summaryrefslogtreecommitdiff
path: root/drivers/gles2
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp230
-rw-r--r--drivers/gles2/rasterizer_gles2.h9
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp36
-rw-r--r--drivers/gles2/shader_compiler_gles2.h3
-rw-r--r--drivers/gles2/shader_gles2.cpp4
-rw-r--r--drivers/gles2/shaders/material.glsl88
6 files changed, 334 insertions, 36 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index dd690435ec..4a1362f9f8 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -82,6 +82,8 @@
#endif
+static RasterizerGLES2* _singleton = NULL;
+
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) {
@@ -381,39 +383,96 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
} break;
case Image::FORMAT_BC1: {
- r_gl_components=1; //doesn't matter much
- r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- r_compressed=true;
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC2: {
- r_gl_components=1; //doesn't matter much
- r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- r_has_alpha_cache=true;
- r_compressed=true;
+
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_has_alpha_cache=true;
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC3: {
- r_gl_components=1; //doesn't matter much
- r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- r_has_alpha_cache=true;
- r_compressed=true;
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ r_has_alpha_cache=true;
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC4: {
- r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_BC5: {
+ if (!s3tc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
- r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
+ } else {
+ r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ };
} break;
case Image::FORMAT_PVRTC2: {
@@ -1078,6 +1137,15 @@ void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,con
}
+GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {
+
+ Texture * texture = texture_owner.get(p_tex);
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->tex_id;
+};
+
+
/* SHADER API */
RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
@@ -1436,6 +1504,23 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
+ ERR_FAIL_COND( mesh->morph_target_count!=p_blend_shapes.size() );
+ if (mesh->morph_target_count) {
+ //validate format for morphs
+ for(int i=0;i<p_blend_shapes.size();i++) {
+
+ uint32_t bsformat=0;
+ Array arr = p_blend_shapes[i];
+ for(int j=0;j<arr.size();j++) {
+
+
+ if (arr[j].get_type()!=Variant::NIL)
+ bsformat|=(1<<j);
+ }
+
+ ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1)));
+ }
+ }
Surface *surface = memnew( Surface );
ERR_FAIL_COND( !surface );
@@ -1633,7 +1718,9 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
surface->array_len=array_len;
surface->format=format;
surface->primitive=p_primitive;
+ surface->morph_target_count=mesh->morph_target_count;
surface->configured_format=0;
+ surface->mesh=mesh;
if (keep_copies) {
surface->data=p_arrays;
surface->morph_data=p_blend_shapes;
@@ -1667,6 +1754,17 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
index_array_ptr=(uint8_t*)surface->index_array_local;
}
+
+ if (mesh->morph_target_count) {
+
+ surface->morph_targets_local = memnew_arr(Surface::MorphTarget,mesh->morph_target_count);
+ for(int i=0;i<mesh->morph_target_count;i++) {
+
+ surface->morph_targets_local[i].array=memnew_arr(uint8_t,surface->local_stride*surface->array_len);
+ surface->morph_targets_local[i].configured_format=surface->morph_format;
+ _surface_set_arrays(surface,surface->morph_targets_local[i].array,NULL,p_blend_shapes[i],false);
+ }
+ }
}
@@ -3990,20 +4088,22 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
}
}
+ bool uses_time=false;
+
if (p_shader->mode==VS::SHADER_MATERIAL) {
//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
Vector<const char*> enablers;
- if (fragment_flags.use_color_interp)
+ if (fragment_flags.use_color_interp || vertex_flags.use_color_interp)
enablers.push_back("#define ENABLE_COLOR_INTERP\n");
- if (fragment_flags.use_uv_interp)
+ if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp)
enablers.push_back("#define ENABLE_UV_INTERP\n");
- if (fragment_flags.use_uv2_interp)
+ if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
enablers.push_back("#define ENABLE_UV2_INTERP\n");
- if (fragment_flags.use_tangent_interp)
