diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 27 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 4 |
5 files changed, 30 insertions, 11 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 6eafdb0e1c..7addbaa9fe 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -708,7 +708,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl ERR_FAIL_COND(!env); } -void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { +void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); } @@ -2587,9 +2587,30 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + // clear color + + Color clear_color(0, 0, 0, 0); - storage->frame.clear_request = false; + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + clear_color = Color(0, 0, 0, 0); + storage->frame.clear_request = false; + } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR || env->bg_mode == VS::ENV_BG_SKY) { + if (storage->frame.clear_request) { + clear_color = storage->frame.clear_request_color.to_linear(); + storage->frame.clear_request = false; + } + } else if (env->bg_mode == VS::ENV_BG_CANVAS || env->bg_mode == VS::ENV_BG_COLOR || env->bg_mode == VS::ENV_BG_COLOR_SKY) { + clear_color = env->bg_color.to_linear(); + storage->frame.clear_request = false; + } else { + storage->frame.clear_request = false; + } + + if (!env || env->bg_mode != VS::ENV_BG_KEEP) { + glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a); + } + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 7d9920158f..ba406183c7 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -413,7 +413,7 @@ public: virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale); + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale); virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture); virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness); diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index d52be09cac..45b0d695a3 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -814,8 +814,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { /** SPATIAL SHADER **/ actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform"; - actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_matrix"; - actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_inverse_matrix"; + actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; + actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix"; actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix"; actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; @@ -931,7 +931,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz"; actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass"; - actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active"; + actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active"; actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart"; actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom"; actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform"; diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index c5a67d4e75..84bd413abb 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -99,7 +99,7 @@ void ShaderGLES2::bind_uniforms() { const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front(); while (C) { - int idx = E->key(); + int idx = C->key(); int location = version->uniform_location[idx]; if (location < 0) { diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index bc83b69b49..15b90a7771 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -84,8 +84,6 @@ uniform highp mat4 world_transform; uniform highp float time; - - #ifdef RENDER_DEPTH uniform float light_bias; uniform float light_normal_bias; @@ -1121,7 +1119,7 @@ LIGHT_SHADER_CODE float NdotL = dot(N, L); float cNdotL = max(NdotL, 0.0); // clamped NdotL float NdotV = dot(N, V); - float cNdotV = max(NdotV, 0.0); + float cNdotV = max(abs(NdotV), 1e-6); #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) vec3 H = normalize(V + L); |