diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 100 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.h | 1 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 243 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 10 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 696 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 29 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 5 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 652 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 275 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 35 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas_shadow.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/cubemap_filter.glsl | 21 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 81 |
13 files changed, 1288 insertions, 862 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index a7345978e1..3671679b49 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -112,25 +112,21 @@ void RasterizerCanvasGLES2::_set_uniforms() { void RasterizerCanvasGLES2::canvas_begin() { state.canvas_shader.bind(); - bool transparent = false; + state.using_transparent_rt = false; if (storage->frame.current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - glColorMask(1, 1, 1, 1); - transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; + state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; } if (storage->frame.clear_request) { - glColorMask(true, true, true, true); glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, - transparent ? storage->frame.clear_request_color.a : 1.0); + state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0); glClear(GL_COLOR_BUFFER_BIT); storage->frame.clear_request = false; } - glColorMask(1, 1, 1, transparent ? 1 : 0); - /* if (storage->frame.current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); @@ -186,7 +182,7 @@ void RasterizerCanvasGLES2::canvas_end() { state.using_texture_rect = false; state.using_skeleton = false; state.using_ninepatch = false; - glColorMask(1, 1, 1, 1); + state.using_transparent_rt = false; } RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { @@ -206,12 +202,12 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con } else { - texture = texture->get_ptr(); - if (texture->redraw_if_visible) { VisualServerRaster::redraw_request(); } + texture = texture->get_ptr(); + if (texture->render_target) { texture->render_target->used_in_frame = true; } @@ -248,12 +244,12 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con } else { - normal_map = normal_map->get_ptr(); - if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies VisualServerRaster::redraw_request(); } + normal_map = normal_map->get_ptr(); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); state.current_normal = p_normal_map; @@ -503,6 +499,23 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glDisableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); + bool can_tile = true; + if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) { + // workaround for when setting tiling does not work due to hardware limitation + + RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture); + + if (texture) { + + texture = texture->get_ptr(); + + if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) { + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true); + can_tile = false; + } + } + } + // On some widespread Nvidia cards, the normal draw method can produce some // flickering in draw_rect and especially TileMap rendering (tiles randomly flicker). // See GH-9913. @@ -563,7 +576,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur bool untile = false; - if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { + if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); untile = true; @@ -620,7 +633,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur bool untile = false; - if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) { + if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); untile = true; @@ -668,6 +681,9 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false); + } break; case Item::Command::TYPE_NINEPATCH: { @@ -851,11 +867,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur int indices[num_points * 3]; - for (int i = 0; i < num_points; i++) { - points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius; - indices[i * 3 + 0] = i; - indices[i * 3 + 1] = (i + 1) % num_points; - indices[i * 3 + 2] = num_points; + for (int j = 0; j < num_points; j++) { + points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius; + indices[j * 3 + 0] = j; + indices[j * 3 + 1] = (j + 1) % num_points; + indices[j * 3 + 2] = num_points; } _bind_canvas_texture(RID(), RID()); @@ -913,13 +929,13 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - 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); + 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); } else { - glDisableVertexAttribArray(i); - switch (i) { + glDisableVertexAttribArray(k); + switch (k) { case VS::ARRAY_NORMAL: { glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; @@ -939,8 +955,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } } - for (int i = 1; i < VS::ARRAY_MAX - 1; i++) { - glDisableVertexAttribArray(i); + for (int j = 1; j < VS::ARRAY_MAX - 1; j++) { + glDisableVertexAttribArray(j); } } @@ -1002,13 +1018,13 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - 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); + 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); } else { - glDisableVertexAttribArray(i); - switch (i) { + glDisableVertexAttribArray(k); + switch (k) { case VS::ARRAY_NORMAL: { glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; @@ -1021,8 +1037,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } } - for (int i = 0; i < amount; i++) { - const float *buffer = base_buffer + i * stride; + for (int k = 0; k < amount; k++) { + const float *buffer = base_buffer + k * stride; { @@ -1189,6 +1205,8 @@ void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) { storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true); } + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); @@ -1218,6 +1236,7 @@ void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) { _draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front glEnable(GL_BLEND); @@ -1393,6 +1412,10 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons continue; } + if (t->redraw_if_visible) { + VisualServerRaster::redraw_request(); + } + t = t->get_ptr(); #ifdef TOOLS_ENABLED @@ -1403,10 +1426,6 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons if (t->render_target) t->render_target->used_in_frame = true; - if (t->redraw_if_visible) { - VisualServerRaster::redraw_request(); - } - glBindTexture(t->target, t->tex_id); } @@ -2000,6 +2019,7 @@ void RasterizerCanvasGLES2::initialize() { state.canvas_shader.init(); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); state.canvas_shader.bind(); @@ -2008,6 +2028,8 @@ void RasterizerCanvasGLES2::initialize() { state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false)); state.using_light = NULL; + state.using_transparent_rt = false; + state.using_skeleton = false; } void RasterizerCanvasGLES2::finalize() { diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index 0d069ebabc..af41e91e0c 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -93,6 +93,7 @@ public: Transform vp; Light *using_light; bool using_shadow; + bool using_transparent_rt; } state; diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 03e6c185ee..2ffc0d7463 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -42,8 +42,6 @@ #define glClearDepth glClearDepthf #endif -#define _DEPTH_COMPONENT24_OES 0x81A6 - static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, @@ -62,6 +60,7 @@ RID RasterizerSceneGLES2::shadow_atlas_create() { ShadowAtlas *shadow_atlas = memnew(ShadowAtlas); shadow_atlas->fbo = 0; shadow_atlas->depth = 0; + shadow_atlas->color = 0; shadow_atlas->size = 0; shadow_atlas->smallest_subdiv = 0; @@ -84,11 +83,19 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) { // erase the old atlast if (shadow_atlas->fbo) { - glDeleteTextures(1, &shadow_atlas->depth); + if (storage->config.use_rgba_3d_shadows) { + glDeleteRenderbuffers(1, &shadow_atlas->depth); + } else { + glDeleteTextures(1, &shadow_atlas->depth); + } glDeleteFramebuffers(1, &shadow_atlas->fbo); + if (shadow_atlas->color) { + glDeleteTextures(1, &shadow_atlas->color); + } shadow_atlas->fbo = 0; shadow_atlas->depth = 0; + shadow_atlas->color = 0; } // erase shadow atlast references from lights @@ -108,17 +115,36 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) { // create a depth texture glActiveTexture(GL_TEXTURE0); - glGenTextures(1, &shadow_atlas->depth); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 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 (storage->config.use_rgba_3d_shadows) { + + //maximum compatibility, renderbuffer and RGBA shadow + glGenRenderbuffers(1, &shadow_atlas->depth); + glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth); + glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, shadow_atlas->depth); + + glGenTextures(1, &shadow_atlas->color); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shadow_atlas->size, shadow_atlas->size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + 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, shadow_atlas->color, 0); + } else { + //just depth texture + glGenTextures(1, &shadow_atlas->depth); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadow_atlas->depth, 0); + 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, shadow_atlas->depth, 0); + } glViewport(0, 0, shadow_atlas->size, shadow_atlas->size); glDepthMask(GL_TRUE); @@ -143,7 +169,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_quadrant_subdivision(RID p_atlas, in subdiv = int(Math::sqrt((float)subdiv)); - if (shadow_atlas->quadrants[p_quadrant].shadows.size() == subdiv) + if (shadow_atlas->quadrants[p_quadrant].shadows.size() == (int)subdiv) return; // erase all data from the quadrant @@ -459,10 +485,11 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &rpi->fbo[i]); + glGenTextures(1, &rpi->color[i]); } - glGenFramebuffers(1, &rpi->fbo_blur); glGenRenderbuffers(1, &rpi->depth); + rpi->cubemap = 0; //glGenTextures(1, &rpi->cubemap); @@ -510,9 +537,14 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance GLenum type = GL_UNSIGNED_BYTE; glActiveTexture(GL_TEXTURE0); + + glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); + glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, size, size); + if (rpi->cubemap != 0) { glDeleteTextures(1, &rpi->cubemap); } + glGenTextures(1, &rpi->cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); #if 1 @@ -523,17 +555,15 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer -#ifdef JAVASCRIPT_ENABLED - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); -#else - glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); -#endif - + //Generate framebuffers for rendering for (int i = 0; i < 6; i++) { glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); + glBindTexture(GL_TEXTURE_2D, rpi->color[i]); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size, 0, format, type, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rpi->color[i], 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } #else @@ -550,8 +580,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance //adjust framebuffer glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); - glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); - glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); #ifdef