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-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp56
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp13
-rw-r--r--drivers/gles2/rasterizer_gles2.h2
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp242
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h32
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp513
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h32
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp10
-rw-r--r--drivers/gles2/shaders/canvas.glsl2
-rw-r--r--drivers/gles2/shaders/effect_blur.glsl5
-rw-r--r--drivers/gles2/shaders/scene.glsl105
11 files changed, 837 insertions, 175 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 3671679b49..ee722e9d6c 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -113,9 +113,22 @@ void RasterizerCanvasGLES2::canvas_begin() {
state.canvas_shader.bind();
state.using_transparent_rt = false;
+ int viewport_x, viewport_y, viewport_width, viewport_height;
+
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ // set Viewport and Scissor when rendering directly to screen
+ viewport_width = storage->frame.current_rt->width;
+ viewport_height = storage->frame.current_rt->height;
+ viewport_x = storage->frame.current_rt->x;
+ viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
}
if (storage->frame.clear_request) {
@@ -179,6 +192,14 @@ void RasterizerCanvasGLES2::canvas_end() {
glDisableVertexAttribArray(i);
}
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ //reset viewport to full window size
+ int viewport_width = OS::get_singleton()->get_window_size().width;
+ int viewport_height = OS::get_singleton()->get_window_size().height;
+ glViewport(0, 0, viewport_width, viewport_height);
+ glScissor(0, 0, viewport_width, viewport_height);
+ }
+
state.using_texture_rect = false;
state.using_skeleton = false;
state.using_ninepatch = false;
@@ -288,14 +309,14 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
} else {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
@@ -304,12 +325,12 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
if (p_weights && p_bones) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
- glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(float) * 4 * p_vertex_count;
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
glEnableVertexAttribArray(VS::ARRAY_BONES);
- glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
} else {
@@ -342,7 +363,7 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
if (p_singlecolor) {
@@ -355,14 +376,14 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count
} else {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
@@ -419,12 +440,12 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
if (p_colors) {
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float));
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
glEnableVertexAttribArray(VS::ARRAY_COLOR);
}
if (p_uvs) {
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float));
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
}
@@ -840,7 +861,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2));
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
@@ -932,7 +953,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
if (s->attribs[k].enabled) {
glEnableVertexAttribArray(k);
- glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, (uint8_t *)0 + s->attribs[k].offset);
+ glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
} else {
glDisableVertexAttribArray(k);
switch (k) {
@@ -943,7 +964,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -1021,7 +1043,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
if (s->attribs[k].enabled) {
glEnableVertexAttribArray(k);
- glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, (uint8_t *)0 + s->attribs[k].offset);
+ glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
} else {
glDisableVertexAttribArray(k);
switch (k) {
@@ -1032,7 +1054,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -1190,6 +1213,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen");
+ return;
+ }
+
if (storage->frame.current_rt->copy_screen_effect.color == 0) {
ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
ERR_FAIL();
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 71b826d689..f49f52e47b 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -32,7 +32,6 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "drivers/gl_context/context_gl.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
@@ -203,6 +202,10 @@ Error RasterizerGLES2::is_viable() {
return ERR_UNAVAILABLE;
}
}
+
+ if (GLAD_GL_EXT_framebuffer_multisample) {
+ glRenderbufferStorageMultisample = glRenderbufferStorageMultisampleEXT;
+ }
#endif // GLES_OVER_GL
#endif // GLAD_ENABLED
@@ -321,7 +324,7 @@ void RasterizerGLES2::set_current_render_target(RID p_render_target) {
}
}
-void RasterizerGLES2::restore_render_target() {
+void RasterizerGLES2::restore_render_target(bool p_3d_was_drawn) {
ERR_FAIL_COND(storage->frame.current_rt == NULL);
RasterizerStorageGLES2::RenderTarget *rt = storage->frame.current_rt;
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
@@ -410,7 +413,11 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, rt->color);
+ if (rt->external.fbo != 0) {
+ glBindTexture(GL_TEXTURE_2D, rt->external.color);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+ }
// TODO normals
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index ed4eeb84d2..eeed86e263 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -56,7 +56,7 @@ public:
virtual void initialize();
virtual void begin_frame(double frame_step);
virtual void set_current_render_target(RID p_render_target);
- virtual void restore_render_target();
+ virtual void restore_render_target(bool p_3d_was_drawn);
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 2ffc0d7463..50cb39b13f 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -42,6 +42,16 @@
#define glClearDepth glClearDepthf
#endif
+#ifndef GLES_OVER_GL
+#ifdef IPHONE_ENABLED
+#include <OpenGLES/ES2/glext.h>
+//void *glResolveMultisampleFramebufferAPPLE;
+
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#endif
+#endif
+
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -480,7 +490,6 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
rpi->current_resolution = 0;
rpi->dirty = true;
- rpi->last_pass = 0;
rpi->index = 0;
for (int i = 0; i < 6; i++) {
@@ -571,7 +580,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
//the approach below is fatal for powervr
- // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used.
+ // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
while (size >= 1) {
for (int i = 0; i < 6; i++) {
@@ -1002,7 +1011,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
has_alpha = false;
}
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
if (!e) {
return;
@@ -1018,6 +1027,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->light_index = RenderList::MAX_LIGHTS;
e->use_accum_ptr = &e->use_accum;
e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0;
+ e->front_facing = false;
if (e->geometry->last_pass != render_pass) {
e->geometry->last_pass = render_pass;
@@ -1037,6 +1047,10 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->material_index = e->material->index;
+ if (mirror) {
+ e->front_facing = true;
+ }
+
e->refprobe_0_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
e->refprobe_1_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
@@ -1149,6 +1163,30 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
}
}
+void RasterizerSceneGLES2::_copy_texture_to_front_buffer(GLuint p_texture) {
+
+ //copy to front buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, p_texture);
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ storage->shaders.copy.bind();
+
+ storage->bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
render_pass++;
@@ -1208,7 +1246,8 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -1223,7 +1262,29 @@ static const GLenum gl_primitive[] = {
GL_TRIANGLE_FAN
};
-bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
+void RasterizerSceneGLES2::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) {
+
+ bool front = p_front;
+ if (p_reverse_cull)
+ front = !front;
+
+ if (p_disabled != state.cull_disabled) {
+ if (p_disabled)
+ glDisable(GL_CULL_FACE);
+ else
+ glEnable(GL_CULL_FACE);
+
+ state.cull_disabled = p_disabled;
+ }
+
+ if (front != state.cull_front) {
+
+ glCullFace(front ? GL_FRONT : GL_BACK);
+ state.cull_front = front;
+ }
+}
+
+bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
// material parameters
@@ -1261,21 +1322,6 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
} break;
}
- switch (p_material->shader->spatial.cull_mode) {
- case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED: {
- glDisable(GL_CULL_FACE);
- } break;
-
- case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_BACK: {
- glEnable(GL_CULL_FACE);
- glCullFace(p_reverse_cull ? GL_FRONT : GL_BACK);
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_FRONT: {
- glEnable(GL_CULL_FACE);
- glCullFace(p_reverse_cull ? GL_BACK : GL_FRONT);
- } break;
- }
-
int tc = p_material->textures.size();
const Pair<StringName, RID> *textures = p_material->textures.ptr();
@@ -1358,7 +1404,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->attribs[i].enabled) {
glEnableVertexAttribArray(i);
- glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset));
} else {
glDisableVertexAttribArray(i);
switch (i) {
@@ -1369,7 +1415,8 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -1519,7 +1566,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->attribs[i].enabled) {
glEnableVertexAttribArray(i);
- glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset));
} else {
glDisableVertexAttribArray(i);
switch (i) {
@@ -1530,7 +1577,8 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -1550,7 +1598,8 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
case VS::INSTANCE_IMMEDIATE: {
} break;
- default: {}
+ default: {
+ }
}
}
@@ -1566,8 +1615,10 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
if (s->index_array_len > 0) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ storage->info.render.vertices_count += s->index_array_len;
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ storage->info.render.vertices_count += s->array_len;
}
/*
if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
@@ -1637,8 +1688,10 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
if (s->index_array_len > 0) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ storage->info.render.vertices_count += s->index_array_len;
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ storage->info.render.vertices_count += s->array_len;
}
}
@@ -1698,7 +1751,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
if (!c.normals.empty()) {
glEnableVertexAttribArray(VS::ARRAY_NORMAL);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr());
- glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector3) * vertices;
} else {
glDisableVertexAttribArray(VS::ARRAY_NORMAL);
@@ -1707,7 +1760,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
if (!c.tangents.empty()) {
glEnableVertexAttribArray(VS::ARRAY_TANGENT);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr());
- glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Plane) * vertices;
} else {
glDisableVertexAttribArray(VS::ARRAY_TANGENT);
@@ -1716,7 +1769,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
if (!c.colors.empty()) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr());
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Color) * vertices;
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
@@ -1725,7 +1778,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
if (!c.uvs.empty()) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr());
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector2) * vertices;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
@@ -1734,7 +1787,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
if (!c.uv2s.empty()) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uv2s.ptr());
- glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
buf_ofs += sizeof(Vector2) * vertices;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
@@ -1742,7 +1795,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr());
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), ((uint8_t *)NULL) + buf_ofs);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size());
}
@@ -1754,7 +1807,8 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2070,7 +2124,8 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2159,6 +2214,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
int prev_blend_mode = -2; //will always catch the first go
+ state.cull_front = false;
+ state.cull_disabled = false;
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+
if (p_alpha_pass) {
glEnable(GL_BLEND);
} else {
@@ -2182,6 +2242,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
float lightmap_energy = 1.0;
bool prev_use_lightmap_capture = false;
+ storage->info.render.draw_call_count += p_element_count;
+
for (int i = 0; i < p_element_count; i++) {
RenderList::Element *e = p_elements[i];
@@ -2389,13 +2451,21 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
_setup_geometry(e, skeleton);
+ storage->info.render.surface_switch_count++;
}
bool shader_rebind = false;
if (rebind || material != prev_material) {
- shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+
+ storage->info.render.material_switch_count++;
+ shader_rebind = _setup_material(material, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ if (shader_rebind) {
+ storage->info.render.shader_rebind_count++;
+ }
}
+ _set_cull(e->front_facing, material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED, p_reverse_cull);
+
if (i == 0 || shader_rebind) { //first time must rebind
if (p_shadow) {
@@ -2418,6 +2488,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (p_env) {
state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, p_env->bg_color);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
@@ -2425,6 +2496,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
} else {
state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, state.default_bg);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
@@ -2527,7 +2599,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false);
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, false);
}
@@ -2598,7 +2669,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
// bind sky vertex array....
