diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 16 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 237 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 16 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 76 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 17 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 4 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 59 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 6 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 108 |
10 files changed, 328 insertions, 213 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 256d37186d..3d388c031a 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -349,7 +349,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } _bind_canvas_texture(RID(), RID()); @@ -393,7 +393,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); @@ -476,7 +476,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } glDisableVertexAttribArray(VS::ARRAY_COLOR); @@ -642,7 +642,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } static const int num_points = 32; @@ -673,7 +673,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); @@ -694,7 +694,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } _bind_canvas_texture(RID(), RID()); @@ -727,7 +727,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } ERR_CONTINUE(primitive->points.size() < 1); @@ -926,7 +926,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.canvas_shader.set_custom_shader(0); state.canvas_shader.bind(); } - state.canvas_shader.use_material((void *)material_ptr, 2); + state.canvas_shader.use_material((void *)material_ptr); shader_cache = shader_ptr; diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 335ad28670..a1a0b9e2c6 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -317,7 +317,7 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c canvas->canvas_begin(); RID texture = storage->texture_create(); - storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), VS::TEXTURE_FLAG_FILTER); + storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER); storage->texture_set_data(texture, p_image); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 00a79db347..5f31bfe209 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -35,6 +35,8 @@ #include "rasterizer_canvas_gles2.h" #include "servers/visual/visual_server_raster.h" +#include "vmap.h" + #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif @@ -827,7 +829,7 @@ static const GLenum gl_primitive[] = { GL_TRIANGLE_FAN }; -void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_use_radiance_map, bool p_reverse_cull, bool p_shadow_atlas, bool p_skeleton_tex, Size2i p_skeleton_tex_size) { +void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, Size2i p_skeleton_tex_size) { // material parameters @@ -864,25 +866,11 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw(); - int num_default_tex = p_use_radiance_map ? 1 : 0; - - if (p_material->shader->spatial.uses_screen_texture) { - num_default_tex = MIN(num_default_tex, 2); - } - - if (p_shadow_atlas) { - num_default_tex = MIN(num_default_tex, 3); - } - - if (p_skeleton_tex) { - num_default_tex = MIN(num_default_tex, 4); - - state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); - } + state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); for (int i = 0; i < tc; i++) { - glActiveTexture(GL_TEXTURE0 + num_default_tex + i); + glActiveTexture(GL_TEXTURE0 + i); RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second); @@ -911,7 +899,7 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m glBindTexture(t->target, t->tex_id); } - state.scene_shader.use_material((void *)p_material, num_default_tex); + state.scene_shader.use_material((void *)p_material); } void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) { @@ -1279,7 +1267,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } } -void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_light_cull_result, int p_light_cull_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { +void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_directional_lights, int p_directional_light_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); @@ -1289,6 +1277,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, bool use_radiance_map = false; + VMap<RID, Vector<RenderList::Element *> > lit_objects; + for (int i = 0; i < p_element_count; i++) { RenderList::Element *e = p_elements[i]; @@ -1297,7 +1287,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); if (p_base_env) { - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env); use_radiance_map = true; } @@ -1315,7 +1305,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _setup_geometry(e, skeleton); - _setup_material(material, use_radiance_map, p_reverse_cull, false, skeleton ? (skeleton->tex_id != 0) : 0, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); + _setup_material(material, p_reverse_cull, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); if (use_radiance_map) { state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); @@ -1404,66 +1394,88 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _render_geometry(e); - // render lights - if (material->shader->spatial.unshaded) continue; if (p_shadow) continue; - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, true); + for (int light = 0; light < e->instance->light_instances.size(); light++) { - state.scene_shader.bind(); + RID light_instance = e->instance->light_instances[light]; - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); + lit_objects[light_instance].push_back(e); + } + } - { - bool has_shadow_atlas = shadow_atlas != NULL; - _setup_material(material, false, p_reverse_cull, has_shadow_atlas, skeleton ? (skeleton->tex_id != 0) : 0, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); + if (p_shadow) { + 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); + return; + } - if (has_shadow_atlas) { - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); - } + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, true); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse()); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse()); + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); - state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); + for (int lo = 0; lo < lit_objects.size(); lo++) { - state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); - state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? - state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); - } + RID key = lit_objects.getk(lo); - for (int j = 0; j < e->instance->light_instances.size(); j++) { - RID light_rid = e->instance->light_instances[j]; - LightInstance *light = light_instance_owner.get(light_rid); + LightInstance *light = light_instance_owner.getornull(key); + RasterizerStorageGLES2::Light *light_ptr = light->light_ptr; - switch (light->light_ptr->type) { - case VS::LIGHT_DIRECTIONAL: { - continue; - } break; + const Vector<RenderList::Element *> &list = lit_objects.getv(lo); + + for (int i = 0; i < list.size(); i++) { + + RenderList::Element *e = list[i]; + RasterizerStorageGLES2::Material *material = e->material; + + RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); + + { + _setup_geometry(e, skeleton); + _setup_material(material, p_reverse_cull, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); + if (shadow_atlas != NULL) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + } + + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse()); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); + state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse()); + + state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); + + state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); + state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? + state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); + } + + switch (light_ptr->type) { case VS::LIGHT_OMNI: { + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)1); Vector3 position = p_view_transform.inverse().xform(light->transform.origin); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position); - float range = light->light_ptr->param[VS::LIGHT_PARAM_RANGE]; + 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->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); - if (light->light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) { + if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) { uint32_t key = shadow_atlas->shadow_owners[light->self]; @@ -1516,10 +1528,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, 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->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; - float range = light->light_ptr->param[VS::LIGHT_PARAM_RANGE]; - float spot_attenuation = light->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; - float angle = light->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]; + attenuation.a = 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]; angle = Math::cos(Math::deg2rad(angle)); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation); @@ -1576,9 +1588,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } break; - default: { - print_line("wat."); - } break; + default: break; } float energy = light->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; @@ -1590,62 +1600,57 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _render_geometry(e); } + } - for (int j = 0; j < p_light_cull_count; j++) { - RID light_rid = p_light_cull_result[j]; - - LightInstance *light = light_instance_owner.getornull(light_rid); + for (int dl = 0; dl < p_directional_light_count; dl++) { + RID light_rid = p_directional_lights[dl]; + LightInstance *light = light_instance_owner.getornull(light_rid); + RasterizerStorageGLES2::Light *light_ptr = light->light_ptr; - RasterizerStorageGLES2::Light *light_ptr = light->light_ptr; + switch (light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { + } break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true); + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits); + } break; - switch (light_ptr->type) { - case VS::LIGHT_DIRECTIONAL: { - - switch (light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { - } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true); - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits); - } break; - - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true); - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits); - } break; - default: - break; - } + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true); + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits); + } break; + default: + break; + } - { - _setup_material(material, false, p_reverse_cull, false, skeleton ? (skeleton->tex_id != 0) : 0, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); + for (int i = 0; i < p_element_count; i++) { - if (directional_shadow.depth) { - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); - } + RenderList::Element *e = p_elements[i]; + RasterizerStorageGLES2::Material *material = e->material; + RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse()); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse()); + { + _setup_material(material, p_reverse_cull, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); - state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); + if (directional_shadow.depth) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); // TODO move into base pass + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + } - state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); - state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? - state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); - } - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)0); - 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); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse()); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); + state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse()); - } break; + state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); - default: { - continue; - } break; + state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); + state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? + state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); } + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)0); + 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); float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY]; float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; @@ -1753,10 +1758,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _render_geometry(e); } - - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false); } + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, 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); @@ -1911,9 +1916,21 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const } } + Vector<RID> directional_lights; + + for (int i = 0; i < p_light_cull_count; i++) { + RID light_rid = p_light_cull_result[i]; + + LightInstance *light = light_instance_owner.getornull(light_rid); + + if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) { + directional_lights.push_back(light_rid); + } + } + // render opaque things first render_list.sort_by_key(false); - _render_render_list(render_list.elements, render_list.element_count, p_light_cull_result, p_light_cull_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false, false, false); + _render_render_list(render_list.elements, render_list.element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false, false); // alpha pass @@ -1921,7 +1938,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); render_list.sort_by_key(true); - _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_light_cull_result, p_light_cull_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false, false, false); + _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false, false); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); @@ -2136,7 +2153,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, true); - _render_render_list(render_list.elements, render_list.element_count, NULL, 0, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, false, false, true, false, false); + _render_render_list(render_list.elements, render_list.element_count, NULL, 0, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, false, false, true, false); state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, false); diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 0ce7e9ae97..f47d1f1d4e 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -545,11 +545,23 @@ public: void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass); void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass); - void _render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_light_cull_result, int p_light_cull_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); + void _render_render_list(RenderList::Element **p_elements, int p_element_count, + const RID *p_directional_lights, int p_directional_light_count, + const Transform &p_view_transform, + const CameraMatrix &p_projection, + RID p_shadow_atlas, + Environment *p_env, + GLuint p_base_env, + float p_shadow_bias, + float p_shadow_normal_bias, + bool p_reverse_cull, + bool p_alpha_pass, + bool p_shadow, + bool p_directional_add); void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy); - void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_use_radiance_map, bool p_reverse_cull, bool p_shadow_atlas = false, bool p_skeleton_tex = false, Size2i p_skeleton_tex_size = Size2i(0, 0)); + void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, Size2i p_skeleton_tex_size = Size2i(0, 0)); void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton); void _render_geometry(RenderList::Element *p_element); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 468659ed80..8c4325ccde 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -346,7 +346,7 @@ RID RasterizerStorageGLES2::texture_create() { return texture_owner.make_rid(texture); } -void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) { +void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type, uint32_t p_flags) { GLenum format; GLenum internal_format; GLenum type; @@ -365,7 +365,24 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ texture->format = p_format; texture->flags = p_flags; texture->stored_cube_sides = 0; - texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; + texture->type = p_type; + + switch (p_type) { + case VS::TEXTURE_TYPE_2D: { + texture->target = GL_TEXTURE_2D; + texture->images.resize(1); + } break; + case VS::TEXTURE_TYPE_CUBEMAP: { + texture->target = GL_TEXTURE_CUBE_MAP; + texture->images.resize(6); + } break; + case VS::TEXTURE_TYPE_2D_ARRAY: { + texture->images.resize(p_depth_3d); + } break; + case VS::TEXTURE_TYPE_3D: { + texture->images.resize(p_depth_3d); + } break; + } _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, format, internal_format, type, compressed); @@ -391,7 +408,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ texture->active = true; } -void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side) { +void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) { Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); @@ -406,7 +423,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p bool compressed = false; if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { - texture->images[p_cube_side] = p_image; + texture->images.write[p_layer] = p_image; } Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, format, internal_format, type, compressed); @@ -425,7 +442,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p } }; - GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D; + GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D; texture->data_size = img->get_data().size(); PoolVector<uint8_t>::Read read = img->get_data().read(); @@ -527,9 +544,9 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p // printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem); - texture->stored_cube_sides |= (1 << p_cube_side); + texture->stored_cube_sides |= (1 << p_layer); - if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides == (1 << 6) - 1)) { + if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != VS::TEXTURE_TYPE_CUBEMAP || texture->stored_cube_sides == (1 << 6) - 1)) { //generate mipmaps if they were requested and the image does not contain them glGenerateMipmap(texture->target); } @@ -537,12 +554,12 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p texture->mipmaps = mipmaps; } -void RasterizerStorageGLES2::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side) { +void RasterizerStorageGLES2::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) { // TODO ERR_PRINT("Not implemented (ask Karroffel to do it :p)"); } -Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const { +Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) const { Texture *texture = texture_owner.getornull(p_texture); @@ -550,8 +567,8 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, VS::CubeMapSi ERR_FAIL_COND_V(!texture->active, Ref<Image>()); ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>()); - if (!texture->images[p_cube_side].is_null()) { - return texture->images[p_cube_side]; + if (texture->type == VS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) { + return texture->images[p_layer]; } #ifdef GLES_OVER_GL @@ -577,9 +594,13 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, VS::CubeMapSi ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->format, i - 1); } - glPixelStorei(GL_PACK_ALIGNMENT, 1); - - glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]); + if (texture->compressed) { + glPixelStorei(GL_PACK_ALIGNMENT, 4); + glGetCompressedTexImage(texture->target, i, &wb[ofs]); + } else { + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]); + } } wb = PoolVector<uint8_t>::Write(); @@ -605,8 +626,6 @@ void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; - texture->flags = p_flags | cube; // can't remove a cube from being a cube if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { @@ -663,6 +682,14 @@ Image::Format RasterizerStorageGLES2::texture_get_format(RID p_texture) const { return texture->format; } +VisualServer::TextureType RasterizerStorageGLES2::texture_get_type(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, VS::TEXTURE_TYPE_2D); + + return texture->type; +} + uint32_t RasterizerStorageGLES2::texture_get_texid(RID p_texture) const { Texture *texture = texture_owner.getornull(p_texture); @@ -687,7 +714,15 @@ uint32_t RasterizerStorageGLES2::texture_get_height(RID p_texture) const { return texture->height; } -void RasterizerStorageGLES2::texture_set_size_override(RID p_texture, int p_width, int p_height) { +uint32_t RasterizerStorageGLES2::texture_get_depth(RID p_texture) const { + Texture *texture = texture_owner.getornull(p_texture); + + ERR_FAIL_COND_V(!texture, 0); + + return texture->depth; +} + +void RasterizerStorageGLES2::texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth) { Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); @@ -726,8 +761,9 @@ void RasterizerStorageGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info) VS::TextureInfo tinfo; tinfo.path = t->path; tinfo.format = t->format; - tinfo.size.x = t->alloc_width; - tinfo.size.y = t->alloc_height; + tinfo.width = t->alloc_width; + tinfo.height = t->alloc_height; + tinfo.depth = 0; tinfo.bytes = t->total_data_size; r_info->push_back(tinfo); } @@ -3929,7 +3965,7 @@ void RasterizerStorageGLES2::initialize() { frame.clear_request = false; // config.keep_original_textures = false; - glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); + glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size); shaders.copy.init(); diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index fe5d4af952..8bc3369dbb 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -231,9 +231,10 @@ public: String path; uint32_t flags; - int width, height; + int width, height, depth; int alloc_width, alloc_height; Image::Format format; + VS::TextureType type; GLenum target; GLenum gl_format_cache; @@ -257,7 +258,7 @@ public: RenderTarget *render_target; - Ref<Image> images[6]; + Vector<Ref<Image> > images; bool redraw_if_visible; @@ -327,17 +328,19 @@ public: Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed); virtual RID texture_create(); - virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); - virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); - virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); - virtual Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const; + virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); + virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0); + virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const; virtual void texture_set_flags(RID p_texture, uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; + virtual VS::TextureType texture_get_type(RID