diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/SCsub | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 583 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 42 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 406 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 50 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 11 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 13 | ||||
-rw-r--r-- | drivers/gles2/shaders/cubemap_filter.glsl | 14 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 647 | ||||
-rw-r--r-- | drivers/gles2/shaders/stdlib.glsl | 10 |
14 files changed, 1513 insertions, 277 deletions
diff --git a/drivers/gles2/SCsub b/drivers/gles2/SCsub index 2471dd3739..9923e52c73 100644 --- a/drivers/gles2/SCsub +++ b/drivers/gles2/SCsub @@ -2,6 +2,6 @@ Import('env') -env.add_source_files(env.drivers_sources,"*.cpp") +env.add_source_files(env.drivers_sources, "*.cpp") SConscript("shaders/SCsub") diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 4ae4441462..263f210fa2 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -811,8 +811,6 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons bool rebind_shader = true; - Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height); - state.current_tex = RID(); state.current_tex_ptr = NULL; state.current_normal = RID(); diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index bd03bd71f6..1dd594cc20 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -32,7 +32,7 @@ #include "core/os/os.h" #include "core/project_settings.h" -#include "gl_context/context_gl.h" +#include "drivers/gl_context/context_gl.h" #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index c76d5f7f20..45a9db73f2 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -66,6 +66,8 @@ public: static void make_current(); static void register_config(); + virtual bool is_low_end() const { return true; } + RasterizerGLES2(); ~RasterizerGLES2(); }; diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 56605a9fe5..22cc45a0f6 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -437,29 +437,182 @@ void RasterizerSceneGLES2::reflection_atlas_set_subdivision(RID p_ref_atlas, int //////////////////////////////////////////////////// RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { - return RID(); + + RasterizerStorageGLES2::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!probe, RID()); + + ReflectionProbeInstance *rpi = memnew(ReflectionProbeInstance); + + rpi->probe_ptr = probe; + rpi->self = reflection_probe_instance_owner.make_rid(rpi); + rpi->probe = p_probe; + rpi->reflection_atlas_index = -1; + rpi->render_step = -1; + rpi->last_pass = 0; + rpi->current_resolution = 0; + rpi->dirty = true; + + rpi->last_pass = 0; + rpi->index = 0; + + for (int i = 0; i < 6; i++) { + glGenFramebuffers(1, &rpi->fbo[i]); + } + + glGenFramebuffers(1, &rpi->fbo_blur); + glGenRenderbuffers(1, &rpi->depth); + glGenTextures(1, &rpi->cubemap); + + return rpi->self; } void RasterizerSceneGLES2::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) { + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND(!rpi); + rpi->transform = p_transform; } void RasterizerSceneGLES2::reflection_probe_release_atlas_index(RID p_instance) { } bool RasterizerSceneGLES2::reflection_probe_instance_needs_redraw(RID p_instance) { - return false; + const ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS; + rpi->dirty = false; + return need_redraw; } bool RasterizerSceneGLES2::reflection_probe_instance_has_reflection(RID p_instance) { - return false; + return true; } bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { - return false; + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + rpi->render_step = 0; + + if (rpi->probe_ptr->resolution != rpi->current_resolution) { + + //update cubemap if resolution changed + int size = rpi->probe_ptr->resolution; + rpi->current_resolution = size; + + int lod = 0; + + GLenum internal_format = GL_RGBA; + GLenum format = GL_RGBA; + GLenum type = GL_UNSIGNED_BYTE; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); + + // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used. + while (size >= 1) { + + for (int i = 0; i < 6; i++) { + glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); + if (size == rpi->current_resolution) { + //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, GL_DEPTH_COMPONENT16, size, size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); + +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); +#endif + } + } + + lod++; + + size >>= 1; + } + + 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); + } + + return true; } bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_instance) { - return false; + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + int size = rpi->probe_ptr->resolution; + + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + glDepthMask(GL_FALSE); + + for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + glDisableVertexAttribArray(i); + } + } + + //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; + int mm_level = mipmaps - 1; + + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false); + storage->shaders.cubemap_filter.bind(); + + //blur + while (size >= 1) { + + 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); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + size >>= 1; + + mm_level--; + + lod++; + } + + // restore ranges + + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + return true; } /* ENVIRONMENT API */ @@ -712,10 +865,8 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G bool has_alpha = has_base_alpha || has_blend_alpha; bool mirror = p_instance->mirror; - bool no_cull = false; if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED) { - no_cull = true; mirror = false; } else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_FRONT) { mirror = !mirror; @@ -738,7 +889,6 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G //shader does not use discard and does not write a vertex position, use generic material if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) { p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided); - no_cull = true; mirror = false; } else { p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material); @@ -763,6 +913,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G e->use_accum = false; e->light_index = RenderList::MAX_LIGHTS; e->use_accum_ptr = &e->use_accum; + e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0; if (e->geometry->last_pass != render_pass) { e->geometry->last_pass = render_pass; @@ -782,17 +933,39 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G e->material_index = e->material->index; - e->refprobe_0_index = 0xFF; //refprobe disabled by default - e->refprobe_1_index = 0xFF; //refprobe disabled by default + e->refprobe_0_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default + e->refprobe_1_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default if (!p_depth_pass) { e->depth_layer = e->instance->depth_layer; e->priority = p_material->render_priority; - //if (e->instance->reflection_probe_instances.size() > 0 ) { - // RasterizerStorageGLES2:: - //} + int rpsize = e->instance->reflection_probe_instances.size(); + if (rpsize > 0) { + bool first = true; + rpsize = MIN(rpsize, 2); //more than 2 per object are not supported, this keeps it stable + + for (int i = 0; i < rpsize; i++) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(e->instance->reflection_probe_instances[i]); + if (rpi->last_pass != render_pass) { + continue; + } + if (first) { + e->refprobe_0_index = rpi->index; + first = false; + } else { + e->refprobe_1_index = rpi->index; + break; + } + } + + /* if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible + uint64_t tmp = e->refprobe_0_index; + e->refprobe_0_index = e->refprobe_1_index; + e->refprobe_1_index = tmp; + }*/ + } //add directional lights @@ -924,9 +1097,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p } break; - default: { - - } break; + default: {} } } } @@ -1051,7 +1222,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glDisableVertexAttribArray(i); switch (i) { case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1); + glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; case VS::ARRAY_COLOR: { glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); @@ -1136,8 +1307,6 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste bone_weight[3] = (weight_ptr[3] / (float)0xFFFF); } - size_t offset = i * 12; - Transform transform; Transform bone_transforms[4] = { @@ -1176,33 +1345,28 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste //enable transform buffer and bind it glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); - glEnableVertexAttribArray(VS::ARRAY_MAX + 0); - glEnableVertexAttribArray(VS::ARRAY_MAX + 1); - glEnableVertexAttribArray(VS::ARRAY_MAX + 2); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 2); - glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0)); - glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1)); - glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2)); + glVertexAttribPointer(INSTANCE_BONE_BASE + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0)); + glVertexAttribPointer(INSTANCE_BONE_BASE + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1)); + glVertexAttribPointer(INSTANCE_BONE_BASE + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2)); clear_skeleton_buffer = false; } } if (clear_skeleton_buffer) { - // just