summaryrefslogtreecommitdiff
path: root/drivers/gles2/rasterizer_gles2.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp1321
1 files changed, 1124 insertions, 197 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 58abb71a12..4a1362f9f8 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -43,6 +43,17 @@
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
+#define _GL_RGBA16F_EXT 0x881A
+#define _GL_RGB16F_EXT 0x881B
+#define _GL_RG16F_EXT 0x822F
+#define _GL_R16F_EXT 0x822D
+#define _GL_R32F_EXT 0x822E
+
+
+#define _GL_RED_EXT 0x1903
+#define _GL_RG_EXT 0x8227
+#define _GL_R8_EXT 0x8229
+#define _GL_RG8_EXT 0x822B
#define _DEPTH_COMPONENT24_OES 0x81A6
@@ -71,6 +82,8 @@
#endif
+static RasterizerGLES2* _singleton = NULL;
+
static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
_FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
@@ -370,39 +383,96 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
} break;
case Image::FORMAT_BC1: {
- r_gl_components=1; //doesn't matter much
- r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- r_compressed=true;
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC2: {
- r_gl_components=1; //doesn't matter much
- r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- r_has_alpha_cache=true;
- r_compressed=true;
+
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_has_alpha_cache=true;
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC3: {
- r_gl_components=1; //doesn't matter much
- r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- r_has_alpha_cache=true;
- r_compressed=true;
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ r_has_alpha_cache=true;
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC4: {
- r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC5: {
+ if (!s3tc_supported) {
- r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+ r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_PVRTC2: {
@@ -952,7 +1022,11 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
Texture *texture = texture_owner.get( p_texture );
ERR_FAIL_COND(!texture);
- ERR_FAIL_COND(texture->render_target);
+ if (texture->render_target) {
+
+ p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter
+ }
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
@@ -1038,8 +1112,8 @@ void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p
ERR_FAIL_COND(!texture);
ERR_FAIL_COND(texture->render_target);
- ERR_FAIL_COND(p_width<=0 || p_width>4096);
- ERR_FAIL_COND(p_height<=0 || p_height>4096);
+ ERR_FAIL_COND(p_width<=0 || p_width>16384);
+ ERR_FAIL_COND(p_height<=0 || p_height>16384);
//real texture size is in alloc width and height
texture->width=p_width;
texture->height=p_height;
@@ -1063,6 +1137,15 @@ void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,con
}
+GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {
+
+ Texture * texture = texture_owner.get(p_tex);
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->tex_id;
+};
+
+
/* SHADER API */
RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
@@ -1117,20 +1200,22 @@ VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
}
+void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
-void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
Shader *shader=shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
#ifdef DEBUG_ENABLED
- if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
+ if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
return;
#endif
shader->fragment_code=p_fragment;
shader->vertex_code=p_vertex;
+ shader->light_code=p_light;
shader->fragment_line=p_fragment_ofs;
shader->vertex_line=p_vertex_ofs;
+ shader->light_line=p_light_ofs;
_shader_make_dirty(shader);
}
@@ -1151,6 +1236,14 @@ String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
}
+String RasterizerGLES2::shader_get_light_code(RID p_shader) const {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,String());
+ return shader->light_code;
+
+}
+
void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
if (p_shader->dirty_list.in_list())
@@ -1319,38 +1412,22 @@ bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
}
-void RasterizerGLES2::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
+void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
- ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
- material->hints[p_hint]=p_enabled;
+ material->depth_draw_mode=p_mode;
}
-bool RasterizerGLES2::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
+VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {
Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,false);
- ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
- return material->hints[p_hint];
+ ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
+ return material->depth_draw_mode;
}
-void RasterizerGLES2::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
-
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
- material->shade_model=p_model;
-
-};
-
-VS::MaterialShadeModel RasterizerGLES2::material_get_shade_model(RID p_material) const {
-
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
- return material->shade_model;
-};
void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
@@ -1427,6 +1504,23 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
+ ERR_FAIL_COND( mesh->morph_target_count!=p_blend_shapes.size() );
+ if (mesh->morph_target_count) {
+ //validate format for morphs
+ for(int i=0;i<p_blend_shapes.size();i++) {
+
+ uint32_t bsformat=0;
+ Array arr = p_blend_shapes[i];
+ for(int j=0;j<arr.size();j++) {
+
+
+ if (arr[j].get_type()!=Variant::NIL)
+ bsformat|=(1<<j);
+ }
+
+ ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1)));
+ }
+ }
Surface *surface = memnew( Surface );
ERR_FAIL_COND( !surface );
@@ -1624,7 +1718,9 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
surface->array_len=array_len;
surface->format=format;
surface->primitive=p_primitive;
+ surface->morph_target_count=mesh->morph_target_count;
surface->configured_format=0;
+ surface->mesh=mesh;
if (keep_copies) {
surface->data=p_arrays;
surface->morph_data=p_blend_shapes;
@@ -1658,6 +1754,17 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
index_array_ptr=(uint8_t*)surface->index_array_local;
}
+
+ if (mesh->morph_target_count) {
+
+ surface->morph_targets_local = memnew_arr(Surface::MorphTarget,mesh->morph_target_count);
+ for(int i=0;i<mesh->morph_target_count;i++) {
+
+ surface->morph_targets_local[i].array=memnew_arr(uint8_t,surface->local_stride*surface->array_len);