p_texture) const; virtual uint32_t texture_get_texid(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; - virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); + virtual uint32_t texture_get_depth(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 6c7f767733..5ac2af6e5c 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -704,6 +704,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener } code += ";\n"; } else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) { + if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) { + *p_actions.usage_flag_pointers["DISCARD"] = true; + used_flag_pointers.insert("DISCARD"); + } code += "discard;"; } else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) { code += "continue;"; diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 146575973f..e9b58cb272 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -527,8 +527,13 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() { for (int i = 0; i < texunit_pair_count; i++) { GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name); - if (loc >= 0) - glUniform1i(loc, texunit_pairs[i].index); + if (loc >= 0) { + if (texunit_pairs[i].index < 0) { + glUniform1i(loc, max_image_units + texunit_pairs[i].index); + } else { + glUniform1i(loc, texunit_pairs[i].index); + } + } } if (cc) { @@ -643,6 +648,8 @@ void ShaderGLES2::setup( } } } + + glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units); } void ShaderGLES2::finish() { @@ -717,7 +724,7 @@ void ShaderGLES2::free_custom_shader(uint32_t p_code_id) { custom_code_map.erase(p_code_id); } -void ShaderGLES2::use_material(void *p_material, int p_num_predef_textures) { +void ShaderGLES2::use_material(void *p_material) { RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material; if (!material) { @@ -906,20 +913,58 @@ void ShaderGLES2::use_material(void *p_material, int p_num_predef_textures) { case ShaderLanguage::TYPE_MAT2: { Transform2D val = V->get(); - // TODO + if (value.second.size() < 4) { + value.second.resize(4); + } + + value.second.write[0].real = val.elements[0][0]; + value.second.write[1].real = val.elements[0][1]; + value.second.write[2].real = val.elements[1][0]; + value.second.write[3].real = val.elements[1][1]; } break; case ShaderLanguage::TYPE_MAT3: { Basis val = V->get(); - // TODO + if (value.second.size() < 9) { + value.second.resize(9); + } + + value.second.write[0].real = val.elements[0][0]; + value.second.write[1].real = val.elements[0][1]; + value.second.write[2].real = val.elements[0][2]; + value.second.write[3].real = val.elements[1][0]; + value.second.write[4].real = val.elements[1][1]; + value.second.write[5].real = val.elements[1][2]; + value.second.write[6].real = val.elements[2][0]; + value.second.write[7].real = val.elements[2][1]; + value.second.write[8].real = val.elements[2][2]; } break; case ShaderLanguage::TYPE_MAT4: { Transform val = V->get(); - // TODO + if (value.second.size() < 16) { + value.second.resize(16); + } + + value.second.write[0].real = val.basis.elements[0][0]; + value.second.write[1].real = val.basis.elements[0][1]; + value.second.write[2].real = val.basis.elements[0][2]; + value.second.write[3].real = 0; + value.second.write[4].real = val.basis.elements[1][0]; + value.second.write[5].real = val.basis.elements[1][1]; + value.second.write[6].real = val.basis.elements[1][2]; + value.second.write[7].real = 0; + value.second.write[8].real = val.basis.elements[2][0]; + value.second.write[9].real = val.basis.elements[2][1]; + value.second.write[10].real = val.basis.elements[2][2]; + value.second.write[11].real = 0; + value.second.write[12].real = val.origin[0]; + value.second.write[13].real = val.origin[1]; + value.second.write[14].real = val.origin[2]; + value.second.write[15].real = 1; } break; case ShaderLanguage::TYPE_SAMPLER2D: { @@ -1034,7 +1079,7 @@ void ShaderGLES2::use_material(void *p_material, int p_num_predef_textures) { Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value; value.first = ShaderLanguage::TYPE_INT; value.second.resize(1); - value.second.write[0].sint = p_num_predef_textures + i; + value.second.write[0].sint = i; // GLint location = get_uniform_location(textures[i].first); diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 0c53c4ba72..cb515c199c 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -300,7 +300,7 @@ public: case ShaderLanguage::TYPE_MAT3: { GLfloat mat[9]; - for (int i = 0; i < 0; i++) { + for (int i = 0; i < 9; i++) { mat[i] = values[i].real; } @@ -311,7 +311,7 @@ public: case ShaderLanguage::TYPE_MAT4: { GLfloat mat[16]; - for (int i = 0; i < 0; i++) { + for (int i = 0; i < 16; i++) { mat[i] = values[i].real; } @@ -465,7 +465,7 @@ public: // this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't // like forward declared nested classes. - void use_material(void *p_material, int p_num_predef_textures); + void use_material(void *p_material); uint32_t get_version() const { return new_conditional_version.version; } diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index e08e9d1117..9251e21080 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -48,7 +48,7 @@ attribute highp vec4 bone_transform_row_2; // attrib:11 attribute vec4 bone_ids; // attrib:6 attribute highp vec4 bone_weights; // attrib:7 -uniform highp sampler2D bone_transforms; // texunit:4 +uniform highp sampler2D bone_transforms; // texunit:-1 uniform ivec2 skeleton_texture_size; #endif @@ -181,7 +181,7 @@ void main() { #else // look up transform from the "pose texture" { - + for (int i = 0; i < 4; i++) { ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0); @@ -252,7 +252,7 @@ VERTEX_SHADER_CODE float z_ofs = light_bias; z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias; - + vertex_interp.z -= z_ofs; #endif @@ -294,17 +294,17 @@ uniform highp float time; uniform vec2 screen_pixel_size; #endif -uniform highp sampler2D depth_buffer; //texunit:1 +uniform highp sampler2D depth_buffer; //texunit:-5 #if defined(SCREEN_TEXTURE_USED) -uniform highp sampler2D screen_texture; //texunit:2 +uniform highp sampler2D screen_texture; //texunit:-6 #endif #ifdef USE_RADIANCE_MAP #define RADIANCE_MAX_LOD 6.0 -uniform samplerCube radiance_map; // texunit:0 +uniform samplerCube radiance_map; // texunit:-2 uniform mat4 radiance_inverse_xform; @@ -345,7 +345,7 @@ uniform float light_spot_angle; // shadows -uniform highp sampler2D light_shadow_atlas; //texunit:3 +uniform highp sampler2D light_shadow_atlas; //texunit:-4 uniform float light_has_shadow; uniform mat4 light_shadow_matrix; @@ -353,7 +353,7 @@ uniform vec4 light_clamp; // directional shadow -uniform highp sampler2D light_directional_shadow; // texunit:3 +uniform highp sampler2D light_directional_shadow; // texunit:-4 uniform vec4 light_split_offsets; uniform mat4 light_shadow_matrix1; @@ -439,11 +439,10 @@ void light_compute(vec3 N, { // calculate specular reflection - vec3 R = normalize(-reflect(L,N)); - float cRdotV = max(dot(R, V), 0.0); - float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0); - specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity; - + vec3 R = normalize(-reflect(L,N)); + float cRdotV = max(dot(R, V), 0.0); + float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0); + specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity; } } @@ -460,7 +459,7 @@ float sample_shadow(highp sampler2D shadow, vec4 clamp_rect) { // vec4 depth_value = texture2D(shadow, pos); - + // return depth_value.z; return texture2DProj(shadow, vec4(pos, depth, 1.0)).r; // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0; @@ -469,22 +468,22 @@ float sample_shadow(highp sampler2D shadow, #endif -void main() +void main() { highp vec3 vertex = vertex_interp; - vec3 albedo = vec3(0.8, 0.8, 0.8); + vec3 albedo = vec3(1.0); vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; - vec3 emission = vec3(0.0, 0.0, 0.0); + vec3 emission = vec3(0.0); float roughness = 1.0; float rim = 0.0; float rim_tint = 0.0; float clearcoat = 0.0; float clearcoat_gloss = 0.0; - float anisotropy = 1.0; - vec2 anisotropy_flow = vec2(1.0,0.0); + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); float alpha = 1.0; float side = 1.0; @@ -536,7 +535,7 @@ FRAGMENT_SHADER_CODE normal = normalize(normal); vec3 N = normal; - + vec3 specular_light = vec3(0.0, 0.0, 0.0); vec3 diffuse_light = vec3(0.0, 0.0, 0.0); @@ -551,7 +550,7 @@ FRAGMENT_SHADER_CODE discard; } #endif - + // // Lighting // @@ -621,11 +620,11 @@ FRAGMENT_SHADER_CODE vec3 light_vec = -light_direction; vec3 attenuation = vec3(1.0, 1.0, 1.0); - + float depth_z = -vertex.z; - + if (light_has_shadow > 0.5) { - + #ifdef LIGHT_USE_PSSM4 if (depth_z < light_split_offsets.w) { #elif defined(LIGHT_USE_PSSM2) @@ -633,36 +632,36 @@ FRAGMENT_SHADER_CODE #else if (depth_z < light_split_offsets.x) { #endif - + vec3 pssm_coord; float pssm_fade = 0.0; - + #ifdef LIGHT_USE_PSSM_BLEND float pssm_blend; vec3 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 = (light_shadow_matrix1 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; - + #ifdef LIGHT_USE_PSSM_BLEND splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); pssm_coord2 = splane.xyz / splane.w; - + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; - + #ifdef LIGHT_USE_PSSM_BLEND splane = (light_shadow_matrix3 * vec4(vertex, 1.0)); pssm_coord2 = splane.xyz / splane.w; - + pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #endif } @@ -689,15 +688,15 @@ FRAGMENT_SHADER_CODE #endif } } - + #endif // LIGHT_USE_PSSM4 - + #ifdef LIGHT_USE_PSSM2 if (depth_z < light_split_offsets.x) { - + highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; - + #ifdef LIGHT_USE_PSSM_BLEND splane = (light_shadow_matrix2 * vec4(vertex, 1.0)); pssm_coord2 = splane.xyz / splane.w; @@ -711,29 +710,29 @@ FRAGMENT_SHADER_CODE use_blend = false; #endif } - + #endif // LIGHT_USE_PSSM2 - + #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) { highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0)); pssm_coord = splane.xyz / splane.w; } #endif - + float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp); - + #ifdef LIGHT_USE_PSSM_BLEND if (use_blend) { shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend); } #endif - + attenuation *= shadow; - - + + } - + } light_compute(normal, @@ -758,19 +757,19 @@ FRAGMENT_SHADER_CODE } else if (light_type == LIGHT_TYPE_SPOT) { vec3 light_att = vec3(1.0); - + if (light_has_shadow > 0.5) { highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0)); splane.xyz /= splane.w; - + float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp); - + if (shadow > splane.z) { } else { light_att = vec3(0.0); } - - + + } vec3 light_rel_vec = light_position - vertex; @@ -788,7 +787,7 @@ FRAGMENT_SHADER_CODE spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); light_att *= vec3(spot_attenuation); - + light_compute(normal, normalize(light_rel_vec), eye_position, @@ -808,7 +807,6 @@ FRAGMENT_SHADER_CODE anisotropy, diffuse_light, specular_light); - } gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); @@ -837,9 +835,9 @@ FRAGMENT_SHADER_CODE } ambient_light *= ambient_energy; - + specular_light += env_reflection_light; - + ambient_light *= albedo; #if defined(ENABLE_AO) @@ -848,12 +846,12 @@ FRAGMENT_SHADER_CODE specular_light *= ao_light_affect; diffuse_light *= ao_light_affect; #endif - + diffuse_light *= 1.0 - metallic; ambient_light *= 1.0 - metallic; - + // environment BRDF approximation - + // TODO shadeless { const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); |