diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 213 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 11 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_instance_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_instance_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 246 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.h | 7 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/SCsub | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 25 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 8 |
11 files changed, 314 insertions, 210 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index d84ee5a758..9b26cbfc7c 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -4075,6 +4075,8 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int glDeleteTextures(1,&rt->color); rt->fbo=0; + rt->depth=0; + rt->color=0; rt->width=0; rt->height=0; rt->texture_ptr->tex_id=0; @@ -4094,12 +4096,14 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); //depth - glGenRenderbuffers(1, &rt->depth); - glBindRenderbuffer(GL_RENDERBUFFER, rt->depth ); + if (!low_memory_2d) { + glGenRenderbuffers(1, &rt->depth); + glBindRenderbuffer(GL_RENDERBUFFER, rt->depth ); - glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + } //color glGenTextures(1, &rt->color); @@ -4637,10 +4641,16 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { if (light_flags.uses_light) { enablers.push_back("#define USE_LIGHT_SHADER_CODE\n"); } + if (light_flags.uses_shadow_color) { + enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n"); + } if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { enablers.push_back("#define USE_TIME\n"); uses_time=true; } + if (vertex_flags.vertex_code_writes_position) { + enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n"); + } material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { @@ -6526,80 +6536,84 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false); material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false); - if (e->instance->sampled_light.is_valid()) { + if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) { + + if (e->instance->sampled_light.is_valid()) { - SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light); - if (sl) { + SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light); + if (sl) { - baked_light=NULL; //can't mix - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,true); - glActiveTexture(GL_TEXTURE0+max_texture_units-3); - glBindTexture(GL_TEXTURE_2D,sl->texture); //bind the texture - sampled_light_dp_multiplier=sl->multiplier; - bind_dp_sampler=true; + baked_light = NULL; //can't mix + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true); + glActiveTexture(GL_TEXTURE0 + max_texture_units - 3); + glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture + sampled_light_dp_multiplier = sl->multiplier; + bind_dp_sampler = true; + } } - } - if (!additive && baked_light) { + if (!additive && baked_light) { - if (baked_light->mode==VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) { - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,true); - bind_baked_light_octree=true; - if (prev_baked_light!=baked_light) { - Texture *tex=texture_owner.get(baked_light->octree_texture); - if (tex) { + if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) { + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true); + bind_baked_light_octree = true; + if (prev_baked_light != baked_light) { + Texture *tex = texture_owner.get(baked_light->octree_texture); + if (tex) { - glActiveTexture(GL_TEXTURE0+max_texture_units-3); - glBindTexture(tex->target,tex->tex_id); //bind the texture - } - if (baked_light->light_texture.is_valid()) { - Texture *texl=texture_owner.get(baked_light->light_texture); - if (texl) { - glActiveTexture(GL_TEXTURE0+max_texture_units-4); - glBindTexture(texl->target,texl->tex_id); //bind the light texture + glActiveTexture(GL_TEXTURE0 + max_texture_units - 3); + glBindTexture(tex->target, tex->tex_id); //bind the texture + } + if (baked_light->light_texture.is_valid()) { + Texture *texl = texture_owner.get(baked_light->light_texture); + if (texl) { + glActiveTexture(GL_TEXTURE0 + max_texture_units - 4); + glBindTexture(texl->target, texl->tex_id); //bind the light texture + } } - } + } } - } else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) { + else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) { - int lightmap_idx = e->instance->baked_lightmap_id; + int lightmap_idx = e->instance->baked_lightmap_id; - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false); - bind_baked_lightmap=false; + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false); + bind_baked_lightmap = false; - if (baked_light->lightmaps.has(lightmap_idx)) { + if (baked_light->lightmaps.has(lightmap_idx)) { - RID texid = baked_light->lightmaps[lightmap_idx]; + RID texid = baked_light->lightmaps[lightmap_idx]; - if (prev_baked_light!