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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp2057
-rw-r--r--drivers/gles2/rasterizer_gles2.h149
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp137
-rw-r--r--drivers/gles2/shader_compiler_gles2.h14
-rw-r--r--drivers/gles2/shaders/SCsub1
-rw-r--r--drivers/gles2/shaders/canvas.glsl322
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl62
-rw-r--r--drivers/gles2/shaders/material.glsl49
8 files changed, 2592 insertions, 199 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index d596aad4b9..4f486897d1 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -91,6 +91,10 @@
static RasterizerGLES2* _singleton = NULL;
+#ifdef GLES_NO_CLIENT_ARRAYS
+static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = {0};
+#endif
+
static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
_FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
@@ -139,11 +143,13 @@ static _FORCE_INLINE_ uint16_t make_half_float(float f) {
else if (exp <= 0x38000000)
{
- // store a denorm half-float value or zero
+ /*// store a denorm half-float value or zero
exp = (0x38000000 - exp) >> 23;
mantissa >>= (14 + exp);
hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
+ */
+ hf=0; //denormals do not work for 3D, convert to zero
}
else
{
@@ -360,17 +366,19 @@ void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, c
/* TEXTURE API */
-Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed) {
+Image RasterizerGLES2::_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) {
r_has_alpha_cache=false;
r_compressed=false;
+ r_gl_format=0;
Image image=p_image;
switch(p_format) {
case Image::FORMAT_GRAYSCALE: {
r_gl_components=1;
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE;
+ r_gl_format=GL_LUMINANCE;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE;
} break;
case Image::FORMAT_INTENSITY: {
@@ -378,14 +386,16 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (!image.empty())
image.convert(Image::FORMAT_RGBA);
r_gl_components=4;
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA;
+ r_gl_format=GL_RGBA;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA;
r_has_alpha_cache=true;
} break;
case Image::FORMAT_GRAYSCALE_ALPHA: {
//image.convert(Image::FORMAT_RGBA);
r_gl_components=2;
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA;
+ r_gl_format=GL_LUMINANCE_ALPHA;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA;
r_has_alpha_cache=true;
} break;
@@ -394,7 +404,8 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (!image.empty())
image.convert(Image::FORMAT_RGB);
r_gl_components=3;
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB;
+ r_gl_format=GL_RGB;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB;
} break;
@@ -407,14 +418,15 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
@@ -426,14 +438,15 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_EXT;
- } else {
+ r_gl_internal_format=_GL_SRGB_EXT;
r_gl_format=GL_RGB;
+ } else {
+ r_gl_internal_format=GL_RGB;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGB;
+ r_gl_internal_format=GL_RGB;
}
} break;
case Image::FORMAT_RGBA: {
@@ -442,14 +455,16 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
r_gl_format=GL_RGBA;
+ //r_gl_internal_format=GL_RGBA;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
@@ -465,21 +480,22 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
r_gl_components=1; //doesn't matter much
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_compressed=true;
};
@@ -495,20 +511,21 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
r_gl_components=1; //doesn't matter much
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_has_alpha_cache=true;
r_compressed=true;
@@ -526,20 +543,21 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
r_gl_components=1; //doesn't matter much
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_has_alpha_cache=true;
r_compressed=true;
};
@@ -556,20 +574,21 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
- r_gl_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
+ r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
r_gl_components=1; //doesn't matter much
r_compressed=true;
};
@@ -586,19 +605,20 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
- r_gl_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
+ r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
r_gl_components=1; //doesn't matter much
r_compressed=true;
};
@@ -614,21 +634,22 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
r_gl_components=1; //doesn't matter much
r_compressed=true;
@@ -645,22 +666,23 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
- r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_internal_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
r_gl_components=1; //doesn't matter much
r_compressed=true;
@@ -677,19 +699,20 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
r_gl_components=1; //doesn't matter much
r_compressed=true;
}
@@ -705,19 +728,20 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_ALPHA_EXT;
- } else {
r_gl_format=GL_RGBA;
+ r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
+ } else {
+ r_gl_internal_format=GL_RGBA;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
}
r_has_alpha_cache=true;
} else {
- r_gl_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
r_gl_components=1; //doesn't matter much
r_compressed=true;
}
@@ -734,21 +758,22 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
if (srgb_supported) {
- r_gl_format=_GL_SRGB_EXT;
- } else {
r_gl_format=GL_RGB;
+ r_gl_internal_format=_GL_SRGB_EXT;
+ } else {
+ r_gl_internal_format=GL_RGB;
if (!image.empty())
image.srgb_to_linear();
}
} else {
- r_gl_format=GL_RGB;
+ r_gl_internal_format=GL_RGB;
}
- r_gl_format=GL_RGB;
+ r_gl_internal_format=GL_RGB;
} else {
- r_gl_format=_EXT_ETC1_RGB8_OES;
+ r_gl_internal_format=_EXT_ETC1_RGB8_OES;
r_gl_components=1; //doesn't matter much
r_compressed=true;
}
@@ -762,12 +787,12 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
image.decompress();
}
r_gl_components=3;
- r_gl_format=GL_RGB;
+ r_gl_internal_format=GL_RGB;
} else {
- r_gl_format=_EXT_ATC_RGB_AMD;
+ r_gl_internal_format=_EXT_ATC_RGB_AMD;
r_gl_components=1; //doesn't matter much
r_compressed=true;
}
@@ -781,12 +806,12 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
image.decompress();
}
r_gl_components=4;
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
} else {
- r_gl_format=_EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD;
+ r_gl_internal_format=_EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD;
r_gl_components=1; //doesn't matter much
r_compressed=true;
}
@@ -800,12 +825,12 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
image.decompress();
}
r_gl_components=4;
- r_gl_format=GL_RGBA;
+ r_gl_internal_format=GL_RGBA;
} else {
- r_gl_format=_EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
+ r_gl_internal_format=_EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
r_gl_components=1; //doesn't matter much
r_compressed=true;
}
@@ -816,7 +841,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
if (!image.empty())
image.convert(Image::FORMAT_RGB);
- r_gl_format=GL_RGB;
+ r_gl_internal_format=GL_RGB;
r_gl_components=3;
} break;
@@ -827,6 +852,10 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
}
}
+ if (r_gl_format==0) {
+ r_gl_format=r_gl_internal_format;
+ }
+
return image;
}
@@ -858,6 +887,7 @@ void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,I
bool has_alpha_cache;
int components;
GLenum format;
+ GLenum internal_format;
bool compressed;
int po2_width = nearest_power_of_2(p_width);
@@ -876,7 +906,7 @@ void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,I
texture->flags=p_flags;
texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
- _get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache,compressed);
+ _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,components,has_alpha_cache,compressed);
bool scale_textures = !compressed && !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS);
@@ -894,6 +924,7 @@ void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,I
texture->gl_components_cache=components;
texture->gl_format_cache=format;
+ texture->gl_internal_format_cache=internal_format;
texture->format_has_alpha=has_alpha_cache;
texture->compressed=compressed;
texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
@@ -908,7 +939,7 @@ void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,I
if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
//prealloc if video
- glTexImage2D(texture->target, 0, format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
+ glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
}
texture->active=true;
@@ -926,6 +957,7 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
int components;
GLenum format;
+ GLenum internal_format;
bool alpha;
bool compressed;
@@ -933,7 +965,7 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
texture->image[p_cube_side]=p_image;
}
- Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha,compressed);
+ Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,components,alpha,compressed);
if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {
@@ -943,7 +975,7 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
- if (img.detect_alpha()==Image::ALPHA_BLEND) {
+ if (!(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) {
texture->has_alpha=true;
}
@@ -961,8 +993,14 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
- else
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ else {
+ if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ } else {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ }
+ }
if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
@@ -999,32 +1037,33 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;
- int w=img.get_width();
- int h=img.get_height();
+ //int w=img.get_width();
+ //int h=img.get_height();
int tsize=0;
for(int i=0;i<mipmaps;i++) {
int size,ofs;
- img.get_mipmap_offset_and_size(i,ofs,size);
+ int mm_w,mm_h;
+ img.get_mipmap_offset_size_and_dimensions(i,ofs,size,mm_w,mm_h);
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
+ glCompressedTexImage2D( blit_target, i, format,mm_w,mm_h,0,size,&read[ofs] );
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
- glTexSubImage2D( blit_target, i, 0,0,w,h,format,GL_UNSIGNED_BYTE,&read[ofs] );
+ glTexSubImage2D( blit_target, i, 0,0,mm_w, mm_h,format,GL_UNSIGNED_BYTE,&read[ofs] );
} else {
- glTexImage2D(blit_target, i, format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
+ glTexImage2D(blit_target, i, internal_format, mm_w, mm_h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
}
}
tsize+=size;
- w = MAX(1,w>>1);
- h = MAX(1,h>>1);
+ //w = MAX(Image::,w>>1);
+ //h = MAX(1,h>>1);
}
@@ -1255,8 +1294,14 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
- else
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ else{
+ if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ } else {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ }
+ }
if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
@@ -1383,6 +1428,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
case VS::SHADER_MATERIAL: {
material_shader.free_custom_shader(shader->custom_code_id);
} break;
+ case VS::SHADER_CANVAS_ITEM: {
+ canvas_shader.free_custom_shader(shader->custom_code_id);
+ } break;
}
shader->custom_code_id=0;
@@ -1394,6 +1442,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
case VS::SHADER_MATERIAL: {
shader->custom_code_id=material_shader.create_custom_shader();
} break;
+ case VS::SHADER_CANVAS_ITEM: {
+ shader->custom_code_id=canvas_shader.create_custom_shader();
+ } break;
}
_shader_make_dirty(shader);
@@ -1513,6 +1564,48 @@ void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_
}
+void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture) {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND(!shader);
+ ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
+
+ if (p_texture.is_valid())
+ shader->default_textures[p_name]=p_texture;
+ else
+ shader->default_textures.erase(p_name);
+
+ _shader_make_dirty(shader);
+
+}
+
+RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
+ const Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,RID());
+
+ const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
+ if (!E)
+ return RID();
+ return E->get();
+}
+
+Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,Variant());
+
+ //update shader params if necesary
+ //make sure the shader is compiled and everything
+ //so the actual parameters can be properly retrieved!
+ if (shader->dirty_list.in_list()) {
+ _update_shader(shader);
+ }
+ if (shader->valid && shader->uniforms.has(p_name))
+ return shader->uniforms[p_name].default_value;
+
+ return Variant();
+}
+
/* COMMON MATERIAL API */
@@ -1555,6 +1648,7 @@ void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_par
material->shader_version=0; //get default!