to make sure - glDisableVertexAttribArray(VS::ARRAY_MAX + 0); - glDisableVertexAttribArray(VS::ARRAY_MAX + 1); - glDisableVertexAttribArray(VS::ARRAY_MAX + 2); - glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2); } } break; case VS::INSTANCE_MULTIMESH: { - RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner); RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id); @@ -1219,7 +1383,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glDisableVertexAttribArray(i); switch (i) { case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1); + glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; case VS::ARRAY_COLOR: { glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); @@ -1230,25 +1394,22 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste } } - if (!storage->config.float_texture_supported) { - // just to make sure, clear skeleton buffer too - glDisableVertexAttribArray(VS::ARRAY_MAX + 0); - glDisableVertexAttribArray(VS::ARRAY_MAX + 1); - glDisableVertexAttribArray(VS::ARRAY_MAX + 2); - - glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0); - } + // prepare multimesh (disable) + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 0); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 1); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 2); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 3); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 4); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2); } break; case VS::INSTANCE_IMMEDIATE: { } break; - default: { - - } break; + default: {} } } @@ -1267,7 +1428,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } else { glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); } - + /* if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) { //clean up after skeleton glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); @@ -1280,7 +1441,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0); glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0); } - +*/ } break; case VS::INSTANCE_MULTIMESH: { @@ -1301,53 +1462,33 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { // drawing + const float *base_buffer = multi_mesh->data.ptr(); + for (int i = 0; i < amount; i++) { - float *buffer = &multi_mesh->data.write[i * stride]; + const float *buffer = base_buffer + i * stride; { - // inline of multimesh_get_transform since it's such a pain - // to get a RID from here... - Transform transform; - - transform.basis.elements[0][0] = buffer[0]; - transform.basis.elements[0][1] = buffer[1]; - transform.basis.elements[0][2] = buffer[2]; - transform.origin.x = buffer[3]; - transform.basis.elements[1][0] = buffer[4]; - transform.basis.elements[1][1] = buffer[5]; - transform.basis.elements[1][2] = buffer[6]; - transform.origin.y = buffer[7]; - transform.basis.elements[2][0] = buffer[8]; - transform.basis.elements[2][1] = buffer[9]; - transform.basis.elements[2][2] = buffer[10]; - transform.origin.z = buffer[11]; - - float row[3][4] = { - { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] }, - { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] }, - { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] }, - }; - - glVertexAttrib4fv(VS::ARRAY_MAX + 0, row[0]); - glVertexAttrib4fv(VS::ARRAY_MAX + 1, row[1]); - glVertexAttrib4fv(VS::ARRAY_MAX + 2, row[2]); + + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]); } if (multi_mesh->color_floats) { if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) { uint8_t *color_data = (uint8_t *)(buffer + color_ofs); - glVertexAttrib4f(VS::ARRAY_MAX + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0); + glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0); } else { - glVertexAttrib4fv(VS::ARRAY_MAX + 3, buffer + color_ofs); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs); } } if (multi_mesh->custom_data_floats) { if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs); - glVertexAttrib4f(VS::ARRAY_MAX + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0); + glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0); } else { - glVertexAttrib4fv(VS::ARRAY_MAX + 4, buffer + custom_data_ofs); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs); } } @@ -1471,6 +1612,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } } break; + default: {} } } @@ -1514,7 +1656,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas } state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits); - if (p_light->light_ptr->shadow) { + 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); @@ -1526,7 +1668,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas case VS::LIGHT_OMNI: { state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true); - if (shadow_atlas && p_light->light_ptr->shadow) { + 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); @@ -1537,7 +1679,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas case VS::LIGHT_SPOT: { state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true); - if (shadow_atlas && p_light->light_ptr->shadow) { + 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); @@ -1571,7 +1713,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado CameraMatrix matrices[4]; - if (light_ptr->shadow && directional_shadow.depth) { + if (!state.render_no_shadows && light_ptr->shadow && directional_shadow.depth) { int shadow_count = 0; Color split_offsets; @@ -1662,11 +1804,10 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); - Color attenuation = Color(0.0, 0.0, 0.0, 0.0); - attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); - if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) { + if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { uint32_t key = shadow_atlas->shadow_owners[light->self]; @@ -1716,8 +1857,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized(); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction); - Color attenuation = Color(0.0, 0.0, 0.0, 0.0); - attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]; @@ -1728,7 +1868,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); - if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { + if (!state.render_no_shadows && light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { uint32_t key = shadow_atlas->shadow_owners[light->self]; uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03; @@ -1773,8 +1913,56 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado } } break; + default: {} + } +} + +void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env) { + + if (p_refprobe1) { + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_USE_BOX_PROJECT, p_refprobe1->probe_ptr->box_projection); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_EXTENTS, p_refprobe1->probe_ptr->extents); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_OFFSET, p_refprobe1->probe_ptr->origin_offset); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_EXTERIOR, !p_refprobe1->probe_ptr->interior); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_INTENSITY, p_refprobe1->probe_ptr->intensity); + + Color ambient; + if (p_refprobe1->probe_ptr->interior) { + ambient = p_refprobe1->probe_ptr->interior_ambient * p_refprobe1->probe_ptr->interior_ambient_energy; + ambient.a = p_refprobe1->probe_ptr->interior_ambient_probe_contrib; + } else if (p_env) { + ambient = p_env->ambient_color * p_env->ambient_energy; + ambient.a = p_env->ambient_sky_contribution; + } + + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_AMBIENT, ambient); + + Transform proj = (p_view_transform.inverse() * p_refprobe1->transform).affine_inverse(); + + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_LOCAL_MATRIX, proj); + } + + if (p_refprobe2) { + 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_INTENSITY, p_refprobe2->probe_ptr->intensity); + + Color ambient; + if (p_refprobe2->probe_ptr->interior) { + ambient = p_refprobe2->probe_ptr->interior_ambient * p_refprobe2->probe_ptr->interior_ambient_energy; + ambient.a = p_refprobe2->probe_ptr->interior_ambient_probe_contrib; + } else if (p_env) { + ambient = p_env->ambient_color * p_env->ambient_energy; + ambient.a = p_env->ambient_sky_contribution; + } - default: break; + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_AMBIENT, ambient); + + Transform proj = (p_view_transform.inverse() * p_refprobe2->transform).affine_inverse(); + + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_LOCAL_MATRIX, proj); } } @@ -1782,9 +1970,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - Vector2 screen_pixel_size; - screen_pixel_size.x = 1.0 / storage->frame.current_rt->width; - screen_pixel_size.y = 1.0 / storage->frame.current_rt->height; + Vector2 screen_pixel_size = state.screen_pixel_size; bool use_radiance_map = false; if (!p_shadow && p_base_env) { @@ -1800,6 +1986,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, RasterizerStorageGLES2::Material *prev_material = NULL; RasterizerStorageGLES2::Geometry *prev_geometry = NULL; RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL; + RasterizerStorageGLES2::GeometryOwner *prev_owner = NULL; Transform view_transform_inverse = p_view_transform.inverse(); CameraMatrix projection_inverse = p_projection.inverse(); @@ -1807,6 +1994,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, bool prev_base_pass = false; LightInstance *prev_light = NULL; bool prev_vertex_lit = false; + ReflectionProbeInstance *prev_refprobe_1 = NULL; + ReflectionProbeInstance *prev_refprobe_2 = NULL; int prev_blend_mode = -2; //will always