+ surface->morph_targets_local[i].configured_format=surface->morph_format;
+ _surface_set_arrays(surface,surface->morph_targets_local[i].array,NULL,p_blend_shapes[i],false);
+ }
+ }
}
@@ -2241,6 +2348,9 @@ AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh) const {
Mesh *mesh = mesh_owner.get( p_mesh );
ERR_FAIL_COND_V(!mesh,AABB());
+ if (mesh->custom_aabb!=AABB())
+ return mesh->custom_aabb;
+
AABB aabb;
for (int i=0;i<mesh->surfaces.size();i++) {
@@ -2253,6 +2363,24 @@ AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh) const {
return aabb;
}
+
+
+void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+
+ mesh->custom_aabb=p_aabb;
+
+}
+
+AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const {
+
+ const Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,AABB());
+
+ return mesh->custom_aabb;
+}
/* MULTIMESH API */
RID RasterizerGLES2::multimesh_create() {
@@ -2464,6 +2592,156 @@ int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
}
+/* IMMEDIATE API */
+
+
+RID RasterizerGLES2::immediate_create() {
+
+ Immediate *im = memnew( Immediate );
+ return immediate_owner.make_rid(im);
+
+}
+
+void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(im->building);
+
+ Immediate::Chunk ic;
+ ic.texture=p_texture;
+ ic.primitive=p_rimitive;
+ im->chunks.push_back(ic);
+ im->mask=0;
+ im->building=true;
+
+
+}
+void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ Immediate::Chunk *c = &im->chunks.back()->get();
+
+
+ if (c->vertices.empty() && im->chunks.size()==1) {
+
+ im->aabb.pos=p_vertex;
+ im->aabb.size=Vector3();
+ } else {
+ im->aabb.expand_to(p_vertex);
+ }
+
+ if (im->mask&VS::ARRAY_FORMAT_NORMAL)
+ c->normals.push_back(chunk_normal);
+ if (im->mask&VS::ARRAY_FORMAT_TANGENT)
+ c->tangents.push_back(chunk_tangent);
+ if (im->mask&VS::ARRAY_FORMAT_COLOR)
+ c->colors.push_back(chunk_color);
+ if (im->mask&VS::ARRAY_FORMAT_TEX_UV)
+ c->uvs.push_back(chunk_uv);
+ if (im->mask&VS::ARRAY_FORMAT_TEX_UV2)
+ c->uvs2.push_back(chunk_uv2);
+ im->mask|=VS::ARRAY_FORMAT_VERTEX;
+ c->vertices.push_back(p_vertex);
+
+}
+
+
+void RasterizerGLES2::immediate_normal(RID p_immediate,const Vector3& p_normal){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_NORMAL;
+ chunk_normal=p_normal;
+
+}
+void RasterizerGLES2::immediate_tangent(RID p_immediate,const Plane& p_tangent){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_TANGENT;
+ chunk_tangent=p_tangent;
+
+}
+void RasterizerGLES2::immediate_color(RID p_immediate,const Color& p_color){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_COLOR;
+ chunk_color=p_color;
+
+}
+void RasterizerGLES2::immediate_uv(RID p_immediate,const Vector2& tex_uv){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_TEX_UV;
+ chunk_uv=tex_uv;
+
+}
+void RasterizerGLES2::immediate_uv2(RID p_immediate,const Vector2& tex_uv){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->mask|=VS::ARRAY_FORMAT_TEX_UV2;
+ chunk_uv2=tex_uv;
+
+}
+
+void RasterizerGLES2::immediate_end(RID p_immediate){
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(!im->building);
+
+ im->building=false;
+
+}
+void RasterizerGLES2::immediate_clear(RID p_immediate) {
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ ERR_FAIL_COND(im->building);
+
+ im->chunks.clear();
+}
+
+AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const {
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND_V(!im,AABB());
+ return im->aabb;
+}
+
+void RasterizerGLES2::immediate_set_material(RID p_immediate,RID p_material) {
+
+ Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!im);
+ im->material=p_material;
+
+}
+
+RID RasterizerGLES2::immediate_get_material(RID p_immediate) const {
+
+ const Immediate *im = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND_V(!im,RID());
+ return im->material;
+
+}
+
/* PARTICLES API */
@@ -3114,7 +3392,8 @@ Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_lig
case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{
return SHADOW_PSM;
} break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT:{
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:{
return SHADOW_PSSM;
} break;
}
@@ -3131,12 +3410,21 @@ int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) cons
LightInstance *lighti = light_instance_owner.get( p_light_instance );
ERR_FAIL_COND_V(!lighti,0);
- if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT))
+
+ if (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+
+ return 4; // dp4
+ } else if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)) {
return 2; // dp
- else
+ } else
return 1;
}
+bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
+
+ return shadow_filter>=SHADOW_FILTER_ESM;
+}
+
void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
LightInstance *lighti = light_instance_owner.get( p_light_instance );
@@ -3145,6 +3433,10 @@ void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance,
ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
// ERR_FAIL_INDEX(p_index,1);
+ lighti->custom_projection[p_index]=p_camera;
+ lighti->custom_transform[p_index]=p_transform;
+ lighti->shadow_split[p_index]=1.0/p_split_far;
+#if 0
if (p_index==0) {
lighti->custom_projection=p_camera;
lighti->custom_transform=p_transform;
@@ -3161,7 +3453,7 @@ void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance,
lighti->shadow_split2=p_split_far;
}
-
+#endif
}
int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{
@@ -3255,14 +3547,21 @@ RID RasterizerGLES2::viewport_data_create() {
glGenFramebuffers(1, &vd->lum_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
+ GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
+ GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
+ GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
+
glGenTextures(1, &vd->lum_color);
glBindTexture(GL_TEXTURE_2D, vd->lum_color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
+ // GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
+ format_luminance_components, format_luminance_type, NULL);
+
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, vd->lum_color, 0);
@@ -3406,8 +3705,10 @@ void RasterizerGLES2::begin_frame() {
glFrontFace(GL_CW);
//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
+#ifdef TOOLS_ENABLED
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
-
+ shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
+#endif
window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