} else {
E->get().value=p_value;
+ E->get().inuse=true;
}
} else {
@@ -1562,6 +1656,7 @@ void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_par
ud.index=-1;
ud.value=p_value;
ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
+ ud.inuse=true;
material->shader_params[p_param]=ud; //may be got at some point, or erased
}
@@ -1593,7 +1688,7 @@ Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_
}
- if (material->shader_params.has(p_param))
+ if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse)
return material->shader_params[p_param].value;
else
return Variant();
@@ -2447,7 +2542,7 @@ Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,ui
void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) {
ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
- ERR_FAIL_V();
+ ERR_FAIL();
}
Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const {
@@ -3960,8 +4055,16 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int
glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ if (rt->texture_ptr->flags&VS::TEXTURE_FLAG_FILTER) {
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
@@ -4030,6 +4133,10 @@ void RasterizerGLES2::begin_frame() {
shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
#endif
+ canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5,shadow_filter==SHADOW_FILTER_PCF5);
+ canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13,shadow_filter==SHADOW_FILTER_PCF13);
+ canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
+
window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
@@ -4147,6 +4254,9 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) {
pixels.resize(viewport.width*viewport.height*4);
DVector<uint8_t>::Write w = pixels.write();
glPixelStorei(GL_PACK_ALIGNMENT, 4);
+
+// uint64_t time = OS::get_singleton()->get_ticks_usec();
+
if (current_rt) {
#ifdef GLEW_ENABLED
glReadBuffer(GL_COLOR_ATTACHMENT0);
@@ -4156,10 +4266,24 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) {
// back?
glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr());
}
- w=DVector<uint8_t>::Write();
+ uint32_t *imgptr = (uint32_t*)w.ptr();
+ for(int y=0;y<(viewport.height/2);y++) {
+
+ uint32_t *ptr1 = &imgptr[y*viewport.width];
+ uint32_t *ptr2 = &imgptr[(viewport.height-y-1)*viewport.width];
+
+ for(int x=0;x<viewport.width;x++) {
+
+ uint32_t tmp = ptr1[x];
+ ptr1[x]=ptr2[x];
+ ptr2[x]=tmp;
+ }
+ }
+
+ w=DVector<uint8_t>::Write();
r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA,pixels);
- r_capture->flip_y();
+ //r_capture->flip_y();
#endif
@@ -4169,7 +4293,7 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) {
void RasterizerGLES2::clear_viewport(const Color& p_color) {
- if (current_rt) {
+ if (current_rt || using_canvas_bg) {
glScissor( 0, 0, viewport.width, viewport.height );
} else {
@@ -4177,7 +4301,7 @@ void RasterizerGLES2::clear_viewport(const Color& p_color) {
}
glEnable(GL_SCISSOR_TEST);
- glClearColor(p_color.r,p_color.g,p_color.b,1.0);
+ glClearColor(p_color.r,p_color.g,p_color.b,p_color.a);
glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
glDisable(GL_SCISSOR_TEST);
};
@@ -4362,6 +4486,13 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (err) {
return; //invalid
}
+ } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
+
+ Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
+ if (err) {
+ return; //invalid
+ }
+
}
//print_line("compiled vertex: "+vertex_code);
@@ -4371,9 +4502,16 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
String fragment_code;
String fragment_globals;
- Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
- if (err) {
- return; //invalid
+ if (p_shader->mode==VS::SHADER_MATERIAL) {
+ Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
+ if (err) {
+ return; //invalid
+ }
+ } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
+ Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
+ if (err) {
+ return; //invalid
+ }
}
@@ -4386,6 +4524,11 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (err) {
return; //invalid
}
+ } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
+ Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
+ if (err) {
+ return; //invalid
+ }
}
fragment_globals+=light_globals; //both fragment anyway
@@ -4446,7 +4589,42 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
}
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 {
+ } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
+
+ Vector<const char*> enablers;
+
+ if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
+ enablers.push_back("#define USE_TIME\n");
+ uses_time=true;
+ }
+ if (fragment_flags.uses_normal) {
+ enablers.push_back("#define NORMAL_USED\n");
+ }
+ if (light_flags.uses_light) {
+ enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
+ }
+ if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
+ enablers.push_back("#define ENABLE_VAR1_INTERP\n");
+ if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
+ enablers.push_back("#define ENABLE_VAR2_INTERP\n");
+ if (fragment_flags.uses_texscreen) {
+ enablers.push_back("#define ENABLE_TEXSCREEN\n");
+ }
+ if (fragment_flags.uses_screen_uv) {
+ enablers.push_back("#define ENABLE_SCREEN_UV\n");
+ }
+ if (fragment_flags.uses_texpixel_size) {
+ enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
+ }
+ if (light_flags.uses_shadow_color) {
+ enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+ }
+
+ if (vertex_flags.uses_worldvec) {
+ enablers.push_back("#define USE_WORLD_VEC\n");
+ }
+ canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
+
//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
}
@@ -4457,7 +4635,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
p_shader->has_texscreen=fragment_flags.uses_texscreen;
p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
+ p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
p_shader->uses_time=uses_time;
+ p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size;
p_shader->version++;
}
@@ -4604,7 +4784,8 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
e->mirror=!e->mirror;
- e->light_type=0xFF; // no lights!
+ //e->light_type=0xFF; // no lights!
+ e->light_type=3; //light type 3 is no light?
e->light=0xFFFF;
if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
@@ -4807,31 +4988,58 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_
Material::UniformData ud;
- bool keep=true;
+ bool keep=true; //keep material value
+
+ Map<StringName,Material::UniformData>::Element *OLD=old_mparams.find(E->key());
+ bool has_old = OLD;
+ bool old_inuse=has_old && old_mparams[E->key()].inuse;
+
+ ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
- if (!old_mparams.has(E->key()))
+ if (!has_old || !old_inuse) {
keep=false;
- else if (old_mparams[E->key()].value.get_type()!=E->value().default_value.get_type()) {
+ }
+ else if (OLD->get().value.get_type()!=E->value().default_value.get_type()) {
+
+ if (OLD->get().value.get_type()==Variant::INT && E->get().type==ShaderLanguage::TYPE_FLOAT) {
+ //handle common mistake using shaders (feeding ints instead of float)
+ OLD->get().value=float(OLD->get().value);
+ keep=true;
+ } else if (!ud.istexture && E->value().default_value.get_type()!=Variant::NIL) {
- if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
+ keep=false;
+ }
+ //type changed between old and new
+ /* if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
keep=false;
} else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
- keep=false;
+ keep=false;*/
+
+ //value is invalid because type differs and default is not null
+ ;
}
+
if (keep) {
ud.value=old_mparams[E->key()].value;
+
//print_line("KEEP: "+String(E->key()));
} else {
- ud.value=E->value().default_value;
+ if (ud.istexture && p_material->shader_cache->default_textures.has(E->key()))
+ ud.value=p_material->shader_cache->default_textures[E->key()];
+ else
+ ud.value=E->value().default_value;
+ old_inuse=false; //if reverted to default, obviously did not work
+
//print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
//if (old_mparams.has(E->key()))
// print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
}
- ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
+
ud.index=idx++;
+ ud.inuse=old_inuse;
mparams[E->key()]=ud;
}
@@ -4935,8 +5143,10 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
int texcoord=0;
for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) {
+
if (E->get().index<0)
continue;
+// print_line(String(E->key())+": "+E->get().value);
if (E->get().istexture) {
//clearly a texture..
RID rid = E->get().value;
@@ -4946,12 +5156,14 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
Texture *t=NULL;
if (rid.is_valid()) {
+
t=texture_owner.get(rid);
- if (!t)
+ if (!t) {
E->get().value=RID(); //nullify, invalid texture
+ rid=RID();
+ }
}
-
glActiveTexture(GL_TEXTURE0+texcoord);
glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
if (t) {
@@ -4975,8 +5187,10 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
}
+
if (p_material->shader_cache->has_texscreen && framebuffer.active) {
material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
+ material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(0,0,float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
glActiveTexture(GL_TEXTURE0+texcoord);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
@@ -5108,7 +5322,7 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
if (li->near_shadow_buffer) {
- glActiveTexture(GL_TEXTURE7);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
//if (read_depth_supported) {
glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
@@ -5119,7 +5333,7 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,max_texture_units-1);
if (shadow_filter==SHADOW_FILTER_ESM)
material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));
@@ -5312,13 +5526,15 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia
base = surf->array_local;
glBindBuffer(GL_ARRAY_BUFFER, 0);
bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size;
+ if (p_morphs && surf->stride * surf->array_len > skinned_buffer_size)
+ can_copy_to_local=false;
+
+
if (!can_copy_to_local)
skeleton_valid=false;
-
/* compute morphs */
-
if (p_morphs && surf->morph_target_count && can_copy_to_local) {
@@ -5739,9 +5955,10 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater
float twd=(1.0/mm->tw)*4.0;
float thd=1.0/mm->th;
float parm[3]={0.0,01.0,(1.0f/mm->tw)};
- glActiveTexture(GL_TEXTURE6);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-2);
glDisableVertexAttribArray(6);
glBindTexture(GL_TEXTURE_2D,mm->tex_id);
+ material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES,GL_TEXTURE0+max_texture_units-2);
if (s->index_array_len>0) {
@@ -6042,7 +6259,7 @@ void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
if (p_skeleton && p_skeleton->tex_id) {
- glActiveTexture(GL_TEXTURE6);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-2);
glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
}
@@ -6091,7 +6308,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
-
+ float sampled_light_dp_multiplier=1.0;
bool prev_blend=false;
glDisable(GL_BLEND);
@@ -6110,6 +6327,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
bool bind_baked_light_octree=false;
bool bind_baked_lightmap=false;
bool additive=false;
+ bool bind_dp_sampler=false;
if (!shadow) {
@@ -6204,7 +6422,12 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
case VS::MATERIAL_BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
} break;
case VS::MATERIAL_BLEND_MODE_ADD: {
@@ -6215,12 +6438,17 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
} break;
@@ -6231,6 +6459,22 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
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()) {
+
+ 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;
+ }
+ }
+
if (!additive && baked_light) {
@@ -6241,9 +6485,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
Texture *tex=texture_owner.get(baked_light->octree_texture);
if (tex) {
- glActiveTexture(GL_TEXTURE5);
+ 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) {
@@ -6266,7 +6517,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
Texture *tex = texture_owner.get(texid);
if (tex) {
- glActiveTexture(GL_TEXTURE5);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-3);
glBindTexture(tex->target,tex->tex_id); //bind the texture
}
@@ -6342,7 +6593,15 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,5);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,max_texture_units-3);
+ if (baked_light->light_texture.is_valid()) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-4);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->light_tex_pixel_size);
+ } else {
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-3);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->octree_tex_pixel_size);
+ }
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size);
@@ -6351,11 +6610,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, 5);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units-3);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);
}
+ if (bind_dp_sampler) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER,sampled_light_dp_multiplier);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER,max_texture_units-3);
+ }
_set_cull(e->mirror,p_reverse_cull);
@@ -6364,7 +6628,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
if (skeleton && use_hw_skeleton_xform) {
- //material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
+ material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,GL_TEXTURE0+max_texture_units-2);
material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
}
if (!shadow) {
@@ -6451,7 +6715,12 @@ void RasterizerGLES2::_copy_to_texscreen() {
#endif
glDisable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
@@ -6683,7 +6952,7 @@ void RasterizerGLES2::_draw_tex_bg() {
RID texture;
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
} else {
texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
@@ -6700,25 +6969,20 @@ void RasterizerGLES2::_draw_tex_bg() {
copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
} else {
copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
}
- if (current_env->bg_mode==VS::ENV_BG_CUBEMAP_RGBE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
- copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,true);
- } else {
- copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
- }
copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true);
copy_shader.bind();
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
} else {
glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
@@ -6745,7 +7009,7 @@ void RasterizerGLES2::_draw_tex_bg() {
Vector3( 0, 0, 0)
};
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
//regular texture
//adjust aspect
@@ -6815,7 +7079,7 @@ void RasterizerGLES2::end_scene() {
if (framebuffer.active) {
//detect when to use the framebuffer object
- if (texscreen_used || framebuffer.scale!=1) {
+ if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) {
use_fb=true;
} else if (current_env) {
use_fb=false;
@@ -6867,6 +7131,7 @@ void RasterizerGLES2::end_scene() {
switch(current_env->bg_mode) {
+ case VS::ENV_BG_CANVAS:
case VS::ENV_BG_KEEP: {
//copy from framebuffer if framebuffer
glClear(GL_DEPTH_BUFFER_BIT);
@@ -6879,7 +7144,7 @@ void RasterizerGLES2::end_scene() {
bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
else
bgcolor = Globals::get_singleton()->get("render/default_clear_color");
- bgcolor = _convert_color(bgcolor);
+ bgcolor = _convert_color(bgcolor);
float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
_glClearDepth(1.0);
@@ -6887,9 +7152,7 @@ void RasterizerGLES2::end_scene() {
} break;
case VS::ENV_BG_TEXTURE:
- case VS::ENV_BG_CUBEMAP:
- case VS::ENV_BG_TEXTURE_RGBE:
- case VS::ENV_BG_CUBEMAP_RGBE: {
+ case VS::ENV_BG_CUBEMAP: {
glClear(GL_DEPTH_BUFFER_BIT);
@@ -6925,7 +7188,12 @@ void RasterizerGLES2::end_scene() {
current_depth_mask=true;
texscreen_copied=false;
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
glDisable(GL_BLEND);
current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
@@ -6942,7 +7210,12 @@ void RasterizerGLES2::end_scene() {
}
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
glDisable(GL_BLEND);
current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
@@ -7098,7 +7371,12 @@ void RasterizerGLES2::end_scene() {
_debug_shadows();
}
// _debug_luminances();
+// _debug_samplers();
+ if (using_canvas_bg) {
+ using_canvas_bg=false;
+ glColorMask(1,1,1,1); //don't touch alpha
+ }
}
void RasterizerGLES2::end_shadow_map() {
@@ -7498,6 +7776,38 @@ void RasterizerGLES2::_debug_luminances() {
}
+void RasterizerGLES2::_debug_samplers() {
+ canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
+ canvas_begin();
+ glDisable(GL_BLEND);
+ _set_color_attrib(Color(1,1,1,1));
+ canvas_shader.bind();
+
+
+ List<RID> samplers;
+ sampled_light_owner.get_owned_list(&samplers);
+
+ Size2 debug_size(128,128);
+ Size2 ofs;
+
+
+ for (List<RID>::Element *E=samplers.front();E;E=E->next()) {
+
+ SampledLight *sl=sampled_light_owner.get(E->get());
+
+ _debug_draw_shadow(sl->texture, Rect2( ofs, debug_size ));
+
+ ofs.x+=debug_size.x/2;
+ if ( (ofs.x+debug_size.x) > viewport.width ) {
+
+ ofs.x=0;
+ ofs.y+=debug_size.y;
+ }
+ }
+
+
+
+}
void RasterizerGLES2::_debug_shadows() {
canvas_begin();
@@ -7535,8 +7845,26 @@ void RasterizerGLES2::flush_frame() {
/* CANVAS API */
+void RasterizerGLES2::begin_canvas_bg() {
+
+ if (framebuffer.active) {
+ using_canvas_bg=true;
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+ glViewport( 0,0,viewport.width , viewport.height );
+ } else {
+ using_canvas_bg=false;
+ }
+
+}
+
void RasterizerGLES2::canvas_begin() {
+
+ if (using_canvas_bg) {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+ glColorMask(1,1,1,0); //don't touch alpha
+ }
+
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
@@ -7546,7 +7874,12 @@ void RasterizerGLES2::canvas_begin() {
#endif
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glLineWidth(1.0);
glBindBuffer(GL_ARRAY_BUFFER,0);
@@ -7560,10 +7893,13 @@ void RasterizerGLES2::canvas_begin() {
canvas_tex=RID();
//material_shader.unbind();
canvas_shader.unbind();
+ canvas_shader.set_custom_shader(0);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
canvas_shader.bind();
canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
+ canvas_use_modulate=false;
_set_color_attrib(Color(1,1,1));
- Transform canvas_transform;
+ canvas_transform=Transform();
canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
float csy = 1.0;
if (current_rt && current_rt_vflip)
@@ -7576,7 +7912,10 @@ void RasterizerGLES2::canvas_begin() {
canvas_opacity=1.0;
canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
+ canvas_texscreen_used=false;
+ uses_texpixel_size=false;
+ canvas_last_material=NULL;
}
@@ -7598,7 +7937,12 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
case VS::MATERIAL_BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
} break;
case VS::MATERIAL_BLEND_MODE_ADD: {
@@ -7609,7 +7953,7 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
@@ -7659,7 +8003,7 @@ void RasterizerGLES2::canvas_end_rect() {
RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
- if (p_texture==canvas_tex) {
+ if (p_texture==canvas_tex && !rebind_texpixel_size) {
if (canvas_tex.is_valid()) {
Texture*texture=texture_owner.get(p_texture);
return texture;
@@ -7667,14 +8011,16 @@ RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_tex
return NULL;
}
-
+ rebind_texpixel_size=false;
if (p_texture.is_valid()) {
+
Texture*texture=texture_owner.get(p_texture);
if (!texture) {
canvas_tex=RID();
glBindTexture(GL_TEXTURE_2D,white_tex);
+
return NULL;
}
@@ -7683,6 +8029,9 @@ RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_tex
glBindTexture(GL_TEXTURE_2D,texture->tex_id);
canvas_tex=p_texture;
+ if (uses_texpixel_size) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height));
+ }
return texture;
@@ -7831,7 +8180,7 @@ void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertic
_rinfo.ci_draw_commands++;
}
-void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip, bool p_v_flip ) {
+void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip, bool p_v_flip, bool p_transpose ) {
Vector2 texcoords[4]= {
Vector2( p_src_region.pos.x/p_tex_size.width,
@@ -7847,6 +8196,9 @@ void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_sr
(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height)
};
+ if (p_transpose) {
+ SWAP( texcoords[1], texcoords[3] );
+ }
if (p_h_flip) {
SWAP( texcoords[0], texcoords[1] );
SWAP( texcoords[2], texcoords[3] );
@@ -7894,11 +8246,11 @@ void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const R
if (!(p_flags&CANVAS_RECT_REGION)) {
Rect2 region = Rect2(0,0,texture->width,texture->height);
- _draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V);
+ _draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE);
} else {
- _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V );
+ _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE);
}
} else {
@@ -7993,20 +8345,22 @@ void RasterizerGLES2::canvas_draw_primitive(const Vector<Point2>& p_points, cons
void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {
- bool do_colors=false;
+ bool do_colors=false;
+ Color m;
+ if (p_singlecolor) {
+ m = *p_colors;
+ m.a*=canvas_opacity;
+ _set_color_attrib(m);
+ } else if (!p_colors) {
+ m = Color(1, 1, 1, canvas_opacity);
+ _set_color_attrib(m);
+ } else
+ do_colors=true;
- if (p_singlecolor) {
- Color m = *p_colors;
- m.a*=canvas_opacity;
- _set_color_attrib(m);
- } else if (!p_colors) {
- _set_color_attrib( Color(1,1,1,canvas_opacity));
- } else
- do_colors=true;
+ Texture *texture = _bind_canvas_texture(p_texture);
- Texture *texture = _bind_canvas_texture(p_texture);
-
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+#ifndef GLES_NO_CLIENT_ARRAYS
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
if (do_colors) {
@@ -8025,12 +8379,89 @@ void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indic
}
if (p_indices) {
-
+#ifdef GLEW_ENABLED
glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
+#else
+ static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
+ ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
+ static uint16_t _draw_poly_indices[_max_draw_poly_indices];
+ for (int i=0; i<p_vertex_count; i++) {
+ _draw_poly_indices[i] = p_indices[i];
+ };
+ glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices );
+#endif
} else {
glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
}
+
+#else //WebGL specific impl.
+ glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
+ float *b = GlobalVertexBuffer;
+ int ofs = 0;
+ if(p_vertex_count > MAX_POLYGON_VERTICES){
+ print_line("Too many vertices to render");
+ return;
+ }
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
+ for(int i=0;i<p_vertex_count;i++) {
+ b[ofs++]=p_vertices[i].x;
+ b[ofs++]=p_vertices[i].y;
+ }
+
+ if (p_colors && do_colors) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
+ for(int i=0;i<p_vertex_count;i++) {
+ b[ofs++]=p_colors[i].r;
+ b[ofs++]=p_colors[i].g;
+ b[ofs++]=p_colors[i].b;
+ b[ofs++]=p_colors[i].a;
+ }
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+
+ if (p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
+ for(int i=0;i<p_vertex_count;i++) {
+ b[ofs++]=p_uvs[i].x;
+ b[ofs++]=p_uvs[i].y;
+ }
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
+
+ //bind the indices buffer.
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
+
+ static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
+ ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
+ static uint16_t _draw_poly_indices[_max_draw_poly_indices];
+ for (int i=0; i<p_vertex_count; i++) {
+ _draw_poly_indices[i] = p_indices[i];
+ //OS::get_singleton()->print("ind: %d ", p_indices[i]);
+ };
+
+ //copy the data to GPU.
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
+
+ //draw the triangles.
+ glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+
_rinfo.ci_draw_commands++;
};
@@ -8043,6 +8474,1091 @@ void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
//canvas_transform = Variant(p_transform);
}
+RID RasterizerGLES2::canvas_light_occluder_create() {
+
+ CanvasOccluder *co = memnew( CanvasOccluder );
+ co->index_id=0;
+ co->vertex_id=0;
+ co->len=0;
+
+ return canvas_occluder_owner.make_rid(co);
+}
+
+void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines) {
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
+ ERR_FAIL_COND(!co);
+
+ co->lines=p_lines;
+
+ if (p_lines.size()!=co->len) {
+
+ if (co->index_id)
+ glDeleteBuffers(1,&co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1,&co->vertex_id);
+
+ co->index_id=0;
+ co->vertex_id=0;
+ co->len=0;
+
+ }
+
+ if (p_lines.size()) {
+
+
+
+ DVector<float> geometry;
+ DVector<uint16_t> indices;
+ int lc = p_lines.size();
+
+ geometry.resize(lc*6);
+ indices.resize(lc*3);
+
+ DVector<float>::Write vw=geometry.write();
+ DVector<uint16_t>::Write iw=indices.write();
+
+
+ DVector<Vector2>::Read lr=p_lines.read();
+
+ const int POLY_HEIGHT = 16384;
+
+ for(int i=0;i<lc/2;i++) {
+
+ vw[i*12+0]=lr[i*2+0].x;
+ vw[i*12+1]=lr[i*2+0].y;
+ vw[i*12+2]=POLY_HEIGHT;
+
+ vw[i*12+3]=lr[i*2+1].x;
+ vw[i*12+4]=lr[i*2+1].y;
+ vw[i*12+5]=POLY_HEIGHT;
+
+ vw[i*12+6]=lr[i*2+1].x;
+ vw[i*12+7]=lr[i*2+1].y;
+ vw[i*12+8]=-POLY_HEIGHT;
+
+ vw[i*12+9]=lr[i*2+0].x;
+ vw[i*12+10]=lr[i*2+0].y;
+ vw[i*12+11]=-POLY_HEIGHT;
+
+ iw[i*6+0]=i*4+0;
+ iw[i*6+1]=i*4+1;
+ iw[i*6+2]=i*4+2;
+
+ iw[i*6+3]=i*4+2;
+ iw[i*6+4]=i*4+3;
+ iw[i*6+5]=i*4+0;
+
+ }
+
+ //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
+
+
+ if (!co->vertex_id) {
+ glGenBuffers(1,&co->vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW);
+ } else {
+
+ glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
+ glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr());
+
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+ if (!co->index_id) {
+
+ glGenBuffers(1,&co->index_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW);
+ } else {
+
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr());
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+
+ co->len=lc;
+
+ }
+
+
+
+}
+
+RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
+
+ CanvasLightShadow *cls = memnew( CanvasLightShadow );
+ if (p_width>max_texture_size)
+ p_width=max_texture_size;
+
+ cls->size=p_width;
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &cls->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ // Create a render buffer
+ glGenRenderbuffers(1, &cls->rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo);
+
+ // Create a texture for storing the depth
+ glGenTextures(1, &cls->depth);
+ glBindTexture(GL_TEXTURE_2D, cls->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ cls->height=16;
+
+ //print_line("ERROR? "+itos(glGetError()));
+ if ( read_depth_supported ) {
+
+ // We'll use a depth texture to store the depths in the shadow map
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+#ifdef GLEW_ENABLED
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#endif
+
+ // Attach the depth texture to FBO depth attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, cls->depth, 0);
+
+#ifdef GLEW_ENABLED
+ glDrawBuffer(GL_NONE);
+#endif
+
+ } else {
+ // We'll use a RGBA texture into which we pack the depth info
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ // Attach the RGBA texture to FBO color attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, cls->depth, 0);
+ cls->rgba=cls->depth;
+
+ // Allocate 16-bit depth buffer
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
+
+ // Attach the render buffer as depth buffer - will be ignored
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, cls->rbo);
+
+
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ //printf("errnum: %x\n",status);
+#ifdef GLEW_ENABLED
+ if (read_depth_supported) {
+ //glDrawBuffer(GL_BACK);
+ }
+#endif
+ glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
+ DEBUG_TEST_ERROR("2D Shadow Buffer Init");
+ ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() );
+
+#ifdef GLEW_ENABLED
+ if (read_depth_supported) {
+ //glDrawBuffer(GL_BACK);
+ }
+#endif
+
+ return canvas_light_shadow_owner.make_rid(cls);
+}
+
+void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {
+
+ CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
+ ERR_FAIL_COND(!cls);
+
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glDisable(GL_CULL_FACE);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ if (!use_rgba_shadowmaps)
+ glColorMask(0, 0, 0, 0);
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ canvas_shadow_shader.bind();
+
+ const int vp_height = 10;
+
+ glViewport(0, 0, cls->size,cls->height);
+ _glClearDepth(1.0f);
+ glClearColor(1,1,1,1);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+
+ for(int i=0;i<4;i++) {
+
+ //make sure it remains orthogonal, makes easy to read angle later
+
+ Transform light;
+ light.origin[0]=p_light_xform[2][0];
+ light.origin[1]=p_light_xform[2][1];
+ light.basis[0][0]=p_light_xform[0][0];
+ light.basis[0][1]=p_light_xform[1][0];
+ light.basis[1][0]=p_light_xform[0][1];
+ light.basis[1][1]=p_light_xform[1][1];
+
+ //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
+
+ /// p_near=1;
+ CameraMatrix projection;
+ {
+ real_t fov = 90;
+ real_t near = p_near;
+ real_t far = p_far;
+ real_t aspect = 1.0;
+
+ real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) );
+ real_t ymin = - ymax;
+ real_t xmin = ymin * aspect;
+ real_t xmax = ymax * aspect;
+
+ projection.set_frustum( xmin, xmax, ymin, ymax, near, far );
+ }
+
+ Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
+ projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());
+
+ //print_line("near: "+rtos(p_near));
+ //print_line("far: "+rtos(p_far));
+ //projection.set_perspective(60,size/float(vp_height),p_near,p_far);
+
+ // CameraMatrix light_mat = projection * CameraMatrix(camera);
+
+ canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection);
+ canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light);
+
+ if (i==0)
+ *p_xform_cache=projection;
+
+ glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);
+
+ CanvasLightOccluderInstance *instance=p_occluders;
+
+ while(instance) {
+
+ CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer);
+ if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {
+
+ instance=instance->next;
+ continue;
+ }
+
+ canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX,instance->xform_cache);
+ if (cull!=instance->cull_cache) {
+
+ cull=instance->cull_cache;
+ switch(cull) {
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
+
+ glDisable(GL_CULL_FACE);
+
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ } break;
+ }
+ }
+/*
+ if (i==0) {
+ for(int i=0;i<cc->lines.size();i++) {
+ Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
+ Plane pp(Vector3(p.x,p.y,0),1);
+ pp.normal = light.xform(pp.normal);
+ pp = projection.xform4(pp);
+ print_line(itos(i)+": "+pp.normal/pp.d);
+ //pp=light_mat.xform4(pp);
+ //print_line(itos(i)+": "+pp.normal/pp.d);
+ }
+ }
+*/
+ glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+ glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);
+
+
+ instance=instance->next;
+ }
+
+
+ }
+
+ glDisableVertexAttribArray(VS::ARRAY_VERTEX);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+ if (shadow_filter==SHADOW_FILTER_ESM) {
+ //blur the buffer
+#if 0
+ //this is ignord, it did not make any difference..