catch the first go @@ -1816,6 +2005,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glDisable(GL_BLEND); } + RasterizerStorageGLES2::Texture *prev_lightmap = NULL; + float lightmap_energy = 1.0; + bool prev_use_lightmap_capture = false; + for (int i = 0; i < p_element_count; i++) { RenderList::Element *e = p_elements[i]; @@ -1825,6 +2018,13 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, bool accum_pass = *e->use_accum_ptr; *e->use_accum_ptr = true; //set to accum for next time this is found LightInstance *light = NULL; + ReflectionProbeInstance *refprobe_1 = NULL; + ReflectionProbeInstance *refprobe_2 = NULL; + RasterizerStorageGLES2::Texture *lightmap = NULL; + bool use_lightmap_capture = false; + bool rebind_light = false; + bool rebind_reflection = false; + bool rebind_lightmap = false; if (!p_shadow) { @@ -1860,6 +2060,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _setup_light_type(light, shadow_atlas); rebind = true; + rebind_light = true; } int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix @@ -1921,9 +2122,63 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit); prev_vertex_lit = vertex_lit; } + + if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) { + ERR_FAIL_INDEX(e->refprobe_0_index, reflection_probe_count); + refprobe_1 = reflection_probe_instances[e->refprobe_0_index]; + } + if (!unshaded && !accum_pass && e->refprobe_1_index != RenderList::MAX_REFLECTION_PROBES) { + ERR_FAIL_INDEX(e->refprobe_1_index, reflection_probe_count); + refprobe_2 = reflection_probe_instances[e->refprobe_1_index]; + } + + if (refprobe_1 != prev_refprobe_1 || refprobe_2 != prev_refprobe_2) { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, refprobe_1 != NULL); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, refprobe_2 != NULL); + if (refprobe_1 != NULL && refprobe_1 != prev_refprobe_1) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); + glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_1->cubemap); + } + if (refprobe_2 != NULL && refprobe_2 != prev_refprobe_2) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap); + } + rebind = true; + rebind_reflection = true; + } + + use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty(); + + if (use_lightmap_capture != prev_use_lightmap_capture) { + + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, use_lightmap_capture); + rebind = true; + } + + if (!unshaded && !accum_pass && e->instance->lightmap.is_valid()) { + + lightmap = storage->texture_owner.getornull(e->instance->lightmap); + lightmap_energy = 1.0; + if (lightmap) { + RasterizerStorageGLES2::LightmapCapture *capture = storage->lightmap_capture_data_owner.getornull(e->instance->lightmap_capture->base); + if (capture) { + lightmap_energy = capture->energy; + } + } + } + + if (lightmap != prev_lightmap) { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, lightmap != NULL); + if (lightmap != NULL) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, lightmap->tex_id); + } + rebind = true; + rebind_lightmap = true; + } } - bool instancing = e->instancing; + bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH; if (instancing != prev_instancing) { @@ -1936,7 +2191,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (skeleton != prev_skeleton) { if (skeleton) { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, skeleton != NULL); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported); } else { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); @@ -1946,7 +2201,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, rebind = true; } - if (e->geometry != prev_geometry || skeleton != prev_skeleton) { + if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) { _setup_geometry(e, skeleton); } @@ -1955,7 +2210,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); } - if (i == 0 || shader_rebind) { //first time must rebindmakin + if (i == 0 || shader_rebind) { //first time must rebind if (p_shadow) { state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias); @@ -1972,6 +2227,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (p_env) { state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution); + state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy); @@ -1982,9 +2238,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0); } - if (light) { - _setup_light(light, shadow_atlas, p_view_transform); - } + //rebind all these + rebind_light = true; + rebind_reflection = true; + rebind_lightmap = true; } state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse); @@ -1998,25 +2255,53 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? } + if (rebind_light && light) { + _setup_light(light, shadow_atlas, p_view_transform); + } + + if (rebind_reflection && (refprobe_1 || refprobe_2)) { + _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env); + } + + if (rebind_lightmap && lightmap) { + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy); + } + state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); + 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); + } + _render_geometry(e); prev_geometry = e->geometry; + prev_owner = e->owner; prev_material = material; prev_skeleton = skeleton; prev_instancing = instancing; prev_light = light; + prev_refprobe_1 = refprobe_1; + prev_refprobe_2 = refprobe_2; + prev_lightmap = lightmap; + prev_use_lightmap_capture = use_lightmap_capture; } _setup_light_type(NULL, NULL); //clear light stuff + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false); state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, 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) { @@ -2111,6 +2396,36 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { + GLuint current_fb = 0; + Environment *env = NULL; + + int viewport_width, viewport_height; + + if (p_reflection_probe.is_valid()) { + ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe); + ERR_FAIL_COND(!probe); + state.render_no_shadows = !probe->probe_ptr->enable_shadows; + + if (!probe->probe_ptr->interior) { //use env only if not interior + env = environment_owner.getornull(p_environment); + } + + current_fb = probe->fbo[p_reflection_probe_pass]; + state.screen_pixel_size.x = 1.0 / probe->probe_ptr->resolution; + state.screen_pixel_size.y = 1.0 / probe->probe_ptr->resolution; + + viewport_width = probe->probe_ptr->resolution; + viewport_height = probe->probe_ptr->resolution; + + } else { + state.render_no_shadows = false; + current_fb = storage->frame.current_rt->fbo; + env = environment_owner.getornull(p_environment); + state.screen_pixel_size.x = 1.0 / storage->frame.current_rt->width; + state.screen_pixel_size.y = 1.0 / storage->frame.current_rt->height; + viewport_width = storage->frame.current_rt->width; + viewport_height = storage->frame.current_rt->height; + } //push back the directional lights if (p_light_cull_count) { @@ -2143,10 +2458,22 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const render_light_instance_count = 0; } - glEnable(GL_BLEND); + if (p_reflection_probe_cull_count) { - GLuint current_fb = storage->frame.current_rt->fbo; - Environment *env = environment_owner.getornull(p_environment); + reflection_probe_instances = (ReflectionProbeInstance **)alloca(sizeof(ReflectionProbeInstance *) * p_reflection_probe_cull_count); + reflection_probe_count = p_reflection_probe_cull_count; + for (int i = 0; i < p_reflection_probe_cull_count; i++) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]); + ERR_CONTINUE(!rpi); + rpi->last_pass = render_pass + 1; //will be incremented later + rpi->index = i; + reflection_probe_instances[i] = rpi; + } + + } else { + reflection_probe_instances = NULL; + reflection_probe_count = 0; + } // render list stuff @@ -2156,6 +2483,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const // other stuff glBindFramebuffer(GL_FRAMEBUFFER, current_fb); + glViewport(0, 0, viewport_width, viewport_height); glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); @@ -2257,6 +2585,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { + state.render_no_shadows = false; + LightInstance *light_instance = light_instance_owner.getornull(p_light); ERR_FAIL_COND(!light_instance); @@ -2267,7 +2597,6 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ uint32_t y; uint32_t width; uint32_t height; - uint32_t vp_height; float zfar = 0; bool flip_facing = false; @@ -2353,14 +2682,12 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult; fbo = directional_shadow.fbo; - vp_height = directional_shadow.size; } else { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); fbo = shadow_atlas->fbo; - vp_height = shadow_atlas->size; uint32_t key = shadow_atlas->shadow_owners[p_light]; @@ -2534,6 +2861,44 @@ void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) { } bool RasterizerSceneGLES2::free(RID p_rid) { + + if (light_instance_owner.owns(p_rid)) { + + LightInstance *light_instance = light_instance_owner.getptr(p_rid); + + //remove from shadow atlases.. + for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get()); + ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); + uint32_t key = shadow_atlas->shadow_owners[p_rid]; + uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; + uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; + + shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); + shadow_atlas->shadow_owners.erase(p_rid); + } + + light_instance_owner.free(p_rid); + memdelete(light_instance); + + } else if (shadow_atlas_owner.owns(p_rid)) { + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid); + shadow_atlas_set_size(p_rid, 0); + shadow_atlas_owner.free(p_rid); + memdelete(shadow_atlas); + } else if (reflection_probe_instance_owner.owns(p_rid)) { + + ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid); + + reflection_probe_release_atlas_index(p_rid); + reflection_probe_instance_owner.free(p_rid); + memdelete(reflection_instance); + + } else { + return false; + } + return true; } @@ -2669,10 +3034,6 @@ void RasterizerSceneGLES2::initialize() { } shadow_filter_mode = SHADOW_FILTER_NEAREST; - - RenderList::Element e; - e.sort_key = 0; - e.light_type1 = 1; } void RasterizerSceneGLES2::iteration() { diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 27cbc35299..14b9116952 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -59,6 +59,11 @@ public: SHADOW_FILTER_PCF13, }; + enum { + INSTANCE_ATTRIB_BASE = 8, + INSTANCE_BONE_BASE = 13, + }; + ShadowFilterMode shadow_filter_mode; RID default_material; @@ -204,6 +209,9 @@ public: float dual_parbolloid_direction; float dual_parbolloid_zfar; + bool render_no_shadows; + + Vector2 screen_pixel_size; } state; /* SHADOW ATLAS API */ @@ -287,6 +295,38 @@ public: /* REFLECTION PROBE INSTANCE */ + struct ReflectionProbeInstance : public RID_Data { + + RasterizerStorageGLES2::ReflectionProbe *probe_ptr; + RID probe; + RID self; + RID atlas; + + int reflection_atlas_index; + + int render_step; + int reflection_index; + + GLuint fbo[6]; + GLuint cubemap; + GLuint depth; + + GLuint fbo_blur; + + int current_resolution; + mutable bool dirty; + + uint64_t last_pass; + uint32_t index; + + Transform transform; + }; + + mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner; + + ReflectionProbeInstance **reflection_probe_instances; + int reflection_probe_count; + virtual RID reflection_probe_instance_create(RID p_probe); virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform); virtual void reflection_probe_release_atlas_index(RID p_instance); @@ -424,6 +464,7 @@ public: enum { MAX_LIGHTS = 255, + MAX_REFLECTION_PROBES = 255, DEFAULT_MAX_ELEMENTS = 65536 }; @@ -587,6 +628,7 @@ public: _FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton); _FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas); _FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform); + _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env); _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element); virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index b3ce873b65..6314a69a90 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -54,6 +54,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#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); @@ -356,7 +358,6 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ GLenum type; bool compressed = false; - bool srgb = false; if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video @@ -497,22 +498,6 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } -//set swizle for older format compatibility -#ifdef GLES_OVER_GL - switch (texture->format) { - - case Image::FORMAT_L8: { - - } break; - case Image::FORMAT_LA8: { - - } break; - default: { - - } break; - } -#endif - int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1; int w = img->get_width(); @@ -592,7 +577,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) PoolVector<uint8_t> data; - int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1 ? -1 : 0); + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1); data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers PoolVector<uint8_t>::Write wb = data.write(); @@ -965,6 +950,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i); float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1; + roughness = MIN(1.0, roughness); //keep max at 1 shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -1310,8 +1296,13 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn pi.hint_string = "CubeMap"; } break; - default: { - + 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; } @@ -2636,10 +2627,10 @@ void RasterizerStorageGLES2::update_dirty_multimeshes() { if (multimesh->mesh.is_valid()) { mesh_aabb = mesh_get_aabb(multimesh->mesh, RID()); - } else { - mesh_aabb.size += Vector3(0.001, 0.001, 0.001); } + mesh_aabb.size += Vector3(0.001, 0.001, 0.001); //in case mesh is empty in one of the sides + int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; int count = multimesh->data.size(); float *data = multimesh->data.ptrw(); @@ -3111,6 +3102,7 @@ void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param light->version++; light->instance_change_notify(); } break; + default: {} } light->param[p_param] = p_value; @@ -3302,69 +3294,194 @@ AABB RasterizerStorageGLES2::light_get_aabb(RID p_light) const { /* PROBE API */ RID RasterizerStorageGLES2::reflection_probe_create() { - return RID(); + + ReflectionProbe *reflection_probe = memnew(ReflectionProbe); + + reflection_probe->intensity = 1.0; + reflection_probe->interior_ambient = Color(); + reflection_probe->interior_ambient_energy = 1.0; + reflection_probe->max_distance = 0; + reflection_probe->extents = Vector3(1, 1, 1); + reflection_probe->origin_offset = Vector3(0, 0, 0); + reflection_probe->interior = false; + reflection_probe->box_projection = false; + reflection_probe->enable_shadows = false; + reflection_probe->cull_mask = (1 << 20) - 1; + reflection_probe->update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE; + reflection_probe->resolution = 128; + + return reflection_probe_owner.make_rid(reflection_probe); } void RasterizerStorageGLES2::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->update_mode = p_mode; + reflection_probe->instance_change_notify(); } void RasterizerStorageGLES2::reflection_probe_set_intensity(RID p_probe, float p_intensity) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->intensity = p_intensity; } void RasterizerStorageGLES2::reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient = p_ambient; } void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient_energy = p_energy; } void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient_probe_contrib = p_contrib; } void RasterizerStorageGLES2::reflection_probe_set_max_distance(RID p_probe, float p_distance) { -} -void RasterizerStorageGLES2::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) { + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->max_distance = p_distance; + reflection_probe->instance_change_notify(); } +void RasterizerStorageGLES2::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + reflection_probe->extents = p_extents; + reflection_probe->instance_change_notify(); +} void RasterizerStorageGLES2::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->origin_offset = p_offset; + reflection_probe->instance_change_notify(); } void RasterizerStorageGLES2::reflection_probe_set_as_interior(RID p_probe, bool p_enable) { -} + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior = p_enable; +} void RasterizerStorageGLES2::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->box_projection = p_enable; } void RasterizerStorageGLES2::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) { -} + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->enable_shadows = p_enable; + reflection_probe->instance_change_notify(); +} void RasterizerStorageGLES2::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->cull_mask = p_layers; + reflection_probe->instance_change_notify(); +} + +void RasterizerStorageGLES2::reflection_probe_set_resolution(RID p_probe, int p_resolution) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->resolution = p_resolution; } AABB RasterizerStorageGLES2::reflection_probe_get_aabb(RID p_probe) const { - return AABB(); + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, AABB()); + + AABB aabb; + aabb.position = -reflection_probe->extents; + aabb.size = reflection_probe->extents * 2.0; + + return aabb; } VS::ReflectionProbeUpdateMode RasterizerStorageGLES2::reflection_probe_get_update_mode(RID p_probe) const { - return VS::REFLECTION_PROBE_UPDATE_ALWAYS; + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, VS::REFLECTION_PROBE_UPDATE_ALWAYS); + + return reflection_probe->update_mode; } uint32_t RasterizerStorageGLES2::reflection_probe_get_cull_mask(RID p_probe) const { - return 0; + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->cull_mask; } Vector3 RasterizerStorageGLES2::reflection_probe_get_extents(RID p_probe) const { - return Vector3(); + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, Vector3()); + + return reflection_probe->extents; } Vector3 RasterizerStorageGLES2::reflection_probe_get_origin_offset(RID p_probe) const { - return Vector3(); + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, Vector3()); + + return reflection_probe->origin_offset; } bool RasterizerStorageGLES2::reflection_probe_renders_shadows(RID p_probe) const { - return false; + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, false); + + return reflection_probe->enable_shadows; } float RasterizerStorageGLES2::reflection_probe_get_origin_max_distance(RID p_probe) const { - return 0; + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->max_distance; +} + +int RasterizerStorageGLES2::reflection_probe_get_resolution(RID p_probe) const { + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe, 0); + + return reflection_probe->resolution; } RID RasterizerStorageGLES2::gi_probe_create() { @@ -3465,46 +3582,100 @@ void