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, ((uint8_t *)NULL) + sizeof(Vector3));
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3)));
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
@@ -2637,10 +2708,14 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
Transform cam_transform = p_cam_transform;
+ storage->info.render.object_count += p_cull_count;
+
GLuint current_fb = 0;
Environment *env = NULL;
int viewport_width, viewport_height;
+ int viewport_x = 0;
+ int viewport_y = 0;
bool probe_interior = false;
bool reverse_cull = false;
@@ -2667,11 +2742,26 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
} else {
state.render_no_shadows = false;
- current_fb = storage->frame.current_rt->fbo;
+ if (storage->frame.current_rt->external.fbo != 0) {
+ current_fb = storage->frame.current_rt->external.fbo;
+ } else {
+ if (storage->frame.current_rt->multisample_active) {
+ current_fb = storage->frame.current_rt->multisample_fbo;
+ } else {
+ current_fb = storage->frame.current_rt->fbo;
+ }
+ }
env = environment_owner.getornull(p_environment);
viewport_width = storage->frame.current_rt->width;
viewport_height = storage->frame.current_rt->height;
+ viewport_x = storage->frame.current_rt->x;
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ } else {
+ viewport_y = storage->frame.current_rt->y;
+ }
}
state.used_screen_texture = false;
@@ -2737,7 +2827,13 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// other stuff
glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
- glViewport(0, 0, viewport_width, viewport_height);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
@@ -2768,9 +2864,14 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
+ state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ glDisable(GL_SCISSOR_TEST);
+ }
+
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
glBlendEquation(GL_FUNC_ADD);
@@ -2797,37 +2898,86 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
}
- if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
-
- if (sky && sky->panorama.is_valid()) {
- _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
- }
- }
-
if (probe_interior) {
env_radiance_tex = 0; //do not use radiance texture on interiors
state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
+ state.default_bg = Color(0, 0, 0, 1); //black as default background for interior
}
// render opaque things first
render_list.sort_by_key(false);
_render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false);
+ // then draw the sky after
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
+
+ if (sky && sky->panorama.is_valid()) {
+ _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ }
+ }
+
if (storage->frame.current_rt && state.used_screen_texture) {
//copy screen texture
+
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+ // Resolve framebuffer to front buffer before copying
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif IPHONE_ENABLED
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#else
+ // In GLES2 Blit is not available, so just copy color texture manually
+ _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
+#endif
+ }
+
storage->canvas->_copy_screen(Rect2());
+
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+ // Rebind the current framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+ glViewport(0, 0, viewport_width, viewport_height);
+ }
}
// alpha pass
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- render_list.sort_by_depth(true);
+ render_list.sort_by_reverse_depth_and_priority(true);
_render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false);
glDisable(GL_DEPTH_TEST);
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#else
+ // In GLES2 Blit is not available, so just copy color texture manually
+ _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
+#endif
+ }
+
//#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index f23e45b52f..d5a691d0b9 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -104,6 +104,7 @@ public:
GLuint immediate_buffer;
Color default_ambient;
+ Color default_bg;
// ResolveShaderGLES3 resolve_shader;
// ScreenSpaceReflectionShaderGLES3 ssr_shader;
@@ -197,14 +198,15 @@ public:
int directional_light_count;
int reflection_probe_count;
- bool cull_front;
- bool cull_disabled;
bool used_sss;
bool using_contact_shadows;
VS::ViewportDebugDraw debug_draw;
*/
+ bool cull_front;
+ bool cull_disabled;
+
bool used_screen_texture;
bool shadow_is_dual_parabolloid;
float dual_parbolloid_direction;
@@ -516,6 +518,7 @@ public:
bool use_accum; //is this an add pass for multipass
bool *use_accum_ptr;
+ bool front_facing;
union {
//TODO: should be endian swapped on big endian
@@ -598,6 +601,27 @@ public:
}
}
+ struct SortByReverseDepthAndPriority {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ if (A->priority == B->priority) {
+ return A->instance->depth > B->instance->depth;
+ } else {
+ return A->priority < B->priority;
+ }
+ }
+ };
+
+ void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+
+ SortArray<Element *, SortByReverseDepthAndPriority> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
// element adding and stuff
_FORCE_INLINE_ Element *add_element() {
@@ -646,6 +670,7 @@ public:
void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
+ void _copy_texture_to_front_buffer(GLuint texture);
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