+ if (read_depth_supported) {
+ glDepthFunc(GL_ALWAYS);
+ } else {
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(false);
+ }
+ glDisable(GL_CULL_FACE);
+ glViewport(0, 0, cls->size,cls->height);
+
+ int passes=1;
+ CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur);
+
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
+ copy_shader.bind();
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1);
+ copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+ for(int i=0;i<passes;i++) {
+
+ glBindFramebuffer(GL_FRAMEBUFFER, blur->fbo);
+ glActiveTexture(GL_TEXTURE0);
+
+ if (read_depth_supported)
+ glBindTexture(GL_TEXTURE_2D,cls->depth);
+ else
+ glBindTexture(GL_TEXTURE_2D,cls->rgba);
+
+
+ {
+ Vector2 src_sb_uv[4]={
+ Vector2( 0, 1),
+ Vector2( 1, 1),
+ Vector2( 1, 0),
+ Vector2( 0, 0)
+ };
+ static const Vector2 dst_pos[4]={
+ Vector2(-1, 1),
+ Vector2( 1, 1),
+ Vector2( 1,-1),
+ Vector2(-1,-1)
+ };
+
+
+
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size);
+ _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ if (read_depth_supported)
+ glBindTexture(GL_TEXTURE_2D,blur->depth);
+ else
+ glBindTexture(GL_TEXTURE_2D,blur->rgba);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ {
+ float hlimit = float(cls->size) / blur->size;
+ //hlimit*=2.0;
+ Vector2 src_sb_uv[4]={
+ Vector2( 0, 1),
+ Vector2( hlimit, 1),
+ Vector2( hlimit, 0),
+ Vector2( 0, 0)
+ };
+ static const Vector2 dst_pos[4]={
+ Vector2(-1, 1),
+ Vector2( 1, 1),
+ Vector2( 1,-1),
+ Vector2(-1,-1)
+ };
+
+
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size);
+ _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
+ }
+
+ }
+ copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
+ glDepthFunc(GL_LEQUAL);
+#endif
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
+ glColorMask(1, 1, 1, 1);
+
+
+
+}
+
+
+void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow) {
+
+ CanvasLight* light=p_lights_with_shadow;
+
+ canvas_begin(); //reset
+
+ int h = 10;
+ int w = viewport.width;
+ int ofs = h;
+
+ //print_line(" debug lights ");
+ while(light) {
+
+ // print_line("debug light");
+ if (light->shadow_buffer.is_valid()) {
+
+ // print_line("sb is valid");
+ CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer);
+ if (sb) {
+ glActiveTexture(GL_TEXTURE0);
+ if (read_depth_supported)
+ glBindTexture(GL_TEXTURE_2D,sb->depth);
+ else
+ glBindTexture(GL_TEXTURE_2D,sb->rgba);
+ _draw_textured_quad(Rect2(h,ofs,w-h*2,h),Rect2(0,0,sb->size,10),Size2(sb->size,10),false,false);
+ ofs+=h*2;
+
+ }
+ }
+
+ light=light->shadows_next_ptr;
+ }
+
+}
+
+void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) {
+
+ if (p_flip==normal_flip)
+ return;
+ normal_flip=p_flip;
+ canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,normal_flip);
+}
+
+
+template<bool use_normalmap>
+void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip) {
+
+ int cc=p_item->commands.size();
+ CanvasItem::Command **commands = p_item->commands.ptr();
+
+
+ for(int i=0;i<cc;i++) {
+
+ CanvasItem::Command *c=commands[i];
+
+ switch(c->type) {
+ case CanvasItem::Command::TYPE_LINE: {
+
+ CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c);
+ canvas_draw_line(line->from,line->to,line->color,line->width);
+ } break;
+ case CanvasItem::Command::TYPE_RECT: {
+
+ CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c);
+// canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate);
+#if 0
+ int flags=0;
+
+ if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
+ flags|=Rasterizer::CANVAS_RECT_REGION;
+ }
+ if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
+ flags|=Rasterizer::CANVAS_RECT_TILE;
+ }
+ if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {
+
+ flags|=Rasterizer::CANVAS_RECT_FLIP_H;
+ }
+ if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {
+
+ flags|=Rasterizer::CANVAS_RECT_FLIP_V;
+ }
+#else
+
+ int flags=rect->flags;
+#endif
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2((flags&CANVAS_RECT_FLIP_H)?-1:1,(flags&CANVAS_RECT_FLIP_V)?-1:1));
+ canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate);
+
+ } break;
+ case CanvasItem::Command::TYPE_STYLE: {
+
+ CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c);
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ canvas_draw_style_box(style->rect,style->texture,style->margin,style->draw_center,style->color);
+
+ } break;
+ case CanvasItem::Command::TYPE_PRIMITIVE: {
+
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c);
+ canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width);
+ } break;
+ case CanvasItem::Command::TYPE_POLYGON: {
+
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c);
+ canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
+
+ } break;
+
+ case CanvasItem::Command::TYPE_POLYGON_PTR: {
+
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c);
+ canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false);
+ } break;
+ case CanvasItem::Command::TYPE_CIRCLE: {
+
+ CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c);
+ static const int numpoints=32;
+ Vector2 points[numpoints+1];
+ points[numpoints]=circle->pos;
+ int indices[numpoints*3];
+
+ for(int i=0;i<numpoints;i++) {
+
+ points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
+ indices[i*3+0]=i;
+ indices[i*3+1]=(i+1)%numpoints;
+ indices[i*3+2]=numpoints;
+ }
+ canvas_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
+ //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
+ } break;
+ case CanvasItem::Command::TYPE_TRANSFORM: {
+
+ CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c);
+ canvas_set_transform(transform->xform);
+ } break;
+ case CanvasItem::Command::TYPE_BLEND_MODE: {
+
+ CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c);
+ canvas_set_blend_mode(bm->blend_mode);
+
+ } break;
+ case CanvasItem::Command::TYPE_CLIP_IGNORE: {
+
+ CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::CommandClipIgnore*>(c);
+ if (current_clip) {
+
+ if (ci->ignore!=reclip) {
+ if (ci->ignore) {
+
+ glDisable(GL_SCISSOR_TEST);
+ reclip=true;
+ } else {
+
+ glEnable(GL_SCISSOR_TEST);
+ 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);
+ reclip=false;
+ }
+ }
+ }
+
+
+
+ } break;
+ }
+ }
+
+}
+
+void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {
+
+ if (canvas_shader.bind())
+ rebind_texpixel_size=true;
+
+ if (material->shader_version!=shader->version) {
+ //todo optimize uniforms
+ material->shader_version=shader->version;
+ }
+
+ if (shader->has_texscreen && framebuffer.active) {
+
+ int x = viewport.x;
+ int y = window_size.height-(viewport.height+viewport.y);
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
+ glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+ if (framebuffer.scale==1 && !canvas_texscreen_used) {
+#ifdef GLEW_ENABLED
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+#endif
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
+// if (current_clip) {
+// // print_line(" a clip ");
+// }
+
+ canvas_texscreen_used=true;
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+
+ }
+
+ if (shader->has_screen_uv) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
+ }
+
+
+ uses_texpixel_size=shader->uses_texpixel_size;
+
+}
+
+void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* shader) {
+
+ //this can be optimized..