RasterizerStorageGLES2::gi_probe_dynamic_data_update(RID p_gi_probe_data, i /////// RID RasterizerStorageGLES2::lightmap_capture_create() { - return RID(); + + LightmapCapture *capture = memnew(LightmapCapture); + return lightmap_capture_data_owner.make_rid(capture); } void RasterizerStorageGLES2::lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) { -} -AABB RasterizerStorageGLES2::lightmap_capture_get_bounds(RID p_capture) const { - return AABB(); + LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND(!capture); + capture->bounds = p_bounds; + capture->instance_change_notify(); } +AABB RasterizerStorageGLES2::lightmap_capture_get_bounds(RID p_capture) const { -void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) { + const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND_V(!capture, AABB()); + return capture->bounds; } +void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) { + + LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND(!capture); + ERR_FAIL_COND(p_octree.size() == 0 || (p_octree.size() % sizeof(LightmapCaptureOctree)) != 0); + + capture->octree.resize(p_octree.size() / sizeof(LightmapCaptureOctree)); + if (p_octree.size()) { + PoolVector<LightmapCaptureOctree>::Write w = capture->octree.write(); + PoolVector<uint8_t>::Read r = p_octree.read(); + copymem(w.ptr(), r.ptr(), p_octree.size()); + } + capture->instance_change_notify(); +} PoolVector<uint8_t> RasterizerStorageGLES2::lightmap_capture_get_octree(RID p_capture) const { - return PoolVector<uint8_t>(); + + const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>()); + + if (capture->octree.size() == 0) + return PoolVector<uint8_t>(); + + PoolVector<uint8_t> ret; + ret.resize(capture->octree.size() * sizeof(LightmapCaptureOctree)); + { + PoolVector<LightmapCaptureOctree>::Read r = capture->octree.read(); + PoolVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(), r.ptr(), ret.size()); + } + + return ret; } void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) { + LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND(!capture); + capture->cell_xform = p_xform; } Transform RasterizerStorageGLES2::lightmap_capture_get_octree_cell_transform(RID p_capture) const { - return Transform(); + const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND_V(!capture, Transform()); + return capture->cell_xform; } void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) { + LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND(!capture); + capture->cell_subdiv = p_subdiv; } int RasterizerStorageGLES2::lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { - return 0; + const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND_V(!capture, 0); + return capture->cell_subdiv; } void RasterizerStorageGLES2::lightmap_capture_set_energy(RID p_capture, float p_energy) { + + LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND(!capture); + capture->energy = p_energy; } float RasterizerStorageGLES2::lightmap_capture_get_energy(RID p_capture) const { - return 0.0; + + const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND_V(!capture, 0); + return capture->energy; } const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES2::lightmap_capture_get_octree_ptr(RID p_capture) const { - return NULL; + const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); + ERR_FAIL_COND_V(!capture, NULL); + return &capture->octree; } /////// @@ -3596,15 +3767,115 @@ void RasterizerStorageGLES2::update_particles() { //////// void RasterizerStorageGLES2::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + + skeleton->instances.insert(p_instance); } void RasterizerStorageGLES2::instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + + skeleton->instances.erase(p_instance); } void RasterizerStorageGLES2::instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) { + + Instantiable *inst = NULL; + switch (p_instance->base_type) { + case VS::INSTANCE_MESH: { + inst = mesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_MULTIMESH: { + inst = multimesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_IMMEDIATE: { + inst = immediate_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + /*case VS::INSTANCE_PARTICLES: { + inst = particles_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break;*/ + case VS::INSTANCE_REFLECTION_PROBE: { + inst = reflection_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_LIGHT: { + inst = light_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + /*case VS::INSTANCE_GI_PROBE: { + inst = gi_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break;*/ + case VS::INSTANCE_LIGHTMAP_CAPTURE: { + inst = lightmap_capture_data_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + default: { + if (!inst) { + ERR_FAIL(); + } + } + } + + inst->instance_list.add(&p_instance->dependency_item); } void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) { + + Instantiable *inst = NULL; + + switch (p_instance->base_type) { + case VS::INSTANCE_MESH: { + inst = mesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_MULTIMESH: { + inst = multimesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_IMMEDIATE: { + inst = immediate_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + /*case VS::INSTANCE_PARTICLES: { + inst = particles_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break;*/ + case VS::INSTANCE_REFLECTION_PROBE: { + inst = reflection_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_LIGHT: { + inst = light_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + /*case VS::INSTANCE_GI_PROBE: { + inst = gi_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; */ + case VS::INSTANCE_LIGHTMAP_CAPTURE: { + inst = lightmap_capture_data_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + default: { + + if (!inst) { + ERR_FAIL(); + } + } + } + + ERR_FAIL_COND(!inst); + + inst->instance_list.remove(&p_instance->dependency_item); } /* RENDER TARGET */ @@ -3646,7 +3917,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -3862,6 +4133,10 @@ VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const { return VS::INSTANCE_MULTIMESH; } else if (immediate_owner.owns(p_rid)) { return VS::INSTANCE_IMMEDIATE; + } else if (reflection_probe_owner.owns(p_rid)) { + return VS::INSTANCE_REFLECTION_PROBE; + } else if (lightmap_capture_data_owner.owns(p_rid)) { + return VS::INSTANCE_LIGHTMAP_CAPTURE; } else { return VS::INSTANCE_NONE; } @@ -4039,6 +4314,25 @@ bool RasterizerStorageGLES2::free(RID p_rid) { memdelete(light); return true; + } else if (reflection_probe_owner.owns(p_rid)) { + + // delete the texture + ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid); + reflection_probe->instance_remove_deps(); + + reflection_probe_owner.free(p_rid); + memdelete(reflection_probe); + + return true; + } else if (lightmap_capture_data_owner.owns(p_rid)) { + + // delete the texture + LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid); + lightmap_capture->instance_remove_deps(); + + lightmap_capture_data_owner.free(p_rid); + memdelete(lightmap_capture); + return true; } else { return false; } @@ -4090,15 +4384,15 @@ void RasterizerStorageGLES2::initialize() { } config.shrink_textures_x2 = false; - config.float_texture_supported = config.extensions.find("GL_ARB_texture_float") != NULL || config.extensions.find("GL_OES_texture_float") != NULL; - config.s3tc_supported = config.extensions.find("GL_EXT_texture_compression_s3tc") != NULL; - config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") != NULL; + + config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float"); + config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc"); + config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); frame.count = 0; frame.delta = 0; frame.current_rt = NULL; frame.clear_request = false; - // config.keep_original_textures = false; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size); @@ -4201,13 +4495,13 @@ void RasterizerStorageGLES2::initialize() { // radical inverse vdc cache texture // used for cubemap filtering - if (config.float_texture_supported) { + if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere glGenTextures(1, &resources.radical_inverse_vdc_cache_tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex); - float radical_inverse[512]; + uint8_t radical_inverse[512]; for (uint32_t i = 0; i < 512; i++) { uint32_t bits = i; @@ -4219,17 +4513,20 @@ void RasterizerStorageGLES2::initialize() { bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8); float value = float(bits) * 2.3283064365386963e-10; - - radical_inverse[i] = value; + radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255)); } - glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_FLOAT, radical_inverse); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse); glBindTexture(GL_TEXTURE_2D, 0); } #ifdef GLES_OVER_GL + //this needs to be enabled manually in OpenGL 2.1 + glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); + glEnable(GL_POINT_SPRITE); + glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); #endif config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); @@ -4247,6 +4544,7 @@ void RasterizerStorageGLES2::update_dirty_resources() { update_dirty_shaders(); update_dirty_materials(); update_dirty_skeletons(); + update_dirty_multimeshes(); } RasterizerStorageGLES2::RasterizerStorageGLES2() { diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index e6708914ec..b42e2dfb1f 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -157,7 +157,7 @@ public: //////////////////////////////////DATA/////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// - struct Instanciable : public RID_Data { + struct Instantiable : public RID_Data { SelfList<RasterizerScene::InstanceBase>::List instance_list; _FORCE_INLINE_ void instance_change_notify() { @@ -187,15 +187,15 @@ public: } } - Instanciable() {} + Instantiable() {} - virtual ~Instanciable() {} + virtual ~Instantiable() {} }; - struct GeometryOwner : public Instanciable { + struct GeometryOwner : public Instantiable { }; - struct Geometry : public Instanciable { + struct Geometry : public Instantiable { enum Type { GEOMETRY_INVALID, @@ -893,7 +893,7 @@ public: /* Light API */ - struct Light : Instanciable { + struct Light : Instantiable { VS::LightType type; float param[VS::LIGHT_PARAM_MAX]; @@ -955,6 +955,26 @@ public: virtual uint64_t light_get_version(RID p_light) const; /* PROBE API */ + + struct ReflectionProbe : Instantiable { + + VS::ReflectionProbeUpdateMode update_mode; + float intensity; + Color interior_ambient; + float interior_ambient_energy; + float interior_ambient_probe_contrib; + float max_distance; + Vector3 extents; + Vector3 origin_offset; + bool interior; + bool box_projection; + bool enable_shadows; + uint32_t cull_mask; + int resolution; + }; + + mutable RID_Owner<ReflectionProbe> reflection_probe_owner; + virtual RID reflection_probe_create(); virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); @@ -969,11 +989,14 @@ public: virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); + virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution); virtual AABB reflection_probe_get_aabb(RID p_probe) const; virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; + virtual int reflection_probe_get_resolution(RID p_probe) const; + virtual Vector3 reflection_probe_get_extents(RID p_probe) const; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const; @@ -1023,6 +1046,21 @@ public: /* LIGHTMAP */ + struct LightmapCapture : public Instantiable { + + PoolVector<LightmapCaptureOctree> octree; + AABB bounds; + Transform cell_xform; + int cell_subdiv; + float energy; + LightmapCapture() { + energy = 1.0; + cell_subdiv = 1; + } + }; + + mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner; + virtual RID lightmap_capture_create(); virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds); virtual AABB lightmap_capture_get_bounds(RID p_capture) const; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index bedcfbb798..082c520480 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -643,11 +643,11 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener case SL::OP_MOD: { - code += "mod("; + code += "mod(float("; code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += ", "; + code += "), float("; code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += ")"; + code += "))"; } break; default: { diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 650e8f7c42..628a57c06d 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -690,11 +690,6 @@ void ShaderGLES2::use_material(void *p_material) { Version *v = version_map.getptr(conditional_version); - CustomCode *cc = NULL; - if (v) { - cc = custom_code_map.getptr(v->code_version); - } - // bind uniforms for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) { @@ -982,7 +977,7 @@ void ShaderGLES2::use_material(void *p_material) { value.second.resize(default_arg_size); - for (int i = 0; i < default_arg_size; i++) { + for (size_t i = 0; i < default_arg_size; i++) { if (is_float) { value.second.write[i].real = 0.0; } else { @@ -992,8 +987,6 @@ void ShaderGLES2::use_material(void *p_material) { } } - // GLint location = get_uniform_location(E->key()); - GLint location; if (v->custom_uniform_locations.has(E->key())) { location = v->custom_uniform_locations[E->key()]; @@ -1013,8 +1006,6 @@ void ShaderGLES2::use_material(void *p_material) { int tc = material->textures.size(); Pair<StringName, RID> *textures = material->textures.ptrw(); - ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw(); - for (int i = 0; i < tc; i++) { Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value; diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 78e1962f80..9160a7c265 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -335,6 +335,19 @@ public: 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; } } diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 2a1ad8d8f2..b1553c7cd5 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -167,18 +167,21 @@ void main() { vec3 H = ImportanceSampleGGX(xi, roughness, N); vec3 V = N; - vec3 L = normalize(2.0 * dot(V, H) * H - V); + vec3 L = (2.0 * dot(V, H) * H - V); float NdotL = clamp(dot(N, L), 0.0, 1.0); if (NdotL > 0.0) { #ifdef USE_SOURCE_PANORAMA - sum.rgb += texturePanorama(source_panorama, L).rgb * NdotL; + vec3 val = texturePanorama(source_panorama, L).rgb; #else - L.y = -L.y; - sum.rgb += textureCubeLod(source_cube, L, 0.0).rgb * NdotL; + vec3 val = textureCubeLod(source_cube, L, 0.0).rgb; #endif + //mix using Linear, to approximate high end back-end + val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045)))); + + sum.rgb += val * NdotL; sum.a += NdotL; } @@ -186,5 +189,8 @@ void main() { sum /= sum.a; + vec3 a = vec3(0.055); + 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); } diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index da4c3a84f1..958de94485 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -15,6 +15,7 @@ precision highp int; #define M_PI 3.14159265359 + // // attributes // @@ -27,15 +28,15 @@ attribute vec3 normal_attrib; // attrib:1 attribute vec4 tangent_attrib; // attrib:2 #endif -#ifdef ENABLE_COLOR_INTERP +#if defined(ENABLE_COLOR_INTERP) attribute vec4 color_attrib; // attrib:3 #endif -#ifdef ENABLE_UV_INTERP +#if defined(ENABLE_UV_INTERP) attribute vec2 uv_attrib; // attrib:4 #endif -#ifdef ENABLE_UV2_INTERP +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) attribute vec2 uv2_attrib; // attrib:5 #endif @@ -43,9 +44,9 @@ attribute vec2 uv2_attrib; // attrib:5 #ifdef USE_SKELETON_SOFTWARE -attribute highp vec4 bone_transform_row_0; // attrib:8 -attribute highp vec4 bone_transform_row_1; // attrib:9 -attribute highp vec4 bone_transform_row_2; // attrib:10 +attribute highp vec4 bone_transform_row_0; // attrib:13 +attribute highp vec4 bone_transform_row_1; // attrib:14 +attribute highp vec4 bone_transform_row_2; // attrib:15 #else @@ -102,15 +103,15 @@ varying vec3 tangent_interp; varying vec3 binormal_interp; #endif -#ifdef ENABLE_COLOR_INTERP +#if defined(ENABLE_COLOR_INTERP) varying vec4 color_interp; #endif -#ifdef ENABLE_UV_INTERP +#if defined(ENABLE_UV_INTERP) varying vec2 uv_interp; #endif -#ifdef ENABLE_UV2_INTERP +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) varying vec2 uv2_interp; #endif @@ -130,11 +131,6 @@ uniform highp float shadow_dual_paraboloid_render_side; #if defined(USE_SHADOW) && defined(USE_LIGHTING) -#ifdef LIGHT_MODE_DIRECTIONAL -uniform highp sampler2D light_directional_shadow; // texunit:-3 -uniform highp vec4 light_split_offsets; -#endif - uniform highp mat4 light_shadow_matrix; varying highp vec4 shadow_coord; @@ -170,7 +166,7 @@ uniform vec3 light_direction; uniform vec3 light_position; uniform float light_range; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -262,6 +258,34 @@ void light_compute( #endif +#ifdef USE_VERTEX_LIGHTING + +#ifdef USE_REFLECTION_PROBE1 + +uniform mat4 refprobe1_local_matrix; +varying mediump vec4 refprobe1_reflection_normal_blend; +uniform vec3 refprobe1_box_extents; + +#ifndef USE_LIGHTMAP +varying mediump vec3 refprobe1_ambient_normal; +#endif + +#endif //reflection probe1 + +#ifdef USE_REFLECTION_PROBE2 + +uniform mat4 refprobe2_local_matrix; +varying mediump vec4 refprobe2_reflection_normal_blend; +uniform vec3 refprobe2_box_extents; + +#ifndef USE_LIGHTMAP +varying mediump vec3 refprobe2_ambient_normal; +#endif + +#endif //reflection probe2 + +#endif //vertex lighting for refprobes + void main() { highp vec4 vertex = vertex_attrib; @@ -277,6 +301,7 @@ void main() { vec4(0.0, 0.0, 0.0, 1.0)); world_matrix = world_matrix * transpose(m); } + #endif vec3 normal = normal_attrib * normal_mult; @@ -288,18 +313,18 @@ void main() { vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif -#ifdef ENABLE_COLOR_INTERP +#if defined(ENABLE_COLOR_INTERP) color_interp = color_attrib; #ifdef USE_INSTANCING color_interp *= instance_color; #endif #endif -#ifdef ENABLE_UV_INTERP +#if defined(ENABLE_UV_INTERP) uv_interp = uv_attrib; #endif -#ifdef ENABLE_UV2_INTERP +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) uv2_interp = uv2_attrib; #endif @@ -438,10 +463,15 @@ VERTEX_SHADER_CODE float normalized_distance = light_length / light_range; - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + if (normalized_distance < 1.0) { + + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - vec3 attenuation = vec3(omni_attenuation); - light_att = vec3(omni_attenuation); + vec3 attenuation = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); @@ -453,17 +483,30 @@ VERTEX_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; + if (normalized_distance < 1.0) { + + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; - float spot_cutoff = light_spot_angle; + float spot_cutoff = light_spot_angle; - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + float angle = dot(-normalize(light_rel_vec), spot_dir); - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + if (angle > spot_cutoff) { + + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + + light_att = vec3(spot_attenuation); + } else { + light_att = vec3(0.0); + } + } else { + light_att = vec3(0.0); + } - light_att = vec3(spot_attenuation); L = normalize(light_rel_vec); #endif @@ -492,12 +535,55 @@ VERTEX_SHADER_CODE #if defined(LIGHT_USE_PSSM4) shadow_coord3 = light_shadow_matrix3 * vi4; - shadow_coord3 = light_shadow_matrix3 * vi4; + shadow_coord4 = light_shadow_matrix4 * vi4; #endif #endif //use shadow and use lighting +#ifdef USE_VERTEX_LIGHTING + +#ifdef USE_REFLECTION_PROBE1 + { + vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); + vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz; + vec3 inner_pos = abs(local_pos / refprobe1_box_extents); + float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); + + { + vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz; + refprobe1_reflection_normal_blend.xyz = local_ref_vec; + refprobe1_reflection_normal_blend.a = blend; + } +#ifndef USE_LIGHTMAP + + refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz; +#endif + } + +#endif //USE_REFLECTION_PROBE1 + +#ifdef USE_REFLECTION_PROBE2 + { + vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); + vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz; + vec3 inner_pos = abs(local_pos / refprobe2_box_extents); + float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); + + { + vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz; + refprobe2_reflection_normal_blend.xyz = local_ref_vec; + refprobe2_reflection_normal_blend.a = blend; + } +#ifndef USE_LIGHTMAP + + refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz; +#endif + } + +#endif //USE_REFLECTION_PROBE2 + +#endif //use vertex lighting gl_Position = projection_matrix * vec4(vertex_interp, 1.0); } @@ -537,7 +623,7 @@ uniform mat4 world_transform; uniform highp float time; -#ifdef SCREEN_UV_USED +#if defined(SCREEN_UV_USED) uniform vec2 screen_pixel_size; #endif @@ -548,10 +634,168 @@ uniform vec2 screen_pixel_size; uniform highp sampler2D screen_texture; //texunit:-4 #endif -#ifdef USE_RADIANCE_MAP +#ifdef USE_REFLECTION_PROBE1 + +#ifdef USE_VERTEX_LIGHTING + +varying mediump vec4 refprobe1_reflection_normal_blend; +#ifndef USE_LIGHTMAP +varying mediump vec3 refprobe1_ambient_normal; +#endif + +#else + +uniform bool refprobe1_use_box_project; +uniform vec3 refprobe1_box_extents; +uniform vec3 refprobe1_box_offset; +uniform mat4 refprobe1_local_matrix; + +#endif //use vertex lighting + +uniform bool refprobe1_exterior; + +uniform highp samplerCube reflection_probe1; //texunit:-5 + +uniform float refprobe1_intensity; +uniform vec4 refprobe1_ambient; + +#endif //USE_REFLECTION_PROBE1 + +#ifdef USE_REFLECTION_PROBE2 + +#ifdef USE_VERTEX_LIGHTING + +varying mediump vec4 refprobe2_reflection_normal_blend; +#ifndef USE_LIGHTMAP +varying mediump vec3 refprobe2_ambient_normal; +#endif + +#else + +uniform bool refprobe2_use_box_project; +uniform vec3 refprobe2_box_extents; +uniform vec3 refprobe2_box_offset; +uniform mat4 refprobe2_local_matrix; + +#endif //use vertex lighting + +uniform bool refprobe2_exterior; + +uniform highp samplerCube reflection_probe2; //texunit:-6 + +uniform float refprobe2_intensity; +uniform vec4 refprobe2_ambient; + +#endif //USE_REFLECTION_PROBE2 #define RADIANCE_MAX_LOD 6.0 +#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) + +void reflection_process(samplerCube reflection_map, +#ifdef USE_VERTEX_LIGHTING + vec3 ref_normal, +#ifndef USE_LIGHTMAP + vec3 amb_normal, +#endif + float ref_blend, + +#else //no vertex lighting + vec3 normal, vec3 vertex, + mat4 local_matrix, + bool use_box_project, vec3 box_extents, vec3 box_offset, +#endif //vertex lighting + bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { + + vec4 reflection; + +#ifdef USE_VERTEX_LIGHTING + + reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb; + + float blend = ref_blend; //crappier blend formula for vertex + blend *= blend; + blend = max(0.0, 1.0 - blend); + +#else //fragment lighting + + vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).xyz; + + if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box + return; + } + + vec3 inner_pos = abs(local_pos / box_extents); + float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); + blend = mix(length(inner_pos), blend, blend); + blend *= blend; + blend = max(0.0, 1.0 - blend); + + //reflect and make local + vec3 ref_normal = normalize(reflect(vertex, normal)); + ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz; + + if (use_box_project) { //box project + + vec3 nrdir = normalize(ref_normal); + vec3 rbmax = (box_extents - local_pos) / nrdir; + vec3 rbmin = (-box_extents - local_pos) / nrdir; + + vec3 rbminmax = mix(rbmin, rbmax, vec3(greaterThan(nrdir, vec3(0.0, 0.0, 0.0)))); + + float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z); + vec3 posonbox = local_pos + nrdir * fa; + ref_normal = posonbox - box_offset.xyz; + } + + reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb; +#endif + + if (exterior) { + reflection.rgb = mix(skybox, reflection.rgb, blend); + } + reflection.rgb *= intensity; + reflection.a = blend; + reflection.rgb *= blend; + + reflection_accum += reflection; + +#ifndef USE_LIGHTMAP + + vec4 ambient_out; +#ifndef USE_VERTEX_LIGHTING + + vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz; +#endif + + ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb; + ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a); + if (exterior) { + ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); + } + + ambient_out.a = blend; + ambient_out.rgb *= blend; + ambient_accum += ambient_out; + +#endif +} + +#endif //use refprobe 1 or 2 + +#ifdef USE_LIGHTMAP +uniform mediump sampler2D lightmap; //texunit:-4 +uniform mediump float lightmap_energy; +#endif + +#ifdef USE_LIGHTMAP_CAPTURE +uniform mediump vec4[12] lightmap_captures; +uniform bool lightmap_capture_sky; + +#endif + +#ifdef USE_RADIANCE_MAP + uniform samplerCube radiance_map; // texunit:-2 uniform mat4 radiance_inverse_xform; @@ -583,7 +827,7 @@ uniform vec3 light_direction; // omni uniform vec3 light_position; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -640,15 +884,15 @@ varying vec3 tangent_interp; varying vec3 binormal_interp; #endif -#ifdef ENABLE_COLOR_INTERP +#if defined(ENABLE_COLOR_INTERP) varying vec4 color_interp; #endif -#ifdef ENABLE_UV_INTERP +#if defined(ENABLE_UV_INTERP) varying vec2 uv_interp; #endif -#ifdef ENABLE_UV2_INTERP +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) varying vec2 uv2_interp; #endif @@ -971,14 +1215,17 @@ 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) float sample_shadow( - highp sampler2D shadow, - highp vec2 pos, - highp float depth) { + highp sampler2D shadow, highp vec4 spos) { #ifdef SHADOW_MODE_PCF_13 + spos.xyz /= spos.w; + vec2 pos = spos.xy; + float depth = spos.z; + float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); @@ -997,6 +1244,10 @@ float sample_shadow( #ifdef SHADOW_MODE_PCF_5 + spos.xyz /= spos.w; + vec2 pos = spos.xy; + float depth = spos.z; + float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); @@ -1008,7 +1259,7 @@ float sample_shadow( #if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) - return SAMPLE_SHADOW_TEXEL(shadow, pos, depth); + return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos); #endif } @@ -1034,6 +1285,7 @@ void main() { float clearcoat_gloss = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); + float sss_strength = 0.0; //unused float alpha = 1.0; float side = 1.0; @@ -1057,11 +1309,11 @@ void main() { #endif float normaldepth = 1.0; -#ifdef ALPHA_SCISSOR_USED +#if defined(ALPHA_SCISSOR_USED) float alpha_scissor = 0.5; #endif -#ifdef SCREEN_UV_USED +#if defined(SCREEN_UV_USED) vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif @@ -1077,8 +1329,8 @@ FRAGMENT_SHADER_CODE normalmap.xy = normalmap.xy * 2.0 - 1.0; normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); - // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; - normal = normalmap; + normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; + //normal = normalmap; #endif normal = normalize(normal); @@ -1091,7 +1343,7 @@ FRAGMENT_SHADER_CODE vec3 eye_position = -normalize(vertex_interp); -#ifdef ALPHA_SCISSOR_USED +#if defined(ALPHA_SCISSOR_USED) if (alpha < alpha_scissor) { discard; } @@ -1123,6 +1375,99 @@ FRAGMENT_SHADER_CODE ambient_light *= ambient_energy; +#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) + + vec4 ambient_accum = vec4(0.0); + vec4 reflection_accum = vec4(0.0); + +#ifdef USE_REFLECTION_PROBE1 + + reflection_process(reflection_probe1, +#ifdef USE_VERTEX_LIGHTING + refprobe1_reflection_normal_blend.rgb, +#ifndef USE_LIGHTMAP + refprobe1_ambient_normal, +#endif + refprobe1_reflection_normal_blend.a, +#else + normal_interp, vertex_interp, refprobe1_local_matrix, + refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, +#endif + refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); + +#endif // USE_REFLECTION_PROBE1 + +#ifdef USE_REFLECTION_PROBE2 + + reflection_process(reflection_probe2, +#ifdef USE_VERTEX_LIGHTING + refprobe2_reflection_normal_blend.rgb, +#ifndef USE_LIGHTMAP + refprobe2_ambient_normal, +#endif + refprobe2_reflection_normal_blend.a, +#else + normal_interp, vertex_interp, refprobe2_local_matrix, + refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, +#endif + refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); + +#endif // USE_REFLECTION_PROBE2 + + if (reflection_accum.a > 0.0) { + specular_light = reflection_accum.rgb / reflection_accum.a; + } + +#ifndef USE_LIGHTMAP + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } +#endif + +#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) + +#ifdef USE_LIGHTMAP + //ambient light will come entirely from lightmap is lightmap is used + ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; +#endif + +#ifdef USE_LIGHTMAP_CAPTURE + { + vec3 cone_dirs[12] = vec3[]( + vec3(0, 0, 1), + vec3(0.866025, 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(0.267617, 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 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; + vec4 captured = vec4(0.0); + float sum = 0.0; + for (int i = 0; i < 12; i++) { + float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect + captured += lightmap_captures[i] * amount; + sum += amount; + } + + captured /= sum; + + if (lightmap_capture_sky) { + ambient_light = mix(ambient_light, captured.rgb, captured.a); + } else { + ambient_light = captured.rgb; + } + } +#endif + #endif //BASE PASS // @@ -1142,20 +1487,24 @@ FRAGMENT_SHADER_CODE float light_length = length(light_vec); float normalized_distance = light_length / light_range; + if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - light_att = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); #endif #ifdef USE_SHADOW { - highp vec3 splane = shadow_coord.xyz; - float shadow_len = length(splane); + highp vec4 splane = shadow_coord; + float shadow_len = length(splane.xyz); - splane = normalize(splane); + splane = normalize(splane.xyz); vec4 clamp_rect = light_clamp; @@ -1172,8 +1521,9 @@ FRAGMENT_SHADER_CODE splane.z = shadow_len / light_range; splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + splane.w = 1.0; - float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z); + float shadow = sample_shadow(light_shadow_atlas, splane); light_att *= shadow; } @@ -1190,6 +1540,121 @@ FRAGMENT_SHADER_CODE float depth_z = -vertex.z; #ifdef USE_SHADOW + +#ifdef USE_VERTEX_LIGHTING + //compute shadows in a mobile friendly way + +#ifdef LIGHT_USE_PSSM4 + //take advantage of prefetch + float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); + float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); + float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3); + float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4); + + if (depth_z < light_split_offsets.w) { + float pssm_fade = 0.0; + float shadow_att = 1.0; +#ifdef LIGHT_USE_PSSM_BLEND + float shadow_att2 = 1.0; + float pssm_blend = 0.0; + bool use_blend = true; +#endif + if (depth_z < light_split_offsets.y) { + if (depth_z < light_split_offsets.x) { + shadow_att = shadow1; + +#ifdef LIGHT_USE_PSSM_BLEND + shadow_att2 = shadow2; + + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); +#endif + } else { + shadow_att = shadow2; + +#ifdef LIGHT_USE_PSSM_BLEND + shadow_att2 = shadow3; + + pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); +#endif + } + } else { + if (depth_z < light_split_offsets.z) { + + shadow_att = shadow3; + +#if defined(LIGHT_USE_PSSM_BLEND) + shadow_att2 = shadow4; + pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); +#endif + + } else { + + shadow_att = shadow4; + pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); + +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend = false; +#endif + } + } +#if defined(LIGHT_USE_PSSM_BLEND) + if (use_blend) { + shadow_att = mix(shadow_att, shadow_att2, pssm_blend); + } +#endif + light_att *= shadow_att; + } + +#endif //LIGHT_USE_PSSM4 + +#ifdef LIGHT_USE_PSSM2 + + //take advantage of prefetch + float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); + float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); + + if (depth_z < light_split_offsets.y) { + float shadow_att = 1.0; + float pssm_fade = 0.0; + +#ifdef LIGHT_USE_PSSM_BLEND + float shadow_att2 = 1.0; + float pssm_blend = 0.0; + bool use_blend = true; +#endif + if (depth_z < light_split_offsets.x) { + float pssm_fade = 0.0; + shadow_att = shadow1; + +#ifdef LIGHT_USE_PSSM_BLEND + shadow_att2 = shadow2; + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); +#endif + } else { + + shadow_att = shadow2; + pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); +#ifdef LIGHT_USE_PSSM_BLEND + use_blend = false; +#endif + } +#ifdef LIGHT_USE_PSSM_BLEND + if (use_blend) { + shadow_att = mix(shadow_att, shadow_att2, pssm_blend); + } +#endif + light_att *= shadow_att; + } + +#endif //LIGHT_USE_PSSM2 + +#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) + + light_att *= sample_shadow(light_directional_shadow, shadow_coord); +#endif //orthogonal + +#else //fragment version of pssm + { #ifdef LIGHT_USE_PSSM4 if (depth_z < light_split_offsets.w) { @@ -1199,34 +1664,31 @@ FRAGMENT_SHADER_CODE if (depth_z < light_split_offsets.x) { #endif //pssm2 - vec3 pssm_coord; + highp vec4 pssm_coord; float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND float pssm_blend; - vec3 pssm_coord2; + highp vec4 pssm_coord2; bool use_blend = true; #endif #ifdef LIGHT_USE_PSSM4 + if (depth_z < light_split_offsets.y) { if (depth_z < light_split_offsets.x) { - highp vec4 splane = shadow_coord; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord; #ifdef LIGHT_USE_PSSM_BLEND - splane = shadow_coord2; - pssm_coord2 = splane.xyz / splane.w; + pssm_coord2 = shadow_coord2; pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { - highp vec4 splane = shadow_coord2; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord2; #ifdef LIGHT_USE_PSSM_BLEND - splane = shadow_coord3; - pssm_coord2 = splane.xyz / splane.w; + pssm_coord2 = shadow_coord3; pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #endif @@ -1234,19 +1696,16 @@ FRAGMENT_SHADER_CODE } else { if (depth_z < light_split_offsets.z) { - highp vec4 splane = shadow_coord3; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord3; #if defined(LIGHT_USE_PSSM_BLEND) - splane = shadow_coord4; - pssm_coord2 = splane.xyz / splane.w; + pssm_coord2 = shadow_coord4; pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); #endif } else { - highp vec4 splane = shadow_coord4; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord4; pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) @@ -1260,17 +1719,15 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_USE_PSSM2 if (depth_z < light_split_offsets.x) { - highp vec4 splane = shadow_coord; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord; #ifdef LIGHT_USE_PSSM_BLEND - splane = shadow_coord2; - pssm_coord2 = splane.xyz / splane.w; + pssm_coord2 = shadow_coord2; pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { - highp vec4 splane = shadow_coord2; - pssm_coord = splane.xyz / splane.w; + + pssm_coord = shadow_coord2; pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND use_blend = false; @@ -1281,22 +1738,23 @@ FRAGMENT_SHADER_CODE #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) { - highp vec4 splane = shadow_coord; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord; } #endif - float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z); + float shadow = sample_shadow(light_directional_shadow, pssm_coord); #ifdef LIGHT_USE_PSSM_BLEND if (use_blend) { - shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend); + shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend); } #endif light_att *= shadow; } } +#endif //use vertex lighting + #endif //use shadow #endif @@ -1311,17 +1769,25 @@ FRAGMENT_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; + if (normalized_distance < 1.0) { + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; - float spot_cutoff = light_spot_angle; + float spot_cutoff = light_spot_angle; + float angle = dot(-normalize(light_rel_vec), spot_dir); - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + if (angle > spot_cutoff) { + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - - light_att = vec3(spot_attenuation); + light_att = vec3(spot_attenuation); + } else { + light_att = vec3(0.0); + } + } else { + light_att = vec3(0.0); + } L = normalize(light_rel_vec); @@ -1394,8 +1860,13 @@ FRAGMENT_SHADER_CODE // environment BRDF approximation - // TODO shadeless { + +#if defined(DIFFUSE_TOON) + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; +#else + //TODO: this curve is not really designed for gammaspace, should be adjusted const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; @@ -1405,9 +1876,15 @@ FRAGMENT_SHADER_CODE vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); specular_light *= AB.x * specular_color + AB.y; +#endif } gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); + + //add emission if in base pass +#ifdef BASE_PASS + gl_FragColor.rgb += emission; +#endif // gl_FragColor = vec4(normal, 1.0); #endif //unshaded diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl index 6bc81a22d8..3674d70c9f 100644 --- a/drivers/gles2/shaders/stdlib.glsl +++ b/drivers/gles2/shaders/stdlib.glsl @@ -35,3 +35,13 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) { return texture2DLod(tex, vec2(x_coord, y_coord), 0.0); } + +#ifndef USE_GLES_OVER_GL +highp mat4 transpose(highp mat4 src) { + return mat4( + vec4(src[0].x, src[1].x, src[2].x, src[3].x), + vec4(src[0].y, src[1].y, src[2].y, src[3].y), + vec4(src[0].z, src[1].z, src[2].z, src[3].z), + vec4(src[0].w, src[1].w, src[2].w, src[3].w)); +} +#endif |