DEBUG_ENABLED @@ -570,6 +598,8 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); } return true; @@ -579,6 +609,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); ERR_FAIL_COND_V(!rpi, false); + ERR_FAIL_COND_V(rpi->current_resolution == 0, false); int size = rpi->probe_ptr->resolution; @@ -596,16 +627,23 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst } } + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //use linear, no mipmaps so it does not read from what is being written to + + //first of all, copy rendered textures to cubemap + for (int i = 0; i < 6; i++) { + glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); + glViewport(0, 0, size, size); + glCopyTexSubImage2D(_cube_side_enum[i], 0, 0, 0, 0, 0, size, size); + } + //do filtering //vdc cache glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->resources.radical_inverse_vdc_cache_tex); - glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo_blur); // now render to the framebuffer, mipmap level for mipmap level int lod = 1; - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); - glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //use linear, no mipmaps so it does not read from what is being written to size >>= 1; int mipmaps = 6; @@ -613,13 +651,20 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false); storage->shaders.cubemap_filter.bind(); + glBindFramebuffer(GL_FRAMEBUFFER, storage->resources.mipmap_blur_fbo); + //blur while (size >= 1) { + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, storage->resources.mipmap_blur_color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, storage->resources.mipmap_blur_color, 0); + glViewport(0, 0, size, size); + glActiveTexture(GL_TEXTURE0); + for (int i = 0; i < 6; i++) { - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, lod); - glViewport(0, 0, size, size); storage->bind_quad_array(); storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i); float roughness = CLAMP(lod / (float)(mipmaps - 1), 0, 1); @@ -627,6 +672,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glCopyTexSubImage2D(_cube_side_enum[i], lod, 0, 0, 0, 0, size, size); } size >>= 1; @@ -635,9 +681,14 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst } // restore ranges - + glActiveTexture(GL_TEXTURE0); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glBindFramebuffer(GL_FRAMEBUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE3); //back to panorama + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, 0); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); return true; } @@ -1120,10 +1171,10 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p int num_surfaces = mesh->surfaces.size(); - for (int i = 0; i < num_surfaces; i++) { - int material_index = instance->materials[i].is_valid() ? i : -1; + for (int j = 0; j < num_surfaces; j++) { + int material_index = instance->materials[j].is_valid() ? j : -1; - RasterizerStorageGLES2::Surface *surface = mesh->surfaces[i]; + RasterizerStorageGLES2::Surface *surface = mesh->surfaces[j]; _add_geometry(surface, instance, NULL, material_index, p_depth_pass, p_shadow_pass); } @@ -1143,8 +1194,8 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p int ssize = mesh->surfaces.size(); - for (int i = 0; i < ssize; i++) { - RasterizerStorageGLES2::Surface *s = mesh->surfaces[i]; + for (int j = 0; j < ssize; j++) { + RasterizerStorageGLES2::Surface *s = mesh->surfaces[j]; _add_geometry(s, instance, multi_mesh, -1, p_depth_pass, p_shadow_pass); } } break; @@ -1183,9 +1234,14 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color); } + if (p_material->shader->spatial.uses_depth_texture && storage->frame.current_rt) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); + } + bool shader_rebind = state.scene_shader.bind(); - if (p_material->shader->spatial.no_depth_test) { + if (p_material->shader->spatial.no_depth_test || p_material->shader->spatial.uses_depth_texture) { glDisable(GL_DEPTH_TEST); } else { glEnable(GL_DEPTH_TEST); @@ -1195,10 +1251,10 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_OPAQUE: { - glDepthMask(!p_alpha_pass); + glDepthMask(!p_alpha_pass && !p_material->shader->spatial.uses_depth_texture); } break; case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALWAYS: { - glDepthMask(GL_TRUE); + glDepthMask(GL_TRUE && !p_material->shader->spatial.uses_depth_texture); } break; case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_NEVER: { glDepthMask(GL_FALSE); @@ -1221,9 +1277,9 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m } int tc = p_material->textures.size(); - Pair<StringName, RID> *textures = p_material->textures.ptrw(); + const Pair<StringName, RID> *textures = p_material->textures.ptr(); - ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw(); + const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr(); state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); @@ -1256,12 +1312,12 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m continue; } - t = t->get_ptr(); - if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies VisualServerRaster::redraw_request(); } + t = t->get_ptr(); + #ifdef TOOLS_ENABLED if (t->detect_3d) { t->detect_3d(t->detect_3d_ud); @@ -1615,11 +1671,10 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) { RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(c.texture); - t = t->get_ptr(); - if (t->redraw_if_visible) { VisualServerRaster::redraw_request(); } + t = t->get_ptr(); #ifdef TOOLS_ENABLED if (t->detect_3d) { @@ -1746,7 +1801,11 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas if (!state.render_no_shadows && p_light->light_ptr->shadow) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); - glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + if (storage->config.use_rgba_3d_shadows) { + glBindTexture(GL_TEXTURE_2D, directional_shadow.color); + } else { + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + } state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); } @@ -1758,7 +1817,11 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + if (storage->config.use_rgba_3d_shadows) { + glBindTexture(GL_TEXTURE_2D, shadow_atlas->color); + } else { + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + } state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); } @@ -1769,7 +1832,11 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + if (storage->config.use_rgba_3d_shadows) { + glBindTexture(GL_TEXTURE_2D, shadow_atlas->color); + } else { + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + } state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); } @@ -2036,7 +2103,7 @@ void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1 state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_USE_BOX_PROJECT, p_refprobe2->probe_ptr->box_projection); state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_EXTENTS, p_refprobe2->probe_ptr->extents); state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_OFFSET, p_refprobe2->probe_ptr->origin_offset); - state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_EXTERIOR, !p_refprobe2->probe_ptr->interior); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_EXTERIOR, p_refprobe2->probe_ptr->interior); state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_INTENSITY, p_refprobe2->probe_ptr->intensity); Color ambient; @@ -2359,7 +2426,7 @@ 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::AMBIENT_SKY_CONTRIBUTION, 1.0); - state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0)); + state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0); } @@ -2419,6 +2486,12 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); + if (skeleton) { + state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_IN_WORLD_COORDS, skeleton->use_world_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM, skeleton->world_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TRANSFORM_INVERSE, skeleton->world_transform_inverse); + } + if (use_lightmap_capture) { //this is per instance, must be set always if present glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr()); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false); @@ -2455,6 +2528,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, 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); } void RasterizerSceneGLES2::_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) { @@ -2471,7 +2545,6 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); - glColorMask(1, 1, 1, 1); // Camera CameraMatrix camera; @@ -2673,7 +2746,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const // clear color - Color clear_color(0, 0, 0, 0); + Color clear_color(0, 0, 0, 1); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { clear_color = Color(0, 0, 0, 0); @@ -2694,6 +2767,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a); } + state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); @@ -2731,6 +2806,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const 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 } // render opaque things first @@ -2919,7 +2995,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ if (light->type == VS::LIGHT_OMNI) { // cubemap only - if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) { + if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) { int cubemap_index = shadow_cubemaps.size() - 1; // find an appropriate cubemap to render to @@ -2988,7 +3064,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ glBindFramebuffer(GL_FRAMEBUFFER, fbo); glDepthMask(GL_TRUE); - glColorMask(0, 0, 0, 0); + if (!storage->config.use_rgba_3d_shadows) { + glColorMask(0, 0, 0, 0); + } if (custom_vp_size) { glViewport(0, 0, custom_vp_size, custom_vp_size); @@ -3015,7 +3093,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false); // convert cubemap to dual paraboloid if needed - if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) && p_pass == 5) { + if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) && p_pass == 5) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); @@ -3064,7 +3142,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ if (storage->frame.current_rt) { glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } - glColorMask(1, 1, 1, 1); + if (!storage->config.use_rgba_3d_shadows) { + glColorMask(1, 1, 1, 1); + } } void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) { @@ -3102,6 +3182,16 @@ bool RasterizerSceneGLES2::free(RID p_rid) { ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid); + for (int i = 0; i < 6; i++) { + glDeleteFramebuffers(1, &reflection_instance->fbo[i]); + glDeleteTextures(1, &reflection_instance->color[i]); + } + + if (reflection_instance->cubemap != 0) { + glDeleteTextures(1, &reflection_instance->cubemap); + } + glDeleteRenderbuffers(1, &reflection_instance->depth); + reflection_probe_release_atlas_index(p_rid); reflection_probe_instance_owner.free(p_rid); memdelete(reflection_instance); @@ -3118,6 +3208,8 @@ void RasterizerSceneGLES2::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_dra void RasterizerSceneGLES2::initialize() { state.scene_shader.init(); + + state.scene_shader.set_conditional(SceneShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_3d_shadows); state.cube_to_dp_shader.init(); render_list.init(); @@ -3179,7 +3271,7 @@ void RasterizerSceneGLES2::initialize() { } // cubemaps for shadows - if (storage->config.support_write_depth) { //not going to be used + if (storage->config.support_shadow_cubemaps) { //not going to be used int max_shadow_cubemap_sampler_size = 512; int cube_size = max_shadow_cubemap_sampler_size; @@ -3196,7 +3288,8 @@ void RasterizerSceneGLES2::initialize() { glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + + glTexImage2D(_cube_side_enum[i], 0, storage->config.depth_internalformat, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -3227,17 +3320,35 @@ void RasterizerSceneGLES2::initialize() { glGenFramebuffers(1, &directional_shadow.fbo); glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo); - glGenTextures(1, &directional_shadow.depth); - glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + if (storage->config.use_rgba_3d_shadows) { + //maximum compatibility, renderbuffer and RGBA shadow + glGenRenderbuffers(1, &directional_shadow.depth); + glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth); + glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, directional_shadow.depth); + + glGenTextures(1, &directional_shadow.color); + glBindTexture(GL_TEXTURE_2D, directional_shadow.color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, directional_shadow.size, directional_shadow.