=baked_light || texid!=prev_baked_light_texture) { + if (prev_baked_light != baked_light || texid != prev_baked_light_texture) { - Texture *tex = texture_owner.get(texid); - if (tex) { + Texture *tex = texture_owner.get(texid); + if (tex) { + + glActiveTexture(GL_TEXTURE0 + max_texture_units - 3); + glBindTexture(tex->target, tex->tex_id); //bind the texture + } - glActiveTexture(GL_TEXTURE0+max_texture_units-3); - glBindTexture(tex->target,tex->tex_id); //bind the texture + prev_baked_light_texture = texid; } - prev_baked_light_texture=texid; - } + if (texid.is_valid()) { + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true); + bind_baked_lightmap = true; + } - if (texid.is_valid()) { - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,true); - bind_baked_lightmap=true; } - } } - } - if (int(prev_baked_light!=NULL) ^ int(baked_light!=NULL)) { - rebind=true; + if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) { + rebind = true; + } } } @@ -9155,10 +9169,23 @@ void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); - int x = current_clip->final_clip_rect.pos.x; - int y = window_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y); - int w = current_clip->final_clip_rect.size.x; - int h = current_clip->final_clip_rect.size.y; + int x; + int y; + int w; + int h; + + if (current_rt) { + x = current_clip->final_clip_rect.pos.x; + y = current_clip->final_clip_rect.pos.y; + w = current_clip->final_clip_rect.size.x; + h = current_clip->final_clip_rect.size.y; + } + else { + x = current_clip->final_clip_rect.pos.x; + y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); + w = current_clip->final_clip_rect.size.x; + h = current_clip->final_clip_rect.size.y; + } glScissor(x,y,w,h); @@ -9348,10 +9375,23 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const int w = current_clip->final_clip_rect.size.x; int h = current_clip->final_clip_rect.size.y; */ - int x = current_clip->final_clip_rect.pos.x; - int y = window_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y); - int w = current_clip->final_clip_rect.size.x; - int h = current_clip->final_clip_rect.size.y; + int x; + int y; + int w; + int h; + + if (current_rt) { + x = current_clip->final_clip_rect.pos.x; + y = current_clip->final_clip_rect.pos.y; + w = current_clip->final_clip_rect.size.x; + h = current_clip->final_clip_rect.size.y; + } + else { + x = current_clip->final_clip_rect.pos.x; + y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); + w = current_clip->final_clip_rect.size.x; + h = current_clip->final_clip_rect.size.y; + } glScissor(x,y,w,h); @@ -9500,7 +9540,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_opacity = ci->final_opacity; - if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT))) + if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked )) _canvas_item_render_commands<false>(ci,current_clip,reclip); if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) { @@ -9532,7 +9572,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; - case VS::CANVAS_LIGHT_MODE_MIX: { + case VS::CANVAS_LIGHT_MODE_MIX: + case VS::CANVAS_LIGHT_MODE_MASK: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -9580,6 +9621,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,Color(light->color.r*light->energy,light->color.g*light->energy,light->color.b*light->energy,light->color.a)); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse()); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA,light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0); if (has_shadow) { @@ -9653,10 +9695,23 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); - int x = current_clip->final_clip_rect.pos.x; - int y = window_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y); - int w = current_clip->final_clip_rect.size.x; - int h = current_clip->final_clip_rect.size.y; + int x; + int y; + int w; + int h; + + if (current_rt) { + x = current_clip->final_clip_rect.pos.x; + y = current_clip->final_clip_rect.pos.y; + w = current_clip->final_clip_rect.size.x; + h = current_clip->final_clip_rect.size.y; + } + else { + x = current_clip->final_clip_rect.pos.x; + y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); + w = current_clip->final_clip_rect.size.x; + h = current_clip->final_clip_rect.size.y; + } glScissor(x,y,w,h); @@ -10251,6 +10306,8 @@ void RasterizerGLES2::_update_framebuffer() { return; int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1); + if (scale<1) + scale=1; int dwidth = OS::get_singleton()->get_video_mode().width/scale; int dheight = OS::get_singleton()->get_video_mode().height/scale; @@ -10293,7 +10350,11 @@ void RasterizerGLES2::_update_framebuffer() { framebuffer.fbo=0; } +#ifdef TOOLS_ENABLED framebuffer.active=use_fbo; +#else + framebuffer.active=use_fbo && !low_memory_2d; +#endif framebuffer.width=dwidth; framebuffer.height=dheight; framebuffer.scale=scale; @@ -10335,6 +10396,13 @@ void RasterizerGLES2::_update_framebuffer() { GLuint format_rgba = GL_RGBA; GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB; GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE; + GLuint format_internal=GL_RGBA; + + if (use_16bits_fbo) { + format_type=GL_UNSIGNED_SHORT_5_6_5; + format_rgba=GL_RGB; + format_internal=GL_RGB; + } /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA; GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/ @@ -10348,7 +10416,7 @@ void RasterizerGLES2::_update_framebuffer() { glGenTextures(1, &framebuffer.color); glBindTexture(GL_TEXTURE_2D, framebuffer.color); - glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -10373,7 +10441,7 @@ void RasterizerGLES2::_update_framebuffer() { framebuffer.fbo=0; framebuffer.active=false; //print_line("**************** NO FAMEBUFFEEEERRRR????"); - WARN_PRINT("Could not create framebuffer!!"); + WARN_PRINT(String("Could not create framebuffer!!, code: "+itos(status)).ascii().get_data()); } //sample @@ -10382,7 +10450,7 @@ void RasterizerGLES2::_update_framebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo); glGenTextures(1, &framebuffer.sample_color); glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color); - glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -10442,7 +10510,7 @@ void RasterizerGLES2::_update_framebuffer() { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0, - GL_RGBA, format_type, NULL); + format_internal, format_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.blur[i].color, 0); @@ -11171,6 +11239,11 @@ RasterizerGLES2* RasterizerGLES2::get_singleton() { int RasterizerGLES2::RenderList::max_elements=RenderList::DEFAULT_MAX_ELEMENTS; +void RasterizerGLES2::set_force_16_bits_fbo(bool p_force) { + + use_16bits_fbo=p_force; +} + RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) { _singleton = this; @@ -11203,6 +11276,7 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true)); use_shadow_mapping=true; use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true)); + low_memory_2d=bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode",false)); skel_default.resize(1024*4); for(int i=0;i<1024/3;i++) { @@ -11231,6 +11305,7 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo framebuffer.active=false; tc0_id_cache=0; tc0_idx=0; + use_16bits_fbo=false; }; void RasterizerGLES2::restore_framebuffer() { diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 507e46ae75..f3edc28861 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -91,6 +91,7 @@ class RasterizerGLES2 : public Rasterizer { bool srgb_supported; bool float_supported; bool float_linear_supported; + bool use_16bits_fbo; ShadowFilterTechnique shadow_filter; @@ -105,13 +106,13 @@ class RasterizerGLES2 : public Rasterizer { float anisotropic_level; bool use_half_float; - + bool low_memory_2d; Vector<float> skel_default; Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed); - class RenderTarget; + struct RenderTarget; struct Texture { @@ -305,7 +306,7 @@ class RasterizerGLES2 : public Rasterizer { virtual ~GeometryOwner() {} }; - class Mesh; + struct Mesh; struct Surface : public Geometry { @@ -1705,6 +1706,8 @@ public: static RasterizerGLES2* get_singleton(); + virtual void set_force_16_bits_fbo(bool p_force); + RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false); virtual ~RasterizerGLES2(); }; diff --git a/drivers/gles2/rasterizer_instance_gles2.cpp b/drivers/gles2/rasterizer_instance_gles2.cpp index a8d478c6e0..9d43ecb085 100644 --- a/drivers/gles2/rasterizer_instance_gles2.cpp +++ b/drivers/gles2/rasterizer_instance_gles2.cpp @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles2/rasterizer_instance_gles2.h b/drivers/gles2/rasterizer_instance_gles2.h index f5ac5f1fe2..c41bd71c15 100644 --- a/drivers/gles2/rasterizer_instance_gles2.h +++ b/drivers/gles2/rasterizer_instance_gles2.h @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index d57512c936..3be0fdab17 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -154,6 +154,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a if (vnode->name==vname_vertex && p_assign_left) { vertex_code_writes_vertex=true; } + if (vnode->name == vname_position && p_assign_left) { + vertex_code_writes_position = true; + } if (vnode->name==vname_color_interp) { flags->use_color_interp=true; } @@ -218,6 +221,10 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a uses_light=true; } + if (vnode->name==vname_shadow) { + uses_shadow_color=true; + } + } if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) { @@ -659,6 +666,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT uses_texpixel_size=false; uses_worldvec=false; vertex_code_writes_vertex=false; + vertex_code_writes_position = false; uses_shadow_color=false; uniforms=r_uniforms; flags=&r_flags; @@ -690,6 +698,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT r_flags.uses_texscreen=uses_texscreen; r_flags.uses_texpos=uses_texpos; r_flags.vertex_code_writes_vertex=vertex_code_writes_vertex; + r_flags.vertex_code_writes_position=vertex_code_writes_position; r_flags.uses_discard=uses_discard; r_flags.uses_screen_uv=uses_screen_uv; r_flags.uses_light=uses_light; @@ -778,125 +787,129 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { replace_table["texscreen"]= "texscreen"; replace_table["texpos"]= "texpos"; - mode_replace_table[0]["SRC_VERTEX"]="vertex_in.xyz"; - mode_replace_table[0]["SRC_NORMAL"]="normal_in"; - mode_replace_table[0]["SRC_TANGENT"]="tangent_in"; - mode_replace_table[0]["SRC_BINORMALF"]="binormalf"; - - mode_replace_table[0]["VERTEX"]="vertex_interp"; - mode_replace_table[0]["NORMAL"]="normal_interp"; - mode_replace_table[0]["TANGENT"]="tangent_interp"; - mode_replace_table[0]["BINORMAL"]="binormal_interp"; - mode_replace_table[0]["UV"]="uv_interp.xy"; - mode_replace_table[0]["UV2"]="uv_interp.zw"; - mode_replace_table[0]["COLOR"]="color_interp"; + + + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_VERTEX"] = "vertex_in.xyz"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_NORMAL"] = "normal_in"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"]="tangent_in"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"]="binormalf"; + + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"]="vertex_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"]="normal_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"]="tangent_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["BINORMAL"]="binormal_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV"]="uv_interp.xy"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV2"]="uv_interp.zw"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["COLOR"]="color_interp"; //@TODO convert to glsl stuff - mode_replace_table[0]["SPEC_EXP"]="vertex_specular_exp"; - mode_replace_table[0]["WORLD_MATRIX"]="world_transform"; - mode_replace_table[0]["INV_CAMERA_MATRIX"]="camera_inverse_transform"; - mode_replace_table[0]["PROJECTION_MATRIX"]="projection_transform"; - mode_replace_table[0]["MODELVIEW_MATRIX"]="modelview"; - mode_replace_table[0]["POINT_SIZE"]="gl_PointSize"; - mode_replace_table[0]["VAR1"]="var1_interp"; - mode_replace_table[0]["VAR2"]="var2_interp"; - -// mode_replace_table[0]["SCREEN_POS"]="SCREEN_POS"; -// mode_replace_table[0]["SCREEN_SIZE"]="SCREEN_SIZE"; - mode_replace_table[0]["INSTANCE_ID"]="instance_id"; - mode_replace_table[0]["TIME"]="time"; - - mode_replace_table[1]["VERTEX"]="vertex"; - //mode_replace_table[1]["POSITION"]="IN_POSITION"; - mode_replace_table[1]["NORMAL"]="normal"; - mode_replace_table[1]["TANGENT"]="tangent"; - mode_replace_table[1]["POSITION"]="gl_Position"; - mode_replace_table[1]["BINORMAL"]="binormal"; - mode_replace_table[1]["NORMALMAP"]="normalmap"; - mode_replace_table[1]["NORMALMAP_DEPTH"]="normaldepth"; - mode_replace_table[1]["VAR1"]="var1_interp"; - mode_replace_table[1]["VAR2"]="var2_interp"; - mode_replace_table[1]["UV"]="uv"; - mode_replace_table[1]["UV2"]="uv2"; - mode_replace_table[1]["SCREEN_UV"]="screen_uv"; - mode_replace_table[1]["VAR1"]="var1_interp"; - mode_replace_table[1]["VAR2"]="var2_interp"; - mode_replace_table[1]["COLOR"]="color"; - mode_replace_table[1]["DIFFUSE"]="diffuse.rgb"; - mode_replace_table[1]["DIFFUSE_ALPHA"]="diffuse"; - mode_replace_table[1]["SPECULAR"]="specular"; - mode_replace_table[1]["EMISSION"]="emission"; - mode_replace_table[1]["SHADE_PARAM"]="shade_param"; - mode_replace_table[1]["SPEC_EXP"]="specular_exp"; - mode_replace_table[1]["GLOW"]="glow"; - mode_replace_table[1]["DISCARD"]="discard_"; - mode_replace_table[1]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[1]["INV_CAMERA_MATRIX"]="camera_inverse_transform"; - - //mode_replace_table[1]["SCREEN_POS"]="SCREEN_POS"; - //mode_replace_table[1]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; - mode_replace_table[1]["TIME"]="time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SPEC_EXP