+ int tex_id=1;
+ int idx=0;
+ for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
+
+ Map<StringName,Variant>::Element *F=material->shader_param.find(E->key());
+
+ if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {
+
+ RID rid;
+ if (F) {
+ rid=F->get();
+ }
+
+ if (!rid.is_valid()) {
+
+ Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
+ if (DT) {
+ rid=DT->get();
+ }
+ }
+
+ if (rid.is_valid()) {
+
+ int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
+
+ glActiveTexture(GL_TEXTURE0+tex_id);
+ Texture *t=texture_owner.get(rid);
+ if (!t)
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ else
+ glBindTexture(t->target,t->tex_id);
+
+ glUniform1i(loc,tex_id);
+ tex_id++;
+ }
+ } else {
+ Variant &v=F?F->get():E->get().default_value;
+ canvas_shader.set_custom_uniform(idx,v);
+ }
+
+ idx++;
+ }
+
+ if (tex_id>1) {
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+ if (shader->uses_time) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
+ draw_next_frame=true;
+ }
+ //if uses TIME - draw_next_frame=true
+
+
+}
+
+void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) {
+
+
+ CanvasItem *current_clip=NULL;
+ Shader *shader_cache=NULL;
+
+ bool rebind_shader=true;
+
+ canvas_opacity=1.0;
+ canvas_use_modulate=p_modulate!=Color(1,1,1,1);
+ canvas_modulate=p_modulate;
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
+
+
+ bool reset_modulate=false;
+ bool prev_distance_field=false;
+
+ while(p_item_list) {
+
+ CanvasItem *ci=p_item_list;
+
+ if (ci->vp_render) {
+ if (draw_viewport_func) {
+ draw_viewport_func(ci->vp_render->owner,ci->vp_render->udata,ci->vp_render->rect);
+ }
+ memdelete(ci->vp_render);
+ ci->vp_render=NULL;
+ canvas_last_material=NULL;
+ canvas_use_modulate=p_modulate!=Color(1,1,1,1);
+ canvas_modulate=p_modulate;
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
+ prev_distance_field=false;
+ rebind_shader=true;
+ reset_modulate=true;
+
+
+ }
+
+ if (prev_distance_field!=ci->distance_field) {
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field);
+ prev_distance_field=ci->distance_field;
+ rebind_shader=true;
+ }
+
+
+ if (current_clip!=ci->final_clip_owner) {
+
+ current_clip=ci->final_clip_owner;
+
+ //setup clip
+ if (current_clip) {
+
+ glEnable(GL_SCISSOR_TEST);
+ 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);
+ } else {
+
+ glDisable(GL_SCISSOR_TEST);
+ }
+ }
+
+ if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
+
+ Rect2 rect;
+ int x,y,w,h;
+
+ if (ci->copy_back_buffer->full) {
+
+ x = viewport.x;
+ y = window_size.height-(viewport.height+viewport.y);
+ w = viewport.width;
+ h = viewport.height;
+ } else {
+ x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
+ y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
+ w = ci->copy_back_buffer->screen_rect.size.x;
+ h = ci->copy_back_buffer->screen_rect.size.y;
+ }
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
+ glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+
+#ifdef GLEW_ENABLED
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+#endif
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,w,h);
+// if (current_clip) {
+// // print_line(" a clip ");
+// }
+
+ canvas_texscreen_used=true;
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+
+
+
+ //begin rect
+ CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci;
+ CanvasItemMaterial *material = material_owner->material;
+
+ if (material!=canvas_last_material || rebind_shader) {
+
+ Shader *shader = NULL;
+ if (material && material->shader.is_valid()) {
+ shader = shader_owner.get(material->shader);
+ if (shader && !shader->valid) {
+ shader=NULL;
+ }
+ }
+
+ shader_cache=shader;
+
+ if (shader) {
+ canvas_shader.set_custom_shader(shader->custom_code_id);
+ _canvas_item_setup_shader_params(material,shader);
+ } else {
+ shader_cache=NULL;
+ canvas_shader.set_custom_shader(0);
+ canvas_shader.bind();
+ uses_texpixel_size=false;
+
+ }
+
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
+ if (canvas_use_modulate)
+ reset_modulate=true;
+ canvas_last_material=material;
+ rebind_shader=false;
+ }
+
+ if (material && shader_cache) {
+
+ _canvas_item_setup_shader_uniforms(material,shader_cache);
+ }
+
+ bool unshaded = material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED;
+
+ if (unshaded) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1));
+ reset_modulate=true;
+ } else if (reset_modulate) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
+ reset_modulate=false;
+ }
+
+
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+
+
+ bool reclip=false;
+
+ if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) {
+
+ switch(ci->blend_mode) {
+
+ case VS::MATERIAL_BLEND_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ } break;
+ case VS::MATERIAL_BLEND_MODE_ADD: {
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ } break;
+ case VS::MATERIAL_BLEND_MODE_SUB: {
+
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::MATERIAL_BLEND_MODE_MUL: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_DST_COLOR,GL_ZERO);
+ } break;
+ case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ } break;
+
+ }
+
+ canvas_blend_mode=ci->blend_mode;
+ }
+
+ canvas_opacity = ci->final_opacity;
+
+
+ if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT)))
+ _canvas_item_render_commands<false>(ci,current_clip,reclip);
+
+ if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
+
+ CanvasLight *light = p_light;
+ bool light_used=false;
+ VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
+
+
+ while(light) {
+
+ if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) {
+
+ //intersects this light
+
+ if (!light_used || mode!=light->mode) {
+
+ mode=light->mode;
+
+ switch(mode) {
+
+ case VS::CANVAS_LIGHT_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ } break;
+ case VS::CANVAS_LIGHT_MODE_SUB: {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::CANVAS_LIGHT_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+ }
+
+ }
+
+ if (!light_used) {
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,true);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
+ light_used=true;
+ normal_flip=Vector2(1,1);
+
+ }
+
+ bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow);
+
+ bool light_rebind = canvas_shader.bind();
+
+ if (light_rebind) {
+
+ if (material && shader_cache) {
+ _canvas_item_setup_shader_params(material,shader_cache);
+ _canvas_item_setup_shader_uniforms(material,shader_cache);
+ }
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+ canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
+ if (canvas_use_modulate)
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
+ canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1));
+ canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE,1.0/light->shadow_buffer_size);
+
+
+ }
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
+ 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());
+
+ if (has_shadow) {
+
+ CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-3);
+ if (read_depth_supported)
+ glBindTexture(GL_TEXTURE_2D,cls->depth);
+ else
+ glBindTexture(GL_TEXTURE_2D,cls->rgba);
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3);
+ canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
+ canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
+
+ }
+
+
+ glActiveTexture(GL_TEXTURE0+max_texture_units-2);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2);
+ Texture *t = texture_owner.get(light->texture);
+ if (!t) {
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ } else {
+
+ glBindTexture(t->target,t->tex_id);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ _canvas_item_render_commands<true>(ci,current_clip,reclip); //redraw using light
+
+ }
+
+ light=light->next_ptr;
+ }
+
+ if (light_used) {
+
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,false);
+
+ canvas_shader.bind();
+
+ if (material && shader_cache) {
+ _canvas_item_setup_shader_params(material,shader_cache);
+ _canvas_item_setup_shader_uniforms(material,shader_cache);
+ }
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+ if (canvas_use_modulate)
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
+
+ glBlendEquation(GL_FUNC_ADD);
+ if (current_rt && current_rt_transparent) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ }
+
+
+ }
+
+ if (reclip) {
+
+ glEnable(GL_SCISSOR_TEST);
+ 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);
+ }
+
+
+
+ p_item_list=p_item_list->next;
+ }
+
+ if (current_clip) {
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+}
+
/* ENVIRONMENT */
RID RasterizerGLES2::environment_create() {
@@ -8115,6 +9631,78 @@ Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxPar
}
+
+
+RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) {
+
+ SampledLight *slight = memnew(SampledLight);
+ slight->w=p_width;
+ slight->h=p_height;
+ slight->multiplier=1.0;
+ slight->is_float=float_linear_supported;
+
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1,&slight->texture);
+ glBindTexture(GL_TEXTURE_2D, slight->texture);
+// for debug, but glitchy
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+
+ if (slight->is_float) {
+#ifdef GLEW_ENABLED
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
+#endif
+ } else {
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ }
+
+ return sampled_light_owner.make_rid(slight);
+}
+
+void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) {
+
+ SampledLight *slight = sampled_light_owner.get(p_sampled_light);
+ ERR_FAIL_COND(!slight);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, slight->texture);
+
+ if (slight->is_float) {
+
+#ifdef GLEW_ENABLED
+ glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
+#else
+ glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
+#endif
+
+ } else {
+ //convert to bytes
+ uint8_t *tex8 = (uint8_t*)alloca(slight->w*slight->h*4);
+ const float* src=(const float*)p_data;
+
+ for(int i=0;i<slight->w*slight->h*4;i++) {
+
+ tex8[i]=Math::fast_ftoi(CLAMP(src[i]*255.0,0.0,255.0));
+ }
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE,p_data);
+ }
+
+ slight->multiplier=p_multiplier;
+
+}
+
/*MISC*/
bool RasterizerGLES2::is_texture(const RID& p_rid) const {
@@ -8164,6 +9752,11 @@ bool RasterizerGLES2::is_environment(const RID& p_rid) const {
}
bool RasterizerGLES2::is_shader(const RID& p_rid) const {
+ return shader_owner.owns(p_rid);
+}
+
+bool RasterizerGLES2::is_canvas_light_occluder(const RID& p_rid) const {
+
return false;
}
@@ -8334,7 +9927,37 @@ void RasterizerGLES2::free(const RID& p_rid) {
memdelete(render_target->texture_ptr);
render_target_owner.free(p_rid);
memdelete( render_target );
+ } else if (sampled_light_owner.owns(p_rid)) {
+
+ SampledLight *sampled_light = sampled_light_owner.get( p_rid );
+ ERR_FAIL_COND(!sampled_light);
+ glDeleteTextures(1,&sampled_light->texture);
+ sampled_light_owner.free(p_rid);
+ memdelete( sampled_light );
+ } else if (canvas_occluder_owner.owns(p_rid)) {
+
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
+ if (co->index_id)
+ glDeleteBuffers(1,&co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1,&co->vertex_id);
+ canvas_occluder_owner.free(p_rid);
+ memdelete(co);
+
+ } else if (canvas_light_shadow_owner.owns(p_rid)) {
+
+ CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
+ glDeleteFramebuffers(1,&cls->fbo);
+ glDeleteRenderbuffers(1,&cls->rbo);
+ glDeleteTextures(1,&cls->depth);
+ //if (!read_depth_supported) {
+ // glDeleteTextures(1,&cls->rgba);
+ //}
+
+ canvas_light_shadow_owner.free(p_rid);
+ memdelete(cls);
};
}
@@ -8450,7 +10073,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
//printf("errnum: %x\n",status);
#ifdef GLEW_ENABLED
if (p_use_depth) {
- glDrawBuffer(GL_BACK);
+ //glDrawBuffer(GL_BACK);
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -8459,7 +10082,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
#ifdef GLEW_ENABLED
if (p_use_depth) {
- glDrawBuffer(GL_BACK);
+ //glDrawBuffer(GL_BACK);
}
#endif
@@ -8837,6 +10460,62 @@ void RasterizerGLES2::_update_blur_buffer() {
}
#endif
+
+
+bool RasterizerGLES2::_test_depth_shadow_buffer() {
+
+
+ int size=16;
+
+ GLuint fbo;
+ GLuint rbo;
+ GLuint depth;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ // Create a render buffer
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+
+ // Create a texture for storing the depth
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+
+
+ // We'll use a depth texture to store the depths in the shadow map
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+#ifdef GLEW_ENABLED
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#endif
+
+ // Attach the depth texture to FBO depth attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, depth, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glDeleteFramebuffers(1,&fbo);
+ glDeleteRenderbuffers(1,&rbo);
+ glDeleteTextures(1,&depth);
+
+ return status == GL_FRAMEBUFFER_COMPLETE;
+
+}
+
void RasterizerGLES2::init() {
#ifdef GLEW_ENABLED
@@ -8869,10 +10548,12 @@ void RasterizerGLES2::init() {
material_shader.init();
canvas_shader.init();
copy_shader.init();
+ canvas_shadow_shader.init();
#ifdef GLEW_ENABLED
material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true);
+ canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL,true);
copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
#endif
@@ -8894,9 +10575,6 @@ void RasterizerGLES2::init() {
//glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- skinned_buffer_size = GLOBAL_DEF("rasterizer/skinned_buffer_size",DEFAULT_SKINNED_BUFFER_SIZE);
- skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );
-
glGenTextures(1, &white_tex);
unsigned char whitetexdata[8*8*3];
for(int i=0;i<8*8*3;i++) {
@@ -8910,7 +10588,7 @@ void RasterizerGLES2::init() {
#ifdef GLEW_ENABLED
- read_depth_supported=true;
+
pvr_supported=false;
etc_supported=false;
use_depth24 =true;
@@ -8926,6 +10604,13 @@ void RasterizerGLES2::init() {
latc_supported=true;
s3tc_srgb_supported=true;
use_anisotropic_filter=true;
+ float_linear_supported=true;
+ float_supported=true;
+
+ read_depth_supported=_test_depth_shadow_buffer();
+ use_rgba_shadowmaps=!read_depth_supported;
+ //print_line("read depth support? "+itos(read_depth_supported));
+
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
#ifdef OSX_ENABLED
@@ -8970,7 +10655,10 @@ void RasterizerGLES2::init() {
GLint vtf;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
- use_hw_skeleton_xform=vtf>0 && extensions.has("GL_OES_texture_float");
+ float_supported = extensions.has("GL_OES_texture_float");
+ use_hw_skeleton_xform=vtf>0 && float_supported;
+ float_linear_supported = extensions.has("GL_OES_texture_float_linear");
+
//if (extensions.has("GL_QCOM_tiled_rendering"))
// use_hw_skeleton_xform=false;
GLint mva;
@@ -9008,9 +10696,12 @@ void RasterizerGLES2::init() {
-
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE,&max_texture_size);
//read_depth_supported=false;
+ canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size);
+
{
//shadowmaps
OS::VideoMode vm=OS::get_singleton()->get_video_mode();
@@ -9032,6 +10723,7 @@ void RasterizerGLES2::init() {
//material_shader
material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
+ canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
}
@@ -9040,6 +10732,7 @@ void RasterizerGLES2::init() {
shadow_mat_ptr = material_owner.get(shadow_material);
overdraw_material = create_overdraw_debug_material();
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
@@ -9053,19 +10746,29 @@ void RasterizerGLES2::init() {
glGenBuffers(1,&gui_quad_buffer);
glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
- glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
+#ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation.
+ glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES,NULL,GL_DYNAMIC_DRAW);
+#else
+ glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
+#endif
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+#ifdef GLES_NO_CLIENT_ARRAYS //webgl indices buffer
+ glGenBuffers(1, &indices_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16*1024, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// unbind
+#endif
+ using_canvas_bg=false;
_update_framebuffer();
DEBUG_TEST_ERROR("Initializing");
}
void RasterizerGLES2::finish() {
-
- memdelete_arr(skinned_buffer);
+ free(canvas_shadow_blur);
}
int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {
@@ -9345,10 +11048,29 @@ RasterizerGLES2* RasterizerGLES2::get_singleton() {
return _singleton;
};
+int RasterizerGLES2::RenderList::max_elements=RenderList::DEFAULT_MAX_ELEMENTS;
+
RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
_singleton = this;
+ RenderList::max_elements=GLOBAL_DEF("rasterizer/max_render_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
+ if (RenderList::max_elements>64000)
+ RenderList::max_elements=64000;
+ if (RenderList::max_elements<1024)
+ RenderList::max_elements=1024;
+
+ opaque_render_list.init();
+ alpha_render_list.init();
+
+ skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb",DEFAULT_SKINNED_BUFFER_SIZE);
+ if (skinned_buffer_size<256)
+ skinned_buffer_size=256;
+ if (skinned_buffer_size>16384)
+ skinned_buffer_size=16384;
+ skinned_buffer_size*=1024;
+ skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );
+
keep_copies=p_keep_ram_copy;
use_reload_hooks=p_use_reload_hooks;
pack_arrays=p_compress_arrays;
@@ -9392,6 +11114,7 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo
RasterizerGLES2::~RasterizerGLES2() {
+ memdelete_arr(skinned_buffer);
};
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index dc2e22d240..a694571452 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -31,6 +31,8 @@
#include "servers/visual/rasterizer.h"
+#define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call.
+
#ifdef GLES2_ENABLED
#include "image.h"
@@ -51,6 +53,7 @@
#include "drivers/gles2/shaders/material.glsl.h"
#include "drivers/gles2/shaders/canvas.glsl.h"
+#include "drivers/gles2/shaders/canvas_shadow.glsl.h"
#include "drivers/gles2/shaders/blur.glsl.h"
#include "drivers/gles2/shaders/copy.glsl.h"
#include "drivers/gles2/shader_compiler_gles2.h"
@@ -65,7 +68,7 @@ class RasterizerGLES2 : public Rasterizer {
MAX_SCENE_LIGHTS=2048,
LIGHT_SPOT_BIT=0x80,
- DEFAULT_SKINNED_BUFFER_SIZE = 2048 * 1024, // 10k vertices
+ DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices
MAX_HW_LIGHTS = 1,
};
@@ -86,6 +89,8 @@ class RasterizerGLES2 : public Rasterizer {
bool use_shadow_mapping;
bool use_fp16_fb;
bool srgb_supported;
+ bool float_supported;
+ bool float_linear_supported;
ShadowFilterTechnique shadow_filter;
@@ -104,7 +109,7 @@ class RasterizerGLES2 : public Rasterizer {
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,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed);
+ 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;
@@ -117,6 +122,7 @@ class RasterizerGLES2 : public Rasterizer {
GLenum target;
GLenum gl_format_cache;
+ GLenum gl_internal_format_cache;
int gl_components_cache;
int data_size; //original data size, useful for retrieving back
bool has_alpha;
@@ -188,10 +194,13 @@ class RasterizerGLES2 : public Rasterizer {
bool writes_vertex;
bool uses_discard;
bool uses_time;
+ bool uses_normal;
+ bool uses_texpixel_size;
Map<StringName,ShaderLanguage::Uniform> uniforms;
StringName first_texture;
+ Map<StringName,RID> default_textures;
SelfList<Shader> dirty_list;
@@ -210,6 +219,7 @@ class RasterizerGLES2 : public Rasterizer {
writes_vertex=false;
uses_discard=false;
uses_time=false;
+ uses_normal=false;
}
@@ -237,8 +247,9 @@ class RasterizerGLES2 : public Rasterizer {
struct UniformData {
+ bool inuse;
bool istexture;
- Variant value;
+ Variant value;
int index;
};
@@ -668,6 +679,7 @@ class RasterizerGLES2 : public Rasterizer {
bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
bg_param[VS::ENV_BG_PARAM_SCALE]=1.0;
bg_param[VS::ENV_BG_PARAM_GLOW]=0.0;
+ bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER]=0;
for(int i=0;i<VS::ENV_FX_MAX;i++)
fx_enabled[i]=false;
@@ -704,6 +716,18 @@ class RasterizerGLES2 : public Rasterizer {
mutable RID_Owner<Environment> environment_owner;
+
+ struct SampledLight {
+
+ int w,h;
+ GLuint texture;
+ float multiplier;
+ bool is_float;
+ };
+
+ mutable RID_Owner<SampledLight> sampled_light_owner;
+
+
struct ViewportData {
//1x1 fbo+texture for storing previous HDR value
@@ -796,25 +820,31 @@ class RasterizerGLES2 : public Rasterizer {
bool current_depth_mask;
VS::MaterialBlendMode current_blend_mode;
bool use_fast_texture_filter;
+ int max_texture_size;
bool fragment_lighting;
RID shadow_material;
Material *shadow_mat_ptr;
+ int max_texture_units;
GLuint base_framebuffer;
GLuint gui_quad_buffer;
+ GLuint indices_buffer;
+
struct RenderList {
enum {
- MAX_ELEMENTS=4096,
+ DEFAULT_MAX_ELEMENTS=4096,
MAX_LIGHTS=4,
SORT_FLAG_SKELETON=1,
SORT_FLAG_INSTANCING=2,
};
+ static int max_elements;
+
struct Element {
@@ -847,8 +877,8 @@ class RasterizerGLES2 : public Rasterizer {
};
- Element _elements[MAX_ELEMENTS];
- Element *elements[MAX_ELEMENTS];
+ Element *_elements;
+ Element **elements;
int element_count;
void clear() {
@@ -983,17 +1013,28 @@ class RasterizerGLES2 : public Rasterizer {
}
_FORCE_INLINE_ Element* add_element() {
- if (element_count>MAX_ELEMENTS)
+ if (element_count>=max_elements)
return NULL;
elements[element_count]=&_elements[element_count];
return elements[element_count++];
}
- RenderList() {
+ void init() {
element_count = 0;
- for (int i=0;i<MAX_ELEMENTS;i++)
+ elements=memnew_arr(Element*,max_elements);
+ _elements=memnew_arr(Element,max_elements);
+ for (int i=0;i<max_elements;i++)
elements[i]=&_elements[i]; // assign elements
+
+ }
+
+ RenderList() {
+
+ }
+ ~RenderList() {
+ memdelete_arr(elements);
+ memdelete_arr(_elements);
}
};
@@ -1071,6 +1112,8 @@ class RasterizerGLES2 : public Rasterizer {
void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs);
void _debug_shadows();
void _debug_luminances();
+ void _debug_samplers();
+
/***********/
@@ -1090,6 +1133,7 @@ class RasterizerGLES2 : public Rasterizer {
bool active;
int blur_size;
+
struct Blur {
GLuint fbo;
@@ -1122,6 +1166,7 @@ class RasterizerGLES2 : public Rasterizer {
void _process_glow_and_bloom();
//void _update_blur_buffer();
+
/*********/
/* FRAME */
/*********/
@@ -1140,6 +1185,45 @@ class RasterizerGLES2 : public Rasterizer {
} _rinfo;
+ /*******************/
+ /* CANVAS OCCLUDER */
+ /*******************/
+
+
+ struct CanvasOccluder {
+
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ DVector<Vector2> lines;
+ int len;
+ };
+
+ RID_Owner<CanvasOccluder> canvas_occluder_owner;
+
+ /***********************/
+ /* CANVAS LIGHT SHADOW */
+ /***********************/
+
+
+ struct CanvasLightShadow {
+
+ int size;
+ int height;
+ GLuint fbo;
+ GLuint rbo;
+ GLuint depth;
+ GLuint rgba; //for older devices
+
+ GLuint blur;
+
+ };
+
+ RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
+
+ RID canvas_shadow_blur;
+
+ /* ETC */
+
RenderTarget *current_rt;
bool current_rt_transparent;
bool current_rt_vflip;
@@ -1149,6 +1233,17 @@ class RasterizerGLES2 : public Rasterizer {
GLuint white_tex;
RID canvas_tex;
float canvas_opacity;
+ Color canvas_modulate;
+ bool canvas_use_modulate;
+ bool uses_texpixel_size;
+ bool rebind_texpixel_size;
+ Transform canvas_transform;
+ CanvasItemMaterial *canvas_last_material;
+ bool canvas_texscreen_used;
+ Vector2 normal_flip;
+ _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip);
+
+
_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
VS::MaterialBlendMode canvas_blend_mode;
@@ -1167,6 +1262,7 @@ class RasterizerGLES2 : public Rasterizer {
void _process_hdr();
void _draw_tex_bg();
+ bool using_canvas_bg;
Size2 window_size;
VS::ViewportRect viewport;
double last_time;
@@ -1178,21 +1274,24 @@ class RasterizerGLES2 : public Rasterizer {
VS::ScenarioDebugMode current_debug;
RID overdraw_material;
+
mutable MaterialShaderGLES2 material_shader;
- CanvasShaderGLES2 canvas_shader;
+ mutable CanvasShaderGLES2 canvas_shader;
BlurShaderGLES2 blur_shader;
CopyShaderGLES2 copy_shader;
+ mutable CanvasShadowShaderGLES2 canvas_shadow_shader;
mutable ShaderCompilerGLES2 shader_precompiler;
void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
_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_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
- void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
+ void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false, bool p_transpose=false );
void _draw_quad(const Rect2& p_rect);
void _copy_screen_quad();
void _copy_to_texscreen();
+ bool _test_depth_shadow_buffer();
Vector3 chunk_vertex;
Vector3 chunk_normal;
@@ -1203,6 +1302,10 @@ class RasterizerGLES2 : public Rasterizer {
GLuint tc0_id_cache;
GLuint tc0_idx;
+ template<bool use_normalmap>
+ _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip);
+ _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader);
+ _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader);
public:
/* TEXTURE API */
@@ -1237,6 +1340,10 @@ public:
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
+
+ virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name);
/* COMMON MATERIAL API */
@@ -1499,6 +1606,8 @@ public:
/* CANVAS API */
+ virtual void begin_canvas_bg();
+
virtual void canvas_begin();
virtual void canvas_disable_blending();
@@ -1514,6 +1623,19 @@ public:
virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
virtual void canvas_set_transform(const Matrix32& p_transform);
+ virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
+ virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
+
+ /* CANVAS LIGHT SHADOW */
+
+ //buffer
+ virtual RID canvas_light_shadow_buffer_create(int p_width);
+ virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
+
+ //occluder
+ virtual RID canvas_light_occluder_create();
+ virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
+
/* ENVIRONMENT */
@@ -1531,6 +1653,9 @@ public:
virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
+ /* SAMPLED LIGHT */
+ virtual RID sampled_light_dp_create(int p_width,int p_height);
+ virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier);
/*MISC*/
@@ -1548,6 +1673,8 @@ public:
virtual bool is_environment(const RID& p_rid) const;
virtual bool is_shader(const RID& p_rid) const;
+ virtual bool is_canvas_light_occluder(const RID& p_rid) const;
+
virtual void free(const RID& p_rid);
virtual void init();
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 50b63e1aa0..69bd269948 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -61,6 +61,7 @@ static String _typestr(SL::DataType p_type) {
case SL::TYPE_VEC2: return "vec2";
case SL::TYPE_VEC3: return "vec3";
case SL::TYPE_VEC4: return "vec4";
+ case SL::TYPE_MAT2: return "mat2";
case SL::TYPE_MAT3: return "mat3";
case SL::TYPE_MAT4: return "mat4";
case SL::TYPE_TEXTURE: return "sampler2D";
@@ -131,6 +132,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
SL::BlockNode *bnode=(SL::BlockNode*)p_node;
//variables
+ code+="{"ENDL;
for(Map<StringName,SL::DataType>::Element *E=bnode->variables.front();E;E=E->next()) {
code+=_mktab(p_level)+_typestr(E->value())+" "+replace_string(E->key())+";"ENDL;
@@ -141,10 +143,12 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
code+=_mktab(p_level)+dump_node_code(bnode->statements[i],p_level)+";"ENDL;
}
+ code+="}"ENDL;
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode=(SL::VariableNode*)p_node;
+
if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX) {
if (vnode->name==vname_vertex && p_assign_left) {
@@ -171,6 +175,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
}
+
+
+
if (type==ShaderLanguage::SHADER_MATERIAL_FRAGMENT) {
if (vnode->name==vname_discard) {
@@ -212,6 +219,58 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
}
}
+ if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) {
+
+ if (vnode->name==vname_var1_interp) {
+ flags->use_var1_interp=true;
+ }
+ if (vnode->name==vname_var2_interp) {
+ flags->use_var2_interp=true;
+ }
+ if (vnode->name==vname_world_vec) {
+ uses_worldvec=true;
+ }
+
+ }
+
+
+ if (type==ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT) {
+
+
+ if (vnode->name==vname_texpixel_size) {
+ uses_texpixel_size=true;
+ }
+ if (vnode->name==vname_normal) {
+ uses_normal=true;
+ }
+
+ if (vnode->name==vname_screen_uv) {
+ uses_screen_uv=true;
+ }
+
+ if (vnode->name==vname_var1_interp) {
+ flags->use_var1_interp=true;
+ }
+ if (vnode->name==vname_var2_interp) {
+ flags->use_var2_interp=true;
+ }
+ }
+
+ if (type==ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) {
+
+ if (vnode->name==vname_light) {
+ uses_light=true;
+ }
+
+ if (vnode->name==vname_normal) {
+ uses_normal=true;
+ }
+
+ if (vnode->name==vname_shadow) {
+ uses_shadow_color=true;
+ }
+
+ }
if (vnode->name==vname_time) {
uses_time=true;
@@ -229,6 +288,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+_mknum(v.x)+", "+_mknum(v.y)+")"; } break;
case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+_mknum(v.x)+", "+_mknum(v.y)+", "+_mknum(v.z)+")"; } break;
case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+_mknum(v.normal.x)+", "+_mknum(v.normal.y)+", "+_mknum(v.normal.z)+", "+_mknum(v.d)+")"; } break;
+ case SL::TYPE_MAT2: { Matrix32 x = cnode->value; code="mat2( vec2("+_mknum(x[0][0])+", "+_mknum(x[0][1])+"), vec2("+_mknum(x[1][0])+", "+_mknum(x[1][1])+"))"; } break;
case SL::TYPE_MAT3: { Matrix3 x = cnode->value; code="mat3( vec3("+_mknum(x.get_axis(0).x)+", "+_mknum(x.get_axis(0).y)+", "+_mknum(x.get_axis(0).z)+"), vec3("+_mknum(x.get_axis(1).x)+", "+_mknum(x.get_axis(1).y)+", "+_mknum(x.get_axis(1).z)+"), vec3("+_mknum(x.get_axis(2).x)+", "+_mknum(x.get_axis(2).y)+", "+_mknum(x.get_axis(2).z)+"))"; } break;
case SL::TYPE_MAT4: { Transform x = cnode->value; code="mat4( vec4("+_mknum(x.basis.get_axis(0).x)+", "+_mknum(x.basis.get_axis(0).y)+", "+_mknum(x.basis.get_axis(0).z)+",0.0), vec4("+_mknum(x.basis.get_axis(1).x)+", "+_mknum(x.basis.get_axis(1).y)+", "+_mknum(x.basis.get_axis(1).z)+",0.0), vec4("+_mknum(x.basis.get_axis(2).x)+", "+_mknum(x.basis.get_axis(2).y)+", "+_mknum(x.basis.get_axis(2).z)+",0.0), vec4("+_mknum(x.origin.x)+", "+_mknum(x.origin.y)+", "+_mknum(x.origin.z)+",1.0))"; } break;
default: code="<error: "+Variant::get_type_name(cnode->value.get_type())+" ("+itos(cnode->datatype)+">";
@@ -260,13 +320,13 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
String mul_l=dump_node_code(onode->arguments[0],p_level,true);
String mul_r=dump_node_code(onode->arguments[1],p_level);
- code=mul_l+"=(vec4("+mul_l+",1.0,1.0)*("+mul_r+")).xy";
+ code=mul_l+"=(vec4("+mul_l+",0.0,1.0)*("+mul_r+")).xy";
break;
} else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) {
String mul_l=dump_node_code(onode->arguments[0],p_level,true);
String mul_r=dump_node_code(onode->arguments[1],p_level);
- code=mul_l+"=(("+mul_l+")*vec4("+mul_r+",1.0,1.0)).xy";
+ code=mul_l+"=(("+mul_l+")*vec4("+mul_r+",0.0,1.0)).xy";
break;
} else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT3) {
String mul_l=dump_node_code(onode->arguments[0],p_level,true);
@@ -296,11 +356,11 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
break;
} else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) {
- code="("+dump_node_code(onode->arguments[0],p_level)+"*vec4("+dump_node_code(onode->arguments[1],p_level)+",1.0,1.0)).xyz";
+ code="("+dump_node_code(onode->arguments[0],p_level)+"*vec4("+dump_node_code(onode->arguments[1],p_level)+",0.0,1.0)).xy";
break;
} else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT4) {
- code="(vec4("+dump_node_code(onode->arguments[0],p_level)+",1.0,1.0)*"+dump_node_code(onode->arguments[1],p_level)+").xyz";
+ code="(vec4("+dump_node_code(onode->arguments[0],p_level)+",0.0,1.0)*"+dump_node_code(onode->arguments[1],p_level)+").xy";
break;
} else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT3 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) {
@@ -357,7 +417,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
} else if (callfunc=="texscreen") {
//create the call to sample the screen, and clamp it
uses_texscreen=true;
- code="(texture2D( texscreen_tex, min(("+dump_node_code(onode->arguments[1],p_level)+").xy*texscreen_screen_mult,texscreen_screen_mult))).rgb";
+ code="(texture2D( texscreen_tex, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy*texscreen_screen_mult,texscreen_screen_clamp.xy,texscreen_screen_clamp.zw))).rgb";
//code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
break;
} else if (callfunc=="texpos") {
@@ -421,6 +481,11 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
m="[2]";
else if (mnode->name=="w")
m="[3]";
+ } else if (mnode->basetype==SL::TYPE_MAT2) {
+ if (mnode->name=="x")
+ m="[0]";
+ else if (mnode->name=="y")
+ m="[1]";
} else if (mnode->basetype==SL::TYPE_MAT3) {
if (mnode->name=="x")
@@ -550,7 +615,11 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_light=false;
uses_time=false;
uses_normalmap=false;
+ uses_normal=false;
+ uses_texpixel_size=false;
+ uses_worldvec=false;
vertex_code_writes_vertex=false;
+ uses_shadow_color=false;
uniforms=r_uniforms;
flags=&r_flags;
r_flags.use_color_interp=false;
@@ -560,6 +629,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.use_var1_interp=false;
r_flags.use_var2_interp=false;
r_flags.uses_normalmap=false;
+ r_flags.uses_normal=false;
String error;
int errline,errcol;
@@ -582,6 +652,10 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_light=uses_light;
r_flags.uses_time=uses_time;
r_flags.uses_normalmap=uses_normalmap;
+ r_flags.uses_normal=uses_normal;
+ r_flags.uses_texpixel_size=uses_texpixel_size;
+ r_flags.uses_worldvec=uses_worldvec;
+ r_flags.uses_shadow_color=uses_shadow_color;
r_code_line=code;
r_globals_line=global_code;
@@ -595,6 +669,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
replace_table["vec2" ]= "vec2";
replace_table["vec3" ]= "vec3";
replace_table["vec4" ]= "vec4";
+ replace_table["mat2" ]= "mat2";
replace_table["mat3" ]= "mat3";
replace_table["mat4" ]= "mat4";
replace_table["texture" ]= "sampler2D";
@@ -638,6 +713,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
replace_table["cross" ]="cross";
replace_table["normalize"]= "normalize";
replace_table["reflect"]= "reflect";
+ replace_table["refract"]= "refract";
replace_table["tex"]= "tex";
replace_table["texa"]= "texa";
replace_table["tex2"]= "tex2";
@@ -676,6 +752,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
//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";
@@ -718,6 +795,52 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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]["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[2]["SCREEN_POS"]="SCREEN_POS";
//mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
@@ -738,5 +861,9 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_light="LIGHT";
vname_time="TIME";
vname_normalmap="NORMALMAP";
+ vname_normal="NORMAL";
+ vname_texpixel_size="TEXTURE_PIXEL_SIZE";
+ vname_world_vec="WORLD_VERTEX";
+ vname_shadow="SHADOW";
}
diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h
index 5012414c8b..87016fd968 100644
--- a/drivers/gles2/shader_compiler_gles2.h
+++ b/drivers/gles2/shader_compiler_gles2.h
@@ -51,7 +51,11 @@ private:
bool uses_time;
bool uses_screen_uv;
bool uses_normalmap;
+ bool uses_normal;
+ bool uses_texpixel_size;
+ bool uses_worldvec;
bool vertex_code_writes_vertex;
+ bool uses_shadow_color;
Flags *flags;
StringName vname_discard;
@@ -68,6 +72,10 @@ private:
StringName vname_light;
StringName vname_time;
StringName vname_normalmap;
+ StringName vname_normal;
+ StringName vname_texpixel_size;
+ StringName vname_world_vec;
+ StringName vname_shadow;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@@ -79,7 +87,7 @@ private:
String replace_string(const StringName& p_string);
- Map<StringName,StringName> mode_replace_table[3];
+ Map<StringName,StringName> mode_replace_table[9];
Map<StringName,StringName> replace_table;
public:
@@ -101,6 +109,10 @@ public:
bool use_var2_interp;
bool uses_light;
bool uses_time;
+ bool uses_normal;
+ bool uses_texpixel_size;
+ bool uses_worldvec;
+ bool uses_shadow_color;
};
Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
index c665cf9036..9679223b16 100644
--- a/drivers/gles2/shaders/SCsub
+++ b/drivers/gles2/shaders/SCsub
@@ -3,6 +3,7 @@ Import('env')
if env['BUILDERS'].has_key('GLSL120GLES'):
env.GLSL120GLES('material.glsl');
env.GLSL120GLES('canvas.glsl');
+ 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 f36741d586..c4f0847870 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -18,20 +18,81 @@ attribute highp vec2 uv_attrib; // attrib:4
varying vec2 uv_interp;
varying vec4 color_interp;