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + 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, directional_shadow.color, 0); + } else { + //just a depth buffer + glGenTextures(1, &directional_shadow.depth); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, storage->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); + 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, directional_shadow.depth, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0); + } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 0d917f4da2..f23e45b52f 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -103,6 +103,7 @@ public: GLuint sky_verts; GLuint immediate_buffer; + Color default_ambient; // ResolveShaderGLES3 resolve_shader; // ScreenSpaceReflectionShaderGLES3 ssr_shader; @@ -255,6 +256,7 @@ public: GLuint fbo; GLuint depth; + GLuint color; Map<RID, uint32_t> shadow_owners; }; @@ -278,6 +280,7 @@ public: struct DirectionalShadow { GLuint fbo; GLuint depth; + GLuint color; int light_count; int size; @@ -310,10 +313,9 @@ public: int reflection_index; GLuint fbo[6]; - GLuint cubemap; + GLuint color[6]; GLuint depth; - - GLuint fbo_blur; + GLuint cubemap; int current_resolution; mutable bool dirty; @@ -473,7 +475,7 @@ public: virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0); virtual void light_instance_mark_visible(RID p_light_instance); - virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_write_depth; } + virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_shadow_cubemaps; } LightInstance **render_light_instances; int render_directional_lights; diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index d00d572ccf..206679dda3 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -44,8 +44,31 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB +#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD +#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE #define _EXT_ETC1_RGB8_OES 0x8D64 +#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 + +#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 +#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 +#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 +#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 + +#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C +#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D +#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E +#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F + #ifdef GLES_OVER_GL #define _GL_HALF_FLOAT_OES 0x140B #else @@ -54,10 +77,10 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F -#define _DEPTH_COMPONENT24_OES 0x81A6 - #define _RED_OES 0x1903 +#define _DEPTH_COMPONENT24_OES 0x81A6 + 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); @@ -67,7 +90,7 @@ void RasterizerStorageGLES2::bind_quad_array() const { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); } -Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) const { +Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_will_need_resize) const { r_gl_format = 0; Ref<Image> image = p_image; @@ -97,9 +120,13 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ } break; case Image::FORMAT_RG8: { - - ERR_EXPLAIN("RG texture not supported"); - ERR_FAIL_V(image); + ERR_PRINT("RG texture not supported, converting to RGB8."); + if (image.is_valid()) + image->convert(Image::FORMAT_RGB8); + r_real_format = Image::FORMAT_RGB8; + r_gl_internal_format = GL_RGB; + r_gl_format = GL_RGB; + r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGB8: { @@ -132,42 +159,57 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ } break; case Image::FORMAT_RF: { if (!config.float_texture_supported) { - ERR_EXPLAIN("R float texture not supported"); - ERR_FAIL_V(image); + ERR_PRINT("R float texture not supported, converting to RGB8."); + if (image.is_valid()) + image->convert(Image::FORMAT_RGB8); + r_real_format = Image::FORMAT_RGB8; + r_gl_internal_format = GL_RGB; + r_gl_format = GL_RGB; + r_gl_type = GL_UNSIGNED_BYTE; + } else { + r_gl_internal_format = GL_ALPHA; + r_gl_format = GL_ALPHA; + r_gl_type = GL_FLOAT; } - - r_gl_internal_format = GL_ALPHA; - r_gl_format = GL_ALPHA; - r_gl_type = GL_FLOAT; } break; case Image::FORMAT_RGF: { - ERR_EXPLAIN("RG float texture not supported"); - ERR_FAIL_V(image); - + ERR_PRINT("RG float texture not supported, converting to RGB8."); + if (image.is_valid()) + image->convert(Image::FORMAT_RGB8); + r_real_format = Image::FORMAT_RGB8; + r_gl_internal_format = GL_RGB; + r_gl_format = GL_RGB; + r_gl_type = GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGBF: { if (!config.float_texture_supported) { - - ERR_EXPLAIN("RGB float texture not supported"); - ERR_FAIL_V(image); + ERR_PRINT("RGB float texture not supported, converting to RGB8."); + if (image.is_valid()) + image->convert(Image::FORMAT_RGB8); + r_real_format = Image::FORMAT_RGB8; + r_gl_internal_format = GL_RGB; + r_gl_format = GL_RGB; + r_gl_type = GL_UNSIGNED_BYTE; + } else { + r_gl_internal_format = GL_RGB; + r_gl_format = GL_RGB; + r_gl_type = GL_FLOAT; } - - r_gl_internal_format = GL_RGB; - r_gl_format = GL_RGB; - r_gl_type = GL_FLOAT; - } break; case Image::FORMAT_RGBAF: { if (!config.float_texture_supported) { - - ERR_EXPLAIN("RGBA float texture not supported"); - ERR_FAIL_V(image); + ERR_PRINT("RGBA float texture not supported, converting to RGBA8."); + if (image.is_valid()) + image->convert(Image::FORMAT_RGBA8); + r_real_format = Image::FORMAT_RGBA8; + r_gl_internal_format = GL_RGBA; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + } else { + r_gl_internal_format = GL_RGBA; + r_gl_format = GL_RGBA; + r_gl_type = GL_FLOAT; } - - r_gl_internal_format = GL_RGBA; - r_gl_format = GL_RGBA; - r_gl_type = GL_FLOAT; - } break; case Image::FORMAT_RH: { need_decompress = true; @@ -195,7 +237,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ } break; case Image::FORMAT_DXT1: { - if (config.s3tc_supported) { + if (config.s3tc_supported && !p_will_need_resize) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; @@ -207,7 +249,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ } break; case Image::FORMAT_DXT3: { - if (config.s3tc_supported) { + if (config.s3tc_supported && !p_will_need_resize) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; @@ -219,7 +261,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ } break; case Image::FORMAT_DXT5: { - if (config.s3tc_supported) { + if (config.s3tc_supported && !p_will_need_resize) { r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; @@ -231,45 +273,134 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ } break; case Image::FORMAT_RGTC_R: { - need_decompress = true; + if (config.rgtc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + + need_decompress = true; + } } break; case Image::FORMAT_RGTC_RG: { - need_decompress = true; + if (config.rgtc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + } else { + + need_decompress = true; + } } break; case Image::FORMAT_BPTC_RGBA: { - need_decompress = true; + if (config.bptc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + + need_decompress = true; + } } break; case Image::FORMAT_BPTC_RGBF: { - need_decompress = true; + if (config.bptc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; + r_gl_format = GL_RGB; + r_gl_type = GL_FLOAT; + r_compressed = true; + } else { + + need_decompress = true; + } } break; case Image::FORMAT_BPTC_RGBFU: { + if (config.bptc_supported) { - need_decompress = true; + r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; + r_gl_format = GL_RGB; + r_gl_type = GL_FLOAT; + r_compressed = true; + } else { + + need_decompress = true; + } } break; case Image::FORMAT_PVRTC2: { - need_decompress = true; + if (config.pvrtc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + + need_decompress = true; + } } break; case Image::FORMAT_PVRTC2A: { - need_decompress = true; + if (config.pvrtc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + + need_decompress = true; + } + } break; case Image::FORMAT_PVRTC4: { - need_decompress = true; + if (config.pvrtc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + + need_decompress = true; + } + } break; case Image::FORMAT_PVRTC4A: { - need_decompress = true; + if (config.pvrtc_supported) { + + r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + r_gl_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_compressed = true; + + } else { + + need_decompress = true; + } + } break; case Image::FORMAT_ETC: { - if (config.etc1_supported) { + if (config.etc1_supported && !p_will_need_resize) { r_gl_internal_format = _EXT_ETC1_RGB8_OES; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; @@ -315,17 +446,37 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ if (need_decompress) { if (!image.is_null()) { + image = image->duplicate(); image->decompress(); ERR_FAIL_COND_V(image->is_compressed(), image); - image->convert(Image::FORMAT_RGBA8); + switch (image->get_format()) { + case Image::FORMAT_RGB8: { + r_gl_format = GL_RGB; + r_gl_internal_format = GL_RGB; + r_gl_type = GL_UNSIGNED_BYTE; + r_real_format = Image::FORMAT_RGB8; + r_compressed = false; + } break; + case Image::FORMAT_RGBA8: { + r_gl_format = GL_RGBA; + r_gl_internal_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_real_format = Image::FORMAT_RGBA8; + r_compressed = false; + } break; + default: { + image->convert(Image::FORMAT_RGBA8); + r_gl_format = GL_RGBA; + r_gl_internal_format = GL_RGBA; + r_gl_type = GL_UNSIGNED_BYTE; + r_real_format = Image::FORMAT_RGBA8; + r_compressed = false; + + } break; + } } - r_gl_format = GL_RGBA; - r_gl_internal_format = GL_RGBA; - r_gl_type = GL_UNSIGNED_BYTE; - r_real_format = Image::FORMAT_RGBA8; - return image; } @@ -395,11 +546,31 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ } } - Image::Format real_format; - _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, format, internal_format, type, compressed); - texture->alloc_width = texture->width; texture->alloc_height = texture->height; + texture->resize_to_po2 = false; + if (!config.support_npot_repeat_mipmap) { + int po2_width = next_power_of_2(p_width); + int po2_height = next_power_of_2(p_height); + + bool is_po2 = p_width == po2_width && p_height == po2_height; + + if (!is_po2 && (p_flags & VS::TEXTURE_FLAG_REPEAT || p_flags & VS::TEXTURE_FLAG_MIPMAPS)) { + + if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + //not supported + ERR_PRINTS("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled."); + texture->flags &= ~(VS::TEXTURE_FLAG_REPEAT | VS::TEXTURE_FLAG_MIPMAPS); + } else { + texture->alloc_height = po2_height; + texture->alloc_width = po2_width; + texture->resize_to_po2 = true; + } + } + } + + Image::Format real_format; + _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2); texture->gl_format_cache = format; texture->gl_type_cache = type; @@ -414,7 +585,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { //prealloc if video - glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, NULL); + glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL); } texture->active = true; @@ -439,7 +610,18 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p } Image::Format real_format; - Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed); + Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2); + + if (texture->resize_to_po2) { + if (p_image->is_compressed()) { + ERR_PRINTS("Texture '" + texture->path + "' was required to be a power of 2 (because it uses either mipmaps or repeat), so it was decompressed. This will hurt performance and memory usage."); + } + + if (img == p_image) { + img = img->duplicate(); + } + img->resize_to_po2(false); + } if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { @@ -575,7 +757,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) GLenum gl_internal_format; GLenum gl_type; bool compressed; - _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed); + _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false); PoolVector<uint8_t> data; @@ -620,7 +802,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) GLenum gl_internal_format; GLenum gl_type; bool compressed; - _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed); + _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2); PoolVector<uint8_t> data; @@ -974,17 +1156,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glGenTextures(1, &sky->radiance); glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance); - // Now we create a new framebuffer. The new cubemap images will be used as - // attachements for it, so we can fill them by issuing draw calls. - GLuint tmp_fb; - - 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; - - int mipmaps = 6; - - int mm_level = mipmaps; + int size = p_radiance_size / 2; //divide by two because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid) GLenum internal_format = GL_RGB; GLenum format = GL_RGB; @@ -998,6 +1170,12 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + //no filters for now + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + #else while (size >= 1) { @@ -1011,34 +1189,52 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra } #endif //framebuffer - glGenFramebuffers(1, &tmp_fb); - glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D); + glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo); + int mipmaps = 6; + int lod = 0; + int mm_level = mipmaps; + size = p_radiance_size / 2; + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, true); shaders.cubemap_filter.bind(); - lod = 0; - mm_level = mipmaps; - size = p_radiance_size; - - // now render to the framebuffer, mipmap level for mipmap level + // third, render to the framebuffer using separate textures, then copy to mipmaps while (size >= 1) { - for (int i = 0; i < 6; i++) { - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], sky->radiance, lod); + //make framebuffer size the texture size, need to use a separate texture for compatibility + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, resources.mipmap_blur_color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resources.mipmap_blur_color, 0); + + if (lod == 1) { + //bind panorama for smaller lods + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false); + shaders.cubemap_filter.bind(); + } + glViewport(0, 0, size, size); + bind_quad_array(); - glViewport(0, 0, size, size); + glActiveTexture(GL_TEXTURE2); //back to panorama - bind_quad_array(); + for (int i = 0; i < 6; i++) { shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i); - float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1; + float roughness = mm_level >= 0 ? lod / (float)(mipmaps - 1) : 1; roughness = MIN(1.0, roughness); //keep max at 1 shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glCopyTexSubImage2D(_cube_side_enum[i], lod, 0, 0, 0, 0, size, size); } size >>= 1; @@ -1048,16 +1244,28 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra lod++; } + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false); + // restore ranges + glActiveTexture(GL_TEXTURE2); //back to panorama glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE3); //back to panorama + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, 0); + // Framebuffer did its job. thank mr framebuffer + glActiveTexture(GL_TEXTURE0); //back to panorama glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo); - glDeleteFramebuffers(1, &tmp_fb); } /* SHADER API */ @@ -1147,8 +1355,6 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const { switch (p_shader->mode) { - // TODO - case VS::SHADER_CANVAS_ITEM: { p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL; @@ -1230,6 +1436,14 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const { actions = &shaders.actions_scene; actions->uniforms = &p_shader->uniforms; + + if (p_shader->spatial.uses_screen_texture && p_shader->spatial.uses_depth_texture) { + ERR_PRINT_ONCE("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2"); + } + + if (p_shader->spatial.uses_depth_texture && !config.support_depth_texture) { + ERR_PRINT_ONCE("Using DEPTH_TEXTURE is not permitted on this hardware, operation will fail."); + } } break; default: { @@ -2174,14 +2388,19 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: surface->aabb = p_aabb; surface->max_bone = p_bone_aabbs.size(); - +#ifdef TOOLS_ENABLED + surface->blend_shape_data = p_blend_shapes; + if (surface->blend_shape_data.size()) { + ERR_PRINT_ONCE("Blend shapes are not supported in OpenGL ES 2.0"); + } surface->data = array; surface->index_data = p_index_array; +#endif surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size; for (int i = 0; i < surface->skeleton_bone_used.size(); i++) { - surface->skeleton_bone_used.write[i] = surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0; + surface->skeleton_bone_used.write[i] = !(surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0); } for (int i = 0; i < VS::ARRAY_MAX; i++) { @@ -2205,6 +2424,8 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_size, ir.ptr(), GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } else { + surface->index_id = 0; } // TODO generate wireframes @@ -2231,7 +2452,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } mesh->surfaces.push_back(surface); - mesh->instance_change_notify(true, false); + mesh->instance_change_notify(true, true); info.vertex_mem += surface->total_data_size; } @@ -2244,12 +2465,12 @@ void RasterizerStorageGLES2::mesh_set_blend_shape_count(RID p_mesh, int p_amount ERR_FAIL_COND(p_amount < 0); mesh->blend_shape_count = p_amount; + mesh->instance_change_notify(true, false); } int RasterizerStorageGLES2::mesh_get_blend_shape_count(RID p_mesh) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh, 0); - return mesh->blend_shape_count; } @@ -2335,7 +2556,9 @@ PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, i ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>()); Surface *surface = mesh->surfaces[p_surface]; - +#ifndef TOOLS_ENABLED + ERR_PRINT("OpenGL ES 2.0 does not allow retrieving mesh array data"); +#endif return surface->data; } @@ -2375,8 +2598,14 @@ AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) co } Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { - WARN_PRINT("GLES2 mesh_surface_get_blend_shapes is not implemented"); - return Vector<PoolVector<uint8_t> >(); + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh, Vector<PoolVector<uint8_t> >()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<PoolVector<uint8_t> >()); +#ifndef TOOLS_ENABLED + ERR_PRINT("OpenGL ES 2.0 does not allow retrieving mesh array data"); +#endif + + return mesh->surfaces[p_surface]->blend_shape_data; } Vector<AABB> RasterizerStorageGLES2::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); @@ -2395,7 +2624,7 @@ void RasterizerStorageGLES2::mesh_remove_surface(RID p_mesh, int p_surface) { Surface *surface = mesh->surfaces[p_surface]; if (surface->material.is_valid()) { - // TODO _material_remove_geometry(surface->material, mesh->surfaces[p_surface]); + _material_remove_geometry(surface->material, mesh->surfaces[p_surface]); } glDeleteBuffers(1, &surface->vertex_id); @@ -2443,16 +2672,110 @@ AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { if (mesh->custom_aabb != AABB()) return mesh->custom_aabb; - // TODO handle skeletons + Skeleton *sk = NULL; + if (p_skeleton.is_valid()) { + sk = skeleton_owner.get(p_skeleton); + } AABB aabb; - if (mesh->surfaces.size() >= 1) { - aabb = mesh->surfaces[0]->aabb; - } + if (sk && sk->size != 0) { + + for (int i = 0; i < mesh->surfaces.size(); i++) { + + AABB laabb; + if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) { + + int bs = mesh->surfaces[i]->skeleton_bone_aabb.size(); + const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr(); + const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr(); + + int sbs = sk->size; + ERR_CONTINUE(bs > sbs); + const float *texture = sk->bone_data.ptr(); + + bool first = true; + if (sk->use_2d) { + for (int j = 0; j < bs; j++) { + + if (!skused[j]) + continue; + + int base_ofs = j * 2 * 4; + + Transform mtx; + + mtx.basis[0].x = texture[base_ofs + 0]; + mtx.basis[0].y = texture[base_ofs + 1]; + mtx.origin.x = texture[base_ofs + 3]; + base_ofs += 4; + mtx.basis[1].x = texture[base_ofs + 0]; + mtx.basis[1].y = texture[base_ofs + 1]; + mtx.origin.y = texture[base_ofs + 3]; - for (int i = 0; i < mesh->surfaces.size(); i++) { - aabb.merge_with(mesh->surfaces[i]->aabb); + AABB baabb = mtx.xform(skbones[j]); + + if (first) { + laabb = baabb; + first = false; + } else { + laabb.merge_with(baabb); + } + } + } else { + for (int j = 0; j < bs; j++) { + + if (!skused[j]) + continue; + + int base_ofs = j * 3 * 4; + + Transform mtx; + + mtx.basis[0].x = texture[base_ofs + 0]; + mtx.basis[0].y = texture[base_ofs + 1]; + mtx.basis[0].z = texture[base_ofs + 2]; + mtx.origin.x = texture[base_ofs + 3]; + base_ofs += 4; + mtx.basis[1].x = texture[base_ofs + 0]; + mtx.basis[1].y = texture[base_ofs + 1]; + mtx.basis[1].z = texture[base_ofs + 2]; + mtx.origin.y = texture[base_ofs + 3]; + base_ofs += 4; + mtx.basis[2].x = texture[base_ofs + 0]; + mtx.basis[2].y = texture[base_ofs + 1]; + mtx.basis[2].z = texture[base_ofs + 2]; + mtx.origin.z = texture[base_ofs + 3]; + + AABB baabb = mtx.xform(skbones[j]); + if (first) { + laabb = baabb; + first = false; + } else { + laabb.merge_with(baabb); + } + } + } + + } else { + + laabb = mesh->surfaces[i]->aabb; + } + + if (i == 0) + aabb = laabb; + else + aabb.merge_with(laabb); + } + } else { + + for (int i = 0; i < mesh->surfaces.size(); i++) { + + if (i == 0) + aabb = mesh->surfaces[i]->aabb; + else + aabb.merge_with(mesh->surfaces[i]->aabb); + } } return aabb; @@ -3146,7 +3469,6 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool skeleton->size = p_bones; skeleton->use_2d = p_2d_skeleton; - // TODO use float texture for vertex shader if (config.float_texture_supported) { glGenTextures(1, &skeleton->tex_id); @@ -3297,6 +3619,23 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons skeleton->base_transform_2d = p_base_transform; } +void RasterizerStorageGLES2::skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND(skeleton->use_2d); + + skeleton->world_transform = p_world_transform; + skeleton->use_world_transform = p_enable; + if (p_enable) { + skeleton->world_transform_inverse = skeleton->world_transform.affine_inverse(); + } + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } +} + void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) { glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer); @@ -3599,6 +3938,7 @@ RID RasterizerStorageGLES2::reflection_probe_create() { reflection_probe->intensity = 1.0; reflection_probe->interior_ambient = Color(); reflection_probe->interior_ambient_energy = 1.0; + reflection_probe->interior_ambient_probe_contrib = 0.0; reflection_probe->max_distance = 0; reflection_probe->extents = Vector3(1, 1, 1); reflection_probe->origin_offset = Vector3(0, 0, 0); @@ -3684,6 +4024,7 @@ void RasterizerStorageGLES2::reflection_probe_set_as_interior(RID p_probe, bool ERR_FAIL_COND(!reflection_probe); reflection_probe->interior = p_enable; + reflection_probe->instance_change_notify(true, false); } void RasterizerStorageGLES2::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { @@ -4200,7 +4541,12 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->color); glBindTexture(GL_TEXTURE_2D, rt->color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + 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); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + } if (texture->flags & VS::TEXTURE_FLAG_FILTER) { @@ -4218,21 +4564,36 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { // depth - glGenRenderbuffers(1, &rt->depth); - glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); -#ifdef JAVASCRIPT_ENABLED - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height); -#else - glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height); -#endif - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + 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); + + 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 { + 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); + } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { - glDeleteRenderbuffers(1, &rt->fbo); - glDeleteTextures(1, &rt->depth); + 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; @@ -4264,13 +4625,15 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { // copy texscreen buffers if (!(rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING])) { - int w = rt->width; - int h = rt->height; - glGenTextures(1, &rt->copy_screen_effect.color); glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + 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); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -4283,7 +4646,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { _render_target_clear(rt); ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); @@ -4302,7 +4665,12 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) { } if (rt->depth) { - glDeleteRenderbuffers(1, &rt->depth); + if (config.support_depth_texture) { + glDeleteTextures(1, &rt->depth); + } else { + glDeleteRenderbuffers(1, &rt->depth); + } + rt->depth = 0; } @@ -4313,7 +4681,6 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) { tex->height = 0; tex->active = false; - // TODO hardcoded texscreen copy effect if (rt->copy_screen_effect.color) { glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo); rt->copy_screen_effect.fbo = 0; @@ -4385,6 +4752,7 @@ void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderT rt->flags[p_flag] = p_value; switch (p_flag) { + case RENDER_TARGET_TRANSPARENT: case RENDER_TARGET_HDR: case RENDER_TARGET_NO_3D: case RENDER_TARGET_NO_SAMPLING: @@ -4443,13 +4811,8 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) { glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); -#ifdef JAVASCRIPT_ENABLED - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); -#else - glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, cls->size, cls->height); -#endif + glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, 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); @@ -4827,6 +5190,9 @@ bool RasterizerStorageGLES2::free(RID p_rid) { bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const { + if (p_feature == "pvrtc") + return config.pvrtc_supported; + if (p_feature == "s3tc") return config.s3tc_supported; @@ -4876,16 +5242,30 @@ void RasterizerStorageGLES2::initialize() { #ifdef GLES_OVER_GL config.float_texture_supported = true; config.s3tc_supported = true; + config.pvrtc_supported = false; config.etc1_supported = false; + config.support_npot_repeat_mipmap = true; + config.depth_internalformat = GL_DEPTH_COMPONENT; + config.depth_type = GL_UNSIGNED_INT; + #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.extensions.has("WEBGL_compressed_texture_s3tc"); config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1"); + config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc"); + config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot"); + #endif #ifdef GLES_OVER_GL config.use_rgba_2d_shadows = false; + config.support_depth_texture = true; + config.use_rgba_3d_shadows = false; + config.support_depth_cubemaps = true; #else config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg")); + config.support_depth_texture = config.extensions.has("GL_OES_depth_texture"); + config.use_rgba_3d_shadows = !config.support_depth_texture; + config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map"); #endif #ifdef GLES_OVER_GL @@ -4896,6 +5276,8 @@ void RasterizerStorageGLES2::initialize() { #ifdef GLES_OVER_GL config.support_write_depth = true; +#elif defined(JAVASCRIPT_ENABLED) + config.support_write_depth = false; #else config.support_write_depth = config.extensions.has("GL_EXT_frag_depth"); #endif @@ -4907,6 +5289,58 @@ void RasterizerStorageGLES2::initialize() { config.support_half_float_vertices = true; #endif + config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc"); + config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc"); + + //determine formats for depth textures (or renderbuffers) + if (config.support_depth_texture) { + // Will use texture for depth + // have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT, + // as there is no extension to test for this. + GLuint fbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + GLuint depth; + glGenTextures(1, &depth); + glBindTexture(GL_TEXTURE_2D, depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 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); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status == GL_FRAMEBUFFER_COMPLETE) { + config.depth_internalformat = GL_DEPTH_COMPONENT; + config.depth_type = GL_UNSIGNED_INT; + } else { + 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); + + } else { + // Will use renderbuffer for depth + if (config.extensions.has("GL_OES_depth24")) { + config.depth_internalformat = _DEPTH_COMPONENT24_OES; + config.depth_type = GL_UNSIGNED_INT; + } else { + config.depth_internalformat = GL_DEPTH_COMPONENT16; + config.depth_type = GL_UNSIGNED_SHORT; + } + } + + //picky requirements for these + config.support_shadow_cubemaps = config.support_depth_texture && config.support_write_depth && config.support_depth_cubemaps; + frame.count = 0; frame.delta = 0; frame.current_rt = NULL; @@ -4917,7 +5351,7 @@ void RasterizerStorageGLES2::initialize() { shaders.copy.init(); shaders.cubemap_filter.init(); - bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile"); + bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx"); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::LOW_QUALITY, !ggx_hq); { @@ -5037,14 +5471,26 @@ void RasterizerStorageGLES2::initialize() { } glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling glBindTexture(GL_TEXTURE_2D, 0); } + { + + glGenFramebuffers(1, &resources.mipmap_blur_fbo); + glGenTextures(1, &resources.mipmap_blur_color); + } + #ifdef GLES_OVER_GL //this needs to be enabled manually in OpenGL 2.1 - glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); + if (config.extensions.has("GL_ARB_seamless_cube_map")) { + glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); + } glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); #endif diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index a0fa2aacc5..361f304a17 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -72,16 +72,29 @@ public: bool float_texture_supported; bool s3tc_supported; bool etc1_supported; + bool pvrtc_supported; + bool rgtc_supported; + bool bptc_supported; bool keep_original_textures; bool force_vertex_shading; bool use_rgba_2d_shadows; + bool use_rgba_3d_shadows; bool support_32_bits_indices; bool support_write_depth; bool support_half_float_vertices; + bool support_npot_repeat_mipmap; + bool support_depth_texture; + bool support_depth_cubemaps; + + bool support_shadow_cubemaps; + + GLuint depth_internalformat; + GLuint depth_type; + } config; struct Resources { @@ -91,6 +104,9 @@ public: GLuint normal_tex; GLuint aniso_tex; + GLuint mipmap_blur_fbo; + GLuint mipmap_blur_color; + GLuint radical_inverse_vdc_cache_tex; bool use_rgba_2d_shadows; @@ -240,6 +256,8 @@ public: int mipmaps; + bool resize_to_po2; + bool active; GLenum tex_id; @@ -275,6 +293,7 @@ public: ignore_mipmaps(false), compressed(false), mipmaps(0), + resize_to_po2(false), active(false), tex_id(0), stored_cube_sides(0), @@ -313,7 +332,7 @@ public: mutable RID_Owner<Texture> texture_owner; - Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) const; + Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_will_need_resize) const; virtual RID texture_create(); virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); @@ -619,6 +638,7 @@ public: PoolVector<uint8_t> data; PoolVector<uint8_t> index_data; + Vector<PoolVector<uint8_t> > blend_shape_data; int total_data_size; @@ -845,12 +865,16 @@ public: Set<RasterizerScene::InstanceBase *> instances; Transform2D base_transform_2d; + Transform world_transform; + Transform world_transform_inverse; + bool use_world_transform; Skeleton() : use_2d(false), size(0), tex_id(0), - update_list(this) { + update_list(this), + use_world_transform(false) { } }; @@ -868,6 +892,7 @@ public: virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); + virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform); void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size); diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 15897fe587..d00b03fb8a 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -770,7 +770,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { /** CANVAS ITEM SHADER **/ actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; - actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp"; + actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize"; actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; @@ -859,7 +859,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; - actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; + actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture"; // Defined in GLES3, but not available in GLES2 //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; @@ -895,6 +895,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 012d1538b6..df7b170bf4 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -69,51 +69,6 @@ ShaderGLES2 *ShaderGLES2::active = NULL; #endif -void ShaderGLES2::bind_uniforms() { - if (!uniforms_dirty) - return; - - // regular uniforms - - const Map<uint32_t, Variant>::Element *E = uniform_defaults.front(); - - while (E) { - int idx = E->key(); - int location = version->uniform_location[idx]; - - if (location < 0) { - E = E->next(); - continue; - } - - Variant