diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 85 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.h | 5 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 7 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 8 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 84 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 7 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 8 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 4 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 10 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 202 |
14 files changed, 266 insertions, 170 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index ac54af722c..10c9846fde 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -406,6 +406,66 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count glBindBuffer(GL_ARRAY_BUFFER, 0); } +void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + uint32_t buffer_ofs = 0; + + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + } else { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Color) * p_vertex_count; + } + + if (p_uvs) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + if (storage->config.support_32_bits_indices) { //should check for + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + } else { + uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count); + for (int i = 0; i < p_index_count; i++) { + index16[i] = uint16_t(p_indices[i]); + } + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; @@ -973,7 +1033,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur #ifdef GLES_OVER_GL if (polygon->antialiased) { glEnable(GL_LINE_SMOOTH); - _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + if (polygon->antialiasing_use_indices) { + _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } else { + _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } glDisable(GL_LINE_SMOOTH); } #endif @@ -1838,9 +1902,20 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons } state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache); - if (cull != instance->cull_cache) { - cull = instance->cull_cache; + VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; + + if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && + (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { + transformed_cull_cache = + transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? + VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : + VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; + } + + if (cull != transformed_cull_cache) { + + cull = transformed_cull_cache; switch (cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index ba636a9763..f6ae6a60c0 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -118,6 +118,7 @@ public: _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights = NULL, const int *p_bones = NULL); _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 _draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, 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); diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index cbd0e4a5d5..c4e9541a36 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -263,8 +263,7 @@ void RasterizerGLES2::initialize() { #endif // GLES_OVER_GL #endif // CAN_DEBUG - const GLubyte *renderer = glGetString(GL_RENDERER); - print_line("OpenGL ES 2.0 Renderer: " + String((const char *)renderer)); + print_line("OpenGL ES 2.0 Renderer: " + VisualServer::get_singleton()->get_video_adapter_name()); storage->initialize(); canvas->initialize(); scene->initialize(); diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 4d0d961ae4..9a5501f13d 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index bc47fb46f5..5c52d88cc7 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1869,7 +1869,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false); if (!p_light) { //no light, return off return; @@ -1955,8 +1954,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Color color = light_ptr->color * sign * energy * Math_PI; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color); - Color shadow_color = light_ptr->shadow_color.to_linear(); - state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, shadow_color); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, light_ptr->shadow_color); //specific parameters diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 7babcfeed1..74adae05aa 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 147bab9d1f..bb087a7f47 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -85,7 +85,9 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define glClearDepth glClearDepthf // enable extensions manually for android and ios +#ifndef UWP_ENABLED #include <dlfcn.h> // needed to load extensions +#endif #ifdef IPHONE_ENABLED @@ -93,13 +95,18 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; //void *glRenderbufferStorageMultisampleAPPLE; //void *glResolveMultisampleFramebufferAPPLE; #define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE -#elif ANDROID_ENABLED +#elif