@@ -3675,18 +3976,21 @@ void RasterizerGLES2::add_light( RID p_light_instance ) {
if (li->base->shadow_enabled) {
CameraMatrix bias;
bias.set_light_bias();
- Transform modelview=Transform(camera_transform_inverse * li->custom_transform).inverse();
- li->shadow_projection = bias * li->custom_projection * modelview;
- Transform modelview2=Transform(camera_transform_inverse * li->custom_transform2).inverse();
- li->shadow_projection2 = bias * li->custom_projection2 * modelview2;
+ int passes=light_instance_get_shadow_passes(p_light_instance);
+
+ for(int i=0;i<passes;i++) {
+ Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse();
+ li->shadow_projection[i] = bias * li->custom_projection[i] * modelview;
+ }
+
lights_use_shadow=true;
}
} break;
case VS::LIGHT_OMNI: {
if (li->base->shadow_enabled) {
- li->shadow_projection = Transform(camera_transform_inverse * li->transform).inverse();
+ li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
lights_use_shadow=true;
}
} break;
@@ -3696,7 +4000,7 @@ void RasterizerGLES2::add_light( RID p_light_instance ) {
CameraMatrix bias;
bias.set_light_bias();
Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
- li->shadow_projection = bias * li->projection * modelview;
+ li->shadow_projection[0] = bias * li->projection * modelview;
lights_use_shadow=true;
}
} break;
@@ -3729,10 +4033,12 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
String vertex_code;
String vertex_globals;
- ShaderCompilerGLES2::Flags flags;
+ ShaderCompilerGLES2::Flags vertex_flags;
+ ShaderCompilerGLES2::Flags fragment_flags;
+ ShaderCompilerGLES2::Flags light_flags;
if (p_shader->mode==VS::SHADER_MATERIAL) {
- Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms);
+ Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
if (err) {
return; //invalid
}
@@ -3745,53 +4051,90 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
String fragment_code;
String fragment_globals;
- Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms);
+ Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
if (err) {
return; //invalid
}
+
+ String light_code;
+ String light_globals;
+
+ if (p_shader->mode==VS::SHADER_MATERIAL) {
+
+ Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
+ if (err) {
+ return; //invalid
+ }
+ }
+
+ fragment_globals+=light_globals; //both fragment anyway
+
+
//print_line("compiled fragment: "+fragment_code);
// ("compiled fragment globals: "+fragment_globals);
//print_line("UCF: "+itos(p_shader->uniforms.size()));
+ int first_tex_index=0xFFFFF;
+ p_shader->first_texture=StringName();
+
for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) {
uniform_names.push_back("_"+String(E->key()));
+ if (E->get().type==ShaderLanguage::TYPE_TEXTURE && E->get().order<first_tex_index) {
+ p_shader->first_texture=E->key();
+ first_tex_index=E->get().order;
+ }
}
+ bool uses_time=false;
+
if (p_shader->mode==VS::SHADER_MATERIAL) {
//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
Vector<const char*> enablers;
- if (flags.use_color_interp)
+ if (fragment_flags.use_color_interp || vertex_flags.use_color_interp)
enablers.push_back("#define ENABLE_COLOR_INTERP\n");
- if (flags.use_uv_interp)
+ if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp)
enablers.push_back("#define ENABLE_UV_INTERP\n");
- if (flags.use_uv2_interp)
+ if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
enablers.push_back("#define ENABLE_UV2_INTERP\n");
- if (flags.use_tangent_interp)
+ if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp)
enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
- if (flags.use_var1_interp)
+ if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
enablers.push_back("#define ENABLE_VAR1_INTERP\n");
- if (flags.use_var2_interp)
+ if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
enablers.push_back("#define ENABLE_VAR2_INTERP\n");
- if (flags.uses_texscreen) {
+ if (fragment_flags.uses_texscreen) {
enablers.push_back("#define ENABLE_TEXSCREEN\n");
}
- if (flags.uses_screen_uv) {
+ if (fragment_flags.uses_screen_uv) {
enablers.push_back("#define ENABLE_SCREEN_UV\n");
}
+ if (fragment_flags.uses_discard) {
+ enablers.push_back("#define ENABLE_DISCARD\n");
+ }
+ if (light_flags.uses_light) {
+ enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
+ }
+ if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
+ enablers.push_back("#define USE_TIME\n");
+ uses_time=true;
+ }
- material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers);
+ 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 {
//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
}
p_shader->valid=true;
- p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen;
- p_shader->has_texscreen=flags.uses_texscreen;
- p_shader->has_screen_uv=flags.uses_screen_uv;
- p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex;
+ p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
+ p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex;
+ p_shader->uses_discard=fragment_flags.uses_discard;
+ p_shader->has_texscreen=fragment_flags.uses_texscreen;
+ p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
+ p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
+ p_shader->uses_time=uses_time;
p_shader->version++;
}
@@ -3845,20 +4188,22 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
}
- LightInstance *lights[RenderList::MAX_LIGHTS];
RenderList *render_list=NULL;
- bool has_alpha = m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || (m->shader_cache && m->shader_cache->has_alpha) || m->flags[VS::MATERIAL_FLAG_ONTOP];
+ bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha);
+ bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP];
+ bool has_alpha = has_base_alpha || has_blend_alpha;
if (shadow) {
- if (has_alpha)
+ if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
return; //bye
- if (true) {
- m = shadow_mat_ptr; //for now do this always
+ if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
+ //shader does not use discard and does not write a vertex position, use generic material
+ m = shadow_mat_ptr;
if (m->last_pass!=frame) {
if (m->shader.is_valid()) {
@@ -3901,6 +4246,9 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
RenderList::Element *e = render_list->add_element();
+ if (!e)
+ return;
+
e->geometry=p_geometry;
e->geometry_cmp=p_geometry_cmp;
e->material=m;
@@ -3936,29 +4284,53 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
e->light_type=0xFF; // no lights!