v; - - v = E->value(); - - _set_uniform_variant(location, v); - E = E->next(); - } - - // camera uniforms - - const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front(); - - while (C) { - int idx = C->key(); - int location = version->uniform_location[idx]; - - if (location < 0) { - C = C->next(); - continue; - } - - glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0])); - C = C->next(); - } - - uniforms_dirty = false; -} - GLint ShaderGLES2::get_uniform_location(int p_index) const { ERR_FAIL_COND_V(!version, -1); @@ -139,28 +94,6 @@ bool ShaderGLES2::bind() { glUseProgram(version->id); - // find out uniform names and locations - - int count; - glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count); - version->uniform_names.resize(count); - - for (int i = 0; i < count; i++) { - GLchar uniform_name[1024]; - int len = 0; - GLint size = 0; - GLenum type; - - glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name); - - uniform_name[len] = '\0'; - String name = String((const char *)uniform_name); - - version->uniform_names.write[i] = name; - } - - bind_uniforms(); - DEBUG_TEST_ERROR("use program"); active = this; @@ -513,6 +446,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() { String native_uniform_name = _mkid(cc->texture_uniforms[i]); GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data()); v.custom_uniform_locations[cc->texture_uniforms[i]] = location; + glUniform1i(location, i); } } @@ -732,340 +666,434 @@ void ShaderGLES2::use_material(void *p_material) { if (E->get().texture_order >= 0) continue; // this is a texture, doesn't go here - Map<StringName, Variant>::Element *V = material->params.find(E->key()); + Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key()); + if (!L || L->get() < 0) + continue; //uniform not valid - Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value; + GLuint location = L->get(); - value.first = E->get().type; - value.second = E->get().default_value; + Map<StringName, Variant>::Element *V = material->params.find(E->key()); if (V) { - value.second = Vector<ShaderLanguage::ConstantNode::Value>(); - value.second.resize(E->get().default_value.size()); switch (E->get().type) { case ShaderLanguage::TYPE_BOOL: { - if (value.second.size() < 1) - value.second.resize(1); - value.second.write[0].boolean = V->get(); + + bool boolean = V->get(); + glUniform1i(location, boolean ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC2: { - if (value.second.size() < 2) - value.second.resize(2); int flags = V->get(); - value.second.write[0].boolean = flags & 1; - value.second.write[1].boolean = flags & 2; + glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC3: { - if (value.second.size() < 3) - value.second.resize(3); + int flags = V->get(); - value.second.write[0].boolean = flags & 1; - value.second.write[1].boolean = flags & 2; - value.second.write[2].boolean = flags & 4; + glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC4: { - if (value.second.size() < 4) - value.second.resize(4); int flags = V->get(); - value.second.write[0].boolean = flags & 1; - value.second.write[1].boolean = flags & 2; - value.second.write[2].boolean = flags & 4; - value.second.write[3].boolean = flags & 8; + glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0); } break; - case ShaderLanguage::TYPE_INT: { - if (value.second.size() < 1) - value.second.resize(1); - int val = V->get(); - value.second.write[0].sint = val; + case ShaderLanguage::TYPE_INT: + case ShaderLanguage::TYPE_UINT: { + int value = V->get(); + glUniform1i(location, value); } break; - case ShaderLanguage::TYPE_IVEC2: { - if (value.second.size() < 2) - value.second.resize(2); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].sint = val[i]; + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_UVEC2: { + + Array r = V->get(); + const int count = 2; + if (r.size() == count) { + int values[count]; + for (int i = 0; i < count; i++) { + values[i] = r[i]; + } + glUniform2i(location, values[0], values[1]); } + } break; - case ShaderLanguage::TYPE_IVEC3: { - if (value.second.size() < 3) - value.second.resize(3); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].sint = val[i]; + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_UVEC3: { + Array r = V->get(); + const int count = 3; + if (r.size() == count) { + int values[count]; + for (int i = 0; i < count; i++) { + values[i] = r[i]; + } + glUniform3i(location, values[0], values[1], values[2]); } } break; - case ShaderLanguage::TYPE_IVEC4: { - if (value.second.size() < 4) - value.second.resize(4); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].sint = val[i]; + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC4: { + Array r = V->get(); + const int count = 4; + if (r.size() == count) { + int values[count]; + for (int i = 0; i < count; i++) { + values[i] = r[i]; + } + glUniform4i(location, values[0], values[1], values[2], values[3]); } } break; - case ShaderLanguage::TYPE_UINT: { - if (value.second.size() < 1) - value.second.resize(1); - uint32_t val = V->get(); - value.second.write[0].uint = val; + case ShaderLanguage::TYPE_FLOAT: { + float value = V->get(); + glUniform1f(location, value); + } break; - case ShaderLanguage::TYPE_UVEC2: { - if (value.second.size() < 2) - value.second.resize(2); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].uint = val[i]; - } + case ShaderLanguage::TYPE_VEC2: { + Vector2 value = V->get(); + glUniform2f(location, value.x, value.y); + } break; + case ShaderLanguage::TYPE_VEC3: { + Vector3 value = V->get(); + glUniform3f(location, value.x, value.y, value.z); } break; - case ShaderLanguage::TYPE_UVEC3: { - if (value.second.size() < 3) - value.second.resize(3); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].uint = val[i]; + case ShaderLanguage::TYPE_VEC4: { + if (V->get().get_type() == Variant::COLOR) { + Color value = V->get(); + glUniform4f(location, value.r, value.g, value.b, value.a); + } else if (V->get().get_type() == Variant::QUAT) { + Quat value = V->get(); + glUniform4f(location, value.x, value.y, value.z, value.w); + } else { + Plane value = V->get(); + glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d); } } break; - case ShaderLanguage::TYPE_UVEC4: { - if (value.second.size() < 4) - value.second.resize(4); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].uint = val[i]; - } + case ShaderLanguage::TYPE_MAT2: { + + Transform2D tr = V->get(); + GLfloat matrix[4] = { + /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + tr.elements[1][0], + tr.elements[1][1], + }; + glUniformMatrix2fv(location, 1, GL_FALSE, matrix); } break; - case ShaderLanguage::TYPE_FLOAT: { - if (value.second.size() < 1) - value.second.resize(1); - value.second.write[0].real = V->get(); + case ShaderLanguage::TYPE_MAT3: { + Basis val = V->get(); + + GLfloat mat[9] = { + val.elements[0][0], + val.elements[1][0], + val.elements[2][0], + val.elements[0][1], + val.elements[1][1], + val.elements[2][1], + val.elements[0][2], + val.elements[1][2], + val.elements[2][2], + }; + + glUniformMatrix3fv(location, 1, GL_FALSE, mat); + + } break; + + case ShaderLanguage::TYPE_MAT4: { + + Transform2D tr = V->get(); + GLfloat matrix[16] = { /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + 0, + 0, + tr.elements[1][0], + tr.elements[1][1], + 0, + 0, + 0, + 0, + 1, + 0, + tr.elements[2][0], + tr.elements[2][1], + 0, + 1 + }; + + glUniformMatrix4fv(location, 1, GL_FALSE, matrix); + + } break; + + default: { + ERR_PRINT("ShaderNode type missing, bug?"); + } break; + } + } else if (E->get().default_value.size()) { + const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value; + switch (E->get().type) { + case ShaderLanguage::TYPE_BOOL: { + glUniform1i(location, values[0].boolean); + } break; + + case ShaderLanguage::TYPE_BVEC2: { + glUniform2i(location, values[0].boolean, values[1].boolean); + } break; + case ShaderLanguage::TYPE_BVEC3: { + glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean); + } break; + + case ShaderLanguage::TYPE_BVEC4: { + glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean); + } break; + + case ShaderLanguage::TYPE_INT: { + glUniform1i(location, values[0].sint); + } break; + + case ShaderLanguage::TYPE_IVEC2: { + glUniform2i(location, values[0].sint, values[1].sint); + } break; + + case ShaderLanguage::TYPE_IVEC3: { + glUniform3i(location, values[0].sint, values[1].sint, values[2].sint); + } break; + + case ShaderLanguage::TYPE_IVEC4: { + glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint); + } break; + + case ShaderLanguage::TYPE_UINT: { + glUniform1i(location, values[0].uint); + } break; + + case ShaderLanguage::TYPE_UVEC2: { + glUniform2i(location, values[0].uint, values[1].uint); + } break; + + case ShaderLanguage::TYPE_UVEC3: { + glUniform3i(location, values[0].uint, values[1].uint, values[2].uint); + } break; + + case ShaderLanguage::TYPE_UVEC4: { + glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint); + } break; + + case ShaderLanguage::TYPE_FLOAT: { + glUniform1f(location, values[0].real); } break; case ShaderLanguage::TYPE_VEC2: { - if (value.second.size() < 2) - value.second.resize(2); - Vector2 val = V->get(); - value.second.write[0].real = val.x; - value.second.write[1].real = val.y; + glUniform2f(location, values[0].real, values[1].real); } break; case ShaderLanguage::TYPE_VEC3: { - if (value.second.size() < 3) - value.second.resize(3); - Vector3 val = V->get(); - value.second.write[0].real = val.x; - value.second.write[1].real = val.y; - value.second.write[2].real = val.z; + glUniform3f(location, values[0].real, values[1].real, values[2].real); } break; case ShaderLanguage::TYPE_VEC4: { - if (value.second.size() < 4) - value.second.resize(4); - if (V->get().get_type() == Variant::PLANE) { - Plane val = V->get(); - value.second.write[0].real = val.normal.x; - value.second.write[1].real = val.normal.y; - value.second.write[2].real = val.normal.z; - value.second.write[3].real = val.d; - } else { - Color val = V->get(); - value.second.write[0].real = val.r; - value.second.write[1].real = val.g; - value.second.write[2].real = val.b; - value.second.write[3].real = val.a; - } - + glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real); } break; case ShaderLanguage::TYPE_MAT2: { - Transform2D val = V->get(); + GLfloat mat[4]; - if (value.second.size() < 4) { - value.second.resize(4); + for (int i = 0; i < 4; i++) { + mat[i] = values[i].real; } - value.second.write[0].real = val.elements[0][0]; - value.second.write[1].real = val.elements[0][1]; - value.second.write[2].real = val.elements[1][0]; - value.second.write[3].real = val.elements[1][1]; - + glUniformMatrix2fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_MAT3: { - Basis val = V->get(); + GLfloat mat[9]; - if (value.second.size() < 9) { - value.second.resize(9); + for (int i = 0; i < 9; i++) { + mat[i] = values[i].real; } - value.second.write[0].real = val.elements[0][0]; - value.second.write[1].real = val.elements[0][1]; - value.second.write[2].real = val.elements[0][2]; - value.second.write[3].real = val.elements[1][0]; - value.second.write[4].real = val.elements[1][1]; - value.second.write[5].real = val.elements[1][2]; - value.second.write[6].real = val.elements[2][0]; - value.second.write[7].real = val.elements[2][1]; - value.second.write[8].real = val.elements[2][2]; + glUniformMatrix3fv(location, 1, GL_FALSE, mat); + } break; case ShaderLanguage::TYPE_MAT4: { - Transform val = V->get(); + GLfloat mat[16]; - if (value.second.size() < 16) { - value.second.resize(16); + for (int i = 0; i < 16; i++) { + mat[i] = values[i].real; } - value.second.write[0].real = val.basis.elements[0][0]; - value.second.write[1].real = val.basis.elements[0][1]; - value.second.write[2].real = val.basis.elements[0][2]; - value.second.write[3].real = 0; - value.second.write[4].real = val.basis.elements[1][0]; - value.second.write[5].real = val.basis.elements[1][1]; - value.second.write[6].real = val.basis.elements[1][2]; - value.second.write[7].real = 0; - value.second.write[8].real = val.basis.elements[2][0]; - value.second.write[9].real = val.basis.elements[2][1]; - value.second.write[10].real = val.basis.elements[2][2]; - value.second.write[11].real = 0; - value.second.write[12].real = val.origin[0]; - value.second.write[13].real = val.origin[1]; - value.second.write[14].real = val.origin[2]; - value.second.write[15].real = 1; + glUniformMatrix4fv(location, 1, GL_FALSE, mat); + } break; - default: { + case ShaderLanguage::TYPE_SAMPLER2D: { } break; - } - } else { - if (value.second.size() == 0) { - // No default value set... weird, let's just use zero for everything - size_t default_arg_size = 1; - bool is_float = false; - switch (E->get().type) { - case ShaderLanguage::TYPE_BOOL: - case ShaderLanguage::TYPE_INT: - case ShaderLanguage::TYPE_UINT: { - default_arg_size = 1; - } break; - - case ShaderLanguage::TYPE_FLOAT: { - default_arg_size = 1; - is_float = true; - } break; - - case ShaderLanguage::TYPE_BVEC2: - case ShaderLanguage::TYPE_IVEC2: - case ShaderLanguage::TYPE_UVEC2: { - default_arg_size = 2; - } break; - - case ShaderLanguage::TYPE_VEC2: { - default_arg_size = 2; - is_float = true; - } break; - - case ShaderLanguage::TYPE_BVEC3: - case ShaderLanguage::TYPE_IVEC3: - case ShaderLanguage::TYPE_UVEC3: { - default_arg_size = 3; - } break; - - case ShaderLanguage::TYPE_VEC3: { - default_arg_size = 3; - is_float = true; - } break; - - case ShaderLanguage::TYPE_BVEC4: - case ShaderLanguage::TYPE_IVEC4: - case ShaderLanguage::TYPE_UVEC4: { - default_arg_size = 4; - } break; - - case ShaderLanguage::TYPE_VEC4: { - default_arg_size = 4; - is_float = true; - } break; - - default: { - // TODO matricies and all that stuff - default_arg_size = 1; - } break; - } - - value.second.resize(default_arg_size); - - for (size_t i = 0; i < default_arg_size; i++) { - if (is_float) { - value.second.write[i].real = 0.0; - } else { - value.second.write[i].uint = 0; - } - } - } - } - GLint location; - if (v->custom_uniform_locations.has(E->key())) { - location = v->custom_uniform_locations[E->key()]; - } else { - int idx = v->uniform_names.find(E->key()); // TODO maybe put those in a Map? - if (idx < 0) { - location = -1; - } else { - location = v->uniform_location[idx]; + case ShaderLanguage::TYPE_ISAMPLER2D: { + + } break; + + case ShaderLanguage::TYPE_USAMPLER2D: { + + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + + } break; + + case ShaderLanguage::TYPE_SAMPLER2DARRAY: + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER3D: + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: { + // Not implemented in GLES2 + } break; + + case ShaderLanguage::TYPE_VOID: { + // Nothing to do? + } break; + default: { + ERR_PRINT("ShaderNode type missing, bug?"); + } break; } - } + } else { //zero - _set_uniform_value(location, value); - } + switch (E->get().type) { + case ShaderLanguage::TYPE_BOOL: { + glUniform1i(location, GL_FALSE); + } break; + + case ShaderLanguage::TYPE_BVEC2: { + glUniform2i(location, GL_FALSE, GL_FALSE); + } break; - // bind textures - int tc = material->textures.size(); - Pair<StringName, RID> *textures = material->textures.ptrw(); + case ShaderLanguage::TYPE_BVEC3: { + glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE); + } break; + + case ShaderLanguage::TYPE_BVEC4: { + glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + } break; - for (int i = 0; i < tc; i++) { + case ShaderLanguage::TYPE_INT: { + glUniform1i(location, 0); + } break; - Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value; - value.first = ShaderLanguage::TYPE_INT; - value.second.resize(1); - value.second.write[0].sint = i; + case ShaderLanguage::TYPE_IVEC2: { + glUniform2i(location, 0, 0); + } break; - // GLint location = get_uniform_location(textures[i].first); + case ShaderLanguage::TYPE_IVEC3: { + glUniform3i(location, 0, 0, 0); + } break; - // if (location < 0) { - // location = material->shader->uniform_locations[textures[i].first]; - // } - GLint location = -1; - if (v->custom_uniform_locations.has(textures[i].first)) { - location = v->custom_uniform_locations[textures[i].first]; - } else { - location = get_uniform_location(textures[i].first); - } + case ShaderLanguage::TYPE_IVEC4: { + glUniform4i(location, 0, 0, 0, 0); + } break; - _set_uniform_value(location, value); - } -} + case ShaderLanguage::TYPE_UINT: { + glUniform1i(location, 0); + } break; -void ShaderGLES2::set_base_material_tex_index(int p_idx) { + case ShaderLanguage::TYPE_UVEC2: { + glUniform2i(location, 0, 0); + } break; + + case ShaderLanguage::TYPE_UVEC3: { + glUniform3i(location, 0, 0, 0); + } break; + + case ShaderLanguage::TYPE_UVEC4: { + glUniform4i(location, 0, 0, 0, 0); + } break; + + case ShaderLanguage::TYPE_FLOAT: { + glUniform1f(location, 0); + } break; + + case ShaderLanguage::TYPE_VEC2: { + glUniform2f(location, 0, 0); + } break; + + case ShaderLanguage::TYPE_VEC3: { + glUniform3f(location, 0, 0, 0); + } break; + + case ShaderLanguage::TYPE_VEC4: { + glUniform4f(location, 0, 0, 0, 0); + } break; + + case ShaderLanguage::TYPE_MAT2: { + GLfloat mat[4] = { 0, 0, 0, 0 }; + + glUniformMatrix2fv(location, 1, GL_FALSE, mat); + } break; + + case ShaderLanguage::TYPE_MAT3: { + GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; + + glUniformMatrix3fv(location, 1, GL_FALSE, mat); + + } break; + + case ShaderLanguage::TYPE_MAT4: { + GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; + + glUniformMatrix4fv(location, 1, GL_FALSE, mat); + + } break; + + case ShaderLanguage::TYPE_SAMPLER2D: { + + } break; + + case ShaderLanguage::TYPE_ISAMPLER2D: { + + } break; + + case ShaderLanguage::TYPE_USAMPLER2D: { + + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + + } break; + + case ShaderLanguage::TYPE_SAMPLER2DARRAY: + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER3D: + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: { + // Not implemented in GLES2 + } break; + + case ShaderLanguage::TYPE_VOID: { + // Nothing to do? + } break; + default: { + ERR_PRINT("ShaderNode type missing, bug?"); + } break; + } + } + } } ShaderGLES2::ShaderGLES2() { diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index d493880d0b..ebea40e10e 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -1,4 +1,4 @@ -/*************************************************************************/ +/*************************************************************************/ /* shader_gles2.h */ /*************************************************************************/ /* This file is part of: */ @@ -112,7 +112,6 @@ private: GLuint id; GLuint vert_id; GLuint frag_id; - Vector<StringName> uniform_names; GLint *uniform_location; Vector<GLint> texture_uniform_locations; Map<StringName, GLint> custom_uniform_locations; @@ -177,9 +176,6 @@ private: int max_image_units; - Map<uint32_t, Variant> uniform_defaults; - Map<uint32_t, CameraMatrix> uniform_cameras; - Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > > uniform_values; protected: @@ -212,246 +208,11 @@ public: static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; } bool bind(); void unbind(); - void bind_uniforms(); inline GLuint get_program() const { return version ? version->id : 0; } void clear_caches(); - _FORCE_INLINE_ void _set_uniform_value(GLint p_uniform, const Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > &value) { - if (p_uniform < 0) - return; - - const Vector<ShaderLanguage::ConstantNode::Value> &values = value.second; - - switch (value.first) { - case ShaderLanguage::TYPE_BOOL: { - glUniform1i(p_uniform, values[0].boolean); - } break; - - case ShaderLanguage::TYPE_BVEC2: { - glUniform2i(p_uniform, values[0].boolean, values[1].boolean); - } break; - - case ShaderLanguage::TYPE_BVEC3: { - glUniform3i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean); - } break; - - case ShaderLanguage::TYPE_BVEC4: { - glUniform4i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean); - } break; - - case ShaderLanguage::TYPE_INT: { - glUniform1i(p_uniform, values[0].sint); - } break; - - case ShaderLanguage::TYPE_IVEC2: { - glUniform2i(p_uniform, values[0].sint, values[1].sint); - } break; - - case ShaderLanguage::TYPE_IVEC3: { - glUniform3i(p_uniform, values[0].sint, values[1].sint, values[2].sint); - } break; - - case ShaderLanguage::TYPE_IVEC4: { - glUniform4i(p_uniform, values[0].sint, values[1].sint, values[2].sint, values[3].sint); - } break; - - case ShaderLanguage::TYPE_UINT: { - glUniform1i(p_uniform, values[0].uint); - } break; - - case ShaderLanguage::TYPE_UVEC2: { - glUniform2i(p_uniform, values[0].uint, values[1].uint); - } break; - - case ShaderLanguage::TYPE_UVEC3: { - glUniform3i(p_uniform, values[0].uint, values[1].uint, values[2].uint); - } break; - - case ShaderLanguage::TYPE_UVEC4: { - glUniform4i(p_uniform, values[0].uint, values[1].uint, values[2].uint, values[3].uint); - } break; - - case ShaderLanguage::TYPE_FLOAT: { - glUniform1f(p_uniform, values[0].real); - } break; - - case ShaderLanguage::TYPE_VEC2: { - glUniform2f(p_uniform, values[0].real, values[1].real); - } break; - - case ShaderLanguage::TYPE_VEC3: { - glUniform3f(p_uniform, values[0].real, values[1].real, values[2].real); - } break; - - case ShaderLanguage::TYPE_VEC4: { - glUniform4f(p_uniform, values[0].real, values[1].real, values[2].real, values[3].real); - } break; - - case ShaderLanguage::TYPE_MAT2: { - GLfloat mat[4]; - - for (int i = 0; i < 4; i++) { - mat[i] = values[i].real; - } - - glUniformMatrix2fv(p_uniform, 1, GL_FALSE, mat); - } break; - - case ShaderLanguage::TYPE_MAT3: { - GLfloat mat[9]; - - for (int i = 0; i < 9; i++) { - mat[i] = values[i].real; - } - - glUniformMatrix3fv(p_uniform, 1, GL_FALSE, mat); - - } break; - - case ShaderLanguage::TYPE_MAT4: { - GLfloat mat[16]; - - for (int i = 0; i < 16; i++) { - mat[i] = values[i].real; - } - - glUniformMatrix4fv(p_uniform, 1, GL_FALSE, mat); - - } break; - - case ShaderLanguage::TYPE_SAMPLER2D: { - - } break; - - case ShaderLanguage::TYPE_ISAMPLER2D: { - - } break; - - case ShaderLanguage::TYPE_USAMPLER2D: { - - } break; - - case ShaderLanguage::TYPE_SAMPLERCUBE: { - - } break; - - case ShaderLanguage::TYPE_SAMPLER2DARRAY: - case ShaderLanguage::TYPE_ISAMPLER2DARRAY: - case ShaderLanguage::TYPE_USAMPLER2DARRAY: - case ShaderLanguage::TYPE_SAMPLER3D: - case ShaderLanguage::TYPE_ISAMPLER3D: - case ShaderLanguage::TYPE_USAMPLER3D: { - // Not implemented in GLES2 - } break; - - case ShaderLanguage::TYPE_VOID: { - // Nothing to do? - } break; - } - } - - _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) { - - if (p_uniform < 0) - return; // do none - switch (p_value.get_type()) { - - case Variant::BOOL: - case Variant::INT: { - - int val = p_value; - glUniform1i(p_uniform, val); - } break; - case Variant::REAL: { - - real_t val = p_value; - glUniform1f(p_uniform, val); - } break; - case Variant::COLOR: { - - Color val = p_value; - glUniform4f(p_uniform, val.r, val.g, val.b, val.a); - } break; - case Variant::VECTOR2: { - - Vector2 val = p_value; - glUniform2f(p_uniform, val.x, val.y); - } break; - case Variant::VECTOR3: { - - Vector3 val = p_value; - glUniform3f(p_uniform, val.x, val.y, val.z); - } break; - case Variant::PLANE: { - - Plane val = p_value; - glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d); - } break; - case Variant::QUAT: { - - Quat val = p_value; - glUniform4f(p_uniform, val.x, val.y, val.z, val.w); - } break; - - case Variant::TRANSFORM2D: { - - Transform2D tr = p_value; - GLfloat matrix[16] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - 0, - 0, - tr.elements[1][0], - tr.elements[1][1], - 0, - 0, - 0, - 0, - 1, - 0, - tr.elements[2][0], - tr.elements[2][1], - 0, - 1 - }; - - glUniformMatrix4fv(p_uniform, 1, false, matrix); - - } break; - case Variant::BASIS: - case Variant::TRANSFORM: { - - Transform tr = p_value; - GLfloat matrix[16] = { /* build a 16x16 matrix */ - tr.basis.elements[0][0], - tr.basis.elements[1][0], - tr.basis.elements[2][0], - 0, - tr.basis.elements[0][1], - tr.basis.elements[1][1], - tr.basis.elements[2][1], - 0, - tr.basis.elements[0][2], - tr.basis.elements[1][2], - tr.basis.elements[2][2], - 0, - tr.origin.x, - tr.origin.y, - tr.origin.z, - 1 - }; - - glUniformMatrix4fv(p_uniform, 1, false, matrix); - } break; - case Variant::OBJECT: { - - } break; - default: { ERR_FAIL(); } // do nothing - } - } - uint32_t create_custom_shader(); void set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, @@ -468,18 +229,6 @@ public: uint32_t get_version_key() const { return conditional_version.version; } - void set_uniform_default(int p_idx, const Variant &p_value) { - - if (p_value.get_type() == Variant::NIL) { - - uniform_defaults.erase(p_idx); - } else { - - uniform_defaults[p_idx] = p_value; - } - uniforms_dirty = true; - } - // this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't // like forward declared nested classes. void use_material(void *p_material); @@ -487,31 +236,9 @@ public: _FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; } _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; } - void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) { - - uniform_cameras[p_idx] = p_mat; - uniforms_dirty = true; - } - - _FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant &p_value) { - - ERR_FAIL_COND(!version); - ERR_FAIL_INDEX(p_idx, version->texture_uniform_locations.size()); - _set_uniform_variant(version->texture_uniform_locations[p_idx], p_value); - } - - _FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) { - - ERR_FAIL_COND_V(!version, -1); - ERR_FAIL_INDEX_V(p_idx, version->texture_uniform_locations.size(), -1); - return version->texture_uniform_locations[p_idx]; - } - virtual void init() = 0; void finish(); - void set_base_material_tex_index(int p_idx); - void add_custom_define(const String &p_define) { custom_defines.push_back(p_define.utf8()); } diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 643b6a5cc9..7ba2856216 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -107,6 +107,7 @@ vec2 select(vec2 a, vec2 b, bvec2 c) { void main() { vec4 color = color_attrib; + vec2 uv; #ifdef USE_INSTANCING mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0))); @@ -121,9 +122,9 @@ void main() { #ifdef USE_TEXTURE_RECT if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx; + uv = src_rect.xy + abs(src_rect.zw) * vertex.yx; } else { - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; + uv = src_rect.xy + abs(src_rect.zw) * vertex; } vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); @@ -140,7 +141,7 @@ void main() { #else vec4 outvec = vec4(vertex.xy, 0.0, 1.0); - uv_interp = uv_attrib; + uv = uv_attrib; #endif { @@ -161,6 +162,9 @@ VERTEX_SHADER_CODE #ifdef USE_PIXEL_SNAP outvec.xy = floor(outvec + 0.5).xy; + // precision issue on some hardware creates artifacts within texture + // offset uv by a small amount to avoid + uv += 1e-5; #endif #ifdef USE_SKELETON @@ -189,6 +193,7 @@ VERTEX_SHADER_CODE #endif + uv_interp = uv; gl_Position = projection_matrix * outvec; #ifdef USE_LIGHTING @@ -215,29 +220,25 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] +// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. +// Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL - #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif - -#endif +#endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif - #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif - - - #ifdef USE_GLES_OVER_GL #define lowp #define mediump @@ -345,10 +346,14 @@ 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 + uv = mod(uv, vec2(1.0, 1.0)); +#endif #if !defined(COLOR_USED) //default behavior, texture by color - color *= texture2D(color_texture, uv_interp); + color *= texture2D(color_texture, uv); #endif #ifdef SCREEN_UV_USED @@ -365,7 +370,7 @@ void main() { #endif if (use_default_normal) { - normal.xy = texture2D(normal_texture, uv_interp).xy * 2.0 - 1.0; + normal.xy = texture2D(normal_texture, uv).xy * 2.0 - 1.0; normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); normal_used = true; } else { @@ -440,6 +445,10 @@ FRAGMENT_SHADER_CODE color *= light; #ifdef USE_SHADOWS + // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only + // makes sense to compute shadows from there. + light_vec = light_uv_interp.zw; + float angle_to_light = -atan(light_vec.x, light_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays @@ -476,7 +485,7 @@ FRAGMENT_SHADER_CODE #ifdef USE_RGBA_SHADOWS -#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1)) +#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)) #else diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl index d39212826e..01b2c59325 100644 --- a/drivers/gles2/shaders/canvas_shadow.glsl +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -48,7 +48,7 @@ void main() { #ifdef USE_RGBA_SHADOWS highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); - comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); gl_FragColor = comp; #else diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 7643297a14..db3d8b3a1b 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -25,15 +25,15 @@ void main() { /* clang-format off */ [fragment] +// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. +// Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL - #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif - -#endif +#endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable @@ -44,8 +44,6 @@ void main() { #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif - - #ifdef USE_GLES_OVER_GL #define lowp #define mediump @@ -187,6 +185,18 @@ void main() { vec2 uv = (uv_interp * 2.0) - 1.0; vec3 N = texelCoordToVec(uv, face_id); +#ifdef USE_DIRECT_WRITE + +#ifdef USE_SOURCE_PANORAMA + + gl_FragColor = vec4(texturePanorama(source_panorama, N).rgb, 1.0); +#else + + gl_FragColor = vec4(textureCube(source_cube, N).rgb, 1.0); +#endif //USE_SOURCE_PANORAMA + +#else + vec4 sum = vec4(0.0); for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) { @@ -221,4 +231,5 @@ void main() { sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308)))); gl_FragColor = vec4(sum.rgb, 1.0); +#endif } diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 6f6f827d60..7e59b63935 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -59,6 +59,10 @@ uniform ivec2 skeleton_texture_size; #endif +uniform highp mat4 skeleton_transform; +uniform highp mat4 skeleton_transform_inverse; +uniform bool skeleton_in_world_coords; + #endif #ifdef USE_INSTANCING @@ -96,6 +100,10 @@ uniform float light_normal_bias; // varyings // +#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) +varying highp vec4 position_interp; +#endif + varying highp vec3 vertex_interp; varying vec3 normal_interp; @@ -355,7 +363,7 @@ void main() { uv2_interp = uv2_attrib; #endif -#ifdef OVERRIDE_POSITION +#if defined(OVERRIDE_POSITION) highp vec4 position; #endif @@ -400,7 +408,13 @@ void main() { #endif - world_matrix = bone_transform * world_matrix; + if (skeleton_in_world_coords) { + bone_transform = skeleton_transform * (bone_transform * skeleton_transform_inverse); + world_matrix = bone_transform * world_matrix; + } else { + world_matrix = world_matrix * bone_transform; + } + #endif #ifdef USE_INSTANCING @@ -647,25 +661,29 @@ VERTEX_SHADER_CODE #endif //use vertex lighting -#ifdef OVERRIDE_POSITION +#if defined(OVERRIDE_POSITION) gl_Position = position; #else gl_Position = projection_matrix * vec4(vertex_interp, 1.0); #endif + +#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) + position_interp = gl_Position; +#endif } /* clang-format off */ [fragment] +// texture2DLodEXT and textureCubeLodEXT are fragment shader specific. +// Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL - #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif - -#endif +#endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable @@ -676,9 +694,6 @@ VERTEX_SHADER_CODE #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif - - - #ifdef USE_GLES_OVER_GL #define lowp #define mediump @@ -724,6 +739,9 @@ uniform vec2 screen_pixel_size; #if defined(SCREEN_TEXTURE_USED) uniform highp sampler2D screen_texture; //texunit:-4 #endif +#if defined(DEPTH_TEXTURE_USED) +uniform highp sampler2D depth_texture; //texunit:-4 +#endif #ifdef USE_REFLECTION_PROBE1 @@ -901,6 +919,8 @@ uniform float ambient_energy; #ifdef USE_LIGHTING +uniform highp vec4 shadow_color; + #ifdef USE_VERTEX_LIGHTING //get from vertex @@ -913,7 +933,7 @@ uniform highp vec3 light_direction; //may be used by fog, so leave here //done in fragment // general for all lights uniform highp vec4 light_color; -uniform highp vec4 shadow_color; + uniform highp float light_specular; // directional @@ -970,6 +990,10 @@ uniform vec4 light_clamp; // varyings // +#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS) +varying highp vec4 position_interp; +#endif + varying highp vec3 vertex_interp; varying vec3 normal_interp; @@ -1330,8 +1354,18 @@ LIGHT_SHADER_CODE #ifdef USE_SHADOW -#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r) -#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r) +#ifdef USE_RGBA_SHADOWS + +#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)) + +#else + +#define SHADOW_DEPTH(m_val) (m_val).r + +#endif + +#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos))) +#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos))) float sample_shadow(highp sampler2D shadow, highp vec4 spos) { @@ -1593,14 +1627,14 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTMAP_CAPTURE { vec3 cone_dirs[12] = vec3[]( - vec3(0, 0, 1), - vec3(0.866025, 0, 0.5), + vec3(0.0, 0.0, 1.0), + vec3(0.866025, 0.0, 0.5), vec3(0.267617, 0.823639, 0.5), vec3(-0.700629, 0.509037, 0.5), vec3(-0.700629, -0.509037, 0.5), vec3(0.267617, -0.823639, 0.5), - vec3(0, 0, -1), - vec3(0.866025, 0, -0.5), + vec3(0.0, 0.0, -1.0), + vec3(0.866025, 0.0, -0.5), vec3(0.267617, 0.823639, -0.5), vec3(-0.700629, 0.509037, -0.5), vec3(-0.700629, -0.509037, -0.5), @@ -1807,7 +1841,7 @@ FRAGMENT_SHADER_CODE #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) - light_att *= sample_shadow(light_directional_shadow, shadow_coord); + light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord)); #endif //orthogonal #else //fragment version of pssm @@ -2057,7 +2091,6 @@ FRAGMENT_SHADER_CODE gl_FragColor.rgb *= (1.0 - fog_interp.a); #endif // BASE_PASS - #else //pixel based fog float fog_amount = 0.0; @@ -2101,5 +2134,15 @@ FRAGMENT_SHADER_CODE #endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) -#endif // not RENDER_DEPTH +#else // not RENDER_DEPTH +//depth render +#ifdef USE_RGBA_SHADOWS + + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias + highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); + comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + gl_FragColor = comp; + +#endif +#endif } |