void _render_render_list(RenderList::Element **p_elements, int p_element_count,
const Transform &p_view_transform,
@@ -661,7 +686,8 @@ public:
void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation);
- _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
+ _FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
+ _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
_FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 206679dda3..c610f31bc1 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -81,10 +81,32 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _DEPTH_COMPONENT24_OES 0x81A6
+#ifndef GLES_OVER_GL
+// enable extensions manually for android and ios
+#include <dlfcn.h> // needed to load extensions
+
+#ifdef IPHONE_ENABLED
+
+#include <OpenGLES/ES2/glext.h>
+//void *glRenderbufferStorageMultisampleAPPLE;
+//void *glResolveMultisampleFramebufferAPPLE;
+#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
+#else
+
+#include <GLES2/gl2ext.h>
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
+PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT;
+#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
+#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
+#endif
+
+#define GL_MAX_SAMPLES 0x8D57
+#endif //!GLES_OVER_GL
+
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);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
@@ -774,10 +796,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
for (int i = 0; i < texture->mipmaps; i++) {
- int ofs = 0;
- if (i > 0) {
- ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, i - 1);
- }
+ int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
@@ -1557,6 +1576,10 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn
case ShaderLanguage::TYPE_FLOAT: {
pi.type = Variant::REAL;
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
+ pi.hint = PROPERTY_HINT_RANGE;
+ pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
+ }
} break;
case ShaderLanguage::TYPE_VEC2: {
@@ -3708,6 +3731,7 @@ RID RasterizerStorageGLES2::light_create(VS::LightType p_type) {
light->directional_blend_splits = false;
light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
light->reverse_cull = false;
+ light->use_gi = true;
light->version = 0;
return light_owner.make_rid(light);
@@ -3737,7 +3761,8 @@ void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param
light->version++;
light->instance_change_notify(true, false);
} break;
- default: {}
+ default: {
+ }
}
light->param[p_param] = p_value;
@@ -3794,6 +3819,16 @@ void RasterizerStorageGLES2::light_set_reverse_cull_face_mode(RID p_light, bool
light->instance_change_notify(true, false);
}
+void RasterizerStorageGLES2::light_set_use_gi(RID p_light, bool p_enabled) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->use_gi = p_enabled;
+
+ light->version++;
+ light->instance_change_notify(true, false);
+}
+
void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
@@ -3889,6 +3924,13 @@ Color RasterizerStorageGLES2::light_get_color(RID p_light) {
return light->color;
}
+bool RasterizerStorageGLES2::light_get_use_gi(RID p_light) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, false);
+
+ return light->use_gi;
+}
+
bool RasterizerStorageGLES2::light_has_shadow(RID p_light) const {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, false);
@@ -4526,98 +4568,184 @@ void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerSc
void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
+ // do not allocate a render target with no size
if (rt->width <= 0 || rt->height <= 0)
return;
- Texture *texture = texture_owner.getornull(rt->texture);
- ERR_FAIL_COND(!texture);
-
- // create fbo
-
- glGenFramebuffers(1, &rt->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
-
- // color
+ // do not allocate a render target that is attached to the screen
+ if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ rt->fbo = RasterizerStorageGLES2::system_fbo;
+ return;
+ }
- glGenTextures(1, &rt->color);
- glBindTexture(GL_TEXTURE_2D, rt->color);
+ GLuint color_internal_format;
+ GLuint color_format;
+ GLuint color_type = GL_UNSIGNED_BYTE;
if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ color_internal_format = GL_RGBA;
+ color_format = GL_RGBA;
} else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ color_internal_format = GL_RGB;
+ color_format = GL_RGB;
}
- if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
+ {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
+ /* Front FBO */
- 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);
+ Texture *texture = texture_owner.getornull(rt->texture);
+ ERR_FAIL_COND(!texture);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+ // framebuffer
+ glGenFramebuffers(1, &rt->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
- // depth
+ // color
+ glGenTextures(1, &rt->color);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
- if (config.support_depth_texture) {
- glGenTextures(1, &rt->depth);
- glBindTexture(GL_TEXTURE_2D, rt->depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
- glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
+ // depth
- glDeleteFramebuffers(1, &rt->fbo);
if (config.support_depth_texture) {
- glDeleteTextures(1, &rt->depth);
+
+ glGenTextures(1, &rt->depth);
+ glBindTexture(GL_TEXTURE_2D, rt->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
- glDeleteRenderbuffers(1, &rt->depth);
+
+ glGenRenderbuffers(1, &rt->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+
+ glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
- glDeleteTextures(1, &rt->color);
- rt->fbo = 0;
- rt->width = 0;
- rt->height = 0;
- rt->color = 0;
- rt->depth = 0;
- texture->tex_id = 0;
- texture->active = false;
- WARN_PRINT("Could not create framebuffer!!");
- return;
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+
+ glDeleteFramebuffers(1, &rt->fbo);
+ if (config.support_depth_texture) {
+
+ glDeleteTextures(1, &rt->depth);
+ } else {
+
+ glDeleteRenderbuffers(1, &rt->depth);
+ }
+
+ glDeleteTextures(1, &rt->color);
+ rt->fbo = 0;
+ rt->width = 0;
+ rt->height = 0;
+ rt->color = 0;
+ rt->depth = 0;
+ texture->tex_id = 0;
+ texture->active = false;
+ WARN_PRINT("Could not create framebuffer!!");
+ return;
+ }
+
+ texture->format = Image::FORMAT_RGBA8;
+ texture->gl_format_cache = GL_RGBA;
+ texture->gl_type_cache = GL_UNSIGNED_BYTE;
+ texture->gl_internal_format_cache = GL_RGBA;
+ texture->tex_id = rt->color;
+ texture->width = rt->width;
+ texture->alloc_width = rt->width;
+ texture->height = rt->height;
+ texture->alloc_height = rt->height;
+ texture->active = true;
+
+ texture_set_flags(rt->texture, texture->flags);
}
- texture->format = Image::FORMAT_RGBA8;
- texture->gl_format_cache = GL_RGBA;
- texture->gl_type_cache = GL_UNSIGNED_BYTE;
- texture->gl_internal_format_cache = GL_RGBA;
- texture->tex_id = rt->color;
- texture->width = rt->width;
- texture->alloc_width = rt->width;
- texture->height = rt->height;
- texture->alloc_height = rt->height;
- texture->active = true;
+ /* BACK FBO */
+ /* For MSAA */
+
+ if (rt->msaa != VS::VIEWPORT_MSAA_DISABLED && config.multisample_supported) {
+
+ rt->multisample_active = true;
+
+ static const int msaa_value[] = { 0, 2, 4, 8, 16 };
+ int msaa = msaa_value[rt->msaa];
+
+ int max_samples = 0;
+ glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+ if (msaa > max_samples) {
+ WARN_PRINTS("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
+ msaa = max_samples;
+ }
+
+ //regular fbo
+ glGenFramebuffers(1, &rt->multisample_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo);
+
+ glGenRenderbuffers(1, &rt->multisample_depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
+
+#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
+
+ glGenRenderbuffers(1, &rt->multisample_color);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
- texture_set_flags(rt->texture, texture->flags);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
+#else
+ // Render to a texture in android
+ glGenTextures(1, &rt->multisample_color);
+ glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
+
+ // multisample buffer is same size as front buffer, so just use nearest
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0, msaa);
+#endif
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("err status: %x\n", status);
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ } else {
+ rt->multisample_active = false;
+ }
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -4646,7 +4774,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
@@ -4658,12 +4786,33 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
+ // there is nothing to clear when DIRECT_TO_SCREEN is used
+ if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN])
+ return;
+
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
}
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ }
+
if (rt->depth) {
if (config.support_depth_texture) {
glDeleteTextures(1, &rt->depth);
@@ -4688,6 +4837,20 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
glDeleteTextures(1, &rt->copy_screen_effect.color);
rt->copy_screen_effect.color = 0;
}
+
+ if (rt->multisample_active) {
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+#ifdef GLES_OVER_GL
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+#else
+ glDeleteTextures(1, &rt->multisample_color);
+#endif
+ rt->multisample_color = 0;
+ }
}
RID RasterizerStorageGLES2::render_target_create() {
@@ -4721,6 +4884,15 @@ RID RasterizerStorageGLES2::render_target_create() {
return render_target_owner.make_rid(rt);
}
+void RasterizerStorageGLES2::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->x = p_x;
+ rt->y = p_y;
+}
+
void RasterizerStorageGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
@@ -4742,13 +4914,122 @@ RID RasterizerStorageGLES2::render_target_get_texture(RID p_render_target) const
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
- return rt->texture;
+ if (rt->external.fbo == 0) {
+ return rt->texture;
+ } else {
+ return rt->external.texture;
+ }
+}
+
+void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ if (p_texture_id == 0) {
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ rt->external.color = 0;
+ }
+ } else {
+ Texture *t;
+
+ if (rt->external.fbo == 0) {
+ // create our fbo
+ glGenFramebuffers(1, &rt->external.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // allocate a texture
+ t = memnew(Texture);
+
+ t->type = VS::TEXTURE_TYPE_2D;
+ t->flags = 0;
+ t->width = 0;
+ t->height = 0;
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->format = Image::FORMAT_RGBA8;
+ t->target = GL_TEXTURE_2D;
+ t->gl_format_cache = 0;
+ t->gl_internal_format_cache = 0;
+ t->gl_type_cache = 0;
+ t->data_size = 0;
+ t->compressed = false;
+ t->srgb = false;
+ t->total_data_size = 0;
+ t->ignore_mipmaps = false;
+ t->mipmaps = 1;
+ t->active = true;
+ t->tex_id = 0;
+ t->render_target = rt;