e->light=0xFFFF;
+ if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
+
+ //if nothing exists, add this element as opaque too
+ RenderList::Element *oe = opaque_render_list.add_element();
+
+ if (!oe)
+ return;
+
+ memcpy(oe,e,sizeof(RenderList::Element));
+ oe->additive_ptr=&oe->additive;
+ }
+
if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
e->light_type=0x7F; //unshaded is zero
} else {
- //setup lights
- uint16_t light_count=0;
- uint16_t sort_key[4];
- uint8_t light_types[4];
+ bool duplicate=false;
- int dlc = MIN(directional_light_count,RenderList::MAX_LIGHTS);;
- light_count=dlc;
- for(int i=0;i<dlc;i++) {
- sort_key[i]=directional_lights[i]->sort_key;
- light_types[i]=VS::LIGHT_DIRECTIONAL;
+ for(int i=0;i<directional_light_count;i++) {
+ uint16_t sort_key = directional_lights[i]->sort_key;
+ uint8_t light_type = VS::LIGHT_DIRECTIONAL;
if (directional_lights[i]->base->shadow_enabled) {
- light_types[i]|=0x8;
- if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT)
- light_types[i]|=0x10;
+ light_type|=0x8;
+ if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
+ light_type|=0x10;
+ else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
+ light_type|=0x30;
}
+ RenderList::Element *ec;
+ if (duplicate) {
+
+ ec = render_list->add_element();
+ memcpy(ec,e,sizeof(RenderList::Element));
+ } else {
+
+ ec=e;
+ duplicate=true;
+ }
+
+ ec->light_type=light_type;
+ ec->light=sort_key;
+ ec->additive_ptr=&e->additive;
+
}
@@ -3969,37 +4341,34 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
for(int i=0;i<ilc;i++) {
- if (light_count>=RenderList::MAX_LIGHTS)
- break;
-
LightInstance *li=light_instance_owner.get( liptr[i] );
if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
continue;
- light_types[light_count]=li->base->type;
- if (li->base->shadow_enabled)
- light_types[light_count]|=0x8;
- sort_key[light_count++]=li->sort_key;
-
-
- }
-
- for(int i=0;i<light_count;i++) {
+ uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first
+ if (li->base->shadow_enabled) {
+ light_type|=0x8;
+ }
+ uint16_t sort_key =li->sort_key;
RenderList::Element *ec;
- if (i>0) {
+ if (duplicate) {
ec = render_list->add_element();
memcpy(ec,e,sizeof(RenderList::Element));
} else {
+ duplicate=true;
ec=e;
}
- ec->light_type=light_types[i];
- ec->light=sort_key[i];
+ ec->light_type=light_type;
+ ec->light=sort_key;
ec->additive_ptr=&e->additive;
+
}
+
+
}
DEBUG_TEST_ERROR("Add Geometry");
@@ -4058,6 +4427,17 @@ void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData
}
+void RasterizerGLES2::add_immediate( const RID& p_immediate, const InstanceData *p_data) {
+
+
+ Immediate *immediate = immediate_owner.get(p_immediate);
+ ERR_FAIL_COND(!immediate);
+
+ _add_geometry(immediate,p_data,immediate,NULL);
+
+}
+
+
void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){
//print_line("adding particles");
@@ -4071,6 +4451,13 @@ void RasterizerGLES2::add_particles( const RID& p_particle_instance, const Insta
}
+Color RasterizerGLES2::_convert_color(const Color& p_color) {
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
+ return p_color.to_linear();
+ else
+ return p_color;
+}
void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {
@@ -4129,7 +4516,7 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_
}
-bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light) {
+bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light,bool p_opaque_pass) {
if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
glDisable(GL_CULL_FACE);
@@ -4152,14 +4539,25 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
//all goes to false by default
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
- material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,use_shadow_pcf);
- //material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,true);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]);
+
+ if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {
+
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true);
+ } else {
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,false);
+
+ }
if (!shadow) {
bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
- bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW];
+ bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS);
+ //bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
if (current_depth_mask!=depth_write) {
current_depth_mask=depth_write;
@@ -4235,11 +4633,18 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
if (t) {
if (t->render_target)
t->render_target->last_pass=frame;
+ if (E->key()==p_material->shader_cache->first_texture) {
+ tc0_idx=texcoord;
+ tc0_id_cache=t->tex_id;
+ }
glBindTexture(t->target,t->tex_id);
} else
glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
texcoord++;
+ } else if (E->get().value.get_type()==Variant::COLOR){
+ Color c = E->get().value;
+ material_shader.set_custom_uniform(E->get().index,_convert_color(c));
} else {
material_shader.set_custom_uniform(E->get().index,E->get().value);
}
@@ -4258,6 +4663,13 @@ 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));
+ draw_next_frame=true;
+ }
+ //if uses TIME - draw_next_frame=true
+
+
} else {
material_shader.set_custom_shader(0);
@@ -4290,6 +4702,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
+ col_begin=_convert_color(col_begin);
+ col_end=_convert_color(col_end);
float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
float zf = camera_z_far;
float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
@@ -4298,7 +4712,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
}
- material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,p_no_const_light?0.0:1.0);
+
+
//material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
//if uses TIME - draw_next_frame=true
@@ -4321,7 +4736,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
VL_LIGHT_DIR,
VL_LIGHT_ATTENUATION,
VL_LIGHT_SPOT_ATTENUATION,
- VL_LIGHT_AMBIENT,
VL_LIGHT_DIFFUSE,
VL_LIGHT_SPECULAR,
VL_LIGHT_MAX
@@ -4332,7 +4746,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
MaterialShaderGLES2::LIGHT_DIRECTION,
MaterialShaderGLES2::LIGHT_ATTENUATION,
MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
- MaterialShaderGLES2::LIGHT_AMBIENT,
MaterialShaderGLES2::LIGHT_DIFFUSE,
MaterialShaderGLES2::LIGHT_SPECULAR,
};
@@ -4344,11 +4757,12 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
LightInstance *li=light_instances[p_light];
Light *l=li->base;
+ Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
+ Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
for(int j=0;j<3;j++) {
- light_data[VL_LIGHT_AMBIENT][j]=l->colors[VS::LIGHT_COLOR_AMBIENT][j];
- light_data[VL_LIGHT_DIFFUSE][j]=l->colors[VS::LIGHT_COLOR_DIFFUSE][j];
- light_data[VL_LIGHT_SPECULAR][j]=l->colors[VS::LIGHT_COLOR_SPECULAR][j];
+ light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
+ light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
}
if (l->type!=VS::LIGHT_OMNI) {
@@ -4379,16 +4793,30 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
//}
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7);
+ if (shadow_filter==SHADOW_FILTER_ESM)
+ material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));
+
+ if (li->base->type==VS::LIGHT_DIRECTIONAL) {
+
+ if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
+ material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));