+ if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp)
enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
- if (fragment_flags.use_var1_interp)
+ 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)
+ 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");
@@ -4017,6 +4117,10 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (light_flags.uses_light) {
enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
}
+ if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
+ enablers.push_back("#define USE_TIME\n");
+ uses_time=true;
+ }
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 {
@@ -4030,6 +4134,7 @@ 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_time=uses_time;
p_shader->version++;
}
@@ -4437,6 +4542,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13);
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]);
if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {
@@ -4557,6 +4663,13 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
}
DEBUG_TEST_ERROR("Material arameters");
+ if (p_material->shader_cache->uses_time) {
+ material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
+ draw_next_frame=true;
+ }
+ //if uses TIME - draw_next_frame=true
+
+
} else {
material_shader.set_custom_shader(0);
@@ -4600,6 +4713,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
}
+
//material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
//if uses TIME - draw_next_frame=true
@@ -4701,7 +4815,8 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
}
//print_line("shadow split: "+rtos(li->shadow_split));
- } else
+ }
+
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
//matrix
@@ -4861,8 +4976,11 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia
/* compute morphs */
+
if (p_morphs && surf->morph_target_count && can_copy_to_local) {
+
+
base = skinned_buffer;
stride=surf->local_stride;
@@ -5530,6 +5648,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const Skeleton *prev_skeleton =NULL;
uint8_t prev_sort_flags=0xFF;
const BakedLightData *prev_baked_light=NULL;
+ RID prev_baked_light_texture;
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
@@ -5546,6 +5665,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
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_TEXTURE,false);
}
@@ -5570,6 +5690,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
bool rebind=false;
bool bind_baked_light_octree=false;
+ bool bind_baked_lightmap=false;
bool additive=false;
@@ -5689,7 +5810,7 @@ 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::USE_AMBIENT_TEXTURE,false);
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
if (!additive && baked_light) {
@@ -5707,7 +5828,37 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
} else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) {
- //material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,true);
+
+ int lightmap_idx = e->instance->baked_lightmap_id;
+
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
+ bind_baked_lightmap=false;
+
+
+ if (baked_light->lightmaps.has(lightmap_idx)) {
+
+
+ RID texid = baked_light->lightmaps[lightmap_idx];
+
+ if (prev_baked_light!=baked_light || texid!=prev_baked_light_texture) {
+
+
+ Texture *tex = texture_owner.get(texid);
+ if (tex) {
+
+ glActiveTexture(GL_TEXTURE5);
+ glBindTexture(tex->target,tex->tex_id); //bind the texture
+ }
+
+ prev_baked_light_texture=texid;
+ }
+
+ if (texid.is_valid()) {
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,true);
+ bind_baked_lightmap=true;
+ }
+
+ }
}
}
@@ -5778,6 +5929,14 @@ 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_MULTIPLIER, baked_light->lightmap_multiplier);
+
+ }
+
+
_set_cull(e->mirror,p_reverse_cull);
@@ -7035,7 +7194,7 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFunc(GL_DST_COLOR,GL_ZERO);
} break;
case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
glBlendEquation(GL_FUNC_ADD);
@@ -7647,9 +7806,9 @@ void RasterizerGLES2::free(const RID& p_rid) {
for(int i=0;i<mesh->morph_target_count;i++) {
- memfree(surface->morph_targets_local[i].array);
+ memdelete_arr(surface->morph_targets_local[i].array);
}
- memfree(surface->morph_targets_local);
+ memdelete_arr(surface->morph_targets_local);
surface->morph_targets_local=NULL;
}
@@ -8197,9 +8356,13 @@ void RasterizerGLES2::_update_framebuffer() {
}
-void RasterizerGLES2::set_base_framebuffer(GLuint p_id) {
+void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) {
