diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 8 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 3 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 48 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 23 | ||||
-rw-r--r-- | drivers/gles2/shaders/stdlib.glsl | 75 |
5 files changed, 139 insertions, 18 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 8a177e32b0..6be48a4c58 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -1265,14 +1265,11 @@ 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"); + 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(); - } + ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers."); glDisable(GL_BLEND); @@ -1650,6 +1647,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons //always re-set uniforms, since light parameters changed _set_uniforms(); + state.canvas_shader.use_material((void *)material_ptr); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture); diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 453abeb853..cc414c26af 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -882,8 +882,7 @@ RID RasterizerSceneGLES2::light_instance_create(RID p_light) { if (!light_instance->light_ptr) { memdelete(light_instance); - ERR_EXPLAIN("Condition ' !light_instance->light_ptr ' is true."); - ERR_FAIL_V(RID()); + ERR_FAIL_V_MSG(RID(), "Condition ' !light_instance->light_ptr ' is true."); } light_instance->self = light_instance_owner.make_rid(light_instance); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index a0188da4f6..5c02d8096d 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -1570,7 +1570,7 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn 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]); + pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]); } } break; @@ -2171,8 +2171,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: //must have index and bones, both. { uint32_t bones_weight = VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS; - ERR_EXPLAIN("Array must have both bones and weights in format or none."); - ERR_FAIL_COND((p_format & bones_weight) && (p_format & bones_weight) != bones_weight); + ERR_FAIL_COND_MSG((p_format & bones_weight) && (p_format & bones_weight) != bones_weight, "Array must have both bones and weights in format or none."); } //bool has_morph = p_blend_shapes.size(); @@ -3497,6 +3496,8 @@ RID RasterizerStorageGLES2::skeleton_create() { Skeleton *skeleton = memnew(Skeleton); + glGenTextures(1, &skeleton->tex_id); + return skeleton_owner.make_rid(skeleton); } @@ -3514,7 +3515,6 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool skeleton->use_2d = p_2d_skeleton; if (config.float_texture_supported) { - glGenTextures(1, &skeleton->tex_id); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, skeleton->tex_id); @@ -5691,21 +5691,49 @@ void RasterizerStorageGLES2::initialize() { GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + if (status == GL_FRAMEBUFFER_COMPLETE) { config.depth_internalformat = GL_DEPTH_COMPONENT; config.depth_type = GL_UNSIGNED_INT; } else { + // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT + // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT + config.depth_internalformat = GL_DEPTH_COMPONENT16; config.depth_type = GL_UNSIGNED_SHORT; - } - glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); - glDeleteFramebuffers(1, &fbo); - glBindTexture(GL_TEXTURE_2D, 0); - glDeleteTextures(1, &depth); + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + glGenTextures(1, &depth); + glBindTexture(GL_TEXTURE_2D, depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, 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, depth, 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth + config.support_depth_texture = false; + config.use_rgba_3d_shadows = true; + } + + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + } } else { - // Will use renderbuffer for depth + // Will use renderbuffer for depth, on mobile check for 24 bit depth support if (config.extensions.has("GL_OES_depth24")) { config.depth_internalformat = _DEPTH_COMPONENT24_OES; config.depth_type = GL_UNSIGNED_INT; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 935cb32fda..640d45ae65 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -758,11 +758,13 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener } break; case SL::OP_SELECT_IF: { + code += "("; code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += " ? "; code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += " : "; code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += ")"; } break; case SL::OP_MOD: { @@ -802,6 +804,23 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener code += "else\n"; code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); } + } else if (cf_node->flow_op == SL::FLOW_OP_SWITCH) { + code += _mktab(p_level) + "switch (" + _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ")\n"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + } else if (cf_node->flow_op == SL::FLOW_OP_CASE) { + code += _mktab(p_level) + "case " + _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + ":\n"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + } else if (cf_node->flow_op == SL::FLOW_OP_DEFAULT) { + code += _mktab(p_level) + "default:\n"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + } else if (cf_node->flow_op == SL::FLOW_OP_DO) { + code += _mktab(p_level); + code += "do"; + code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning); + code += _mktab(p_level); + code += "while ("; + code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += ");"; } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) { code += _mktab(p_level); code += "while ("; @@ -900,7 +919,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; - actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix"; + actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance"; actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time"; actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass"; actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom"; @@ -947,6 +966,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n"; @@ -1056,6 +1076,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n"; diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl index 96421fcb4a..9c74418743 100644 --- a/drivers/gles2/shaders/stdlib.glsl +++ b/drivers/gles2/shaders/stdlib.glsl @@ -299,6 +299,81 @@ highp float determinant(highp mat4 m) { #endif +#if defined(INVERSE_USED) + +highp mat2 inverse(highp mat2 m) { + highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y); + return mat2( + vec2(m[1].y * d, -m[0].y * d), + vec2(-m[1].x * d, m[0].x * d)); +} + +highp mat3 inverse(highp mat3 m) { + highp float d = 1.0 / (m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z)); + return mat3( + vec3((m[1].y * m[2].z - m[2].y * m[1].z), -(m[1].x * m[2].z - m[2].x * m[1].z), (m[1].x * m[2].y - m[2].x * m[1].y)) * d, + vec3(-(m[0].y * m[2].z - m[2].y * m[0].z), (m[0].x * m[2].z - m[2].x * m[0].z), -(m[0].x * m[2].y - m[2].x * m[0].y)) * d, + vec3((m[0].y * m[1].z - m[1].y * m[0].z), -(m[0].x * m[1].z - m[1].x * m[0].z), (m[0].x * m[1].y - m[1].x * m[0].y)) * d); +} + +highp mat4 inverse(highp mat4 m) { + highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w; + highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w; + highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w; + + highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w; + highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w; + highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w; + + highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z; + highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z; + highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z; + + highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w; + highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w; + highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w; + + highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z; + highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z; + highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z; + + highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y; + highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y; + highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y; + + vec4 f0 = vec4(c00, c00, c02, c03); + vec4 f1 = vec4(c04, c04, c06, c07); + vec4 f2 = vec4(c08, c08, c10, c11); + vec4 f3 = vec4(c12, c12, c14, c15); + vec4 f4 = vec4(c16, c16, c18, c19); + vec4 f5 = vec4(c20, c20, c22, c23); + + vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x); + vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y); + vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z); + vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w); + + vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2); + vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4); + vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5); + vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5); + + vec4 sa = vec4(+1, -1, +1, -1); + vec4 sb = vec4(-1, +1, -1, +1); + + mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb); + + vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x); + vec4 d0 = vec4(m[0] * r0); + + highp float d1 = (d0.x + d0.y) + (d0.z + d0.w); + highp float d = 1.0 / d1; + + return inv * d; +} + +#endif + #ifndef USE_GLES_OVER_GL #if defined(TRANSPOSE_USED) |