormal,
+ tangent,
+ light_color.xyz * light_energy,
+ attenuation,
+ albedo,
+ transmission,
+ specular * light_specular,
+ roughness,
+ metallic,
+ rim,
+ rim_tint,
+ clearcoat,
+ clearcoat_gloss,
+ anisotropy,
+ diffuse_light,
+ specular_light);
+ } else if (light_type == LIGHT_TYPE_SPOT) {
+
+ vec3 light_att = vec3(1.0);
+
+ if (light_has_shadow > 0.5) {
+ highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0));
+ splane.xyz /= splane.w;
+
+ float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp);
+
+ if (shadow > splane.z) {
+ } else {
+ light_att = vec3(0.0);
+ }
+
+
+ }
+ vec3 light_rel_vec = light_position - vertex;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
+
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+ vec3 spot_dir = light_direction;
+
+ float spot_cutoff = light_spot_angle;
+
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+
+ light_att *= vec3(spot_attenuation);
+
+ light_compute(normal,
+ normalize(light_rel_vec),
+ eye_position,
+ binormal,
+ tangent,
+ light_color.xyz * light_energy,
+ light_att,
+ albedo,
+ transmission,
+ specular * light_specular,
+ roughness,
+ metallic,
+ rim,
+ rim_tint,
+ clearcoat,
+ clearcoat_gloss,
+ anisotropy,
+ diffuse_light,
+ specular_light);
+
+ }
+
+ gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
#else
- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb,light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
-#endif
-
-
-#endif //#USE_LIGHT_DIRECTIONAL
-
-#ifdef USE_GI_PROBES
- gi_probes_compute(vertex,normal,roughness,env_reflection_light,ambient_light);
-#endif
-
-#ifdef USE_FORWARD_LIGHTING
-
-
- highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0);
- highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0);
- for(int i=0;i<reflection_count;i++) {
- reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,env_reflection_light,reflection_accum,ambient_accum);
- }
-
- if (reflection_accum.a>0.0) {
- specular_light+=reflection_accum.rgb/reflection_accum.a;
- } else {
- specular_light+=env_reflection_light;
- }
-
- if (ambient_accum.a>0.0) {
- ambient_light+=ambient_accum.rgb/ambient_accum.a;
- }
-
-
-
-#ifdef USE_VERTEX_LIGHTING
+#ifdef RENDER_DEPTH
- diffuse_light*=albedo;
#else
- for(int i=0;i<omni_light_count;i++) {
- light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
- }
+#ifdef USE_RADIANCE_MAP
- for(int i=0;i<spot_light_count;i++) {
- light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
- }
-#endif //USE_VERTEX_LIGHTING
+ vec3 ref_vec = reflect(-eye_position, N);
+ ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
-#endif
+ ref_vec.z *= -1.0;
+ env_reflection_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+ {
+ vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
+ vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
+ ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
-#ifdef RENDER_DEPTH
-//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
-#else
+ }
- specular_light*=reflection_multiplier;
- ambient_light*=albedo; //ambient must be multiplied by albedo at the end
+ ambient_light *= ambient_energy;
+
+ specular_light += env_reflection_light;
+
+ ambient_light *= albedo;
#if defined(ENABLE_AO)
- ambient_light*=ao;
- ao_light_affect = mix(1.0,ao,ao_light_affect);
- specular_light*=ao_light_affect;
- diffuse_light*=ao_light_affect;
-#endif
-
-
-
- //energy conservation
- diffuse_light *= 1.0-metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
- ambient_light *= 1.0-metallic;
-
-
+ ambient_light *= ao;
+ ao_light_affect = mix(1.0, ao, ao_light_affect);
+ specular_light *= ao_light_affect;
+ diffuse_light *= ao_light_affect;
+#endif
+
+ diffuse_light *= 1.0 - metallic;
+ ambient_light *= 1.0 - metallic;
+
+ // environment BRDF approximation
+
+ // TODO shadeless
{
-
-#if defined(DIFFUSE_TOON)
- //simplify for toon, as
- specular_light *= specular * metallic * albedo * 2.0;
-#else
- // Environment brdf approximation (Lazarov 2013)
- // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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 ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