base_framebuffer=p_id;
+
+ if (p_size.x != 0) {
+ window_size = p_size;
+ };
}
#if 0
@@ -8738,8 +8901,15 @@ void RasterizerGLES2::set_use_framebuffers(bool p_use) {
use_framebuffers=p_use;
}
+RasterizerGLES2* RasterizerGLES2::get_singleton() {
+
+ return _singleton;
+};
+
RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
+ _singleton = this;
+
keep_copies=p_keep_ram_copy;
use_reload_hooks=p_use_reload_hooks;
pack_arrays=p_compress_arrays;
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index 83365f2feb..d905d817c9 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -180,6 +180,7 @@ class RasterizerGLES2 : public Rasterizer {
bool has_screen_uv;
bool writes_vertex;
bool uses_discard;
+ bool uses_time;
Map<StringName,ShaderLanguage::Uniform> uniforms;
StringName first_texture;
@@ -201,6 +202,7 @@ class RasterizerGLES2 : public Rasterizer {
has_screen_uv=false;
writes_vertex=false;
uses_discard=false;
+ uses_time=false;
}
@@ -838,7 +840,7 @@ class RasterizerGLES2 : public Rasterizer {
}
} else {
- return B->material->shader_cache < B->material->shader_cache;
+ return A->material->shader_cache < B->material->shader_cache;
}
}
};
@@ -1173,6 +1175,8 @@ public:
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
+ GLuint _texture_get_name(RID p_tex);
+
/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
@@ -1506,7 +1510,7 @@ public:
virtual int get_render_info(VS::RenderInfo p_info);
- void set_base_framebuffer(GLuint p_id);
+ void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
virtual void flush_frame(); //not necesary in most cases
void set_extensions(const char *p_strings);
@@ -1518,6 +1522,7 @@ public:
virtual bool has_feature(VS::Features p_feature) const;
+ static RasterizerGLES2* get_singleton();
RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false);
virtual ~RasterizerGLES2();
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index dfab3ea3d1..ada9efa4b3 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -150,6 +150,26 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
if (vnode->name==vname_vertex && p_assign_left) {
vertex_code_writes_vertex=true;
}
+ if (vnode->name==vname_color_interp) {
+ flags->use_color_interp=true;
+ }
+ if (vnode->name==vname_uv_interp) {
+ flags->use_uv_interp=true;
+ }
+ if (vnode->name==vname_uv2_interp) {
+ flags->use_uv2_interp=true;
+ }
+ 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_tangent_interp || vnode->name==vname_binormal_interp) {
+ flags->use_tangent_interp=true;
+ }
+
+
}
if (type==ShaderLanguage::SHADER_MATERIAL_FRAGMENT) {
@@ -190,6 +210,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
}
+ if (vnode->name==vname_time) {
+ uses_time=true;
+ }
code=replace_string(vnode->name);
} break;
@@ -522,6 +545,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_discard=false;
uses_screen_uv=false;
uses_light=false;
+ uses_time=false;
vertex_code_writes_vertex=false;
uniforms=r_uniforms;
flags=&r_flags;
@@ -551,6 +575,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_discard=uses_discard;
r_flags.uses_screen_uv=uses_screen_uv;
r_flags.uses_light=uses_light;
+ r_flags.uses_time=uses_time;
r_code_line=code;
r_globals_line=global_code;
return OK;
@@ -586,7 +611,11 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
replace_table["sign"]= "sign";
replace_table["floor"]= "floor";
replace_table["trunc"]= "trunc";
+#ifdef GLEW_ENABLED
+ replace_table["round"]= "roundfix";
+#else
replace_table["round"]= "round";
+#endif
replace_table["ceil" ]= "ceil";
replace_table["fract"]= "fract";
replace_table["mod" ]= "mod";
@@ -609,6 +638,11 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
replace_table["texscreen"]= "texscreen";
replace_table["texpos"]= "texpos";
+ mode_replace_table[0]["SRC_VERTEX"]="vertex_in.xyz";
+ mode_replace_table[0]["SRC_NORMAL"]="normal_in";
+ mode_replace_table[0]["SRC_TANGENT"]="tangent_in";
+ mode_replace_table[0]["SRC_BINORMALF"]="binormalf";
+
mode_replace_table[0]["VERTEX"]="vertex_interp";
mode_replace_table[0]["NORMAL"]="normal_interp";
mode_replace_table[0]["TANGENT"]="tangent_interp";
@@ -621,6 +655,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[0]["WORLD_MATRIX"]="world_transform";
mode_replace_table[0]["INV_CAMERA_MATRIX"]="camera_inverse_transform";
mode_replace_table[0]["PROJECTION_MATRIX"]="projection_transform";
+ mode_replace_table[0]["MODELVIEW_MATRIX"]="modelview";