+
+ rt->external.texture = texture_owner.make_rid(t);
+ } else {
+ // bind our frame buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // find our texture
+ t = texture_owner.get(rt->external.texture);
+ }
+
+ // set our texture
+ t->tex_id = p_texture_id;
+ rt->external.color = p_texture_id;
+
+ // size shouldn't be different
+ t->width = rt->width;
+ t->height = rt->height;
+ t->alloc_height = rt->width;
+ t->alloc_width = rt->height;
+
+ // is there a point to setting the internal formats? we don't know them..
+
+ // set our texture as the destination for our framebuffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+
+ // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
+ if (config.support_depth_texture) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+ } else {
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+ }
+
+ // check status and unbind
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("framebuffer fail, status: %x\n", status);
+ }
+
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
}
void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
+ // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
+ // those functions change how they operate depending on the value of DIRECT_TO_SCREEN
+ if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ _render_target_clear(rt);
+ rt->flags[p_flag] = p_value;
+ _render_target_allocate(rt);
+ }
+
rt->flags[p_flag] = p_value;
switch (p_flag) {
@@ -4762,7 +5043,8 @@ void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderT
_render_target_allocate(rt);
} break;
- default: {}
+ default: {
+ }
}
}
@@ -4787,6 +5069,11 @@ void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::Vie
if (rt->msaa == p_msaa)
return;
+ if (!config.multisample_supported) {
+ ERR_PRINT("MSAA not supported on this hardware.");
+ return;
+ }
+
_render_target_clear(rt);
rt->msaa = p_msaa;
_render_target_allocate(rt);
@@ -5208,18 +5495,72 @@ void RasterizerStorageGLES2::set_debug_generate_wireframes(bool p_generate) {
}
void RasterizerStorageGLES2::render_info_begin_capture() {
+
+ info.snap = info.render;
}
void RasterizerStorageGLES2::render_info_end_capture() {
+
+ info.snap.object_count = info.render.object_count - info.snap.object_count;
+ info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
+ info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
+ info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
+ info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
+ info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
}
int RasterizerStorageGLES2::get_captured_render_info(VS::RenderInfo p_info) {
- return get_render_info(p_info);
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME: {
+ return info.snap.object_count;
+ } break;
+ case VS::INFO_VERTICES_IN_FRAME: {
+ return info.snap.vertices_count;
+ } break;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+ return info.snap.material_switch_count;
+ } break;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+ return info.snap.shader_rebind_count;
+ } break;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+ return info.snap.surface_switch_count;
+ } break;
+ case VS::INFO_DRAW_CALLS_IN_FRAME: {
+ return info.snap.draw_call_count;
+ } break;
+ default: {
+ return get_render_info(p_info);
+ }
+ }
}
int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) {
- return 0;
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME:
+ return info.render_final.object_count;
+ case VS::INFO_VERTICES_IN_FRAME:
+ return info.render_final.vertices_count;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME:
+ return info.render_final.material_switch_count;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME:
+ return info.render_final.shader_rebind_count;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME:
+ return info.render_final.surface_switch_count;
+ case VS::INFO_DRAW_CALLS_IN_FRAME:
+ return info.render_final.draw_call_count;
+ case VS::INFO_USAGE_VIDEO_MEM_TOTAL:
+ return 0; //no idea
+ case VS::INFO_VIDEO_MEM_USED:
+ return info.vertex_mem + info.texture_mem;
+ case VS::INFO_TEXTURE_MEM_USED:
+ return info.texture_mem;
+ case VS::INFO_VERTEX_MEM_USED:
+ return info.vertex_mem;
+ default:
+ return 0; //no idea either
+ }
}
void RasterizerStorageGLES2::initialize() {
@@ -5256,6 +5597,26 @@ void RasterizerStorageGLES2::initialize() {
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
#endif
+
+#ifndef GLES_OVER_GL
+ //Manually load extensions for android and ios
+
+#ifdef IPHONE_ENABLED
+
+ //void *gles2_lib = dlopen(NULL, RTLD_LAZY);
+ //glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
+ //glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
+#else
+
+ void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
+ glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");
+ glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glFramebufferTexture2DMultisampleEXT");
+#endif
+#endif
+
+ // Check for multisample support
+ config.multisample_supported = config.extensions.has("GL_EXT_framebuffer_multisample") || config.extensions.has("GL_EXT_multisampled_render_to_texture") || config.extensions.has("GL_APPLE_framebuffer_multisample");
+
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
config.support_depth_texture = true;
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index 361f304a17..af57aa3d9b 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -92,6 +92,8 @@ public:
bool support_shadow_cubemaps;
+ bool multisample_supported;
+
GLuint depth_internalformat;
GLuint depth_type;
@@ -910,6 +912,7 @@ public:
bool shadow;
bool negative;
bool reverse_cull;
+ bool use_gi;
uint32_t cull_mask;
@@ -936,6 +939,7 @@ public:
virtual void light_set_negative(RID p_light, bool p_enable);
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
+ virtual void light_set_use_gi(RID p_light, bool p_enabled);
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
@@ -955,6 +959,7 @@ public:
virtual VS::LightType light_get_type(RID p_light) const;
virtual float light_get_param(RID p_light, VS::LightParam p_param);
virtual Color light_get_color(RID p_light);
+ virtual bool light_get_use_gi(RID p_light);
virtual AABB light_get_aabb(RID p_light) const;
virtual uint64_t light_get_version(RID p_light) const;
@@ -1129,10 +1134,14 @@ public:
struct RenderTarget : public RID_Data {
GLuint fbo;
-
GLuint color;
GLuint depth;
+ GLuint multisample_fbo;
+ GLuint multisample_color;
+ GLuint multisample_depth;
+ bool multisample_active;
+
// TODO post processing effects?
// TODO HDR?
@@ -1156,7 +1165,17 @@ public:
Effect copy_screen_effect;
- int width, height;
+ struct External {
+ GLuint fbo;
+ GLuint color;
+ RID texture;
+
+ External() :
+ fbo(0) {
+ }
+ } external;
+
+ int x, y, width, height;
bool flags[RENDER_TARGET_FLAG_MAX];
@@ -1169,6 +1188,12 @@ public:
fbo(0),
color(0),
depth(0),
+ multisample_fbo(0),
+ multisample_color(0),
+ multisample_depth(0),
+ multisample_active(false),
+ x(0),
+ y(0),
width(0),
height(0),
used_in_frame(false),
@@ -1176,6 +1201,7 @@ public:
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
+ external.fbo = 0;
}
};
@@ -1185,8 +1211,10 @@ public:
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
+ virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
virtual bool render_target_was_used(RID p_render_target);
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index d00b03fb8a..9778d39a21 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -316,9 +316,14 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
StringBuffer<> uniform_code;
- uniform_code += "uniform ";
+ // use highp if no precision is specified to prevent different default values in fragment and vertex shader
+ SL::DataPrecision precision = E->get().precision;
+ if (precision == SL::PRECISION_DEFAULT) {
+ precision = SL::PRECISION_HIGHP;
+ }
- uniform_code += _prestr(E->get().precision);
+ uniform_code += "uniform ";
+ uniform_code += _prestr(precision);
uniform_code += _typestr(E->get().type);
uniform_code += " ";
uniform_code += _mkid(E->key());
@@ -934,6 +939,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
// No defines for particle shaders in GLES2, there are no GPU particles
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 7ba2856216..7dce784f52 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -347,7 +347,7 @@ void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
#ifdef USE_FORCE_REPEAT
- //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that dont support it
+ //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
uv = mod(uv, vec2(1.0, 1.0));
#endif
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl
index a531802c75..df79e89931 100644
--- a/drivers/gles2/shaders/effect_blur.glsl
+++ b/drivers/gles2/shaders/effect_blur.glsl
@@ -116,12 +116,13 @@ void main() {
#ifdef GAUSSIAN_HORIZONTAL
vec2 pix_size = pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
+ // sigma 2
vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
frag_color = color;
#endif
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 7e59b63935..2aef913ae8 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -424,9 +424,12 @@ void main() {
#endif
+ mat4 local_projection_matrix = projection_matrix;
+
mat4 modelview = camera_inverse_matrix * world_matrix;
float roughness = 1.0;
+#define projection_matrix local_projection_matrix
#define world_transform world_matrix
{
@@ -911,6 +914,7 @@ uniform mat4 radiance_inverse_xform;
#endif
+uniform vec4 bg_color;
uniform float bg_energy;
uniform float ambient_sky_contribution;
@@ -1147,7 +1151,8 @@ void light_compute(
float clearcoat_gloss,
float anisotropy,
inout vec3 diffuse_light,
- inout vec3 specular_light) {
+ inout vec3 specular_light,
+ inout float alpha) {
//this makes lights behave closer to linear, but then addition of lights looks bad
//better left disabled
@@ -1302,10 +1307,10 @@ LIGHT_SHADER_CODE
// shlick+ggx as default
#if defined(LIGHT_USE_ANISOTROPY)
- float alpha = roughness * roughness;
+ float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha / aspect;
- float ay = alpha * aspect;
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
@@ -1313,10 +1318,10 @@ LIGHT_SHADER_CODE
float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
#else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- //float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
- float G = V_GGX(cNdotL, cNdotV, alpha);
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
#endif
// F
vec3 f0 = F0(metallic, specular, diffuse_color);
@@ -1346,6 +1351,10 @@ LIGHT_SHADER_CODE
#endif
}
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -1466,6 +1475,9 @@ void main() {
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
float sss_strength = 0.0; //unused
+ // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
+ // compile error because DEPTH is not a variable.
