diff options
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 1321 |
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() { |