mode_replace_table[0]["POINT_SIZE"]="gl_PointSize";
mode_replace_table[0]["VAR1"]="var1_interp";
mode_replace_table[0]["VAR2"]="var2_interp";
@@ -692,5 +727,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_var2_interp="VAR2";
vname_vertex="VERTEX";
vname_light="LIGHT";
+ vname_time="TIME";
}
diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h
index d63915a2b6..3dfdd81c0d 100644
--- a/drivers/gles2/shader_compiler_gles2.h
+++ b/drivers/gles2/shader_compiler_gles2.h
@@ -48,6 +48,7 @@ private:
bool uses_texpos;
bool uses_alpha;
bool uses_discard;
+ bool uses_time;
bool uses_screen_uv;
bool vertex_code_writes_vertex;
Flags *flags;
@@ -64,6 +65,7 @@ private:
StringName vname_var2_interp;
StringName vname_vertex;
StringName vname_light;
+ StringName vname_time;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@@ -95,6 +97,7 @@ public:
bool use_var1_interp;
bool use_var2_interp;
bool uses_light;
+ bool uses_time;
};
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/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index dc68ee489a..6a4596cb1e 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -267,7 +267,9 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() {
/* SETUP CONDITIONALS */
Vector<const char*> strings;
- //strings.push_back("#version 120\n"); //ATI requieres this before anything
+#ifdef GLEW_ENABLED
+ strings.push_back("#version 120\n"); //ATI requieres this before anything
+#endif
int define_line_ofs=1;
for(int j=0;j<conditional_count;j++) {
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index 17365ea264..ad8a364ac1 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -4,10 +4,14 @@
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
+#define roundfix( m_val ) floor( (m_val) + 0.5 )
#else
precision mediump float;
precision mediump int;
#endif
+
+
+
/*
from VisualServer:
@@ -22,6 +26,26 @@ ARRAY_WEIGHTS=7,
ARRAY_INDEX=8,
*/
+//hack to use uv if no uv present so it works with lightmap
+#ifdef ENABLE_AMBIENT_LIGHTMAP
+
+#ifdef USE_LIGHTMAP_ON_UV2
+
+#ifndef ENABLE_UV2_INTERP
+#define ENABLE_UV2_INTERP
+#endif
+
+#else
+
+#ifndef ENABLE_UV_INTERP
+#define ENABLE_UV_INTERP
+#endif
+
+#endif
+
+#endif
+
+
/* INPUT ATTRIBS */
attribute highp vec4 vertex_attrib; // attrib:0
@@ -238,6 +262,7 @@ void main() {
#if defined(ENABLE_TANGENT_INTERP)
vec3 tangent_in = tangent_attrib.xyz;
tangent_in*=normal_mult;
+ float binormalf = tangent_attrib.a;
#endif
#ifdef USE_SKELETON
@@ -272,7 +297,7 @@ void main() {
#if defined(ENABLE_TANGENT_INTERP)
tangent_interp=normalize(tangent_in);
- binormal_interp = normalize( cross(normal_interp,tangent_interp) * tangent_attrib.a );
+ binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
#endif
#if defined(ENABLE_UV_INTERP)
@@ -446,6 +471,7 @@ VERTEX_SHADER_CODE
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
+#define roundfix( m_val ) floor( (m_val) + 0.5 )
#else
precision mediump float;
@@ -453,6 +479,27 @@ precision mediump int;
#endif
+
+//hack to use uv if no uv present so it works with lightmap
+#ifdef ENABLE_AMBIENT_LIGHTMAP
+
+#ifdef USE_LIGHTMAP_ON_UV2
+
+#ifndef ENABLE_UV2_INTERP
+#define ENABLE_UV2_INTERP
+#endif
+
+#else
+
+#ifndef ENABLE_UV_INTERP
+#define ENABLE_UV_INTERP
+#endif
+
+#endif
+
+#endif
+
+
/* Varyings */
#if defined(ENABLE_COLOR_INTERP)
@@ -545,6 +592,13 @@ uniform int ambient_octree_steps;
#endif
+#ifdef ENABLE_AMBIENT_LIGHTMAP
+
+uniform highp sampler2D ambient_lightmap;
+uniform float ambient_lightmap_multiplier;
+
+#endif
+
FRAGMENT_SHADER_GLOBALS
@@ -783,6 +837,34 @@ FRAGMENT_SHADER_CODE
}
#endif
+ float shadow_attenuation = 1.0;
+
+#ifdef ENABLE_AMBIENT_LIGHTMAP
+
+ vec3 ambientmap_color = vec3(0.0,0.0,0.0);
+ vec2 ambientmap_uv = vec2(0.0,0.0);
+
+#ifdef USE_LIGHTMAP_ON_UV2
+
+ ambientmap_uv = uv2_interp;
+
+#else
+
+ ambientmap_uv = uv_interp;
+
+#endif
+
+ vec4 amcol = texture2D(ambient_lightmap,ambientmap_uv);
+ shadow_attenuation=amcol.a;
+ ambientmap_color = amcol.rgb;
+ ambientmap_color*=ambient_lightmap_multiplier;
+ ambientmap_color*=diffuse.rgb;
+
+
+
+#endif
+
+
#ifdef ENABLE_AMBIENT_OCTREE
vec3 ambientmap_color = vec3(0.0,0.0,0.0);
@@ -828,7 +910,7 @@ FRAGMENT_SHADER_CODE
#endif
- float shadow_attenuation = 1.0;
+
@@ -1120,7 +1202,7 @@ LIGHT_SHADER_CODE
#endif
-#ifdef ENABLE_AMBIENT_OCTREE
+#if defined(ENABLE_AMBIENT_OCTREE) || defined(ENABLE_AMBIENT_LIGHTMAP)
diffuse.rgb+=ambientmap_color;
#endif