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path: root/drivers/gles2/rasterizer_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp221
1 files changed, 154 insertions, 67 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 4acac957c8..b473e8493f 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -1013,10 +1013,16 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
bool force_clamp_to_edge = !(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
- if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
+ if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
+ }
+ else{
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ }
} else {
//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
@@ -1270,10 +1276,16 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
- if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
+ if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
+ }
+ else {
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ }
} else {
//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
@@ -1396,6 +1408,40 @@ GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {
return texture->tex_id;
};
+void RasterizerGLES2::texture_set_path(RID p_texture,const String& p_path) {
+ Texture * texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->path=p_path;
+
+}
+
+String RasterizerGLES2::texture_get_path(RID p_texture) const{
+
+ Texture * texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND_V(!texture,String());
+ return texture->path;
+}
+void RasterizerGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info){
+
+ List<RID> textures;
+ texture_owner.get_owned_list(&textures);
+
+ for (List<RID>::Element *E=textures.front();E;E=E->next()) {
+
+ Texture *t = texture_owner.get(E->get());
+ if (!t)
+ continue;
+ VS::TextureInfo tinfo;
+ tinfo.path=t->path;
+ tinfo.format=t->format;
+ tinfo.size.x=t->alloc_width;
+ tinfo.size.y=t->alloc_height;
+ tinfo.bytes=t->total_data_size;
+ r_info->push_back(tinfo);
+ }
+
+}
/* SHADER API */
@@ -4029,6 +4075,8 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int
glDeleteTextures(1,&rt->color);
rt->fbo=0;
+ rt->depth=0;
+ rt->color=0;
rt->width=0;
rt->height=0;
rt->texture_ptr->tex_id=0;
@@ -4048,12 +4096,14 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
//depth
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
+ if (!low_memory_2d) {
+ glGenRenderbuffers(1, &rt->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
- glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ }
//color
glGenTextures(1, &rt->color);
@@ -4133,7 +4183,7 @@ void RasterizerGLES2::begin_frame() {
//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
#ifdef TOOLS_ENABLED
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));
shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
#endif
@@ -4148,7 +4198,6 @@ void RasterizerGLES2::begin_frame() {
time_delta=time-last_time;
last_time=time;
frame++;
- clear_viewport(Color(1,0,0.5));
_rinfo.vertex_count=0;
_rinfo.object_count=0;
@@ -4394,7 +4443,7 @@ void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass
}
-void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection) {
+void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint) {
camera_transform=p_world;
if (current_rt && current_rt_vflip) {
@@ -4402,10 +4451,11 @@ void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_
}
camera_transform_inverse=camera_transform.inverse();
camera_projection=p_projection;
- camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) );
+ camera_plane = Plane( camera_transform.origin, -camera_transform.basis.get_axis(2) );
camera_z_near=camera_projection.get_z_near();
camera_z_far=camera_projection.get_z_far();
camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
+ camera_ortho=p_ortho_hint;
}
void RasterizerGLES2::add_light( RID p_light_instance ) {
@@ -4595,6 +4645,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
enablers.push_back("#define USE_TIME\n");
uses_time=true;
}
+ if (vertex_flags.vertex_code_writes_position) {
+ enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n");
+ }
material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
} else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
@@ -4768,8 +4821,11 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
e->geometry_cmp=p_geometry_cmp;
e->material=m;
e->instance=p_instance;
- //e->depth=camera_plane.distance_to(p_world->origin);
- e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
+ if (camera_ortho) {
+ e->depth=camera_plane.distance_to(p_instance->transform.origin);
+ } else {
+ e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
+ }
e->owner=p_owner;
e->light_type=0;
e->additive=false;
@@ -5214,7 +5270,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
DEBUG_TEST_ERROR("Material arameters");
if (p_material->shader_cache->uses_time) {
- material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
+ material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
draw_next_frame=true;
}
//if uses TIME - draw_next_frame=true
@@ -5954,6 +6010,10 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater
if (element_count==0)
return;
+ if (mm->visible>=0) {
+ element_count=MIN(element_count,mm->visible);
+ }
+
const MultiMesh::Element *elements=&mm->elements[0];
_rinfo.vertex_count+=s->array_len*element_count;
@@ -6473,80 +6533,84 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false);
- if (e->instance->sampled_light.is_valid()) {
+ if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) {
- SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
- if (sl) {
+ if (e->instance->sampled_light.is_valid()) {
- baked_light=NULL; //can't mix
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,true);
- glActiveTexture(GL_TEXTURE0+max_texture_units-3);
- glBindTexture(GL_TEXTURE_2D,sl->texture); //bind the texture
- sampled_light_dp_multiplier=sl->multiplier;
- bind_dp_sampler=true;
+ SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
+ if (sl) {
+
