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Diffstat (limited to 'drivers/gles2/rasterizer_storage_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp214
1 files changed, 203 insertions, 11 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index d646500a23..af698f3988 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -56,6 +56,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _DEPTH_COMPONENT24_OES 0x81A6
+#define _RED_OES 0x1903
+
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
@@ -965,7 +967,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
// attachements for it, so we can fill them by issuing draw calls.
GLuint tmp_fb;
- int size = p_radiance_size;
+ int size = p_radiance_size / 4; //divide by four because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
int lod = 0;
@@ -1138,6 +1140,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
case VS::SHADER_CANVAS_ITEM: {
+ p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
p_shader->canvas_item.uses_screen_texture = false;
@@ -1150,8 +1153,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
- // shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
- // shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
+ shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
+ shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
@@ -2938,9 +2941,9 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
#ifdef GLES_OVER_GL
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_bones * (skeleton->use_2d ? 2 : 3), 1, 0, GL_RGBA, GL_FLOAT, NULL);
#else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * (skeleton->use_2d ? 2 : 3), 1, 0, GL_RGBA, GL_FLOAT, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -3074,6 +3077,11 @@ Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleto
}
void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
@@ -3106,7 +3114,7 @@ void RasterizerStorageGLES2::update_dirty_skeletons() {
if (skeleton->size) {
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, skeleton->size * 3, 1, GL_RGBA, GL_FLOAT, skeleton->bone_data.ptr());
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, skeleton->size * (skeleton->use_2d ? 2 : 3), 1, GL_RGBA, GL_FLOAT, skeleton->bone_data.ptr());
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
@@ -3842,6 +3850,10 @@ RID RasterizerStorageGLES2::particles_get_draw_pass_mesh(RID p_particles, int p_
void RasterizerStorageGLES2::update_particles() {
}
+bool RasterizerStorageGLES2::particles_is_inactive(RID p_particles) const {
+ return true;
+}
+
////////
void RasterizerStorageGLES2::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
@@ -4092,6 +4104,7 @@ RID RasterizerStorageGLES2::render_target_create() {
Texture *t = memnew(Texture);
+ t->type = VS::TEXTURE_TYPE_2D;
t->flags = 0;
t->width = 0;
t->height = 0;
@@ -4189,16 +4202,159 @@ void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::Vie
/* CANVAS SHADOW */
RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
- return RID();
+
+ CanvasLightShadow *cls = memnew(CanvasLightShadow);
+
+ if (p_width > config.max_texture_size)
+ p_width = config.max_texture_size;
+
+ cls->size = p_width;
+ cls->height = 16;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &cls->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ glGenRenderbuffers(1, &cls->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, cls->size, cls->height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ glGenTextures(1, &cls->distance);
+ glBindTexture(GL_TEXTURE_2D, cls->distance);
+ if (config.use_rgba_2d_shadows) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ } else {
+#ifdef GLES_OVER_GL
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_FLOAT, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
+#endif
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ //printf("errnum: %x\n",status);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ memdelete(cls);
+ ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
+ }
+
+ return canvas_light_shadow_owner.make_rid(cls);
}
/* LIGHT SHADOW MAPPING */
RID RasterizerStorageGLES2::canvas_light_occluder_create() {
- return RID();
+
+ CanvasOccluder *co = memnew(CanvasOccluder);
+ co->index_id = 0;
+ co->vertex_id = 0;
+ co->len = 0;
+
+ return canvas_occluder_owner.make_rid(co);
}
void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
+ ERR_FAIL_COND(!co);
+
+ co->lines = p_lines;
+
+ if (p_lines.size() != co->len) {
+
+ if (co->index_id)
+ glDeleteBuffers(1, &co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1, &co->vertex_id);
+
+ co->index_id = 0;
+ co->vertex_id = 0;
+ co->len = 0;
+ }
+
+ if (p_lines.size()) {
+
+ PoolVector<float> geometry;
+ PoolVector<uint16_t> indices;
+ int lc = p_lines.size();
+
+ geometry.resize(lc * 6);
+ indices.resize(lc * 3);
+
+ PoolVector<float>::Write vw = geometry.write();
+ PoolVector<uint16_t>::Write iw = indices.write();
+
+ PoolVector<Vector2>::Read lr = p_lines.read();
+
+ const int POLY_HEIGHT = 16384;
+
+ for (int i = 0; i < lc / 2; i++) {
+
+ vw[i * 12 + 0] = lr[i * 2 + 0].x;
+ vw[i * 12 + 1] = lr[i * 2 + 0].y;
+ vw[i * 12 + 2] = POLY_HEIGHT;
+
+ vw[i * 12 + 3] = lr[i * 2 + 1].x;
+ vw[i * 12 + 4] = lr[i * 2 + 1].y;
+ vw[i * 12 + 5] = POLY_HEIGHT;
+
+ vw[i * 12 + 6] = lr[i * 2 + 1].x;
+ vw[i * 12 + 7] = lr[i * 2 + 1].y;
+ vw[i * 12 + 8] = -POLY_HEIGHT;
+
+ vw[i * 12 + 9] = lr[i * 2 + 0].x;
+ vw[i * 12 + 10] = lr[i * 2 + 0].y;
+ vw[i * 12 + 11] = -POLY_HEIGHT;
+
+ iw[i * 6 + 0] = i * 4 + 0;
+ iw[i * 6 + 1] = i * 4 + 1;
+ iw[i * 6 + 2] = i * 4 + 2;
+
+ iw[i * 6 + 3] = i * 4 + 2;
+ iw[i * 6 + 4] = i * 4 + 3;
+ iw[i * 6 + 5] = i * 4 + 0;
+ }
+
+ //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
+
+ if (!co->vertex_id) {
+ glGenBuffers(1, &co->vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
+ } else {
+
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+
+ if (!co->index_id) {
+
+ glGenBuffers(1, &co->index_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
+ } else {
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr());
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+
+ co->len = lc;
+ }
}
VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const {
@@ -4411,6 +4567,30 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
lightmap_capture_data_owner.free(p_rid);
memdelete(lightmap_capture);
return true;
+
+ } else if (canvas_occluder_owner.owns(p_rid)) {
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
+ if (co->index_id)
+ glDeleteBuffers(1, &co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1, &co->vertex_id);
+
+ canvas_occluder_owner.free(p_rid);
+ memdelete(co);
+
+ return true;
+
+ } else if (canvas_light_shadow_owner.owns(p_rid)) {
+
+ CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
+ glDeleteFramebuffers(1, &cls->fbo);
+ glDeleteRenderbuffers(1, &cls->depth);
+ glDeleteTextures(1, &cls->distance);
+ canvas_light_shadow_owner.free(p_rid);
+ memdelete(cls);
+
+ return true;
} else {
return false;
}
@@ -4464,10 +4644,20 @@ void RasterizerStorageGLES2::initialize() {
config.keep_original_textures = false;
config.shrink_textures_x2 = false;
+#ifdef GLES_OVER_GL
+ config.float_texture_supported = true;
+ config.s3tc_supported = true;
+ config.etc1_supported = false;
+#else
config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc");
config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
-
+#endif
+#ifdef GLES_OVER_GL
+ config.use_rgba_2d_shadows = false;
+#else
+ config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
+#endif
frame.count = 0;
frame.delta = 0;
frame.current_rt = NULL;
@@ -4478,6 +4668,8 @@ void RasterizerStorageGLES2::initialize() {
shaders.copy.init();
shaders.cubemap_filter.init();
+ bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile");
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::LOW_QUALITY, !ggx_hq);
{
// quad for copying stuff