defined(ANDROID_ENABLED) #include <GLES2/gl2ext.h> PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT; PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT; #define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT #define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT + +#elif defined(UWP_ENABLED) +#include <GLES2/gl2ext.h> +#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleANGLE +#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE #endif #define GL_MAX_SAMPLES 0x8D57 @@ -2428,22 +2435,10 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: if (surface->blend_shape_data.size()) { ERR_PRINT_ONCE("Blend shapes are not supported in OpenGL ES 2.0"); } - surface->data = array; - surface->index_data = p_index_array; -#else - // Even on non-tools builds, a copy of the surface->data is needed in certain circumstances. - // Rigged meshes using the USE_SKELETON_SOFTWARE path need to read bone data - // from surface->data. - - // if USE_SKELETON_SOFTWARE is active - if (config.use_skeleton_software) { - // if this geometry is used specifically for skinning - if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS)) - surface->data = array; - } - // An alternative is to always make a copy of surface->data. #endif + surface->data = array; + surface->index_data = p_index_array; surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size; for (int i = 0; i < surface->skeleton_bone_used.size(); i++) { @@ -4657,7 +4652,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); - glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } @@ -4725,7 +4720,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->multisample_depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); @@ -4907,7 +4902,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { bool used_depth = false; if (j == 0 && i == 0) { //use always - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + if (config.support_depth_texture) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + } else { + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + } used_depth = true; } @@ -5189,7 +5188,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar // create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created.. glGenRenderbuffers(1, &rt->external.depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth); } @@ -5302,7 +5301,7 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) { glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); - glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, cls->size, cls->height); + glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, cls->size, cls->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); glGenTextures(1, &cls->distance); @@ -5767,6 +5766,16 @@ int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) { } } +String RasterizerStorageGLES2::get_video_adapter_name() const { + + return (const char *)glGetString(GL_RENDERER); +} + +String RasterizerStorageGLES2::get_video_adapter_vendor() const { + + return (const char *)glGetString(GL_VENDOR); +} + void RasterizerStorageGLES2::initialize() { RasterizerStorageGLES2::system_fbo = 0; @@ -5783,6 +5792,8 @@ void RasterizerStorageGLES2::initialize() { config.keep_original_textures = false; config.shrink_textures_x2 = false; + config.depth_internalformat = GL_DEPTH_COMPONENT; + config.depth_type = GL_UNSIGNED_INT; #ifdef GLES_OVER_GL config.float_texture_supported = true; @@ -5790,23 +5801,32 @@ void RasterizerStorageGLES2::initialize() { config.pvrtc_supported = false; config.etc1_supported = false; config.support_npot_repeat_mipmap = true; - config.depth_internalformat = GL_DEPTH_COMPONENT; - config.depth_type = GL_UNSIGNED_INT; + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT24; #else config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float"); config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1"); config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc"); config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot"); - // on mobile check for 24 bit depth support + +#ifdef JAVASCRIPT_ENABLED + // RenderBuffer internal format must be 16 bits in WebGL, + // but depth_texture should default to 32 always + // if the implementation doesn't support 32, it should just quietly use 16 instead + // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16; + config.depth_type = GL_UNSIGNED_INT; +#else + // on mobile check for 24 bit depth support for RenderBufferStorage if (config.extensions.has("GL_OES_depth24")) { - config.depth_internalformat = _DEPTH_COMPONENT24_OES; + config.depth_buffer_internalformat = _DEPTH_COMPONENT24_OES; config.depth_type = GL_UNSIGNED_INT; } else { - config.depth_internalformat = GL_DEPTH_COMPONENT16; + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16; config.depth_type = GL_UNSIGNED_SHORT; } #endif +#endif #ifndef GLES_OVER_GL //Manually load extensions for android and ios @@ -5882,7 +5902,7 @@ void RasterizerStorageGLES2::initialize() { GLuint