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path: root/drivers/gles2/rasterizer_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp301
1 files changed, 202 insertions, 99 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 307db4b762..dd690435ec 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -49,6 +49,12 @@
#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
#ifdef GLEW_ENABLED
@@ -1126,20 +1132,22 @@ 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);
}
@@ -1160,6 +1168,14 @@ 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())
@@ -1328,38 +1344,22 @@ 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) {
@@ -3449,14 +3449,21 @@ 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);
@@ -3928,10 +3935,12 @@ 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
}
@@ -3944,11 +3953,26 @@ 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);
@@ -3969,40 +3993,43 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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)
enablers.push_back("#define ENABLE_COLOR_INTERP\n");
- if (flags.use_uv_interp)
+ if (fragment_flags.use_uv_interp)
enablers.push_back("#define ENABLE_UV_INTERP\n");
- if (flags.use_uv2_interp)
+ if (fragment_flags.use_uv2_interp)
enablers.push_back("#define ENABLE_UV2_INTERP\n");
- if (flags.use_tangent_interp)
+ if (fragment_flags.use_tangent_interp)
enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
- if (flags.use_var1_interp)
+ if (fragment_flags.use_var1_interp)
enablers.push_back("#define ENABLE_VAR1_INTERP\n");
- if (flags.use_var2_interp)
+ if (fragment_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 (flags.uses_discard) {
+ 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");
+ }
- 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->writes_vertex=flags.vertex_code_writes_vertex;
- p_shader->uses_discard=flags.uses_discard;
- 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->version++;
}
@@ -4056,7 +4083,6 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
}
- LightInstance *lights[RenderList::MAX_LIGHTS];
RenderList *render_list=NULL;
@@ -4067,10 +4093,10 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
if (shadow) {
- if (has_blend_alpha || (has_base_alpha && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]))
+ if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
return; //bye
- if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
+ 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) {
@@ -4153,7 +4179,7 @@ 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->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
+ 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();
@@ -4170,26 +4196,36 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
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;
+ light_type|=0x8;
if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
- light_types[i]|=0x10;
+ light_type|=0x10;
else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
- light_types[i]|=0x30;
+ 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;
+
}
@@ -4200,37 +4236,34 @@ 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");
@@ -4405,7 +4438,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
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);
- if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) {
+ 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 {
@@ -4417,7 +4450,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
if (!shadow) {
bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
- 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]);
+ 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;
@@ -4565,7 +4599,7 @@ 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
@@ -4588,7 +4622,6 @@ 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
@@ -4599,7 +4632,6 @@ 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,
};
@@ -4611,12 +4643,10 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
LightInstance *li=light_instances[p_light];
Light *l=li->base;
- Color col_ambient=_convert_color(l->colors[VS::LIGHT_COLOR_AMBIENT]);
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]=col_ambient[j];
light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
}
@@ -5524,6 +5554,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
+
bool prev_blend=false;
glDisable(GL_BLEND);
for (int i=0;i<p_render_list->element_count;i++) {
@@ -5596,6 +5627,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
additive=true;
}
+
if (stores_glow)
material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive);
@@ -5637,7 +5669,7 @@ 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: {
@@ -5728,7 +5760,8 @@ 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);
+
}
}
@@ -5739,6 +5772,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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);
@@ -5754,6 +5788,17 @@ 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++;
}
@@ -5788,6 +5833,9 @@ 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");
@@ -5901,6 +5949,8 @@ 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]));
@@ -5980,7 +6030,7 @@ 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();
@@ -6048,6 +6098,9 @@ 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;
@@ -6083,6 +6136,7 @@ void RasterizerGLES2::_draw_tex_bg() {
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) {
@@ -6301,6 +6355,7 @@ void RasterizerGLES2::end_scene() {
_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
@@ -6344,6 +6399,28 @@ 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]) {
@@ -6393,6 +6470,7 @@ 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]));
}
@@ -6423,6 +6501,9 @@ void RasterizerGLES2::end_scene() {
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_8BIT_HDR,false);
@@ -6437,6 +6518,7 @@ void RasterizerGLES2::end_scene() {
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
_debug_shadows();
}
+// _debug_luminances();
}
@@ -6806,7 +6888,7 @@ 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();
@@ -6814,10 +6896,17 @@ 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;
@@ -7873,6 +7962,7 @@ void RasterizerGLES2::_update_framebuffer() {
glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
}
+
for(int i=0;i<3;i++) {
glDeleteTextures(1,&framebuffer.blur[i].color);
@@ -7924,12 +8014,20 @@ void RasterizerGLES2::_update_framebuffer() {
#endif
//color
- GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
+// 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_R32F_EXT:GL_RGBA;
- GLuint format_luminance_type = use_fp16_fb?GL_FLOAT:GL_UNSIGNED_BYTE;
- GLuint format_luminance_components = use_fp16_fb?GL_RED:GL_RGBA;
+ /*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);
@@ -8071,8 +8169,8 @@ 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, format_luminance, lb.size, lb.size, 0,
@@ -8084,10 +8182,12 @@ 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);
}
@@ -8238,6 +8338,7 @@ 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;
@@ -8290,9 +8391,11 @@ void RasterizerGLES2::init() {
}
if (use_fp16_fb) {
- use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float");
+ 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;