+ } else if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+
- if (li->base->type==VS::LIGHT_DIRECTIONAL && li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3,li->shadow_projection[2]);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4,li->shadow_projection[3]);
+ material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection2);
- material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,li->shadow_split);
+ }
//print_line("shadow split: "+rtos(li->shadow_split));
}
+
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
//matrix
@@ -4548,8 +4976,11 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia
/* compute morphs */
+
if (p_morphs && surf->morph_target_count && can_copy_to_local) {
+
+
base = skinned_buffer;
stride=surf->local_stride;
@@ -4967,6 +5398,109 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater
};
}
} break;
+ case Geometry::GEOMETRY_IMMEDIATE: {
+
+ bool restore_tex=false;
+ const Immediate *im = static_cast<const Immediate*>( p_geometry );
+ if (im->building) {
+ return;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ for(const List<Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) {
+
+ const Immediate::Chunk &c=E->get();
+ if (c.vertices.empty()) {
+ continue;
+ }
+ for(int i=0;i<c.vertices.size();i++)
+
+ if (c.texture.is_valid() && texture_owner.owns(c.texture)) {
+
+ const Texture *t = texture_owner.get(c.texture);
+ glActiveTexture(GL_TEXTURE0+tc0_idx);
+ glBindTexture(t->target,t->tex_id);
+ restore_tex=true;
+
+
+ } else if (restore_tex) {
+
+ glActiveTexture(GL_TEXTURE0+tc0_idx);
+ glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
+ restore_tex=false;
+ }
+
+ if (!c.normals.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_NORMAL);
+ glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3),c.normals.ptr());
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_NORMAL);
+ }
+
+ if (!c.tangents.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TANGENT);
+ glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane),c.tangents.ptr());
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_TANGENT);
+ }
+
+ if (!c.colors.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),c.colors.ptr());
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ _set_color_attrib(Color(1, 1, 1,1));
+ }
+
+
+ if (!c.uvs.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs.ptr());
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ if (!c.uvs2.empty()) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs2.ptr());
+
+ } else {
+
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
+ }
+
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),c.vertices.ptr());
+ glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size());
+
+
+ }
+
+
+ if (restore_tex) {
+
+ glActiveTexture(GL_TEXTURE0+tc0_idx);
+ glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
+ restore_tex=false;
+ }
+
+
+ } break;
case Geometry::GEOMETRY_PARTICLES: {
@@ -5113,6 +5647,8 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
const Skeleton *prev_skeleton =NULL;
uint8_t prev_sort_flags=0xFF;
+ const BakedLightData *prev_baked_light=NULL;
+ RID prev_baked_light_texture;
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
@@ -5126,11 +5662,18 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
+// material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
+
}
+ bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
+
bool prev_blend=false;
glDisable(GL_BLEND);
@@ -5143,15 +5686,17 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
uint8_t sort_flags= e->sort_flags;
const Skeleton *skeleton = e->skeleton;
const Geometry *geometry_cmp = e->geometry_cmp;
+ const BakedLightData *baked_light = e->instance->baked_light;
bool rebind=false;
+ bool bind_baked_light_octree=false;
+ bool bind_baked_lightmap=false;
bool additive=false;
if (!shadow) {
if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
-
texscreen_copied=true;
_copy_to_texscreen();
@@ -5179,6 +5724,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true);
} else {
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
@@ -5186,6 +5732,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
}
@@ -5196,11 +5743,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (!*e->additive_ptr) {
additive=false;
- *e->additive_ptr=true;
+ *e->additive_ptr=true;
} else {
additive=true;
}
+
+ if (stores_glow)
+ material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive);
+
+
bool desired_blend=false;
VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
@@ -5216,8 +5768,10 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (desired_blend) {
glEnable(GL_BLEND);
+ glColorMask(1,1,1,0);
} else {
glDisable(GL_BLEND);
+ glColorMask(1,1,1,1);
}
prev_blend=desired_blend;
@@ -5236,7 +5790,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
case VS::MATERIAL_BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
@@ -5255,6 +5809,62 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
current_blend_mode=desired_blend_mode;
}
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
+
+ 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) {
+
+ glActiveTexture(GL_TEXTURE5);
+ glBindTexture(tex->target,tex->tex_id); //bind the texture
+ }
+
+ }
+ } else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) {
+
+
+ int lightmap_idx = e->instance->baked_lightmap_id;
+
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
+ bind_baked_lightmap=false;
+
+
+ if (baked_light->lightmaps.has(lightmap_idx)) {
+
+
+ RID texid = baked_light->lightmaps[lightmap_idx];
+
+ if (prev_baked_light!=baked_light || texid!=prev_baked_light_texture) {
+
+
+ Texture *tex = texture_owner.get(texid);
+ if (tex) {
+
+ glActiveTexture(GL_TEXTURE5);
+ glBindTexture(tex->target,tex->tex_id); //bind the texture
+ }
+
+ prev_baked_light_texture=texid;
+ }
+
+ 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 (sort_flags!=prev_sort_flags) {
@@ -5278,7 +5888,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (material!=prev_material || rebind) {
- rebind = _setup_material(e->geometry,material,additive);
+ rebind = _setup_material(e->geometry,material,additive,!p_alpha_pass);
DEBUG_TEST_ERROR("Setup material");
_rinfo.mat_change_count++;
@@ -5301,10 +5911,32 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (i==0 || light!=prev_light || rebind) {
if (e->light!=0xFFFF) {
- _setup_light(e->light&0x3);
+ _setup_light(e->light);
+
}
}
+ if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,5);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size);
+
+
+ }
+
+ if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, 5);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);
+
+ }
+
+
_set_cull(e->mirror,p_reverse_cull);
@@ -5315,6 +5947,17 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
//material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
}
+ if (!shadow) {
+
+ if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
+ Color ambcolor = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR];
+ float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg));
+ } else {
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3());
+ }
+ }
+
_rinfo.shader_change_count++;
}
@@ -5349,6 +5992,9 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
}
+ material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0);
+ material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,additive?0.0:1.0);