+ float ndotv = clamp(dot(normal,eye_position),0.0,1.0);
float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y;
vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo);
specular_light *= AB.x * specular_color + AB.y;
-#endif
-
}
- if (fog_color_enabled.a > 0.5) {
-
- float fog_amount=0.0;
+ gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
+ // gl_FragColor = vec4(normal, 1.0);
-#ifdef USE_LIGHT_DIRECTIONAL
-
- vec3 fog_color = mix( fog_color_enabled.rgb, fog_sun_color_amount.rgb,fog_sun_color_amount.a * pow(max( dot(normalize(vertex),-light_direction_attenuation.xyz), 0.0),8.0) );
#else
-
- vec3 fog_color = fog_color_enabled.rgb;
+ gl_FragColor = vec4(albedo, alpha);
#endif
-
- //apply fog
-
- if (fog_depth_enabled) {
-
- float fog_z = smoothstep(fog_depth_begin,z_far,length(vertex));
-
- fog_amount = pow(fog_z,fog_depth_curve);
- if (fog_transmit_enabled) {
- vec3 total_light = emission + ambient_light + specular_light + diffuse_light;
- float transmit = pow(fog_z,fog_transmit_curve);
- fog_color = mix(max(total_light,fog_color),fog_color,transmit);
- }
- }
-
- if (fog_height_enabled) {
- float y = (camera_matrix * vec4(vertex,1.0)).y;
- fog_amount = max(fog_amount,pow(smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
- }
-
- float rev_amount = 1.0 - fog_amount;
-
-
- emission = emission * rev_amount + fog_color * fog_amount;
- ambient_light*=rev_amount;
- specular_light*rev_amount;
- diffuse_light*=rev_amount;
-
- }
-
-#ifdef USE_MULTIPLE_RENDER_TARGETS
-
-
-#ifdef SHADELESS
- diffuse_buffer=vec4(albedo.rgb,0.0);
- specular_buffer=vec4(0.0);
-
-#else
-
-#if defined(ENABLE_AO)
-
- float ambient_scale=0.0; // AO is supplied by material
-#else
- //approximate ambient scale for SSAO, since we will lack full ambient
- float max_emission=max(emission.r,max(emission.g,emission.b));
- float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b));
- float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b));
- float total_ambient = max_ambient+max_diffuse+max_emission;
- float ambient_scale = (total_ambient>0.0) ? (max_ambient+ambient_occlusion_affect_light*max_diffuse)/total_ambient : 0.0;
-#endif //ENABLE_AO
-
- diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale);
- specular_buffer=vec4(specular_light,metallic);
-
-#endif //SHADELESS
-
- normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness);
-
-#if defined (ENABLE_SSS)
- sss_buffer = sss_strength;
-#endif
-
-
-#else //USE_MULTIPLE_RENDER_TARGETS
-
-
-#ifdef SHADELESS
- frag_color=vec4(albedo,alpha);
-#else
- frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha);
-#endif //SHADELESS
-
-
-#endif //USE_MULTIPLE_RENDER_TARGETS
-
+#endif // RENDER_DEPTH
-#endif //RENDER_DEPTH
+#endif // lighting
}
diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl
new file mode 100644
index 0000000000..ebbdb96311
--- /dev/null
+++ b/drivers/gles2/shaders/stdlib.glsl
@@ -0,0 +1,45 @@
+
+vec2 select2(vec2 a, vec2 b, bvec2 c)
+{
+ vec2 ret;
+
+ ret.x = c.x ? b.x : a.x;
+ ret.y = c.y ? b.y : a.y;
+
+ return ret;
+}
+
+vec3 select3(vec3 a, vec3 b, bvec3 c)
+{
+ vec3 ret;
+
+ ret.x = c.x ? b.x : a.x;
+ ret.y = c.y ? b.y : a.y;
+ ret.z = c.z ? b.z : a.z;
+
+ return ret;
+}
+
+vec4 select4(vec4 a, vec4 b, bvec4 c)
+{
+ vec4 ret;
+
+ ret.x = c.x ? b.x : a.x;
+ ret.y = c.y ? b.y : a.y;
+ ret.z = c.z ? b.z : a.z;
+ ret.w = c.w ? b.w : a.w;
+
+ return ret;
+}
+
+
+highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord)
+{
+ float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
+ float y_coord = float(2 * coord.y + 1) / float(size.y * 2);
+
+ x_coord = float(coord.x) / float(size.x);
+ y_coord = float(coord.y) / float(size.y);
+
+ return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
+}
diff --git a/methods.py b/methods.py
index 33d503a41a..b2061f78bd 100644
--- a/methods.py
+++ b/methods.py
@@ -259,6 +259,7 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n")
+ fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Size2i& p_vec2) { _FU GLint vec2[2]={p_vec2.x,p_vec2.y}; glUniform2iv(get_uniform(p_uniform),1,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n")