+ baked_light = NULL; //can't mix
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true);
+ glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
+ glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture
+ sampled_light_dp_multiplier = sl->multiplier;
+ bind_dp_sampler = true;
+ }
}
- }
- if (!additive && baked_light) {
+ if (!additive && baked_light) {
- if (baked_light->mode==VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,true);
- bind_baked_light_octree=true;
- if (prev_baked_light!=baked_light) {
- Texture *tex=texture_owner.get(baked_light->octree_texture);
- if (tex) {
+ if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true);
+ bind_baked_light_octree = true;
+ if (prev_baked_light != baked_light) {
+ Texture *tex = texture_owner.get(baked_light->octree_texture);
+ if (tex) {
- glActiveTexture(GL_TEXTURE0+max_texture_units-3);
- glBindTexture(tex->target,tex->tex_id); //bind the texture
- }
- if (baked_light->light_texture.is_valid()) {
- Texture *texl=texture_owner.get(baked_light->light_texture);
- if (texl) {
- glActiveTexture(GL_TEXTURE0+max_texture_units-4);
- glBindTexture(texl->target,texl->tex_id); //bind the light texture
+ glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
+ glBindTexture(tex->target, tex->tex_id); //bind the texture
+ }
+ if (baked_light->light_texture.is_valid()) {
+ Texture *texl = texture_owner.get(baked_light->light_texture);
+ if (texl) {
+ glActiveTexture(GL_TEXTURE0 + max_texture_units - 4);
+ glBindTexture(texl->target, texl->tex_id); //bind the light texture
+ }
}
- }
+ }
}
- } else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) {
+ else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) {
- int lightmap_idx = e->instance->baked_lightmap_id;
+ int lightmap_idx = e->instance->baked_lightmap_id;
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
- bind_baked_lightmap=false;
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false);
+ bind_baked_lightmap = false;
- if (baked_light->lightmaps.has(lightmap_idx)) {
+ if (baked_light->lightmaps.has(lightmap_idx)) {
- RID texid = baked_light->lightmaps[lightmap_idx];
+ RID texid = baked_light->lightmaps[lightmap_idx];
- if (prev_baked_light!=baked_light || texid!=prev_baked_light_texture) {
+ if (prev_baked_light != baked_light || texid != prev_baked_light_texture) {
- Texture *tex = texture_owner.get(texid);
- if (tex) {
+ Texture *tex = texture_owner.get(texid);
+ if (tex) {
+
+ glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
+ glBindTexture(tex->target, tex->tex_id); //bind the texture
+ }
- glActiveTexture(GL_TEXTURE0+max_texture_units-3);
- glBindTexture(tex->target,tex->tex_id); //bind the texture
+ prev_baked_light_texture = texid;
}
- prev_baked_light_texture=texid;
- }
+ if (texid.is_valid()) {
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true);
+ bind_baked_lightmap = true;
+ }
- if (texid.is_valid()) {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,true);
- bind_baked_lightmap=true;
}
-
}
}
- }
- if (int(prev_baked_light!=NULL) ^ int(baked_light!=NULL)) {
- rebind=true;
+ if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) {
+ rebind = true;
+ }
}
}
@@ -9145,7 +9209,11 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *mater
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
if (framebuffer.scale==1 && !canvas_texscreen_used) {
#ifdef GLEW_ENABLED
- glReadBuffer(GL_COLOR_ATTACHMENT0);
+ if (current_rt) {
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ } else {
+ glReadBuffer(GL_BACK);
+ }
#endif
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
// if (current_clip) {
@@ -9219,7 +9287,7 @@ void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *mat
}
if (shader->uses_time) {
- canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
+ canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
draw_next_frame=true;
}
//if uses TIME - draw_next_frame=true
@@ -9325,7 +9393,11 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
#ifdef GLEW_ENABLED
- glReadBuffer(GL_COLOR_ATTACHMENT0);
+ if (current_rt) {
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ } else {
+ glReadBuffer(GL_BACK);
+ }
#endif
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,w,h);
// if (current_clip) {
@@ -9532,6 +9604,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3);
canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);
}
@@ -10231,7 +10304,11 @@ void RasterizerGLES2::_update_framebuffer() {
framebuffer.fbo=0;
}
+#ifdef TOOLS_ENABLED
framebuffer.active=use_fbo;
+#else
+ framebuffer.active=use_fbo && !low_memory_2d;
+#endif
framebuffer.width=dwidth;
framebuffer.height=dheight;
framebuffer.scale=scale;
@@ -10787,7 +10864,7 @@ void RasterizerGLES2::init() {
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));
npo2_textures_available=true;
//fragment_lighting=false;
@@ -10796,6 +10873,7 @@ void RasterizerGLES2::init() {
current_rt=NULL;
current_vd=NULL;
current_debug=VS::SCENARIO_DEBUG_DISABLED;
+ camera_ortho=false;
glGenBuffers(1,&gui_quad_buffer);
glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
@@ -10814,6 +10892,8 @@ void RasterizerGLES2::init() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// unbind
#endif
+ shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback",300);
+
using_canvas_bg=false;
_update_framebuffer();
DEBUG_TEST_ERROR("Initializing");
@@ -11138,6 +11218,7 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo
use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true));
use_shadow_mapping=true;
use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true));
+ low_memory_2d=bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode",false));
skel_default.resize(1024*4);
for(int i=0;i<1024/3;i++) {
@@ -11168,6 +11249,12 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo
tc0_idx=0;
};
+void RasterizerGLES2::restore_framebuffer() {
+
+ glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
+
+}
+
RasterizerGLES2::~RasterizerGLES2() {
memdelete_arr(skinned_buffer);