+
_render(e->geometry, material, skeleton,e->owner,e->instance->transform);
DEBUG_TEST_ERROR("Rendering");
@@ -5359,6 +6005,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_light=e->light;
prev_light_type=e->light_type;
prev_sort_flags=sort_flags;
+ prev_baked_light=baked_light;
// prev_geometry_type=geometry->type;
}
@@ -5461,6 +6108,8 @@ void RasterizerGLES2::_process_glow_bloom() {
glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
+// copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
@@ -5471,9 +6120,12 @@ void RasterizerGLES2::_process_glow_bloom() {
_copy_screen_quad();
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size);
+ float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE];
+ float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH];
+
for(int i=0;i<passes;i++) {
@@ -5496,6 +6148,8 @@ void RasterizerGLES2::_process_glow_bloom() {
copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
copy_shader.bind();
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
+ copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);
_draw_gui_primitive(4,dst_pos,NULL,src_uv);
@@ -5506,6 +6160,8 @@ void RasterizerGLES2::_process_glow_bloom() {
copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true);
copy_shader.bind();
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
+ copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);
_draw_gui_primitive(4,dst_pos,NULL,src_uv);
@@ -5533,7 +6189,7 @@ void RasterizerGLES2::_process_hdr() {
_copy_screen_quad();
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
- int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
+// int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
copy_shader.bind();
@@ -5601,6 +6257,9 @@ void RasterizerGLES2::_draw_tex_bg() {
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glColorMask(1,1,1,1);
+
RID texture;
@@ -5634,6 +6293,9 @@ void RasterizerGLES2::_draw_tex_bg() {
copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
}
+ copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true);
+
+
copy_shader.bind();
if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
@@ -5643,9 +6305,10 @@ void RasterizerGLES2::_draw_tex_bg() {
}
float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
- if (current_env->fx_enabled[VS::ENV_FX_HDR])
+ if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb)
nrg*=0.25; //go down a quarter for hdr
copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
+ copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]));
Vector3 vertices[4]={
Vector3(-1,-1,1),
@@ -5715,6 +6378,7 @@ void RasterizerGLES2::_draw_tex_bg() {
copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,false);
}
void RasterizerGLES2::end_scene() {
@@ -5755,7 +6419,7 @@ void RasterizerGLES2::end_scene() {
glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
- material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
} else {
if (current_rt) {
@@ -5795,7 +6459,8 @@ void RasterizerGLES2::end_scene() {
bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
else
bgcolor = Globals::get_singleton()->get("render/default_clear_color");
- float a = use_fb ? 0.0 : 1.0;
+ bgcolor = _convert_color(bgcolor);
+ float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
_glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
@@ -5814,7 +6479,8 @@ void RasterizerGLES2::end_scene() {
}
} else {
- glClearColor(0.3,0.3,0.3,1.0);
+ Color c = _convert_color(Color(0.3,0.3,0.3));
+ glClearColor(c.r,c.g,c.b,0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
@@ -5843,11 +6509,12 @@ void RasterizerGLES2::end_scene() {
glDisable(GL_BLEND);
current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
- material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
+ //material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
opaque_render_list.sort_mat_light_type_flags();
_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
if (draw_tex_background) {
+
//most 3D vendors recommend drawing a texture bg or skybox here,
//after opaque geometry has been drawn
//so the zbuffer can get rid of most pixels
@@ -5864,7 +6531,7 @@ void RasterizerGLES2::end_scene() {
}
alpha_render_list.sort_z();
- _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,false,true);
+ _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
glColorMask(1,1,1,1);
// material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
@@ -5891,28 +6558,59 @@ void RasterizerGLES2::end_scene() {
glDepthMask(false);
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+
+ int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
+ switch(hdr_tm) {
+ case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
+
+
+ } break;
+ case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
+
+ } break;
+ case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
+ } break;
+ case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
+ } break;
+ }
+
+
_process_hdr();
}
if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- _process_glow_bloom();
+ _process_glow_bloom();
+ int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
+ if (glow_transfer_mode==1)
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
+ if (glow_transfer_mode==2)
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
}
glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
+ Size2 size;
if (current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
glViewport( 0,0,viewport.width,viewport.height);
+ size=Size2(viewport.width,viewport.height);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+ size=Size2(viewport.width,viewport.height);
}
//time to copy!!!
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
copy_shader.bind();
//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
@@ -5931,9 +6629,13 @@ void RasterizerGLES2::end_scene() {
glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
}
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
+
if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
@@ -5943,9 +6645,7 @@ void RasterizerGLES2::end_scene() {
bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
}
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]) {
- copy_shader.set_uniform(CopyShaderGLES2::GAMMA,float(current_env->fx_param[VS::ENV_FX_PARAM_GAMMA]));
- }
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, framebuffer.color );
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
@@ -5953,12 +6653,18 @@ void RasterizerGLES2::end_scene() {
_copy_screen_quad();
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
- material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,false);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
@@ -5971,6 +6677,7 @@ void RasterizerGLES2::end_scene() {
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
_debug_shadows();
}
+// _debug_luminances();
}
@@ -6005,33 +6712,70 @@ void RasterizerGLES2::end_shadow_map() {
float dp_direction=0.0;
bool flip_facing=false;
+ Rect2 vp_rect;
switch(shadow->base->type) {
case VS::LIGHT_DIRECTIONAL: {
- if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
+ if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+
+ cm = shadow->custom_projection[shadow_pass];
+ light_transform=shadow->custom_transform[shadow_pass];
+
+ if (shadow_pass==0) {
+
+ vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2);
+ glViewport(0, sb->size/2, sb->size/2, sb->size/2);
+ glScissor(0, sb->size/2, sb->size/2, sb->size/2);
