diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 116 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.h | 6 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 11 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 171 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 132 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 529 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 100 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 150 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.h | 7 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 9 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 16 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 80 |
14 files changed, 804 insertions, 533 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index e34705f7b7..24927c4bb8 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -88,7 +88,7 @@ void RasterizerCanvasGLES2::_set_uniforms() { state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); if (state.using_shadow) { - RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer); + RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.getornull(light->shadow_buffer); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); glBindTexture(GL_TEXTURE_2D, cls->distance); state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache); @@ -291,6 +291,10 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) { glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif uint32_t buffer_ofs = 0; @@ -339,6 +343,11 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + if (storage->config.support_32_bits_indices) { //should check for glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); @@ -358,6 +367,10 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif uint32_t buffer_ofs = 0; @@ -393,6 +406,66 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count glBindBuffer(GL_ARRAY_BUFFER, 0); } +void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + uint32_t buffer_ofs = 0; + + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + } else { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Color) * p_vertex_count; + } + + if (p_uvs) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + if (storage->config.support_32_bits_indices) { //should check for + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + } else { + uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count); + for (int i = 0; i < p_index_count; i++) { + index16[i] = uint16_t(p_indices[i]); + } + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; @@ -435,6 +508,10 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v } glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); @@ -749,6 +826,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping."); continue; } + if (tex->width == 0 || tex->height == 0) { + WARN_PRINT("Cannot set empty texture to NinePatch."); + continue; + } Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); @@ -883,7 +964,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); @@ -952,6 +1033,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur #ifdef GLES_OVER_GL if (polygon->antialiased) { glEnable(GL_LINE_SMOOTH); + // FIXME: Removed during Vulkan rebase. + //if (polygon->antialiasing_use_indices) { + // _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + //} else _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); glDisable(GL_LINE_SMOOTH); } @@ -1395,7 +1480,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons { //skeleton handling if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) { - skeleton = storage->skeleton_owner.get(ci->skeleton); + skeleton = storage->skeleton_owner.getornull(ci->skeleton); if (!skeleton->use_2d) { skeleton = NULL; } else { @@ -1740,7 +1825,7 @@ void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_s void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) { - RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer); + RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.getornull(p_buffer); ERR_FAIL_COND(!cls); glDisable(GL_BLEND); @@ -1809,7 +1894,7 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons while (instance) { - RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer); + RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer); if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) { instance = instance->next; @@ -1817,9 +1902,20 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons } state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache); - if (cull != instance->cull_cache) { - cull = instance->cull_cache; + VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; + + if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && + (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { + transformed_cull_cache = + transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? + VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : + VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; + } + + if (cull != transformed_cull_cache) { + + cull = transformed_cull_cache; switch (cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { @@ -2034,6 +2130,8 @@ void RasterizerCanvasGLES2::initialize() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + data.polygon_index_buffer_size = index_size; } // ninepatch buffers diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index ab636dca71..f6ae6a60c0 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -65,6 +65,7 @@ public: GLuint polygon_index_buffer; uint32_t polygon_buffer_size; + uint32_t polygon_index_buffer_size; GLuint ninepatch_vertices; GLuint ninepatch_elements; @@ -117,6 +118,7 @@ public: _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights = NULL, const int *p_bones = NULL); _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + _FORCE_INLINE_ void _draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material); void _copy_screen(const Rect2 &p_rect); diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index cbd0e4a5d5..02b956fd44 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -130,7 +130,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; - ERR_PRINTS(output); + ERR_PRINT(output); } #endif // CAN_DEBUG @@ -263,8 +263,7 @@ void RasterizerGLES2::initialize() { #endif // GLES_OVER_GL #endif // CAN_DEBUG - const GLubyte *renderer = glGetString(GL_RENDERER); - print_line("OpenGL ES 2.0 Renderer: " + String((const char *)renderer)); + print_line("OpenGL ES 2.0 Renderer: " + VisualServer::get_singleton()->get_video_adapter_name()); storage->initialize(); canvas->initialize(); scene->initialize(); @@ -385,7 +384,7 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); } - RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(texture); + RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(texture); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, t->tex_id); canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1)); diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 4d0d961ae4..9a5501f13d 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 6bcda62e7f..c433886545 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -53,6 +53,11 @@ #endif #endif +#if !defined(GLES_OVER_GL) +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_3D 0x806F +#endif + static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, @@ -365,7 +370,7 @@ bool RasterizerSceneGLES2::shadow_atlas_update_light(RID p_atlas, RID p_light_in // it is take but invalid, so we can take it shadow_atlas->shadow_owners.erase(sh->owner); - LightInstance *sli = light_instance_owner.get(sh->owner); + LightInstance *sli = light_instance_owner.getornull(sh->owner); sli->shadow_atlases.erase(p_atlas); } @@ -407,7 +412,7 @@ bool RasterizerSceneGLES2::shadow_atlas_update_light(RID p_atlas, RID p_light_in // it is take but invalid, so we can take it shadow_atlas->shadow_owners.erase(sh->owner); - LightInstance *sli = light_instance_owner.get(sh->owner); + LightInstance *sli = light_instance_owner.getornull(sh->owner); sli->shadow_atlases.erase(p_atlas); } @@ -557,15 +562,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glGenTextures(1, &rpi->cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); -#if 1 - //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + + // Mobile hardware (PowerVR specially) prefers this approach, + // the previous approach with manual lod levels kills the game. for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - //Generate framebuffers for rendering + // Generate framebuffers for rendering for (int i = 0; i < 6; i++) { glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); glBindTexture(GL_TEXTURE_2D, rpi->color[i]); @@ -576,34 +582,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } -#else - int lod = 0; - - //the approach below is fatal for powervr - - // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later. - while (size >= 1) { - - for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); - if (size == rpi->current_resolution) { - //adjust framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); - -#ifdef DEBUG_ENABLED - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); -#endif - } - } - - lod++; - - size >>= 1; - } -#endif glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -998,7 +976,7 @@ void RasterizerSceneGLES2::_add_geometry(RasterizerStorageGLES2::Geometry *p_geo } if (!material) { - material = storage->material_owner.getptr(default_material); + material = storage->material_owner.getornull(default_material); } ERR_FAIL_COND(!material); @@ -1045,10 +1023,10 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { //shader does not use discard and does not write a vertex position, use generic material if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) { - p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided); + p_material = storage->material_owner.getornull(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided); mirror = false; } else { - p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material); + p_material = storage->material_owner.getornull(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material); } } @@ -1169,7 +1147,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]); - if (li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) { + if (!li || li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) { continue; // too many or light_index did not correspond to the light instances to be rendered } @@ -1264,13 +1242,13 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p } break; case VS::INSTANCE_MULTIMESH: { - RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(instance->base); + RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(instance->base); ERR_CONTINUE(!multi_mesh); if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0) continue; - RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh); + RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getornull(multi_mesh->mesh); if (!mesh) continue; @@ -1283,7 +1261,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p } break; case VS::INSTANCE_IMMEDIATE: { - RasterizerStorageGLES2::Immediate *im = storage->immediate_owner.getptr(instance->base); + RasterizerStorageGLES2::Immediate *im = storage->immediate_owner.getornull(instance->base); ERR_CONTINUE(!im); _add_geometry(im, instance, NULL, -1, p_depth_pass, p_shadow_pass); @@ -1370,6 +1348,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m const Pair<StringName, RID> *textures = p_material->textures.ptr(); const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr(); + const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr(); state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); @@ -1383,22 +1362,66 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m if (!t) { - switch (texture_hints[i]) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + GLenum target = GL_TEXTURE_2D; + GLuint tex = 0; + switch (texture_types[i]) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + + switch (texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex = storage->resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex = storage->resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex = storage->resources.normal_tex; + } break; + default: { + tex = storage->resources.white_tex; + } break; + } + } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex); + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + // TODO } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + + target = GL_TEXTURE_3D; + tex = storage->resources.white_tex_3d; + + //switch (texture_hints[i]) { + // TODO + //} + } break; - default: { - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + + target = GL_TEXTURE_2D_ARRAY; + tex = storage->resources.white_tex_array; + + //switch (texture_hints[i]) { + // TODO + //} + } break; + + default: { + } } + glBindTexture(target, tex); continue; } @@ -1477,7 +1500,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste //use transform buffer workflow ERR_FAIL_COND(p_skeleton->use_2d); - PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer; + Vector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer; if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) { break; // the whole instance has a skeleton, but this surface is not affected by it. @@ -1494,10 +1517,10 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride; { - PoolVector<float>::Write write = transform_buffer.write(); + float *write = transform_buffer.ptrw(); float *buffer = write.ptr(); - PoolVector<uint8_t>::Read vertex_array_read = s->data.read(); + const uint8_t *vertex_array_read = s->data.ptr(); const uint8_t *vertex_data = vertex_array_read.ptr(); for (int i = 0; i < s->array_len; i++) { @@ -1766,7 +1789,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { storage->info.render.vertices_count += vertices; if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) { - RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(c.texture); + RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(c.texture); if (t->redraw_if_visible) { VisualServerRaster::redraw_request(); @@ -1869,7 +1892,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false); if (!p_light) { //no light, return off return; @@ -1955,8 +1977,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Color color = light_ptr->color * sign * energy * Math_PI; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color); - Color shadow_color = light_ptr->shadow_color.to_linear(); - state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, shadow_color); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, light_ptr->shadow_color); //specific parameters @@ -2342,9 +2363,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (accum_pass) { //accum pass force pass blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD; - if (rebind_light && light && light->light_ptr->negative) { - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); + if (light && light->light_ptr->negative) { blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB; } } @@ -2689,14 +2708,14 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C }; if (!asymmetrical) { - float vw, vh, zn; - camera.get_viewport_size(vw, vh); + Vector2 vp_he = camera.get_viewport_half_extents(); + float zn; zn = p_projection.get_z_near(); for (int i = 0; i < 4; i++) { Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw; - uv.y = -(uv.y * 2.0 - 1.0) * vh; + uv.x = (uv.x * 2.0 - 1.0) * vp_he.x; + uv.y = -(uv.y * 2.0 - 1.0) * vp_he.y; uv.z = -zn; vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; @@ -2704,7 +2723,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C } glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); + glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW); // bind sky vertex array.... glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); @@ -3137,9 +3156,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p } } - state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN); - state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT); - state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SCREEN); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_REPLACE); } //Adjustments @@ -3329,6 +3348,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glDepthMask(GL_TRUE); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); + glClear(GL_DEPTH_BUFFER_BIT); // clear color @@ -3355,13 +3375,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (!env || env->bg_mode != VS::ENV_BG_KEEP) { glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a); + glClear(GL_COLOR_BUFFER_BIT); } state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0); state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) { glDisable(GL_SCISSOR_TEST); } @@ -3855,11 +3874,11 @@ bool RasterizerSceneGLES2::free(RID p_rid) { if (light_instance_owner.owns(p_rid)) { - LightInstance *light_instance = light_instance_owner.getptr(p_rid); + LightInstance *light_instance = light_instance_owner.getornull(p_rid); //remove from shadow atlases.. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get()); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get()); ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); uint32_t key = shadow_atlas->shadow_owners[p_rid]; uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; @@ -3874,13 +3893,13 @@ bool RasterizerSceneGLES2::free(RID p_rid) { } else if (shadow_atlas_owner.owns(p_rid)) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_rid); shadow_atlas_set_size(p_rid, 0); shadow_atlas_owner.free(p_rid); memdelete(shadow_atlas); } else if (reflection_probe_instance_owner.owns(p_rid)) { - ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid); + ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.getornull(p_rid); for (int i = 0; i < 6; i++) { glDeleteFramebuffers(1, &reflection_instance->fbo[i]); diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 7babcfeed1..174cdd8e2e 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,19 +38,6 @@ #include "shaders/effect_blur.glsl.gen.h" #include "shaders/scene.glsl.gen.h" #include "shaders/tonemap.glsl.gen.h" -/* - - -#include "drivers/gles3/shaders/exposure.glsl.gen.h" -#include "drivers/gles3/shaders/resolve.glsl.gen.h" -#include "drivers/gles3/shaders/scene.glsl.gen.h" -#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h" -#include "drivers/gles3/shaders/ssao.glsl.gen.h" -#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h" -#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h" -#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h" - -*/ class RasterizerSceneGLES2 : public RasterizerScene { public: @@ -109,103 +96,6 @@ public: Color default_ambient; Color default_bg; - // ResolveShaderGLES3 resolve_shader; - // ScreenSpaceReflectionShaderGLES3 ssr_shader; - // EffectBlurShaderGLES3 effect_blur_shader; - // SubsurfScatteringShaderGLES3 sss_shader; - // SsaoMinifyShaderGLES3 ssao_minify_shader; - // SsaoShaderGLES3 ssao_shader; - // SsaoBlurShaderGLES3 ssao_blur_shader; - // ExposureShaderGLES3 exposure_shader; - - /* - struct SceneDataUBO { - //this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes - float projection_matrix[16]; - float inv_projection_matrix[16]; - float camera_inverse_matrix[16]; - float camera_matrix[16]; - float ambient_light_color[4]; - float bg_color[4]; - float fog_color_enabled[4]; - float fog_sun_color_amount[4]; - - float ambient_energy; - float bg_energy; - float z_offset; - float z_slope_scale; - float shadow_dual_paraboloid_render_zfar; - float shadow_dual_paraboloid_render_side; - float viewport_size[2]; - float screen_pixel_size[2]; - float shadow_atlas_pixel_size[2]; - float shadow_directional_pixel_size[2]; - - float time; - float z_far; - float reflection_multiplier; - float subsurface_scatter_width; - float ambient_occlusion_affect_light; - - uint32_t fog_depth_enabled; - float fog_depth_begin; - float fog_depth_curve; - uint32_t fog_transmit_enabled; - float fog_transmit_curve; - uint32_t fog_height_enabled; - float fog_height_min; - float fog_height_max; - float fog_height_curve; - // make sure this struct is padded to be a multiple of 16 bytes for webgl - - } ubo_data; - - GLuint scene_ubo; - - struct EnvironmentRadianceUBO { - - float transform[16]; - float ambient_contribution; - uint8_t padding[12]; - - } env_radiance_data; - - GLuint env_radiance_ubo; - - GLuint sky_array; - - GLuint directional_ubo; - - GLuint spot_array_ubo; - GLuint omni_array_ubo; - GLuint reflection_array_ubo; - - GLuint immediate_buffer; - GLuint immediate_array; - - uint32_t ubo_light_size; - uint8_t *spot_array_tmp; - uint8_t *omni_array_tmp; - uint8_t *reflection_array_tmp; - - int max_ubo_lights; - int max_forward_lights_per_object; - int max_ubo_reflections; - int max_skeleton_bones; - - bool used_contact_shadows; - - int spot_light_count; - int omni_light_count; - int directional_light_count; - int reflection_probe_count; - - bool used_sss; - bool using_contact_shadows; - - VS::ViewportDebugDraw debug_draw; - */ - bool cull_front; bool cull_disabled; @@ -225,7 +115,7 @@ public: uint64_t shadow_atlas_realloc_tolerance_msec; - struct ShadowAtlas : public RID_Data { + struct ShadowAtlas { enum { QUADRANT_SHIFT = 27, SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1, @@ -273,7 +163,7 @@ public: Vector<ShadowCubeMap> shadow_cubemaps; - RID_Owner<ShadowAtlas> shadow_atlas_owner; + RID_PtrOwner<ShadowAtlas> shadow_atlas_owner; RID shadow_atlas_create(); void shadow_atlas_set_size(RID p_atlas, int p_size); @@ -304,7 +194,7 @@ public: /* REFLECTION PROBE INSTANCE */ - struct ReflectionProbeInstance : public RID_Data { + struct ReflectionProbeInstance { RasterizerStorageGLES2::ReflectionProbe *probe_ptr; RID probe; @@ -330,7 +220,7 @@ public: Transform transform; }; - mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner; + mutable RID_PtrOwner<ReflectionProbeInstance> reflection_probe_instance_owner; ReflectionProbeInstance **reflection_probe_instances; int reflection_probe_count; @@ -345,7 +235,7 @@ public: /* ENVIRONMENT API */ - struct Environment : public RID_Data { + struct Environment { VS::EnvironmentBG bg_mode; RID sky; @@ -423,7 +313,7 @@ public: glow_intensity(0.8), glow_strength(1.0), glow_bloom(0.0), - glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT), + glow_blend_mode(VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT), glow_hdr_bleed_threshold(1.0), glow_hdr_bleed_scale(2.0), glow_hdr_luminance_cap(12.0), @@ -459,7 +349,7 @@ public: } }; - mutable RID_Owner<Environment> environment_owner; + mutable RID_PtrOwner<Environment> environment_owner; virtual RID environment_create(); @@ -496,7 +386,7 @@ public: /* LIGHT INSTANCE */ - struct LightInstance : public RID_Data { + struct LightInstance { struct ShadowTransform { CameraMatrix camera; @@ -530,7 +420,7 @@ public: Set<RID> shadow_atlases; // atlases where this light is registered }; - mutable RID_Owner<LightInstance> light_instance_owner; + mutable RID_PtrOwner<LightInstance> light_instance_owner; virtual RID light_instance_create(RID p_light); virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 82cb1ef90b..55b1c7e560 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -85,7 +85,9 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define glClearDepth glClearDepthf // enable extensions manually for android and ios +#ifndef UWP_ENABLED #include <dlfcn.h> // needed to load extensions +#endif #ifdef IPHONE_ENABLED @@ -93,18 +95,36 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; //void *glRenderbufferStorageMultisampleAPPLE; //void *glResolveMultisampleFramebufferAPPLE; #define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE -#elif ANDROID_ENABLED +#elif defined(ANDROID_ENABLED) #include <GLES2/gl2ext.h> PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT; PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT; #define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT #define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT + +PFNGLTEXIMAGE3DOESPROC glTexImage3DOES; +PFNGLTEXSUBIMAGE3DOESPROC glTexSubImage3DOES; +PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC glCompressedTexSubImage3DOES; +#define glTexImage3D glTexImage3DOES +#define glTexSubImage3D glTexSubImage3DOES +#define glCompressedTexSubImage3D glCompressedTexSubImage3DOES + +#elif defined(UWP_ENABLED) +#include <GLES2/gl2ext.h> +#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleANGLE +#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE #endif +#define GL_TEXTURE_3D 0x806F #define GL_MAX_SAMPLES 0x8D57 #endif //!GLES_OVER_GL +#if !defined(GLES_OVER_GL) +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_3D 0x806F +#endif + void RasterizerStorageGLES2::bind_quad_array() const { glBindBuffer(GL_ARRAY_BUFFER, resources.quadie); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); @@ -174,7 +194,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_ r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4; } break; - case Image::FORMAT_RGBA5551: { + case Image::FORMAT_RGB565: { r_gl_internal_format = GL_RGB5_A1; r_gl_format = GL_RGBA; @@ -559,10 +579,22 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ texture->images.resize(6); } break; case VS::TEXTURE_TYPE_2D_ARRAY: { - texture->images.resize(p_depth_3d); + if (config.texture_array_supported) { + texture->target = GL_TEXTURE_2D_ARRAY; + texture->images.resize(p_depth_3d); + } else { + WARN_PRINT_ONCE("Texture Arrays not supported on this hardware."); + return; + } } break; case VS::TEXTURE_TYPE_3D: { - texture->images.resize(p_depth_3d); + if (config.texture_3d_supported) { + texture->target = GL_TEXTURE_3D; + texture->images.resize(p_depth_3d); + } else { + WARN_PRINT_ONCE("3D textures not supported on this hardware."); + return; + } } break; default: { ERR_PRINT("Unknown texture type!"); @@ -583,7 +615,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { //not supported - ERR_PRINTS("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled."); + ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled."); texture->flags &= ~(VS::TEXTURE_FLAG_REPEAT | VS::TEXTURE_FLAG_MIPMAPS); } else { texture->alloc_height = po2_height; @@ -607,7 +639,42 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { +#if defined(GLES_OVER_GL) || defined(ANDROID_ENABLED) + if ((p_type == VS::TEXTURE_TYPE_3D && config.texture_3d_supported) || (p_type == VS::TEXTURE_TYPE_2D_ARRAY && config.texture_array_supported)) { + + int width = p_width; + int height = p_height; + int depth = p_depth_3d; + + int mipmaps = 0; + + while (width > 0 || height > 0 || (p_type == VS::TEXTURE_TYPE_3D && depth > 0)) { + width = MAX(1, width); + height = MAX(1, height); + depth = MAX(1, depth); + + glTexImage3D(texture->target, mipmaps, internal_format, width, height, depth, 0, format, type, NULL); + + width /= 2; + height /= 2; + + if (p_type == VS::TEXTURE_TYPE_3D) { + depth /= 2; + } + + mipmaps++; + + if (!(p_flags & VS::TEXTURE_FLAG_MIPMAPS)) + break; + } +#ifdef GLES_OVER_GL + glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1); +#endif + + } else +#endif + if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { //prealloc if video glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL); } @@ -619,6 +686,9 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); + if ((texture->type == VS::TEXTURE_TYPE_2D_ARRAY && !config.texture_array_supported) || (texture->type == VS::TEXTURE_TYPE_3D && !config.texture_3d_supported)) { + return; + } ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(texture->format != p_image->get_format()); @@ -638,7 +708,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p if (texture->resize_to_po2) { if (p_image->is_compressed()) { - ERR_PRINTS("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage."); + ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage."); } if (img == p_image) { @@ -661,10 +731,26 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p } } - GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D; + GLenum blit_target = GL_TEXTURE_2D; + + switch (texture->type) { + case VS::TEXTURE_TYPE_2D: { + blit_target = GL_TEXTURE_2D; + } break; + case VS::TEXTURE_TYPE_CUBEMAP: { + ERR_FAIL_INDEX(p_layer, 6); + blit_target = _cube_side_enum[p_layer]; + } break; + case VS::TEXTURE_TYPE_2D_ARRAY: { + blit_target = GL_TEXTURE_2D_ARRAY; + } break; + case VS::TEXTURE_TYPE_3D: { + blit_target = GL_TEXTURE_3D; + } break; + } texture->data_size = img->get_data().size(); - PoolVector<uint8_t>::Read read = img->get_data().read(); + const uint8_t *read = img->get_data().ptr(); ERR_FAIL_COND(!read.ptr()); glActiveTexture(GL_TEXTURE0); @@ -718,23 +804,41 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p int size, ofs; img->get_mipmap_offset_and_size(i, ofs, size); + if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) { - if (compressed) { - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + if (compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - int bw = w; - int bh = h; + int bw = w; + int bh = h; - glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); - } else { + glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); + } else { - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { - glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); + } else { + glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); + } + } + } +#if defined(GLES_OVER_GL) || defined(ANDROID_ENABLED) + else { + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + + int bw = w; + int bh = h; + + glCompressedTexSubImage3D(blit_target, i, 0, 0, p_layer, bw, bh, 1, internal_format, size, &read[ofs]); } else { - glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glTexSubImage3D(blit_target, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]); } } +#endif tsize += size; @@ -784,12 +888,12 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) bool compressed; _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false); - PoolVector<uint8_t> data; + Vector<uint8_t> data; int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1); data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers - PoolVector<uint8_t>::Write wb = data.write(); + uint8_t *wb = data.ptrw(); glActiveTexture(GL_TEXTURE0); @@ -826,12 +930,12 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) bool compressed; _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2); - PoolVector<uint8_t> data; + Vector<uint8_t> data; int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers - PoolVector<uint8_t>::Write wb = data.write(); + uint8_t *wb = data.ptrw(); GLuint temp_framebuffer; glGenFramebuffers(1, &temp_framebuffer); @@ -1080,7 +1184,7 @@ void RasterizerStorageGLES2::texture_set_proxy(RID p_texture, RID p_proxy) { } if (p_proxy.is_valid()) { - Texture *proxy = texture_owner.get(p_proxy); + Texture *proxy = texture_owner.getornull(p_proxy); ERR_FAIL_COND(!proxy); ERR_FAIL_COND(proxy == texture); proxy->proxy_owners.insert(texture); @@ -1097,7 +1201,7 @@ void RasterizerStorageGLES2::texture_set_force_redraw_if_visible(RID p_texture, } void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { - Texture *texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); texture->detect_3d = p_callback; @@ -1105,7 +1209,7 @@ void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, Visua } void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { - Texture *texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); texture->detect_srgb = p_callback; @@ -1113,7 +1217,7 @@ void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, Vis } void RasterizerStorageGLES2::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { - Texture *texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); texture->detect_normal = p_callback; @@ -1194,32 +1298,21 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra GLenum type = GL_UNSIGNED_BYTE; // Set the initial (empty) mipmaps -#if 1 - //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + // Mobile hardware (PowerVR specially) prefers this approach, + // the previous approach with manual lod levels kills the game. for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - //no filters for now + + // No filters for now glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -#else - while (size >= 1) { - - for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); - } - - lod++; - - size >>= 1; - } -#endif - //framebuffer + // Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo); @@ -1363,7 +1456,7 @@ void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code) String RasterizerStorageGLES2::shader_get_code(RID p_shader) const { - const Shader *shader = shader_owner.get(p_shader); + const Shader *shader = shader_owner.getornull(p_shader); ERR_FAIL_COND_V(!shader, ""); return shader->code; @@ -1491,6 +1584,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const { p_shader->texture_count = gen_code.texture_uniforms.size(); p_shader->texture_hints = gen_code.texture_hints; + p_shader->texture_types = gen_code.texture_types; p_shader->uses_vertex_time = gen_code.uses_vertex_time; p_shader->uses_fragment_time = gen_code.uses_fragment_time; @@ -1516,7 +1610,7 @@ void RasterizerStorageGLES2::update_dirty_shaders() { void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { - Shader *shader = shader_owner.get(p_shader); + Shader *shader = shader_owner.getornull(p_shader); ERR_FAIL_COND(!shader); if (shader->dirty_list.in_list()) { @@ -1542,6 +1636,9 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn pi.name = E->get(); switch (u.type) { + case ShaderLanguage::TYPE_STRUCT: { + pi.type = Variant::ARRAY; + } break; case ShaderLanguage::TYPE_VOID: { pi.type = Variant::NIL; } break; @@ -1584,11 +1681,11 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn case ShaderLanguage::TYPE_UVEC3: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: { - pi.type = Variant::POOL_INT_ARRAY; + pi.type = Variant::PACKED_INT32_ARRAY; } break; case ShaderLanguage::TYPE_FLOAT: { - pi.type = Variant::REAL; + pi.type = Variant::FLOAT; if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { pi.hint = PROPERTY_HINT_RANGE; pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]); @@ -1627,7 +1724,7 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn case ShaderLanguage::TYPE_USAMPLER2D: { pi.type = Variant::OBJECT; pi.hint = PROPERTY_HINT_RESOURCE_TYPE; - pi.hint_string = "Texture"; + pi.hint_string = "Texture2D"; } break; case ShaderLanguage::TYPE_SAMPLERCUBE: { @@ -1638,11 +1735,19 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn case ShaderLanguage::TYPE_SAMPLER2DARRAY: case ShaderLanguage::TYPE_ISAMPLER2DARRAY: - case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: { + + pi.type = Variant::OBJECT; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "TextureArray"; + } break; + case ShaderLanguage::TYPE_SAMPLER3D: case ShaderLanguage::TYPE_ISAMPLER3D: case ShaderLanguage::TYPE_USAMPLER3D: { - // Not implemented in GLES2 + pi.type = Variant::OBJECT; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "Texture3D"; } break; } @@ -1652,7 +1757,7 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn void RasterizerStorageGLES2::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) { - Shader *shader = shader_owner.get(p_shader); + Shader *shader = shader_owner.getornull(p_shader); ERR_FAIL_COND(!shader); ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture)); @@ -1667,7 +1772,7 @@ void RasterizerStorageGLES2::shader_set_default_texture_param(RID p_shader, cons RID RasterizerStorageGLES2::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { - const Shader *shader = shader_owner.get(p_shader); + const Shader *shader = shader_owner.getornull(p_shader); ERR_FAIL_COND_V(!shader, RID()); const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name); @@ -1698,7 +1803,7 @@ RID RasterizerStorageGLES2::material_create() { void RasterizerStorageGLES2::material_set_shader(RID p_material, RID p_shader) { - Material *material = material_owner.get(p_material); + Material *material = material_owner.getornull(p_material); ERR_FAIL_COND(!material); Shader *shader = shader_owner.getornull(p_shader); @@ -1719,7 +1824,7 @@ void RasterizerStorageGLES2::material_set_shader(RID p_material, RID p_shader) { RID RasterizerStorageGLES2::material_get_shader(RID p_material) const { - const Material *material = material_owner.get(p_material); + const Material *material = material_owner.getornull(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->shader) { @@ -1731,7 +1836,7 @@ RID RasterizerStorageGLES2::material_get_shader(RID p_material) const { void RasterizerStorageGLES2::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { - Material *material = material_owner.get(p_material); + Material *material = material_owner.getornull(p_material); ERR_FAIL_COND(!material); if (p_value.get_type() == Variant::NIL) { @@ -1745,7 +1850,7 @@ void RasterizerStorageGLES2::material_set_param(RID p_material, const StringName Variant RasterizerStorageGLES2::material_get_param(RID p_material, const StringName &p_param) const { - const Material *material = material_owner.get(p_material); + const Material *material = material_owner.getornull(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->params.has(p_param)) { @@ -1756,7 +1861,7 @@ Variant RasterizerStorageGLES2::material_get_param(RID p_material, const StringN } Variant RasterizerStorageGLES2::material_get_param_default(RID p_material, const StringName &p_param) const { - const Material *material = material_owner.get(p_material); + const Material *material = material_owner.getornull(p_material); ERR_FAIL_COND_V(!material, Variant()); if (material->shader) { @@ -1777,14 +1882,14 @@ void RasterizerStorageGLES2::material_set_line_width(RID p_material, float p_wid } void RasterizerStorageGLES2::material_set_next_pass(RID p_material, RID p_next_material) { - Material *material = material_owner.get(p_material); + Material *material = material_owner.getornull(p_material); ERR_FAIL_COND(!material); material->next_pass = p_next_material; } bool RasterizerStorageGLES2::material_is_animated(RID p_material) { - Material *material = material_owner.get(p_material); + Material *material = material_owner.getornull(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); @@ -1798,7 +1903,7 @@ bool RasterizerStorageGLES2::material_is_animated(RID p_material) { } bool RasterizerStorageGLES2::material_casts_shadows(RID p_material) { - Material *material = material_owner.get(p_material); + Material *material = material_owner.getornull(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); @@ -1845,7 +1950,7 @@ void RasterizerStorageGLES2::material_set_render_priority(RID p_material, int pr ERR_FAIL_COND(priority < VS::MATERIAL_RENDER_PRIORITY_MIN); ERR_FAIL_COND(priority > VS::MATERIAL_RENDER_PRIORITY_MAX); - Material *material = material_owner.get(p_material); + Material *material = material_owner.getornull(p_material); ERR_FAIL_COND(!material); material->render_priority = priority; @@ -1976,7 +2081,7 @@ RID RasterizerStorageGLES2::mesh_create() { return mesh_owner.make_rid(mesh); } -static PoolVector<uint8_t> _unpack_half_floats(const PoolVector<uint8_t> &array, uint32_t &format, int p_vertices) { +static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_t &format, int p_vertices) { uint32_t p_format = format; @@ -2118,11 +2223,11 @@ static PoolVector<uint8_t> _unpack_half_floats(const PoolVector<uint8_t> &array, dst_stride += dst_size[i]; } - PoolVector<uint8_t> ret; + Vector<uint8_t> ret; ret.resize(p_vertices * dst_stride); - PoolVector<uint8_t>::Read r = array.read(); - PoolVector<uint8_t>::Write w = ret.write(); + const uint8_t *r = array.ptr(); + uint8_t *w = ret.ptrw(); int src_offset = 0; int dst_offset = 0; @@ -2165,7 +2270,7 @@ static PoolVector<uint8_t> _unpack_half_floats(const PoolVector<uint8_t> &array, return ret; } -void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) { +void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t> > &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); @@ -2352,18 +2457,18 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } //validate sizes - PoolVector<uint8_t> array = p_array; + Vector<uint8_t> array = p_array; int array_size = stride * p_vertex_count; int index_array_size = 0; if (array.size() != array_size && array.size() + p_vertex_count * 2 == array_size) { //old format, convert - array = PoolVector<uint8_t>(); + array = Vector<uint8_t>(); array.resize(p_array.size() + p_vertex_count * 2); - PoolVector<uint8_t>::Write w = array.write(); - PoolVector<uint8_t>::Read r = p_array.read(); + uint8_t *w = array.ptrw(); + const uint8_t *r = p_array.ptr(); uint16_t *w16 = (uint16_t *)w.ptr(); const uint16_t *r16 = (uint16_t *)r.ptr(); @@ -2387,7 +2492,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: if (!config.support_half_float_vertices && uses_half_float) { uint32_t new_format = p_format; - PoolVector<uint8_t> unpacked_array = _unpack_half_floats(array, new_format, p_vertex_count); + Vector<uint8_t> unpacked_array = _unpack_half_floats(array, new_format, p_vertex_count); mesh_add_surface(p_mesh, new_format, p_primitive, unpacked_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs); return; //do not go any further, above function used unpacked stuff will be used instead. @@ -2428,22 +2533,10 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: if (surface->blend_shape_data.size()) { ERR_PRINT_ONCE("Blend shapes are not supported in OpenGL ES 2.0"); } - surface->data = array; - surface->index_data = p_index_array; -#else - // Even on non-tools builds, a copy of the surface->data is needed in certain circumstances. - // Rigged meshes using the USE_SKELETON_SOFTWARE path need to read bone data - // from surface->data. - - // if USE_SKELETON_SOFTWARE is active - if (config.use_skeleton_software) { - // if this geometry is used specifically for skinning - if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS)) - surface->data = array; - } - // An alternative is to always make a copy of surface->data. #endif + surface->data = array; + surface->index_data = p_index_array; surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size; for (int i = 0; i < surface->skeleton_bone_used.size(); i++) { @@ -2456,7 +2549,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: // Okay, now the OpenGL stuff, wheeeeey \o/ { - PoolVector<uint8_t>::Read vr = array.read(); + const uint8_t *vr = array.ptr(); glGenBuffers(1, &surface->vertex_id); glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id); @@ -2465,7 +2558,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: glBindBuffer(GL_ARRAY_BUFFER, 0); if (p_format & VS::ARRAY_FORMAT_INDEX) { - PoolVector<uint8_t>::Read ir = p_index_array.read(); + const uint8_t *ir = p_index_array.ptr(); glGenBuffers(1, &surface->index_id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id); @@ -2485,7 +2578,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: Surface::BlendShape mt; - PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read(); + const uint8_t *vr = p_blend_shapes[i].ptr(); surface->total_data_size += array_size; @@ -2535,7 +2628,7 @@ VS::BlendShapeMode RasterizerStorageGLES2::mesh_get_blend_shape_mode(RID p_mesh) return mesh->blend_shape_mode; } -void RasterizerStorageGLES2::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) { +void RasterizerStorageGLES2::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); @@ -2544,7 +2637,7 @@ void RasterizerStorageGLES2::mesh_surface_update_region(RID p_mesh, int p_surfac int total_size = p_data.size(); ERR_FAIL_COND(p_offset + total_size > mesh->surfaces[p_surface]->array_byte_size); - PoolVector<uint8_t>::Read r = p_data.read(); + const uint8_t *r = p_data.ptr(); glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_id); glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr()); @@ -2596,11 +2689,11 @@ int RasterizerStorageGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_s return mesh->surfaces[p_surface]->index_array_len; } -PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, int p_surface) const { +Vector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>()); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>()); + ERR_FAIL_COND_V(!mesh, Vector<uint8_t>()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<uint8_t>()); Surface *surface = mesh->surfaces[p_surface]; #ifndef TOOLS_ENABLED @@ -2609,10 +2702,10 @@ PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, i return surface->data; } -PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_index_array(RID p_mesh, int p_surface) const { +Vector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_index_array(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>()); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>()); + ERR_FAIL_COND_V(!mesh, Vector<uint8_t>()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<uint8_t>()); Surface *surface = mesh->surfaces[p_surface]; @@ -2644,10 +2737,10 @@ AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) co return mesh->surfaces[p_surface]->aabb; } -Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { +Vector<Vector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, Vector<PoolVector<uint8_t> >()); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<PoolVector<uint8_t> >()); + ERR_FAIL_COND_V(!mesh, Vector<Vector<uint8_t> >()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<Vector<uint8_t> >()); #ifndef TOOLS_ENABLED ERR_PRINT("OpenGL ES 2.0 does not allow retrieving mesh array data"); #endif @@ -2703,6 +2796,7 @@ void RasterizerStorageGLES2::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb ERR_FAIL_COND(!mesh); mesh->custom_aabb = p_aabb; + mesh->instance_change_notify(true, false); } AABB RasterizerStorageGLES2::mesh_get_custom_aabb(RID p_mesh) const { @@ -2713,7 +2807,7 @@ AABB RasterizerStorageGLES2::mesh_get_custom_aabb(RID p_mesh) const { } AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { - Mesh *mesh = mesh_owner.get(p_mesh); + Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh, AABB()); if (mesh->custom_aabb != AABB()) @@ -2721,7 +2815,7 @@ AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { Skeleton *sk = NULL; if (p_skeleton.is_valid()) { - sk = skeleton_owner.get(p_skeleton); + sk = skeleton_owner.getornull(p_skeleton); } AABB aabb; @@ -2867,20 +2961,20 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances multimesh->xform_floats = 12; } - if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) { - multimesh->color_floats = 0; - } else if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { multimesh->color_floats = 1; } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { multimesh->color_floats = 4; + } else { + multimesh->color_floats = 0; } - if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE) { - multimesh->custom_data_floats = 0; - } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { multimesh->custom_data_floats = 1; } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { multimesh->custom_data_floats = 4; + } else { + multimesh->custom_data_floats = 0; } int format_floats = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; @@ -3056,6 +3150,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_color(RID p_multimesh, int p ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE); + ERR_FAIL_INDEX(multimesh->color_format, VS::MULTIMESH_COLOR_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; @@ -3088,6 +3183,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_custom_data(RID p_multimesh, ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE); + ERR_FAIL_INDEX(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; @@ -3175,6 +3271,7 @@ Color RasterizerStorageGLES2::multimesh_instance_get_color(RID p_multimesh, int ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->color_format, VS::MULTIMESH_COLOR_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; @@ -3207,6 +3304,7 @@ Color RasterizerStorageGLES2::multimesh_instance_get_custom_data(RID p_multimesh ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; @@ -3234,7 +3332,7 @@ Color RasterizerStorageGLES2::multimesh_instance_get_custom_data(RID p_multimesh return Color(); } -void RasterizerStorageGLES2::multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) { +void RasterizerStorageGLES2::multimesh_set_as_bulk_array(RID p_multimesh, const Vector<float> &p_array) { MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_COND(!multimesh->data.ptr()); @@ -3243,7 +3341,7 @@ void RasterizerStorageGLES2::multimesh_set_as_bulk_array(RID p_multimesh, const ERR_FAIL_COND(dsize != p_array.size()); - PoolVector<float>::Read r = p_array.read(); + const float *r = p_array.ptr(); ERR_FAIL_COND(!r.ptr()); copymem(multimesh->data.ptrw(), r.ptr(), dsize * sizeof(float)); @@ -3373,7 +3471,7 @@ RID RasterizerStorageGLES2::immediate_create() { } void RasterizerStorageGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); @@ -3386,7 +3484,7 @@ void RasterizerStorageGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType } void RasterizerStorageGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); @@ -3414,7 +3512,7 @@ void RasterizerStorageGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_ } void RasterizerStorageGLES2::immediate_normal(RID p_immediate, const Vector3 &p_normal) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); @@ -3423,7 +3521,7 @@ void RasterizerStorageGLES2::immediate_normal(RID p_immediate, const Vector3 &p_ } void RasterizerStorageGLES2::immediate_tangent(RID p_immediate, const Plane &p_tangent) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); @@ -3432,7 +3530,7 @@ void RasterizerStorageGLES2::immediate_tangent(RID p_immediate, const Plane &p_t } void RasterizerStorageGLES2::immediate_color(RID p_immediate, const Color &p_color) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); @@ -3441,7 +3539,7 @@ void RasterizerStorageGLES2::immediate_color(RID p_immediate, const Color &p_col } void RasterizerStorageGLES2::immediate_uv(RID p_immediate, const Vector2 &tex_uv) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); @@ -3450,7 +3548,7 @@ void RasterizerStorageGLES2::immediate_uv(RID p_immediate, const Vector2 &tex_uv } void RasterizerStorageGLES2::immediate_uv2(RID p_immediate, const Vector2 &tex_uv) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); @@ -3459,7 +3557,7 @@ void RasterizerStorageGLES2::immediate_uv2(RID p_immediate, const Vector2 &tex_u } void RasterizerStorageGLES2::immediate_end(RID p_immediate) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); @@ -3468,7 +3566,7 @@ void RasterizerStorageGLES2::immediate_end(RID p_immediate) { } void RasterizerStorageGLES2::immediate_clear(RID p_immediate) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); @@ -3477,13 +3575,13 @@ void RasterizerStorageGLES2::immediate_clear(RID p_immediate) { } AABB RasterizerStorageGLES2::immediate_get_aabb(RID p_immediate) const { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND_V(!im, AABB()); return im->aabb; } void RasterizerStorageGLES2::immediate_set_material(RID p_immediate, RID p_material) { - Immediate *im = immediate_owner.get(p_immediate); + Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); im->material = p_material; @@ -3491,7 +3589,7 @@ void RasterizerStorageGLES2::immediate_set_material(RID p_immediate, RID p_mater } RID RasterizerStorageGLES2::immediate_get_material(RID p_immediate) const { - const Immediate *im = immediate_owner.get(p_immediate); + const Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND_V(!im, RID()); return im->material; } @@ -3669,7 +3767,7 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons skeleton->base_transform_2d = p_base_transform; } -void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) { +void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const Vector<float> &p_data, size_t p_size) { glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer); @@ -3678,9 +3776,9 @@ void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector< resources.skeleton_transform_buffer_size = p_size; - glBufferData(GL_ARRAY_BUFFER, p_size * sizeof(float), p_data.read().ptr(), GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, p_size * sizeof(float), p_data.ptr(), GL_DYNAMIC_DRAW); } else { - glBufferSubData(GL_ARRAY_BUFFER, 0, p_size * sizeof(float), p_data.read().ptr()); + glBufferSubData(GL_ARRAY_BUFFER, 0, p_size * sizeof(float), p_data.ptr()); } glBindBuffer(GL_ARRAY_BUFFER, 0); @@ -4200,11 +4298,11 @@ Transform RasterizerStorageGLES2::gi_probe_get_to_cell_xform(RID p_probe) const return Transform(); } -void RasterizerStorageGLES2::gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) { +void RasterizerStorageGLES2::gi_probe_set_dynamic_data(RID p_probe, const Vector<int> &p_data) { } -PoolVector<int> RasterizerStorageGLES2::gi_probe_get_dynamic_data(RID p_probe) const { - return PoolVector<int>(); +Vector<int> RasterizerStorageGLES2::gi_probe_get_dynamic_data(RID p_probe) const { + return Vector<int>(); } void RasterizerStorageGLES2::gi_probe_set_dynamic_range(RID p_probe, int p_range) { @@ -4291,7 +4389,7 @@ AABB RasterizerStorageGLES2::lightmap_capture_get_bounds(RID p_capture) const { ERR_FAIL_COND_V(!capture, AABB()); return capture->bounds; } -void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) { +void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const Vector<uint8_t> &p_octree) { LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); ERR_FAIL_COND(!capture); @@ -4300,25 +4398,25 @@ void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const Po capture->octree.resize(p_octree.size() / sizeof(LightmapCaptureOctree)); if (p_octree.size()) { - PoolVector<LightmapCaptureOctree>::Write w = capture->octree.write(); - PoolVector<uint8_t>::Read r = p_octree.read(); + LightmapCaptureOctree *w = capture->octree.ptrw(); + const uint8_t *r = p_octree.ptr(); copymem(w.ptr(), r.ptr(), p_octree.size()); } capture->instance_change_notify(true, false); } -PoolVector<uint8_t> RasterizerStorageGLES2::lightmap_capture_get_octree(RID p_capture) const { +Vector<uint8_t> RasterizerStorageGLES2::lightmap_capture_get_octree(RID p_capture) const { const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); - ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>()); + ERR_FAIL_COND_V(!capture, Vector<uint8_t>()); if (capture->octree.size() == 0) - return PoolVector<uint8_t>(); + return Vector<uint8_t>(); - PoolVector<uint8_t> ret; + Vector<uint8_t> ret; ret.resize(capture->octree.size() * sizeof(LightmapCaptureOctree)); { - PoolVector<LightmapCaptureOctree>::Read r = capture->octree.read(); - PoolVector<uint8_t>::Write w = ret.write(); + const LightmapCaptureOctree *r = capture->octree.ptr(); + uint8_t *w = ret.ptrw(); copymem(w.ptr(), r.ptr(), ret.size()); } @@ -4363,7 +4461,7 @@ float RasterizerStorageGLES2::lightmap_capture_get_energy(RID p_capture) const { return capture->energy; } -const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES2::lightmap_capture_get_octree_ptr(RID p_capture) const { +const Vector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES2::lightmap_capture_get_octree_ptr(RID p_capture) const { const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture); ERR_FAIL_COND_V(!capture, NULL); return &capture->octree; @@ -4583,13 +4681,24 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { GLuint color_internal_format; GLuint color_format; GLuint color_type = GL_UNSIGNED_BYTE; + Image::Format image_format; if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { +#ifdef GLES_OVER_GL + color_internal_format = GL_RGBA8; +#else color_internal_format = GL_RGBA; +#endif color_format = GL_RGBA; + image_format = Image::FORMAT_RGBA8; } else { +#ifdef GLES_OVER_GL + color_internal_format = GL_RGB8; +#else color_internal_format = GL_RGB; +#endif color_format = GL_RGB; + image_format = Image::FORMAT_RGB8; } rt->used_dof_blur_near = false; @@ -4646,7 +4755,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); - glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } @@ -4676,10 +4785,10 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { return; } - texture->format = Image::FORMAT_RGBA8; - texture->gl_format_cache = GL_RGBA; + texture->format = image_format; + texture->gl_format_cache = color_format; texture->gl_type_cache = GL_UNSIGNED_BYTE; - texture->gl_internal_format_cache = GL_RGBA; + texture->gl_internal_format_cache = color_internal_format; texture->tex_id = rt->color; texture->width = rt->width; texture->alloc_width = rt->width; @@ -4704,7 +4813,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { int max_samples = 0; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); if (msaa > max_samples) { - WARN_PRINTS("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); + WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); msaa = max_samples; } @@ -4714,7 +4823,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->multisample_depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); @@ -4896,7 +5005,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { bool used_depth = false; if (j == 0 && i == 0) { //use always - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + if (config.support_depth_texture) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + } else { + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + } used_depth = true; } @@ -4947,7 +5060,7 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) { glDeleteFramebuffers(1, &rt->external.fbo); // clean up our texture - Texture *t = texture_owner.get(rt->external.texture); + Texture *t = texture_owner.getornull(rt->external.texture); t->alloc_height = 0; t->alloc_width = 0; t->width = 0; @@ -4969,7 +5082,7 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) { rt->depth = 0; } - Texture *tex = texture_owner.get(rt->texture); + Texture *tex = texture_owner.getornull(rt->texture); tex->alloc_height = 0; tex->alloc_width = 0; tex->width = 0; @@ -5096,7 +5209,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar } // clean up our texture - Texture *t = texture_owner.get(rt->external.texture); + Texture *t = texture_owner.getornull(rt->external.texture); t->alloc_height = 0; t->alloc_width = 0; t->width = 0; @@ -5148,7 +5261,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); // find our texture - t = texture_owner.get(rt->external.texture); + t = texture_owner.getornull(rt->external.texture); } // set our texture @@ -5178,7 +5291,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar // create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created.. glGenRenderbuffers(1, &rt->external.depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth); } @@ -5248,7 +5361,7 @@ bool RasterizerStorageGLES2::render_target_was_used(RID p_render_target) { return rt->used_in_frame; } -void RasterizerStorageGLES2::render_target_clear_used(RID p_render_target) { +void RasterizerStorageGLES2::render_target_set_as_unused(RID p_render_target) { RenderTarget *rt = render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); @@ -5291,7 +5404,7 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) { glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); - glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, cls->size, cls->height); + glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, cls->size, cls->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); glGenTextures(1, &cls->distance); @@ -5336,9 +5449,9 @@ RID RasterizerStorageGLES2::canvas_light_occluder_create() { return canvas_occluder_owner.make_rid(co); } -void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) { +void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const Vector<Vector2> &p_lines) { - CanvasOccluder *co = canvas_occluder_owner.get(p_occluder); + CanvasOccluder *co = canvas_occluder_owner.getornull(p_occluder); ERR_FAIL_COND(!co); co->lines = p_lines; @@ -5357,17 +5470,17 @@ void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, if (p_lines.size()) { - PoolVector<float> geometry; - PoolVector<uint16_t> indices; + Vector<float> geometry; + Vector<uint16_t> indices; int lc = p_lines.size(); geometry.resize(lc * 6); indices.resize(lc * 3); - PoolVector<float>::Write vw = geometry.write(); - PoolVector<uint16_t>::Write iw = indices.write(); + float *vw = geometry.ptrw(); + uint16_t *iw = indices.ptrw(); - PoolVector<Vector2>::Read lr = p_lines.read(); + const Vector2 *lr = p_lines.ptr(); const int POLY_HEIGHT = 16384; @@ -5455,7 +5568,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { RenderTarget *rt = render_target_owner.getornull(p_rid); _render_target_clear(rt); - Texture *t = texture_owner.get(rt->texture); + Texture *t = texture_owner.getornull(rt->texture); texture_owner.free(rt->texture); memdelete(t); render_target_owner.free(p_rid); @@ -5464,7 +5577,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (texture_owner.owns(p_rid)) { - Texture *t = texture_owner.get(p_rid); + Texture *t = texture_owner.getornull(p_rid); // can't free a render target texture ERR_FAIL_COND_V(t->render_target, true); @@ -5475,7 +5588,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (sky_owner.owns(p_rid)) { - Sky *sky = sky_owner.get(p_rid); + Sky *sky = sky_owner.getornull(p_rid); sky_set_texture(p_rid, RID(), 256); sky_owner.free(p_rid); memdelete(sky); @@ -5483,7 +5596,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (shader_owner.owns(p_rid)) { - Shader *shader = shader_owner.get(p_rid); + Shader *shader = shader_owner.getornull(p_rid); if (shader->shader && shader->custom_code_id) { shader->shader->free_custom_shader(shader->custom_code_id); @@ -5508,7 +5621,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (material_owner.owns(p_rid)) { - Material *m = material_owner.get(p_rid); + Material *m = material_owner.getornull(p_rid); if (m->shader) { m->shader->materials.remove(&m->list); @@ -5540,7 +5653,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (skeleton_owner.owns(p_rid)) { - Skeleton *s = skeleton_owner.get(p_rid); + Skeleton *s = skeleton_owner.getornull(p_rid); if (s->update_list.in_list()) { skeleton_update_list.remove(&s->update_list); @@ -5562,7 +5675,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (mesh_owner.owns(p_rid)) { - Mesh *mesh = mesh_owner.get(p_rid); + Mesh *mesh = mesh_owner.getornull(p_rid); mesh->instance_remove_deps(); mesh_clear(p_rid); @@ -5585,7 +5698,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (multimesh_owner.owns(p_rid)) { - MultiMesh *multimesh = multimesh_owner.get(p_rid); + MultiMesh *multimesh = multimesh_owner.getornull(p_rid); multimesh->instance_remove_deps(); if (multimesh->mesh.is_valid()) { @@ -5604,7 +5717,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (immediate_owner.owns(p_rid)) { - Immediate *im = immediate_owner.get(p_rid); + Immediate *im = immediate_owner.getornull(p_rid); im->instance_remove_deps(); immediate_owner.free(p_rid); @@ -5613,7 +5726,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { return true; } else if (light_owner.owns(p_rid)) { - Light *light = light_owner.get(p_rid); + Light *light = light_owner.getornull(p_rid); light->instance_remove_deps(); light_owner.free(p_rid); @@ -5623,7 +5736,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { } else if (reflection_probe_owner.owns(p_rid)) { // delete the texture - ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid); + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid); reflection_probe->instance_remove_deps(); reflection_probe_owner.free(p_rid); @@ -5633,7 +5746,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { } else if (lightmap_capture_data_owner.owns(p_rid)) { // delete the texture - LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid); + LightmapCapture *lightmap_capture = lightmap_capture_data_owner.getornull(p_rid); lightmap_capture->instance_remove_deps(); lightmap_capture_data_owner.free(p_rid); @@ -5642,7 +5755,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { } else if (canvas_occluder_owner.owns(p_rid)) { - CanvasOccluder *co = canvas_occluder_owner.get(p_rid); + CanvasOccluder *co = canvas_occluder_owner.getornull(p_rid); if (co->index_id) glDeleteBuffers(1, &co->index_id); if (co->vertex_id) @@ -5655,7 +5768,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { } else if (canvas_light_shadow_owner.owns(p_rid)) { - CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid); + CanvasLightShadow *cls = canvas_light_shadow_owner.getornull(p_rid); glDeleteFramebuffers(1, &cls->fbo); glDeleteRenderbuffers(1, &cls->depth); glDeleteTextures(1, &cls->distance); @@ -5756,6 +5869,16 @@ int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) { } } +String RasterizerStorageGLES2::get_video_adapter_name() const { + + return (const char *)glGetString(GL_RENDERER); +} + +String RasterizerStorageGLES2::get_video_adapter_vendor() const { + + return (const char *)glGetString(GL_VENDOR); +} + void RasterizerStorageGLES2::initialize() { RasterizerStorageGLES2::system_fbo = 0; @@ -5772,30 +5895,45 @@ void RasterizerStorageGLES2::initialize() { config.keep_original_textures = false; config.shrink_textures_x2 = false; + config.depth_internalformat = GL_DEPTH_COMPONENT; + config.depth_type = GL_UNSIGNED_INT; #ifdef GLES_OVER_GL + config.texture_3d_supported = true; + config.texture_array_supported = config.extensions.has("GL_EXT_texture_array"); config.float_texture_supported = true; config.s3tc_supported = true; config.pvrtc_supported = false; config.etc1_supported = false; config.support_npot_repeat_mipmap = true; - config.depth_internalformat = GL_DEPTH_COMPONENT; - config.depth_type = GL_UNSIGNED_INT; + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT24; #else + config.texture_3d_supported = config.extensions.has("GL_OES_texture_3D"); + config.texture_array_supported = false; config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float"); config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1"); config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc"); config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot"); - // on mobile check for 24 bit depth support + +#ifdef JAVASCRIPT_ENABLED + // RenderBuffer internal format must be 16 bits in WebGL, + // but depth_texture should default to 32 always + // if the implementation doesn't support 32, it should just quietly use 16 instead + // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16; + config.depth_type = GL_UNSIGNED_INT; +#else + // on mobile check for 24 bit depth support for RenderBufferStorage if (config.extensions.has("GL_OES_depth24")) { - config.depth_internalformat = _DEPTH_COMPONENT24_OES; + config.depth_buffer_internalformat = _DEPTH_COMPONENT24_OES; config.depth_type = GL_UNSIGNED_INT; } else { - config.depth_internalformat = GL_DEPTH_COMPONENT16; + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16; config.depth_type = GL_UNSIGNED_SHORT; } #endif +#endif #ifndef GLES_OVER_GL //Manually load extensions for android and ios @@ -5810,6 +5948,9 @@ void RasterizerStorageGLES2::initialize() { void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY); glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT"); glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glFramebufferTexture2DMultisampleEXT"); + glTexImage3DOES = (PFNGLTEXIMAGE3DOESPROC)dlsym(gles2_lib, "glTexImage3DOES"); + glTexSubImage3DOES = (PFNGLTEXSUBIMAGE3DOESPROC)dlsym(gles2_lib, "glTexSubImage3DOES"); + glCompressedTexSubImage3DOES = (PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC)dlsym(gles2_lib, "glCompressedTexSubImage3DOES"); #endif #endif @@ -5871,7 +6012,7 @@ void RasterizerStorageGLES2::initialize() { GLuint depth; glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); - glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, config.depth_internalformat, config.depth_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -5890,8 +6031,12 @@ void RasterizerStorageGLES2::initialize() { if (status != GL_FRAMEBUFFER_COMPLETE) { // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT - +#ifdef GLES_OVER_GL config.depth_internalformat = GL_DEPTH_COMPONENT16; +#else + // OES_depth_texture extension only specifies GL_DEPTH_COMPONENT. + config.depth_internalformat = GL_DEPTH_COMPONENT; +#endif config.depth_type = GL_UNSIGNED_SHORT; glGenFramebuffers(1, &fbo); @@ -5899,7 +6044,7 @@ void RasterizerStorageGLES2::initialize() { glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -6028,6 +6173,26 @@ void RasterizerStorageGLES2::initialize() { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); + +#if defined(GLES_OVER_GL) || defined(ANDROID_ENABLED) + glGenTextures(1, &resources.white_tex_3d); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_3D, resources.white_tex_3d); + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, 2, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); + +#ifdef GLES_OVER_GL + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); +#endif + + glGenTextures(1, &resources.white_tex_array); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, resources.white_tex_array); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 8, 8, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); + glGenerateMipmap(GL_TEXTURE_2D_ARRAY); + glBindTexture(GL_TEXTURE_2D, 0); +#endif } // skeleton buffer diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index 6de530d8c3..6fbfe57778 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -31,13 +31,13 @@ #ifndef RASTERIZERSTORAGEGLES2_H #define RASTERIZERSTORAGEGLES2_H -#include "core/pool_vector.h" #include "core/self_list.h" #include "servers/visual/rasterizer.h" #include "servers/visual/shader_language.h" #include "shader_compiler_gles2.h" #include "shader_gles2.h" +#include "core/rid_owner.h" #include "shaders/copy.glsl.gen.h" #include "shaders/cubemap_filter.glsl.gen.h" /* @@ -71,6 +71,8 @@ public: Set<String> extensions; + bool texture_3d_supported; + bool texture_array_supported; bool float_texture_supported; bool s3tc_supported; bool etc1_supported; @@ -99,6 +101,7 @@ public: GLuint depth_internalformat; GLuint depth_type; + GLuint depth_buffer_internalformat; } config; @@ -108,6 +111,8 @@ public: GLuint black_tex; GLuint normal_tex; GLuint aniso_tex; + GLuint white_tex_3d; + GLuint white_tex_array; GLuint mipmap_blur_fbo; GLuint mipmap_blur_color; @@ -119,7 +124,7 @@ public: size_t skeleton_transform_buffer_size; GLuint skeleton_transform_buffer; - PoolVector<float> skeleton_transform_cpu_buffer; + Vector<float> skeleton_transform_cpu_buffer; } resources; @@ -174,7 +179,7 @@ public: //////////////////////////////////DATA/////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// - struct Instantiable : public RID_Data { + struct Instantiable { SelfList<RasterizerScene::InstanceBase>::List instance_list; _FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) { @@ -234,7 +239,7 @@ public: struct RenderTarget; - struct Texture : RID_Data { + struct Texture { Texture *proxy; Set<Texture *> proxy_owners; @@ -335,7 +340,7 @@ public: } }; - mutable RID_Owner<Texture> texture_owner; + mutable RID_PtrOwner<Texture2D> texture_owner; Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const; @@ -377,14 +382,14 @@ public: /* SKY API */ - struct Sky : public RID_Data { + struct Sky { RID panorama; GLuint radiance; int radiance_size; }; - mutable RID_Owner<Sky> sky_owner; + mutable RID_PtrOwner<Sky> sky_owner; virtual RID sky_create(); virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size); @@ -393,7 +398,7 @@ public: struct Material; - struct Shader : public RID_Data { + struct Shader { RID self; @@ -413,6 +418,7 @@ public: Map<StringName, RID> default_textures; + Vector<ShaderLanguage::DataType> texture_types; Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; bool valid; @@ -510,7 +516,7 @@ public: } }; - mutable RID_Owner<Shader> shader_owner; + mutable RID_PtrOwner<Shader> shader_owner; mutable SelfList<Shader>::List _shader_dirty_list; void _shader_make_dirty(Shader *p_shader); @@ -529,7 +535,7 @@ public: /* COMMON MATERIAL API */ - struct Material : public RID_Data { + struct Material { Shader *shader; Map<StringName, Variant> params; @@ -570,7 +576,7 @@ public: void _update_material(Material *p_material); - mutable RID_Owner<Material> material_owner; + mutable RID_PtrOwner<Material> material_owner; virtual RID material_create(); @@ -642,9 +648,9 @@ public: bool active; - PoolVector<uint8_t> data; - PoolVector<uint8_t> index_data; - Vector<PoolVector<uint8_t> > blend_shape_data; + Vector<uint8_t> data; + Vector<uint8_t> index_data; + Vector<Vector<uint8_t> > blend_shape_data; int total_data_size; @@ -692,11 +698,11 @@ public: } }; - mutable RID_Owner<Mesh> mesh_owner; + mutable RID_PtrOwner<Mesh> mesh_owner; virtual RID mesh_create(); - virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()); + virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t> > &p_blend_shapes = Vector<Vector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()); virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount); virtual int mesh_get_blend_shape_count(RID p_mesh) const; @@ -704,7 +710,7 @@ public: virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode); virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; - virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data); + virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data); virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; @@ -712,14 +718,14 @@ public: virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; - virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const; - virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const; + virtual Vector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const; + virtual Vector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; - virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; + virtual Vector<Vector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; virtual void mesh_remove_surface(RID p_mesh, int p_surface); @@ -774,7 +780,7 @@ public: } }; - mutable RID_Owner<MultiMesh> multimesh_owner; + mutable RID_PtrOwner<MultiMesh> multimesh_owner; SelfList<MultiMesh>::List multimesh_update_list; @@ -796,7 +802,7 @@ public: virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const; - virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array); + virtual void multimesh_set_as_bulk_array(RID p_multimesh, const Vector<float> &p_array); virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; @@ -837,7 +843,7 @@ public: Vector2 chunk_uv; Vector2 chunk_uv2; - mutable RID_Owner<Immediate> immediate_owner; + mutable RID_PtrOwner<Immediate> immediate_owner; virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture = RID()); @@ -855,7 +861,7 @@ public: /* SKELETON API */ - struct Skeleton : RID_Data { + struct Skeleton { bool use_2d; @@ -880,7 +886,7 @@ public: } }; - mutable RID_Owner<Skeleton> skeleton_owner; + mutable RID_PtrOwner<Skeleton> skeleton_owner; SelfList<Skeleton>::List skeleton_update_list; @@ -895,7 +901,7 @@ public: virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); - void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size); + void _update_skeleton_transform_buffer(const Vector<float> &p_data, size_t p_size); /* Light API */ @@ -926,7 +932,7 @@ public: uint64_t version; }; - mutable RID_Owner<Light> light_owner; + mutable RID_PtrOwner<Light> light_owner; virtual RID light_create(VS::LightType p_type); @@ -982,7 +988,7 @@ public: int resolution; }; - mutable RID_Owner<ReflectionProbe> reflection_probe_owner; + mutable RID_PtrOwner<ReflectionProbe> reflection_probe_owner; virtual RID reflection_probe_create(); @@ -1023,8 +1029,8 @@ public: virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform); virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const; - virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data); - virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const; + virtual void gi_probe_set_dynamic_data(RID p_probe, const Vector<int> &p_data); + virtual Vector<int> gi_probe_get_dynamic_data(RID p_probe) const; virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range); virtual int gi_probe_get_dynamic_range(RID p_probe) const; @@ -1057,7 +1063,7 @@ public: struct LightmapCapture : public Instantiable { - PoolVector<LightmapCaptureOctree> octree; + Vector<LightmapCaptureOctree> octree; AABB bounds; Transform cell_xform; int cell_subdiv; @@ -1068,20 +1074,20 @@ public: } }; - mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner; + mutable RID_PtrOwner<LightmapCapture> lightmap_capture_data_owner; virtual RID lightmap_capture_create(); virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds); virtual AABB lightmap_capture_get_bounds(RID p_capture) const; - virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree); - virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const; + virtual void lightmap_capture_set_octree(RID p_capture, const Vector<uint8_t> &p_octree); + virtual Vector<uint8_t> lightmap_capture_get_octree(RID p_capture) const; virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform); virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const; virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv); virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const; virtual void lightmap_capture_set_energy(RID p_capture, float p_energy); virtual float lightmap_capture_get_energy(RID p_capture) const; - virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const; + virtual const Vector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const; /* PARTICLES */ void update_particles(); @@ -1131,7 +1137,7 @@ public: /* RENDER TARGET */ - struct RenderTarget : public RID_Data { + struct RenderTarget { GLuint fbo; GLuint color; GLuint depth; @@ -1227,7 +1233,7 @@ public: } }; - mutable RID_Owner<RenderTarget> render_target_owner; + mutable RID_PtrOwner<RenderTarget> render_target_owner; void _render_target_clear(RenderTarget *rt); void _render_target_allocate(RenderTarget *rt); @@ -1240,12 +1246,12 @@ public: virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); virtual bool render_target_was_used(RID p_render_target); - virtual void render_target_clear_used(RID p_render_target); + virtual void render_target_set_as_unused(RID p_render_target); virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa); /* CANVAS SHADOW */ - struct CanvasLightShadow : public RID_Data { + struct CanvasLightShadow { int size; int height; @@ -1254,24 +1260,24 @@ public: GLuint distance; //for older devices }; - RID_Owner<CanvasLightShadow> canvas_light_shadow_owner; + RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner; virtual RID canvas_light_shadow_buffer_create(int p_width); /* LIGHT SHADOW MAPPING */ - struct CanvasOccluder : public RID_Data { + struct CanvasOccluder { GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured - PoolVector<Vector2> lines; + Vector<Vector2> lines; int len; }; - RID_Owner<CanvasOccluder> canvas_occluder_owner; + RID_PtrOwner<CanvasOccluder> canvas_occluder_owner; virtual RID canvas_light_occluder_create(); - virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines); + virtual void canvas_light_occluder_set_polylines(RID p_occluder, const Vector<Vector2> &p_lines); virtual VS::InstanceType get_base_type(RID p_rid) const; @@ -1306,6 +1312,8 @@ public: virtual int get_captured_render_info(VS::RenderInfo p_info); virtual int get_render_info(VS::RenderInfo p_info); + virtual String get_video_adapter_name() const; + virtual String get_video_adapter_vendor() const; RasterizerStorageGLES2(); }; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 7e9b6fdb82..620fcdbdca 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -80,7 +80,7 @@ static String _opstr(SL::Operator p_op) { static String _mkid(const String &p_id) { - String id = "m_" + p_id; + String id = "m_" + p_id.replace("__", "_dus_"); return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl } @@ -240,21 +240,20 @@ void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const Stri r_to_add += "\n"; StringBuffer<128> header; - - header += _typestr(fnode->return_type); - header += " "; - header += _mkid(fnode->name); - header += "("; + if (fnode->return_type == SL::TYPE_STRUCT) { + header += _mkid(fnode->return_struct_name) + " " + _mkid(fnode->name) + "("; + } else { + header += _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "("; + } for (int i = 0; i < fnode->arguments.size(); i++) { if (i > 0) header += ", "; - - header += _qualstr(fnode->arguments[i].qualifier); - header += _prestr(fnode->arguments[i].precision); - header += _typestr(fnode->arguments[i].type); - header += " "; - header += _mkid(fnode->arguments[i].name); + if (fnode->arguments[i].type == SL::TYPE_STRUCT) { + header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name); + } else { + header += _qualstr(fnode->arguments[i].qualifier) + _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name); + } } header += ")\n"; @@ -305,12 +304,48 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.texture_uniforms.resize(max_texture_uniforms); r_gen_code.texture_hints.resize(max_texture_uniforms); + r_gen_code.texture_types.resize(max_texture_uniforms); r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms); StringBuilder vertex_global; StringBuilder fragment_global; + // structs + + for (int i = 0; i < snode->vstructs.size(); i++) { + + SL::StructNode *st = snode->vstructs[i].shader_struct; + String struct_code; + + struct_code += "struct "; + struct_code += _mkid(snode->vstructs[i].name); + struct_code += " "; + struct_code += "{\n"; + for (int j = 0; j < st->members.size(); j++) { + SL::MemberNode *m = st->members[j]; + if (m->datatype == SL::TYPE_STRUCT) { + struct_code += _mkid(m->struct_name); + } else { + struct_code += _prestr(m->precision); + struct_code += _typestr(m->datatype); + } + struct_code += " "; + struct_code += m->name; + if (m->array_size > 0) { + struct_code += "["; + struct_code += itos(m->array_size); + struct_code += "]"; + } + struct_code += ";\n"; + } + struct_code += "}"; + struct_code += ";\n"; + + vertex_global += struct_code; + fragment_global += struct_code; + } + // uniforms for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) { @@ -332,6 +367,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener if (SL::is_sampler_type(E->get().type)) { r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key(); r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint; + r_gen_code.texture_types.write[E->get().texture_order] = E->get().type; } else { r_gen_code.uniforms.write[E->get().order] = E->key(); } @@ -372,7 +408,11 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener String gcode; gcode += "const "; gcode += _prestr(E->get().precision); - gcode += _typestr(E->get().type); + if (E->get().type == SL::TYPE_STRUCT) { + gcode += _mkid(E->get().type_str); + } else { + gcode += _typestr(E->get().type); + } gcode += " " + _mkid(E->key()); gcode += "="; gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); @@ -418,7 +458,9 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.fragment_global = fragment_global.as_string(); } break; + case SL::Node::TYPE_STRUCT: { + } break; case SL::Node::TYPE_FUNCTION: { } break; @@ -457,8 +499,12 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener if (var_dec_node->is_const) { declaration += "const "; } - declaration += _prestr(var_dec_node->precision); - declaration += _typestr(var_dec_node->datatype); + if (var_dec_node->datatype == SL::TYPE_STRUCT) { + declaration += _mkid(var_dec_node->struct_name); + } else { + declaration += _prestr(var_dec_node->precision); + declaration += _typestr(var_dec_node->datatype); + } for (int i = 0; i < var_dec_node->declarations.size(); i++) { @@ -517,17 +563,37 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener } } } break; + case SL::Node::TYPE_ARRAY_CONSTRUCT: { + SL::ArrayConstructNode *arr_con_node = (SL::ArrayConstructNode *)p_node; + int sz = arr_con_node->initializer.size(); + if (acnode->datatype == SL::TYPE_STRUCT) { + code += _mkid(arr_con_node->struct_name); + } else { + code += _typestr(arr_con_node->datatype); + } + code += "["; + code += itos(arr_con_node->initializer.size()); + code += "]"; + code += "("; + for (int i = 0; i < sz; i++) { + code += _dump_node_code(arr_con_node->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + if (i != sz - 1) { + code += ", "; + } + } + code += ")"; + } break; case SL::Node::TYPE_ARRAY_DECLARATION: { SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node; StringBuffer<> declaration; - if (arr_dec_node->is_const) { - declaration += "const "; + if (arr_dec_node->datatype == SL::TYPE_STRUCT) { + declaration += _mkid(arr_dec_node->struct_name); + } else { + declaration += _prestr(arr_dec_node->precision); + declaration += _typestr(arr_dec_node->datatype); } - declaration += _prestr(arr_dec_node->precision); - declaration += _typestr(arr_dec_node->datatype); - for (int i = 0; i < arr_dec_node->declarations.size(); i++) { if (i > 0) { @@ -540,22 +606,6 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener declaration += "["; declaration += itos(arr_dec_node->declarations[i].size); declaration += "]"; - int sz = arr_dec_node->declarations[i].initializer.size(); - if (sz > 0) { - declaration += "="; - declaration += _typestr(arr_dec_node->datatype); - declaration += "["; - declaration += itos(sz); - declaration += "]"; - declaration += "("; - for (int j = 0; j < sz; j++) { - declaration += _dump_node_code(arr_dec_node->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (j != sz - 1) { - declaration += ", "; - } - } - declaration += ")"; - } } code += declaration.as_string(); @@ -663,12 +713,14 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener } break; case SL::OP_CALL: + case SL::OP_STRUCT: case SL::OP_CONSTRUCT: { ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String()); SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0]; - - if (op_node->op == SL::OP_CONSTRUCT) { + if (op_node->op == SL::OP_STRUCT) { + code += _mkid(var_node->name); + } else if (op_node->op == SL::OP_CONSTRUCT) { code += var_node->name; } else { @@ -679,6 +731,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener code += "texture2D"; } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { code += "textureCube"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER3D) { + code += "texture3D"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2DARRAY) { + code += "texture2DArray"; } } else if (var_node->name == "textureLod") { @@ -688,6 +744,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener code += "texture2DLod"; } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { code += "textureCubeLod"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER3D) { + code += "texture3DLod"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2DARRAY) { + code += "texture2DArrayLod"; } } else if (var_node->name == "mix") { @@ -863,6 +923,11 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "."; code += member_node->name; + if (member_node->index_expression != NULL) { + code += "["; + code += _dump_node_code(member_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + code += "]"; + } } break; } @@ -888,6 +953,7 @@ Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, r_gen_code.uniforms.clear(); r_gen_code.texture_uniforms.clear(); r_gen_code.texture_hints.clear(); + r_gen_code.texture_types.clear(); r_gen_code.vertex = String(); r_gen_code.vertex_global = String(); r_gen_code.fragment = String(); @@ -911,7 +977,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; @@ -986,7 +1052,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; - actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size"; // gl_InstanceID is not available in OpenGL ES 2.0 actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index b8f50d6d1f..e39ef5e7bd 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -54,6 +54,7 @@ public: Vector<CharString> custom_defines; Vector<StringName> uniforms; Vector<StringName> texture_uniforms; + Vector<ShaderLanguage::DataType> texture_types; Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; String vertex_global; @@ -98,4 +99,4 @@ public: ShaderCompilerGLES2(); }; -#endif // SHADERCOMPILERGLES3_H +#endif // SHADERCOMPILERGLES2_H diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 58eff791ca..f03f1ffa4f 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -126,7 +126,7 @@ static void _display_error_with_code(const String &p_error, const Vector<const c line++; } - ERR_PRINTS(p_error); + ERR_PRINT(p_error); } static String _mkid(const String &p_id) { diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 2456a83d35..f2953c9ae8 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -118,9 +118,12 @@ private: uint32_t code_version; bool ok; Version() { + id = 0; + vert_id = 0; + frag_id = 0; + uniform_location = NULL; code_version = 0; ok = false; - uniform_location = NULL; } }; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 08548ded17..3b685b3f0b 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -10,6 +10,12 @@ precision highp float; precision highp int; #endif +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + uniform highp mat4 projection_matrix; /* clang-format on */ @@ -149,6 +155,8 @@ void main() { uv = uv_attrib; #endif + float point_size = 1.0; + { vec2 src_vtx = outvec.xy; /* clang-format off */ @@ -158,6 +166,8 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; + #if !defined(SKIP_TRANSFORM_USED) outvec = extra_matrix_instance * outvec; outvec = modelview_matrix * outvec; @@ -225,6 +235,12 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index e36e776881..84aadcbbc3 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -10,6 +10,12 @@ precision highp float; precision highp int; #endif +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + /* clang-format on */ #include "stdlib.glsl" /* clang-format off */ @@ -251,12 +257,10 @@ void light_compute( //normalized blinn always unless disabled vec3 H = normalize(V + L); float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #endif SRGB_APPROX(specular_brdf_NL) @@ -425,6 +429,8 @@ void main() { #define projection_matrix local_projection_matrix #define world_transform world_matrix + float point_size = 1.0; + { /* clang-format off */ @@ -433,6 +439,7 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; vec4 outvec = vertex; // use local coordinates @@ -671,6 +678,12 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL @@ -1270,9 +1283,9 @@ LIGHT_SHADER_CODE //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #elif defined(SPECULAR_PHONG) @@ -1547,7 +1560,11 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY #ifdef BASE_PASS - //none + + // IBL precalculations + float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); #ifdef AMBIENT_LIGHT_DISABLED ambient_light = vec3(0.0, 0.0, 0.0); @@ -1561,12 +1578,15 @@ FRAGMENT_SHADER_CODE ref_vec.z *= -1.0; specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; +#ifndef USE_LIGHTMAP { vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy; + vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; + env_ambient *= 1.0 - F; ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); } +#endif #else @@ -1574,7 +1594,6 @@ FRAGMENT_SHADER_CODE specular_light = bg_color.rgb * bg_energy; #endif - #endif // AMBIENT_LIGHT_DISABLED ambient_light *= ambient_energy; @@ -1632,7 +1651,6 @@ FRAGMENT_SHADER_CODE #endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) // environment BRDF approximation - { #if defined(DIFFUSE_TOON) @@ -1646,12 +1664,9 @@ FRAGMENT_SHADER_CODE const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - vec3 f0 = F0(metallic, specular, albedo); - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * F + env.y; #endif } @@ -1663,19 +1678,19 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTMAP_CAPTURE { - vec3 cone_dirs[12] = vec3[]( - vec3(0.0, 0.0, 1.0), - vec3(0.866025, 0.0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5), - vec3(0.0, 0.0, -1.0), - vec3(0.866025, 0.0, -0.5), - vec3(0.267617, 0.823639, -0.5), - vec3(-0.700629, 0.509037, -0.5), - vec3(-0.700629, -0.509037, -0.5), - vec3(0.267617, -0.823639, -0.5)); + vec3 cone_dirs[12]; + cone_dirs[0] = vec3(0.0, 0.0, 1.0); + cone_dirs[1] = vec3(0.866025, 0.0, 0.5); + cone_dirs[2] = vec3(0.267617, 0.823639, 0.5); + cone_dirs[3] = vec3(-0.700629, 0.509037, 0.5); + cone_dirs[4] = vec3(-0.700629, -0.509037, 0.5); + cone_dirs[5] = vec3(0.267617, -0.823639, 0.5); + cone_dirs[6] = vec3(0.0, 0.0, -1.0); + cone_dirs[7] = vec3(0.866025, 0.0, -0.5); + cone_dirs[8] = vec3(0.267617, 0.823639, -0.5); + cone_dirs[9] = vec3(-0.700629, 0.509037, -0.5); + cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5); + cone_dirs[11] = vec3(0.267617, -0.823639, -0.5); vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; vec4 captured = vec4(0.0); @@ -2050,17 +2065,6 @@ FRAGMENT_SHADER_CODE specular_light += specular_interp * specular_blob_intensity * light_att; diffuse_light += diffuse_interp * albedo * light_att; - // Same as above, needed for VERTEX_LIGHTING or else lights are too bright - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - vec3 f0 = F0(metallic, specular, albedo); - specular_light *= env.x * f0 + env.y; - #else //fragment lighting light_compute( |