+ float m_DEPTH = 0.0;
float alpha = 1.0;
float side = 1.0;
@@ -1528,20 +1540,29 @@ FRAGMENT_SHADER_CODE
vec3 eye_position = view;
+#if !defined(USE_SHADOW_TO_OPACITY)
+
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
#ifdef USE_DEPTH_PREPASS
if (alpha < 0.99) {
discard;
}
-#endif
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
#ifdef BASE_PASS
//none
+
+#ifdef AMBIENT_LIGHT_DISABLED
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+
#ifdef USE_RADIANCE_MAP
vec3 ref_vec = reflect(-eye_position, N);
@@ -1550,7 +1571,6 @@ FRAGMENT_SHADER_CODE
ref_vec.z *= -1.0;
specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
-
{
vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
@@ -1561,9 +1581,11 @@ FRAGMENT_SHADER_CODE
#else
ambient_light = ambient_color.rgb;
+ specular_light = bg_color.rgb * bg_energy;
#endif
+#endif // AMBIENT_LIGHT_DISABLED
ambient_light *= ambient_energy;
#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
@@ -1619,6 +1641,19 @@ FRAGMENT_SHADER_CODE
#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment and reflection probes are added
+ //TODO: this curve is not really designed for gammaspace, should be adjusted
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+
#ifdef USE_LIGHTMAP
//ambient light will come entirely from lightmap is lightmap is used
ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
@@ -1690,6 +1725,8 @@ FRAGMENT_SHADER_CODE
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
@@ -1720,6 +1757,8 @@ FRAGMENT_SHADER_CODE
}
#endif
+#endif //SHADOWS_DISABLED
+
#endif //type omni
#ifdef LIGHT_MODE_DIRECTIONAL
@@ -1730,6 +1769,8 @@ FRAGMENT_SHADER_CODE
#endif
float depth_z = -vertex.z;
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
#ifdef USE_VERTEX_LIGHTING
@@ -1948,6 +1989,8 @@ FRAGMENT_SHADER_CODE
#endif //use shadow
+#endif // SHADOWS_DISABLED
+
#endif
#ifdef LIGHT_MODE_SPOT
@@ -1984,6 +2027,8 @@ FRAGMENT_SHADER_CODE
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
@@ -1993,6 +2038,8 @@ FRAGMENT_SHADER_CODE
}
#endif
+#endif // SHADOWS_DISABLED
+
#endif // LIGHT_MODE_SPOT
#ifdef USE_VERTEX_LIGHTING
@@ -2023,13 +2070,32 @@ FRAGMENT_SHADER_CODE
clearcoat_gloss,
anisotropy,
diffuse_light,
- specular_light);
+ specular_light,
+ alpha);
#endif //vertex lighting
#endif //USE_LIGHTING
//compute and merge
+#ifdef USE_SHADOW_TO_OPACITY
+
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.99) {
+ discard;
+ }
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
#ifndef RENDER_DEPTH
#ifdef SHADELESS
@@ -2056,17 +2122,6 @@ FRAGMENT_SHADER_CODE
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
-#else
- //TODO: this curve is not really designed for gammaspace, should be adjusted
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
#endif
}
@@ -2078,8 +2133,6 @@ FRAGMENT_SHADER_CODE
#endif
// gl_FragColor = vec4(normal, 1.0);
-#endif //unshaded
-
//apply fog
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
@@ -2134,6 +2187,8 @@ FRAGMENT_SHADER_CODE
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+#endif //unshaded
+
#else // not RENDER_DEPTH
//depth render
#ifdef USE_RGBA_SHADOWS