+ } else if (shadow_pass==1) {
+
+ vp_rect=Rect2(0, 0, sb->size/2, sb->size/2);
+ glViewport(0, 0, sb->size/2, sb->size/2);
+ glScissor(0, 0, sb->size/2, sb->size/2);
+
+ } else if (shadow_pass==2) {
+
+ vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
+ glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
+ glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
+ } else if (shadow_pass==3) {
+
+ vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2);
+ glViewport(sb->size/2, 0, sb->size/2, sb->size/2);
+ glScissor(sb->size/2, 0, sb->size/2, sb->size/2);
+
+ }
+
+
+
+ glEnable(GL_SCISSOR_TEST);
+
+ } else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
if (shadow_pass==0) {
- cm = shadow->custom_projection;
- light_transform=shadow->custom_transform;
- glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
- glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
+ cm = shadow->custom_projection[0];
+ light_transform=shadow->custom_transform[0];
+ vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
+ glViewport(0, sb->size/2, sb->size, sb->size/2);
+ glScissor(0, sb->size/2, sb->size, sb->size/2);
} else {
- cm = shadow->custom_projection2;
- light_transform=shadow->custom_transform2;
- glViewport(0, 0, sb->size, sb->size*0.5);
- glScissor(0, 0, sb->size, sb->size*0.5);
+ cm = shadow->custom_projection[1];
+ light_transform=shadow->custom_transform[1];
+ vp_rect=Rect2(0, 0, sb->size, sb->size/2);
+ glViewport(0, 0, sb->size, sb->size/2);
+ glScissor(0, 0, sb->size, sb->size/2);
}
glEnable(GL_SCISSOR_TEST);
} else {
- cm = shadow->custom_projection;
- light_transform=shadow->custom_transform;
+ cm = shadow->custom_projection[0];
+ light_transform=shadow->custom_transform[0];
+ vp_rect=Rect2(0, 0, sb->size, sb->size);
glViewport(0, 0, sb->size, sb->size);
}
@@ -6062,11 +6806,13 @@ void RasterizerGLES2::end_shadow_map() {
shadow->dp.y=dp_direction;
if (shadow_pass==0) {
- glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
- glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
+ vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
+ glViewport(0, sb->size/2, sb->size, sb->size/2);
+ glScissor(0, sb->size/2, sb->size, sb->size/2);
} else {
- glViewport(0, 0, sb->size, sb->size*0.5);
- glScissor(0, 0, sb->size, sb->size*0.5);
+ vp_rect=Rect2(0, 0, sb->size, sb->size/2);
+ glViewport(0, 0, sb->size, sb->size/2);
+ glScissor(0, 0, sb->size, sb->size/2);
}
glEnable(GL_SCISSOR_TEST);
shadow->projection=cm;
@@ -6100,6 +6846,7 @@ void RasterizerGLES2::end_shadow_map() {
z_far=cm.get_z_far();
glViewport(0, 0, sb->size, sb->size);
+ vp_rect=Rect2(0, 0, sb->size, sb->size);
_glClearDepth(1.0f);
glClearColor(1,1,1,1);
if (use_rgba_shadowmaps)
@@ -6118,16 +6865,124 @@ void RasterizerGLES2::end_shadow_map() {
material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
- //glDisable(GL_POLYGON_OFFSET_FILL);
+ //if (!use_rgba_shadowmaps)
- if (!use_rgba_shadowmaps)
- glColorMask(1, 1, 1, 1);
+ if (shadow_filter==SHADOW_FILTER_ESM) {
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps);
+
+ Vector2 psize(1.0/sb->size,1.0/sb->size);
+ float pscale = 1.0;
+ int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES];
+ glDisable(GL_BLEND);
+ glDisable(GL_CULL_FACE);
+#ifdef GLEW_ENABLED
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+#endif
+
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+ glDisableVertexAttribArray(i);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ glDisable(GL_SCISSOR_TEST);
+
+ if (!use_rgba_shadowmaps) {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ glDepthMask(true);
+ } else {
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ for(int i=0;i<passes;i++) {
+
+
+ Vector2 src_sb_uv[4]={
+ (vp_rect.pos+Vector2(0,vp_rect.size.y))/sb->size,
+ (vp_rect.pos+vp_rect.size)/sb->size,
+ (vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size,
+ (vp_rect.pos)/sb->size
+ };
+/*
+ Vector2 src_uv[4]={
+ Vector2( 0, 1),
+ Vector2( 1, 1),
+ Vector2( 1, 0),
+ Vector2( 0, 0)
+ };
+*/
+ static const Vector2 dst_pos[4]={
+ Vector2(-1, 1),
+ Vector2( 1, 1),
+ Vector2( 1,-1),
+ Vector2(-1,-1)
+ };
+
+ glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, sb->depth);
+#ifdef GLEW_ENABLED
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+#endif
+
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true);
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
+
+ copy_shader.bind();
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
+ copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
+ //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+
+ _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
+
+
+ Vector2 src_bb_uv[4]={
+ (vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size,
+ (vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size,
+ (vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size,
+ (vp_rect.pos)/blur_shadow_buffer.size,
+ };
+
+ glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth);
+#ifdef GLEW_ENABLED
+
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+#endif
+
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
+ copy_shader.bind();
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
+ copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+ _draw_gui_primitive(4,dst_pos,NULL,src_bb_uv);
+
+
+ }
+
+ glDepthFunc(GL_LEQUAL);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false);
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
+
+ }
DEBUG_TEST_ERROR("Drawing Shadow");
shadow=NULL;
-
+ glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
+ glColorMask(1, 1, 1, 1);
+ //glDisable(GL_POLYGON_OFFSET_FILL);
}
@@ -6170,23 +7025,14 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P
// Size2 debug_size(512,512);
- for (int i=0;i<p_shadows.size();i++) {
+ int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0;
+ for (int i=0;i<p_shadows.size()+useblur;i++) {
- ShadowBuffer *sb=&p_shadows[i];
+ ShadowBuffer *sb=i==p_shadows.size()?&blur_shadow_buffer:&p_shadows[i];
- if (!sb->owner)
+ if (!sb->owner && i!=p_shadows.size())
continue;
-
- if (sb->owner->base->type==VS::LIGHT_DIRECTIONAL) {
-
- //if (sb->owner->shadow_pass!=scene_pass-1)
- // continue;
- } else {
-
- //if (sb->owner->shadow_pass!=frame)
- // continue;
- }
_debug_draw_shadow(sb->depth, Rect2( ofs, debug_size ));
ofs.x+=debug_size.x;
if ( (ofs.x+debug_size.x) > viewport.width ) {
@@ -6201,7 +7047,7 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P
void RasterizerGLES2::_debug_luminances() {
- canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true);
+ canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb);
canvas_begin();
glDisable(GL_BLEND);
canvas_shader.bind();
@@ -6209,10 +7055,17 @@ void RasterizerGLES2::_debug_luminances() {
Size2 debug_size(128,128);
Size2 ofs;
- for (int i=0;i<framebuffer.luminance.size();i++) {
- _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
- ofs.x+=debug_size.x;
+ for (int i=0;i<=framebuffer.luminance.size();i++) {
+
+ if (i==framebuffer.luminance.size()) {
+ if (!current_vd)
+ break;
+ _debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size ));
+ } else {
+ _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
+ }
+ ofs.x+=debug_size.x/2;
if ( (ofs.x+debug_size.x) > viewport.width ) {
ofs.x=0;
@@ -6341,8 +7194,11 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-