+#if defined(USE_TIME)
+uniform float time;
+#endif
+
+
+#ifdef USE_LIGHTING
+
+uniform highp mat4 light_matrix;
+uniform highp mat4 light_local_matrix;
+uniform vec2 light_pos;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+uniform vec2 normal_flip;
+#endif
+
+#ifdef USE_SHADOWS
+varying highp vec2 pos;
+#endif
+
+#endif
+
+#if defined(ENABLE_VAR1_INTERP)
+varying vec4 var1_interp;
+#endif
+
+#if defined(ENABLE_VAR2_INTERP)
+varying vec4 var2_interp;
+#endif
+
//uniform bool snap_pixels;
+VERTEX_SHADER_GLOBALS
+
void main() {
color_interp = color_attrib;
uv_interp = uv_attrib;
- highp vec4 outvec = vec4(vertex, 1.0);
- outvec = extra_matrix * outvec;
- outvec = modelview_matrix * outvec;
+ highp vec4 outvec = vec4(vertex, 1.0);
+{
+ vec2 src_vtx=outvec.xy;
+VERTEX_SHADER_CODE
+
+}
+#if !defined(USE_WORLD_VEC)
+ outvec = extra_matrix * outvec;
+ outvec = modelview_matrix * outvec;
+#endif
+
+
+
#ifdef USE_PIXEL_SNAP
- outvec.xy=floor(outvec.xy+0.5);
+ outvec.xy=floor(outvec.xy+0.5);
#endif
+
+
gl_Position = projection_matrix * outvec;
+
+#ifdef USE_LIGHTING
+
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw =(light_local_matrix * outvec).xy;
+#ifdef USE_SHADOWS
+ pos=outvec.xy;
+#endif
+
+#if defined(NORMAL_USED)
+ local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
+ local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
+#endif
+
+#endif
+
}
[fragment]
@@ -54,17 +115,268 @@ varying vec4 color_interp;
#endif
+#if defined(ENABLE_SCREEN_UV)
+
+uniform vec2 screen_uv_mult;
+
+#endif
+
+#if defined(ENABLE_TEXSCREEN)
+
+uniform vec2 texscreen_screen_mult;
+uniform vec4 texscreen_screen_clamp;
+uniform sampler2D texscreen_tex;
+
+#endif
+
+
+#if defined(ENABLE_VAR1_INTERP)
+varying vec4 var1_interp;
+#endif
+
+#if defined(ENABLE_VAR2_INTERP)
+varying vec4 var2_interp;
+#endif
+
+#if defined(USE_TIME)
+uniform float time;
+#endif
+
+#ifdef USE_MODULATE
+
+uniform vec4 modulate;
+
+#endif
+
+#ifdef USE_LIGHTING
+
+uniform sampler2D light_texture;
+uniform vec4 light_color;
+uniform float light_height;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+#endif
+
+#ifdef USE_SHADOWS
+
+uniform highp sampler2D shadow_texture;
+uniform float shadow_attenuation;
+
+uniform highp mat4 shadow_matrix;
+varying highp vec2 pos;
+uniform float shadowpixel_size;
+
+#ifdef SHADOW_ESM
+uniform float shadow_esm_multiplier;
+#endif
+
+#endif
+
+#endif
+
+#if defined(USE_TEXPIXEL_SIZE)
+uniform vec2 texpixel_size;
+#endif
+
+
+FRAGMENT_SHADER_GLOBALS
+
+
void main() {
vec4 color = color_interp;
-
+#if defined(NORMAL_USED)
+ vec3 normal = vec3(0.0,0.0,1.0);
+#endif
+
+#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);
+#else
color *= texture2D( texture, uv_interp );
+#endif
+
+
+#if defined(ENABLE_SCREEN_UV)
+ vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
+#endif
+
+
+{
+FRAGMENT_SHADER_CODE
+}
#ifdef DEBUG_ENCODED_32
highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
color = vec4(vec3(enc32),1.0);
#endif
+#ifdef USE_MODULATE
+
+ color*=modulate;
+#endif
+
+
+#ifdef USE_LIGHTING
+
+ vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
+
+#if defined(NORMAL_USED)
+ normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
+#endif
+
+ float att=1.0;
+
+ vec2 light_uv = light_uv_interp.xy;
+ vec4 light = texture2D(light_texture,light_uv) * light_color;
+#if defined(USE_LIGHT_SHADOW_COLOR)
+ vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
+#endif
+
+#if defined(USE_LIGHT_SHADER_CODE)
+//light is written by the light shader
+{
+ vec4 light_out=light*color;
+LIGHT_SHADER_CODE
+ 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);
+#endif
+
+ color*=light;
+/*
+#ifdef USE_NORMAL
+ color.xy=local_rot.xy;//normal.xy;
+ color.zw=vec2(0.0,1.0);
+#endif
+*/
+
+//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
+
+ float angle_to_light = -atan(light_vec.x,light_vec.y);
+ float PI = 3.14159265358979323846264;
+ /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
+ float ang*/
+
+ float su,sz;
+
+ float abs_angle = abs(angle_to_light);
+ vec2 point;
+ float sh;
+ if (abs_angle<45.0*PI/180.0) {
+ point = light_vec;
+ sh=0.0+(1.0/8.0);
+ } else if (abs_angle>135.0*PI/180.0) {
+ point = -light_vec;
+ sh = 0.5+(1.0/8.0);
+ } else if (angle_to_light>0.0) {
+
+ point = vec2(light_vec.y,-light_vec.x);
+ sh = 0.25+(1.0/8.0);
+ } else {
+
+ point = vec2(-light_vec.y,light_vec.x);
+ sh = 0.75+(1.0/8.0);
+
+ }
+
+
+ highp vec4 s = shadow_matrix * highp vec4(point,0.0,1.0);
+ s.xyz/=s.w;
+ su=s.x*0.5+0.5;
+ sz=s.z*0.5+0.5;
+
+ highp float shadow_attenuation=0.0;
+
+#ifdef USE_DEPTH_SHADOWS
+
+#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
+
+#else
+
+//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+
+#endif
+
+
+
+#ifdef SHADOW_PCF5
+
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation/=5.0;
+
+#endif
+
+#ifdef SHADOW_PCF13
+
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
+ shadow_attenuation/=13.0;
+
+#endif
+
+#ifdef SHADOW_ESM
+
+
+ {
+ float unnormalized = su/shadowpixel_size;
+ float fractional = fract(unnormalized);
+ unnormalized = floor(unnormalized);
+ float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
+ float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
+ float z = mix(zc,zn,fractional);
+ shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
+ }
+
+#endif
+
+#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
+
+ shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+
+#endif
+
+#if defined(USE_LIGHT_SHADOW_COLOR)
+ color=mix(shadow_color,color,shadow_attenuation);
+#else
+ color*=shadow_attenuation;
+#endif
+//use shadows
+#endif
+ }
+
+//use lighting
+#endif
// color.rgb*=color.a;
gl_FragColor = color;
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
new file mode 100644
index 0000000000..40cf321dce
--- /dev/null
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -0,0 +1,62 @@
+[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+uniform highp mat4 projection_matrix;
+uniform highp mat4 light_matrix;
+uniform highp mat4 world_matrix;
+
+attribute highp vec3 vertex; // attrib:0
+
+#ifndef USE_DEPTH_SHADOWS
+
+varying vec4 position_interp;
+
+#endif
+
+
+void main() {
+
+ gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
+
+#ifndef USE_DEPTH_SHADOWS
+ position_interp = gl_Position;
+#endif
+
+}
+
+[fragment]
+
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision mediump float;
+precision mediump int;
+#endif
+
+#ifndef USE_DEPTH_SHADOWS
+
+varying vec4 position_interp;
+
+#endif
+
+void main() {
+
+#ifdef USE_DEPTH_SHADOWS
+
+#else
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
+ highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
+ comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ gl_FragColor = comp;
+#endif
+
+}
+
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index 44337e1197..38fb03ab5c 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -60,7 +60,7 @@ uniform float normal_mult;
#ifdef USE_SKELETON
attribute vec4 bone_indices; // attrib:6
attribute vec4 bone_weights; // attrib:7
-uniform highp sampler2D skeleton_matrices; // texunit:6
+uniform highp sampler2D skeleton_matrices;
uniform highp float skeltex_pixel_size;
#endif
@@ -76,7 +76,7 @@ attribute highp vec4 instance_row3; // attrib:11
#ifdef USE_TEXTURE_INSTANCING
attribute highp vec3 instance_uv; // attrib:6
-uniform highp sampler2D instance_matrices; // texunit:6
+uniform highp sampler2D instance_matrices;
#endif
@@ -595,8 +595,10 @@ uniform float time;
varying highp vec3 ambient_octree_coords;
uniform highp float ambient_octree_lattice_size;
uniform highp vec2 ambient_octree_pix_size;
+uniform highp vec2 ambient_octree_light_pix_size;
uniform highp float ambient_octree_lattice_divide;
uniform highp sampler2D ambient_octree_tex;
+uniform highp sampler2D ambient_octree_light_tex;
uniform float ambient_octree_multiplier;
uniform int ambient_octree_steps;
@@ -609,6 +611,12 @@ uniform float ambient_lightmap_multiplier;
#endif
+#ifdef ENABLE_AMBIENT_DP_SAMPLER
+
+uniform highp sampler2D ambient_dp_sampler;
+uniform float ambient_dp_sampler_multiplier;
+
+#endif
FRAGMENT_SHADER_GLOBALS
@@ -771,6 +779,7 @@ uniform highp mat4 camera_inverse_transform;
#if defined(ENABLE_TEXSCREEN)
uniform vec2 texscreen_screen_mult;
+uniform vec4 texscreen_screen_clamp;
uniform sampler2D texscreen_tex;
#endif
@@ -918,12 +927,12 @@ FRAGMENT_SHADER_CODE
}
//sample color
- octant_uv=(octant_uv+0.5)*ambient_octree_pix_size;
+ octant_uv=(octant_uv+0.5)*ambient_octree_light_pix_size;
highp vec3 sub=(mod(ambient_octree_coords,ld)/ld);
- octant_uv.xy+=sub.xy*ambient_octree_pix_size.xy;
- vec3 col_up=texture2D(ambient_octree_tex,octant_uv).rgb;
- octant_uv.y+=ambient_octree_pix_size.y*2.0;
- vec3 col_down=texture2D(ambient_octree_tex,octant_uv).rgb;
+ octant_uv.xy+=sub.xy*ambient_octree_light_pix_size.xy;
+ vec3 col_up=texture2D(ambient_octree_light_tex,octant_uv).rgb;
+ octant_uv.y+=ambient_octree_light_pix_size.y*2.0;
+ vec3 col_down=texture2D(ambient_octree_light_tex,octant_uv).rgb;
ambientmap_color=mix(col_up,col_down,sub.z)*ambient_octree_multiplier;
ambientmap_color*=diffuse.rgb;
@@ -934,6 +943,26 @@ FRAGMENT_SHADER_CODE
+#ifdef ENABLE_AMBIENT_DP_SAMPLER
+
+ vec3 ambientmap_color = vec3(0.0,0.0,0.0);
+
+ {
+
+ vec3 dp_normal = normalize((vec4(normal,0) * camera_inverse_transform).xyz);
+ vec2 ambient_uv = (dp_normal.xy / (1.0+abs(dp_normal.z)))*0.5+0.5; //dual paraboloid
+ ambient_uv.y*=0.5;
+ if (dp_normal.z<0) {
+
+ ambient_uv.y=(0.5-ambient_uv.y)+0.5;
+
+ }
+
+ ambientmap_color = texture2D(ambient_dp_sampler,ambient_uv ).rgb * ambient_dp_sampler_multiplier;
+ ambientmap_color*=diffuse.rgb;
+ }
+
+#endif
@@ -1186,7 +1215,7 @@ LIGHT_SHADER_CODE
# if !defined(LIGHT_TYPE_DIRECTIONAL) && !defined(LIGHT_TYPE_OMNI) && !defined (LIGHT_TYPE_SPOT)
//none
#ifndef SHADELESS
- diffuse.rgb=vec3(0.0,0.0,0.0);
+ diffuse.rgb=ambient_light *diffuse.rgb;
#endif
# endif
@@ -1202,7 +1231,7 @@ LIGHT_SHADER_CODE
vec3 ambient = const_light_mult*ambient_light*diffuse.rgb;
# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
- ambient*=diffuse_interp.a; //attenuation affects ambient too
+// ambient*=diffuse_interp.a; //attenuation affects ambient too
# endif
@@ -1224,7 +1253,7 @@ LIGHT_SHADER_CODE
#endif
-#if defined(ENABLE_AMBIENT_OCTREE) || defined(ENABLE_AMBIENT_LIGHTMAP)
+#if defined(ENABLE_AMBIENT_OCTREE) || defined(ENABLE_AMBIENT_LIGHTMAP) || defined(ENABLE_AMBIENT_DP_SAMPLER)
diffuse.rgb+=ambientmap_color;
#endif