"]="vertex_specular_exp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["WORLD_MATRIX"]="world_transform"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INV_CAMERA_MATRIX"]="camera_inverse_transform"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["PROJECTION_MATRIX"]="projection_transform"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["MODELVIEW_MATRIX"]="modelview"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POINT_SIZE"]="gl_PointSize"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR1"]="var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR2"]="var2_interp"; + +// mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS"; +// mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INSTANCE_ID"]="instance_id"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TIME"]="time"; + + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VERTEX"]="vertex"; + //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"]="IN_POSITION"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMAL"]="normal"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TANGENT"]="tangent"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"]="gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["BINORMAL"]="binormal"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP"]="normalmap"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP_DEPTH"]="normaldepth"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"]="var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"]="var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV"]="uv"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV2"]="uv2"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_UV"]="screen_uv"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"]="var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"]="var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["COLOR"]="color"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE"]="diffuse.rgb"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE_ALPHA"]="diffuse"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPECULAR"]="specular"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["EMISSION"]="emission"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SHADE_PARAM"]="shade_param"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPEC_EXP"]="specular_exp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["GLOW"]="glow"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DISCARD"]="discard_"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POINT_COORD"]="gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["INV_CAMERA_MATRIX"]="camera_inverse_transform"; + + //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_POS"]="SCREEN_POS"; + //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TIME"]="time"; ////////////// - mode_replace_table[2]["NORMAL"]="normal"; - //mode_replace_table[2]["POSITION"]="IN_POSITION"; - mode_replace_table[2]["LIGHT_DIR"]="light_dir"; - mode_replace_table[2]["LIGHT_DIFFUSE"]="light_diffuse"; - mode_replace_table[2]["LIGHT_SPECULAR"]="light_specular"; - mode_replace_table[2]["EYE_VEC"]="eye_vec"; - mode_replace_table[2]["DIFFUSE"]="mdiffuse"; - mode_replace_table[2]["SPECULAR"]="specular"; - mode_replace_table[2]["SPECULAR_EXP"]="specular_exp"; - mode_replace_table[2]["SHADE_PARAM"]="shade_param"; - mode_replace_table[2]["LIGHT"]="light"; - mode_replace_table[2]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[2]["TIME"]="time"; - - mode_replace_table[3]["SRC_VERTEX"]="src_vtx"; - mode_replace_table[3]["VERTEX"]="outvec.xy"; - mode_replace_table[3]["WORLD_VERTEX"]="outvec.xy"; - mode_replace_table[3]["UV"]="uv_interp"; - mode_replace_table[3]["COLOR"]="color_interp"; - mode_replace_table[3]["VAR1"]="var1_interp"; - mode_replace_table[3]["VAR2"]="var2_interp"; - mode_replace_table[3]["POINT_SIZE"]="gl_PointSize"; - mode_replace_table[3]["WORLD_MATRIX"]="modelview_matrix"; - mode_replace_table[3]["PROJECTION_MATRIX"]="projection_matrix"; - mode_replace_table[3]["EXTRA_MATRIX"]="extra_matrix"; - mode_replace_table[3]["TIME"]="time"; - - mode_replace_table[4]["POSITION"]="gl_Position"; - mode_replace_table[4]["NORMAL"]="normal"; - mode_replace_table[4]["NORMALMAP"]="normal_map"; - mode_replace_table[4]["NORMALMAP_DEPTH"]="normal_depth"; - mode_replace_table[4]["UV"]="uv_interp"; - mode_replace_table[4]["SRC_COLOR"]="color_interp"; - mode_replace_table[4]["COLOR"]="color"; - mode_replace_table[4]["TEXTURE"]="texture"; - mode_replace_table[4]["TEXTURE_PIXEL_SIZE"]="texpixel_size"; - mode_replace_table[4]["VAR1"]="var1_interp"; - mode_replace_table[4]["VAR2"]="var2_interp"; - mode_replace_table[4]["SCREEN_UV"]