+ glBlendFunc(GL_DST_COLOR,GL_ZERO);
+ } break;
+ case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
} break;
}
@@ -6853,6 +7709,10 @@ bool RasterizerGLES2::is_mesh(const RID& p_rid) const {
return mesh_owner.owns(p_rid);
}
+bool RasterizerGLES2::is_immediate(const RID& p_rid) const {
+
+ return immediate_owner.owns(p_rid);
+}
bool RasterizerGLES2::is_multimesh(const RID& p_rid) const {
return multimesh_owner.owns(p_rid);
@@ -6946,9 +7806,9 @@ void RasterizerGLES2::free(const RID& p_rid) {
for(int i=0;i<mesh->morph_target_count;i++) {
- memfree(surface->morph_targets_local[i].array);
+ memdelete_arr(surface->morph_targets_local[i].array);
}
- memfree(surface->morph_targets_local);
+ memdelete_arr(surface->morph_targets_local);
surface->morph_targets_local=NULL;
}
@@ -6977,6 +7837,13 @@ void RasterizerGLES2::free(const RID& p_rid) {
multimesh_owner.free(p_rid);
memdelete(multimesh);
+ } else if (immediate_owner.owns(p_rid)) {
+
+ Immediate *immediate = immediate_owner.get(p_rid);
+ ERR_FAIL_COND(!immediate);
+
+ immediate_owner.free(p_rid);
+ memdelete(immediate);
} else if (particles_owner.owns(p_rid)) {
Particles *particles = particles_owner.get(p_rid);
@@ -7081,6 +7948,11 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+#ifdef GLEW_ENABLED
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#endif
+
// Attach the depth texture to FBO depth attachment point
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, depth, 0);
@@ -7249,6 +8121,7 @@ void RasterizerGLES2::_update_framebuffer() {
glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
}
+
for(int i=0;i<3;i++) {
glDeleteTextures(1,&framebuffer.blur[i].color);
@@ -7299,9 +8172,25 @@ void RasterizerGLES2::_update_framebuffer() {
#endif
//color
+
+// GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
+ GLuint format_rgba = GL_RGBA;
+ GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB;
+ GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
+ /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
+ GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
+ GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/
+
+ GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
+ GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
+ GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
+
+
+
+
glGenTextures(1, &framebuffer.color);
glBindTexture(GL_TEXTURE_2D, framebuffer.color);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -7335,7 +8224,7 @@ void RasterizerGLES2::_update_framebuffer() {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
glGenTextures(1, &framebuffer.sample_color);
glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -7394,8 +8283,8 @@ void RasterizerGLES2::_update_framebuffer() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0,
+ GL_RGBA, format_type, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
@@ -7439,12 +8328,12 @@ void RasterizerGLES2::_update_framebuffer() {
glGenTextures(1, &lb.color);
glBindTexture(GL_TEXTURE_2D, lb.color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lb.size, lb.size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
+ format_luminance_components, format_luminance_type, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, lb.color, 0);
@@ -7452,10 +8341,12 @@ void RasterizerGLES2::_update_framebuffer() {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ base_size/=3;
+
DEBUG_TEST_ERROR("Shadow Buffer Init");
ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
- base_size/=3;
framebuffer.luminance.push_back(lb);
}
@@ -7465,9 +8356,13 @@ void RasterizerGLES2::_update_framebuffer() {
}
-void RasterizerGLES2::set_base_framebuffer(GLuint p_id) {
+void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) {
base_framebuffer=p_id;
+
+ if (p_size.x != 0) {
+ window_size = p_size;
+ };
}
#if 0
@@ -7573,6 +8468,7 @@ void RasterizerGLES2::init() {
// framebuffer.blur[1].fbo=false;
framebuffer.active=false;
+
//do a single initial clear
glClearColor(0,0,0,1);
//glClearDepth(1.0);
@@ -7605,10 +8501,12 @@ void RasterizerGLES2::init() {
// use_attribute_instancing=true;
use_texture_instancing=false;
use_attribute_instancing=true;
+ full_float_fb_supported=true;
#ifdef OSX_ENABLED
use_rgba_shadowmaps=true;
+ use_fp16_fb=false;
#else
- use_rgba_shadowmaps=false;
+
#endif
use_half_float=true;
@@ -7619,6 +8517,9 @@ void RasterizerGLES2::init() {
}
read_depth_supported=extensions.has("GL_OES_depth_texture");
use_rgba_shadowmaps=!read_depth_supported;
+ if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) {
+ use_rgba_shadowmaps=true; //no other way, go back to rgba
+ }
pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
use_depth24 = extensions.has("GL_OES_depth24");
@@ -7652,6 +8553,12 @@ void RasterizerGLES2::init() {
use_attribute_instancing=false;
}
+ if (use_fp16_fb) {
+ use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg");
+ }
+
+ full_float_fb_supported=extensions.has("GL_EXT_color_buffer_float");
+
//etc_supported=false;
use_hw_skeleton_xform=false;
@@ -7671,15 +8578,19 @@ void RasterizerGLES2::init() {
//don't use a shadowbuffer too big in GLES, this should be the maximum
int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2;
- while(max_shadow_size>=16) {
+ int smsize=max_shadow_size;
+ while(smsize>=16) {
ShadowBuffer sb;
- bool s = sb.init(max_shadow_size,!use_rgba_shadowmaps);
+ bool s = sb.init(smsize,!use_rgba_shadowmaps);
if (s)
near_shadow_buffers.push_back(sb);
- max_shadow_size/=2;
+ smsize/=2;
}
+ blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps);
+
+
//material_shader
material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
@@ -7689,6 +8600,9 @@ void RasterizerGLES2::init() {
shadow_material = material_create(); //empty with nothing
shadow_mat_ptr = material_owner.get(shadow_material);
overdraw_material = create_overdraw_debug_material();
+ copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
npo2_textures_available=true;
//fragment_lighting=false;
@@ -7944,6 +8858,8 @@ void RasterizerGLES2::reload_vram() {
near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
}
+ blur_shadow_buffer.init(near_shadow_buffers[0].size,!use_rgba_shadowmaps);
+
canvas_shader.clear_caches();
@@ -7985,17 +8901,26 @@ void RasterizerGLES2::set_use_framebuffers(bool p_use) {
use_framebuffers=p_use;
}
+RasterizerGLES2* RasterizerGLES2::get_singleton() {
+
+ return _singleton;
+};
+
RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
+ _singleton = this;
+
keep_copies=p_keep_ram_copy;
use_reload_hooks=p_use_reload_hooks;
pack_arrays=p_compress_arrays;
p_default_fragment_lighting=false;
fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
read_depth_supported=true; //todo check for extension
- use_shadow_pcf=GLOBAL_DEF("rasterizer/use_shadow_pcf",true);
+ shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5)));
+ Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM"));
+ use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true));
use_shadow_mapping=true;
- use_fast_texture_filter=GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true);
+ use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true));
skel_default.resize(1024*4);
for(int i=0;i<1024/3;i++) {
@@ -8022,6 +8947,8 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo
draw_next_frame=false;
use_framebuffers=true;
framebuffer.active=false;
+ tc0_id_cache=0;
+ tc0_idx=0;
};
RasterizerGLES2::~RasterizerGLES2() {