depth; glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); - glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, config.depth_internalformat, config.depth_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -5901,8 +5921,12 @@ void RasterizerStorageGLES2::initialize() { if (status != GL_FRAMEBUFFER_COMPLETE) { // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT - +#ifdef GLES_OVER_GL config.depth_internalformat = GL_DEPTH_COMPONENT16; +#else + // OES_depth_texture extension only specifies GL_DEPTH_COMPONENT. + config.depth_internalformat = GL_DEPTH_COMPONENT; +#endif config.depth_type = GL_UNSIGNED_SHORT; glGenFramebuffers(1, &fbo); @@ -5910,7 +5934,7 @@ void RasterizerStorageGLES2::initialize() { glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index 6de530d8c3..83697b9872 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -99,6 +99,7 @@ public: GLuint depth_internalformat; GLuint depth_type; + GLuint depth_buffer_internalformat; } config; @@ -1306,6 +1307,8 @@ public: virtual int get_captured_render_info(VS::RenderInfo p_info); virtual int get_render_info(VS::RenderInfo p_info); + virtual String get_video_adapter_name() const; + virtual String get_video_adapter_vendor() const; RasterizerStorageGLES2(); }; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 7e9b6fdb82..fc59486090 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -911,7 +911,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; @@ -986,7 +986,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; - actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size"; // gl_InstanceID is not available in OpenGL ES 2.0 actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index b8f50d6d1f..683c8bf3c4 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 58eff791ca..8bb1ef7f0f 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_gles2.h b/drivers/gles2/shader_gles2.h index c7a6465194..f2953c9ae8 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -118,10 +118,12 @@ private: uint32_t code_version; bool ok; Version() { - code_version = 0; + id = 0; + vert_id = 0; frag_id = 0; - ok = false; uniform_location = NULL; + code_version = 0; + ok = false; } }; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 08548ded17..afce403a9f 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -149,6 +149,8 @@ void main() { uv = uv_attrib; #endif + float point_size = 1.0; + { vec2 src_vtx = outvec.xy; /* clang-format off */ @@ -158,6 +160,8 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; + #if !defined(SKIP_TRANSFORM_USED) outvec = extra_matrix_instance * outvec; outvec = modelview_matrix * outvec; diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 25dbbf3c90..63eee4eb87 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -251,12 +251,10 @@ void light_compute( //normalized blinn always unless disabled vec3 H = normalize(V + L); float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #endif SRGB_APPROX(specular_brdf_NL) @@ -425,6 +423,8 @@ void main() { #define projection_matrix local_projection_matrix #define world_transform world_matrix + float point_size = 1.0; + { /* clang-format off */ @@ -433,6 +433,7 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; vec4 outvec = vertex; // use local coordinates @@ -1270,9 +1271,9 @@ LIGHT_SHADER_CODE //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #elif defined(SPECULAR_PHONG) @@ -1547,157 +1548,157 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY #ifdef BASE_PASS - { - // IBL precalculations - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); - vec3 f0 = F0(metallic, specular, albedo); - vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); + + // IBL precalculations + float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); #ifdef AMBIENT_LIGHT_DISABLED - ambient_light = vec3(0.0, 0.0, 0.0); + ambient_light = vec3(0.0, 0.0, 0.0); #else #ifdef USE_RADIANCE_MAP - vec3 ref_vec = reflect(-eye_position, N); - ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); + vec3 ref_vec = reflect(-eye_position, N); + ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); - ref_vec.z *= -1.0; + ref_vec.z *= -1.0; - specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; + specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; #ifndef USE_LIGHTMAP - { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; - env_ambient *= 1.0 - F; + { + vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); + vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; + env_ambient *= 1.0 - F; - ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); - } + ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); + } #endif #else - ambient_light = ambient_color.rgb; - specular_light = bg_color.rgb * bg_energy; + ambient_light = ambient_color.rgb; + specular_light = bg_color.rgb * bg_energy; #endif #endif // AMBIENT_LIGHT_DISABLED - ambient_light *= ambient_energy; + ambient_light *= ambient_energy; #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - vec4 ambient_accum = vec4(0.0); - vec4 reflection_accum = vec4(0.0); + vec4 ambient_accum = vec4(0.0); + vec4 reflection_accum = vec4(0.0); #ifdef USE_REFLECTION_PROBE1 - reflection_process(reflection_probe1, + reflection_process(reflection_probe1, #ifdef USE_VERTEX_LIGHTING - refprobe1_reflection_normal_blend.rgb, + refprobe1_reflection_normal_blend.rgb, #ifndef USE_LIGHTMAP - refprobe1_ambient_normal, + refprobe1_ambient_normal, #endif - refprobe1_reflection_normal_blend.a, + refprobe1_reflection_normal_blend.a, #else - normal_interp, vertex_interp, refprobe1_local_matrix, - refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, + normal_interp, vertex_interp, refprobe1_local_matrix, + refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, #endif - refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE1 #ifdef USE_REFLECTION_PROBE2 - reflection_process(reflection_probe2, + reflection_process(reflection_probe2, #ifdef USE_VERTEX_LIGHTING - refprobe2_reflection_normal_blend.rgb, + refprobe2_reflection_normal_blend.rgb, #ifndef USE_LIGHTMAP - refprobe2_ambient_normal, + refprobe2_ambient_normal, #endif - refprobe2_reflection_normal_blend.a, + refprobe2_reflection_normal_blend.a, #else - normal_interp, vertex_interp, refprobe2_local_matrix, - refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, + normal_interp, vertex_interp, refprobe2_local_matrix, + refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, #endif - refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE2 - if (reflection_accum.a > 0.0) { - specular_light = reflection_accum.rgb / reflection_accum.a; - } + if (reflection_accum.a > 0.0) { + specular_light = reflection_accum.rgb / reflection_accum.a; + } #ifndef USE_LIGHTMAP - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } #endif #endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - // environment BRDF approximation - { + // environment BRDF approximation + { #if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light *= specular * metallic * albedo * 2.0; + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; #else - // scales the specular reflections, needs to be be computed before lighting happens, - // but after environment and reflection probes are added - //TODO: this curve is not really designed for gammaspace, should be adjusted - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * F + env.y; + // scales the specular reflections, needs to be be computed before lighting happens, + // but after environment and reflection probes are added + //TODO: this curve is not really designed for gammaspace, should be adjusted + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; + specular_light *= env.x * F + env.y; #endif - } + } #ifdef USE_LIGHTMAP - //ambient light will come entirely from lightmap is lightmap is used - ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; + //ambient light will come entirely from lightmap is lightmap is used + ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; #endif #ifdef USE_LIGHTMAP_CAPTURE - { - vec3 cone_dirs[12] = vec3[]( - vec3(0.0, 0.0, 1.0), - vec3(0.866025, 0.0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5), - vec3(0.0, 0.0, -1.0), - vec3(0.866025, 0.0, -0.5), - vec3(0.267617, 0.823639, -0.5), - vec3(-0.700629, 0.509037, -0.5), - vec3(-0.700629, -0.509037, -0.5), - vec3(0.267617, -0.823639, -0.5)); - - vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; - vec4 captured = vec4(0.0); - float sum = 0.0; - for (int i = 0; i < 12; i++) { - float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect - captured += lightmap_captures[i] * amount; - sum += amount; - } + { + vec3 cone_dirs[12] = vec3[]( + vec3(0.0, 0.0, 1.0), + vec3(0.866025, 0.0, 0.5), + vec3(0.267617, 0.823639, 0.5), + vec3(-0.700629, 0.509037, 0.5), + vec3(-0.700629, -0.509037, 0.5), + vec3(0.267617, -0.823639, 0.5), + vec3(0.0, 0.0, -1.0), + vec3(0.866025, 0.0, -0.5), + vec3(0.267617, 0.823639, -0.5), + vec3(-0.700629, 0.509037, -0.5), + vec3(-0.700629, -0.509037, -0.5), + vec3(0.267617, -0.823639, -0.5)); + + vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; + vec4 captured = vec4(0.0); + float sum = 0.0; + for (int i = 0; i < 12; i++) { + float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect + captured += lightmap_captures[i] * amount; + sum += amount; + } - captured /= sum; + captured /= sum; - if (lightmap_capture_sky) { - ambient_light = mix(ambient_light, captured.rgb, captured.a); - } else { - ambient_light = captured.rgb; - } + if (lightmap_capture_sky) { + ambient_light = mix(ambient_light, captured.rgb, captured.a); + } else { + ambient_light = captured.rgb; } -#endif } +#endif + #endif //BASE PASS // @@ -2052,17 +2053,6 @@ FRAGMENT_SHADER_CODE specular_light += specular_interp * specular_blob_intensity * light_att; diffuse_light += diffuse_interp * albedo * light_att; - // Same as above, needed for VERTEX_LIGHTING or else lights are too bright - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - vec3 f0 = F0(metallic, specular, albedo); - specular_light *= env.x * f0 + env.y; - #else //fragment lighting light_compute( |