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-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp26
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.h1
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp35
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h2
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp2
-rw-r--r--drivers/gles2/shader_gles2.cpp2
-rw-r--r--drivers/gles2/shaders/scene.glsl10
7 files changed, 57 insertions, 21 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 49b84895a7..a7345978e1 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -576,8 +576,15 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
} else {
+ static const Vector2 uvs[4] = {
+ Vector2(0.0, 0.0),
+ Vector2(0.0, 1.0),
+ Vector2(1.0, 1.0),
+ Vector2(1.0, 0.0),
+ };
+
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
- _draw_gui_primitive(4, points, NULL, NULL);
+ _draw_gui_primitive(4, points, NULL, uvs);
}
} else {
@@ -1165,7 +1172,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
}
}
-void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
+void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
if (storage->frame.current_rt->copy_screen_effect.color == 0) {
ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
@@ -1174,8 +1181,6 @@ void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
glDisable(GL_BLEND);
- state.canvas_texscreen_used = true;
-
Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
@@ -1188,9 +1193,6 @@ void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
- glClearColor(1, 0, 1, 1);
- glClear(GL_COLOR_BUFFER_BIT);
-
storage->shaders.copy.bind();
storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
@@ -1218,14 +1220,20 @@ void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
+ glEnable(GL_BLEND);
+}
+
+void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
+
+ state.canvas_texscreen_used = true;
+
+ _copy_screen(p_rect);
// back to canvas, force rebind
state.using_texture_rect = false;
state.canvas_shader.bind();
_bind_canvas_texture(state.current_tex, state.current_normal);
_set_uniforms();
-
- glEnable(GL_BLEND);
}
void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h
index 221427198a..0d069ebabc 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.h
+++ b/drivers/gles2/rasterizer_canvas_gles2.h
@@ -118,6 +118,7 @@ public:
_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material);
+ void _copy_screen(const Rect2 &p_rect);
_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index cc9084dceb..ac1aae62bd 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -1178,6 +1178,11 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
+ if (p_material->shader->spatial.uses_screen_texture && storage->frame.current_rt) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
+ }
+
bool shader_rebind = state.scene_shader.bind();
if (p_material->shader->spatial.no_depth_test) {
@@ -1200,9 +1205,6 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
} break;
}
- // TODO whyyyyy????
- p_reverse_cull = true;
-
switch (p_material->shader->spatial.cull_mode) {
case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED: {
glDisable(GL_CULL_FACE);
@@ -2339,7 +2341,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
Transform sky_orientation(p_env->sky_orientation, Vector3(0.0, 0.0, 0.0));
state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, sky_orientation.affine_inverse() * p_view_transform);
} else {
- // would be a bit weird if we dont have this...
+ // would be a bit weird if we don't have this...
state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
}
}
@@ -2557,11 +2559,19 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+ Transform cam_transform = p_cam_transform;
+
GLuint current_fb = 0;
Environment *env = NULL;
int viewport_width, viewport_height;
bool probe_interior = false;
+ bool reverse_cull = false;
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
+ cam_transform.basis.set_axis(1, -cam_transform.basis.get_axis(1));
+ reverse_cull = true;
+ }
if (p_reflection_probe.is_valid()) {
ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
@@ -2588,6 +2598,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
viewport_height = storage->frame.current_rt->height;
}
+ state.used_screen_texture = false;
state.viewport_size.x = viewport_width;
state.viewport_size.y = viewport_height;
state.screen_pixel_size.x = 1.0 / viewport_width;
@@ -2596,7 +2607,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
//push back the directional lights
if (p_light_cull_count) {
- //harcoded limit of 256 lights
+ //hardcoded limit of 256 lights
render_light_instance_count = MIN(RenderList::MAX_LIGHTS, p_light_cull_count);
render_light_instances = (LightInstance **)alloca(sizeof(LightInstance *) * render_light_instance_count);
render_directional_lights = 0;
@@ -2610,7 +2621,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) {
render_directional_lights++;
- //as goin in reverse, directional lights are always first anyway
+ //as going in reverse, directional lights are always first anyway
}
light->light_index = index;
@@ -2711,7 +2722,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
if (sky && sky->panorama.is_valid()) {
- _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
}
}
@@ -2721,8 +2732,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// render opaque things first
render_list.sort_by_key(false);
- _render_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false);
+ _render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false);
+ if (storage->frame.current_rt && state.used_screen_texture) {
+ //copy screen texture
+ storage->canvas->_copy_screen(Rect2());
+ }
// alpha pass
glBlendEquation(GL_FUNC_ADD);
@@ -2730,7 +2745,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
render_list.sort_by_depth(true);
- _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false);
+ _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false);
glDisable(GL_DEPTH_TEST);
@@ -3228,6 +3243,8 @@ void RasterizerSceneGLES2::initialize() {
}
shadow_filter_mode = SHADOW_FILTER_NEAREST;
+
+ glFrontFace(GL_CW);
}
void RasterizerSceneGLES2::iteration() {
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index ba48ddd185..a0fa2aacc5 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -31,7 +31,7 @@
#ifndef RASTERIZERSTORAGEGLES2_H
#define RASTERIZERSTORAGEGLES2_H
-#include "core/dvector.h"
+#include "core/pool_vector.h"
#include "core/self_list.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index d6e8edc421..15897fe587 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -81,7 +81,7 @@ static String _opstr(SL::Operator p_op) {
static String _mkid(const String &p_id) {
String id = "m_" + p_id;
- return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl
+ return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
}
static String f2sp0(float p_float) {
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index 5e259a01f0..012d1538b6 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -199,7 +199,7 @@ static void _display_error_with_code(const String &p_error, const Vector<const c
static String _mkid(const String &p_id) {
String id = "m_" + p_id;
- return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl
+ return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
}
ShaderGLES2::Version *ShaderGLES2::get_current_version() {
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 6c3d3baccd..242329d4a7 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -2049,7 +2049,13 @@ FRAGMENT_SHADER_CODE
#if defined(USE_VERTEX_LIGHTING)
+#if defined(BASE_PASS)
gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_interp.rgb, fog_interp.a);
+#else
+ gl_FragColor.rgb *= (1.0 - fog_interp.a);
+#endif // BASE_PASS
+
+
#else //pixel based fog
float fog_amount = 0.0;
@@ -2083,7 +2089,11 @@ FRAGMENT_SHADER_CODE
}
#endif
+#if defined(BASE_PASS)
gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_color, fog_amount);
+#else
+ gl_FragColor.rgb *= (1.0 - fog_amount);
+#endif // BASE_PASS
#endif //use vertex lit