="screen_uv"; - mode_replace_table[4]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[4]["TIME"]="time"; - - mode_replace_table[5]["POSITION"]="gl_Position"; - mode_replace_table[5]["NORMAL"]="normal"; - mode_replace_table[5]["UV"]="uv_interp"; - mode_replace_table[5]["COLOR"]="color"; - mode_replace_table[5]["TEXTURE"]="texture"; - mode_replace_table[5]["TEXTURE_PIXEL_SIZE"]="texpixel_size"; - mode_replace_table[5]["VAR1"]="var1_interp"; - mode_replace_table[5]["VAR2"]="var2_interp"; - mode_replace_table[5]["LIGHT_VEC"]="light_vec"; - mode_replace_table[5]["LIGHT_HEIGHT"]="light_height"; - mode_replace_table[5]["LIGHT_COLOR"]="light"; - mode_replace_table[5]["LIGHT_UV"]="light_uv"; - mode_replace_table[5]["LIGHT"]="light_out"; - mode_replace_table[5]["SHADOW"]="shadow_color"; - mode_replace_table[5]["SCREEN_UV"]="screen_uv"; - mode_replace_table[5]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[5]["TIME"]="time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["NORMAL"]="normal"; + //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POSITION"]="IN_POSITION"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIR"]="light_dir"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIFFUSE"]="light_diffuse"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_SPECULAR"]="light_specular"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["EYE_VEC"]="eye_vec"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["DIFFUSE"]="mdiffuse"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR"]="specular"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR_EXP"]="specular_exp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADE_PARAM"]="shade_param"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"]="light"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"]="gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"]="time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"]="shadow_color"; + + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"]="src_vtx"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"]="outvec.xy"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_VERTEX"]="outvec.xy"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["UV"]="uv_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["COLOR"]="color_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR1"]="var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR2"]="var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["POINT_SIZE"]="gl_PointSize"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_MATRIX"]="modelview_matrix"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["PROJECTION_MATRIX"]="projection_matrix"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["EXTRA_MATRIX"]="extra_matrix"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["TIME"]="time"; + + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POSITION"]="gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMAL"]="normal"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP"]="normal_map"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP_DEPTH"]="normal_depth"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["UV"]="uv_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SRC_COLOR"]="color_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["COLOR"]="color"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE"]="texture"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE_PIXEL_SIZE"]="texpixel_size"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR1"]="var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR2"]="var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SCREEN_UV"]="screen_uv"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POINT_COORD"]="gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TIME"]="time"; + + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POSITION"]="gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["NORMAL"]="normal"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["UV"]="uv_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["COLOR"]="color"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE"]="texture"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE_PIXEL_SIZE"]="texpixel_size"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR1"]="var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR2"]="var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_VEC"]="light_vec"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_HEIGHT"]="light_height"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_COLOR"]="light"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_UV"]="light_uv"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT"]="light_out"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SHADOW"]="shadow_color"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SCREEN_UV"]="screen_uv"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POINT_COORD"]="gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TIME"]="time"; @@ -917,6 +930,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { vname_var1_interp="VAR1"; vname_var2_interp="VAR2"; vname_vertex="VERTEX"; + vname_position = "POSITION"; vname_light="LIGHT"; vname_time="TIME"; vname_normalmap="NORMALMAP"; diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index 43902a7536..688003ecf6 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -34,7 +34,7 @@ class ShaderCompilerGLES2 { class Uniform; public: - class Flags; + struct Flags; private: ShaderLanguage::ProgramNode *program_node; @@ -55,6 +55,7 @@ private: bool uses_texpixel_size; bool uses_worldvec; bool vertex_code_writes_vertex; + bool vertex_code_writes_position; bool uses_shadow_color; bool sinh_used; @@ -76,6 +77,7 @@ private: StringName vname_var1_interp; StringName vname_var2_interp; StringName vname_vertex; + StringName vname_position; StringName vname_light; StringName vname_time; StringName vname_normalmap; @@ -107,6 +109,7 @@ public: bool uses_texpos; bool uses_normalmap; bool vertex_code_writes_vertex; + bool vertex_code_writes_position; bool uses_discard; bool uses_screen_uv; bool use_color_interp; diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index e94930fffb..d397323171 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -739,12 +739,12 @@ void ShaderGLES2::set_custom_shader(uint32_t p_code_id) { void ShaderGLES2::free_custom_shader(uint32_t p_code_id) { - if (! custom_code_map.has( p_code_id )) { + /* if (! custom_code_map.has( p_code_id )) { print_line("no code id "+itos(p_code_id)); } else { print_line("freed code id "+itos(p_code_id)); - } + }*/ ERR_FAIL_COND(! custom_code_map.has( p_code_id )); if (conditional_version.code_version==p_code_id) diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 4604fd5501..51520cc9da 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub index 9679223b16..38177d725f 100644 --- a/drivers/gles2/shaders/SCsub +++ b/drivers/gles2/shaders/SCsub @@ -6,5 +6,3 @@ if env['BUILDERS'].has_key('GLSL120GLES'): env.GLSL120GLES('canvas_shadow.glsl'); env.GLSL120GLES('blur.glsl'); env.GLSL120GLES('copy.glsl'); - - diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index e297b328cd..285abd30ff 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -155,6 +155,7 @@ uniform vec4 light_color; uniform vec4 light_shadow_color; uniform float light_height; varying vec4 light_uv_interp; +uniform float light_outside_alpha; #if defined(NORMAL_USED) varying vec4 local_rot; @@ -195,7 +196,7 @@ void main() { #ifdef USE_DISTANCE_FIELD const float smoothing = 1.0/32.0; float distance = texture2D(texture, uv_interp).a; - color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); + color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; #else color *= texture2D( texture, uv_interp ); @@ -247,22 +248,27 @@ FRAGMENT_SHADER_CODE vec4 shadow_color=vec4(0.0,0.0,0.0,0.0); #endif + if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) { + color.a*=light_outside_alpha; //invisible + + } else { + #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader -{ - vec4 light_out=light*color; + { + vec4 light_out=light*color; LIGHT_SHADER_CODE - color=light_out; -} + color=light_out; + } #else #if defined(NORMAL_USED) - vec3 light_normal = normalize(vec3(light_vec,-light_height)); - light*=max(dot(-light_normal,normal),0.0); + vec3 light_normal = normalize(vec3(light_vec,-light_height)); + light*=max(dot(-light_normal,normal),0.0); #endif - color*=light; + color*=light; /* #ifdef USE_NORMAL color.xy=local_rot.xy;//normal.xy; @@ -273,9 +279,6 @@ LIGHT_SHADER_CODE //light shader code #endif - if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) { - color.a=0.0; //invisible - } else { #ifdef USE_SHADOWS diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index 38fb03ab5c..ccd80bf2f0 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -1175,6 +1175,10 @@ FRAGMENT_SHADER_CODE vec3 mdiffuse = diffuse.rgb; vec3 light; +#if defined(USE_LIGHT_SHADOW_COLOR) + vec3 shadow_color=vec3(0.0,0.0,0.0); +#endif + #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { @@ -1195,6 +1199,10 @@ LIGHT_SHADER_CODE #endif diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation; +#if defined(USE_LIGHT_SHADOW_COLOR) + diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation); +#endif + #ifdef USE_FOG diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a); |