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-rw-r--r--drivers/gles3/storage/config.cpp7
-rw-r--r--drivers/gles3/storage/material_storage.cpp25
-rw-r--r--drivers/gles3/storage/material_storage.h12
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp2
-rw-r--r--drivers/gles3/storage/texture_storage.cpp11
-rw-r--r--drivers/gles3/storage/texture_storage.h1
6 files changed, 44 insertions, 14 deletions
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index f2809734a9..30b5919526 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -64,7 +64,14 @@ Config::Config() {
#else
float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
etc2_supported = true;
+#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
+ // Some Android devices report support for S3TC but we don't expect that and don't export the textures.
+ // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
+ // For good measure we do the same hack for iOS, just in case.
+ s3tc_supported = false;
+#else
s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
+#endif
rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
#endif
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 68045930b0..26441fc726 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -1156,6 +1156,9 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
} break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT);
+ } break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO);
} break;
@@ -1505,6 +1508,11 @@ MaterialStorage::MaterialStorage() {
actions.renames["CUSTOM3"] = "custom3_attrib";
actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+ actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
+ actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
+ actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+ actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz";
+
actions.renames["VIEW_INDEX"] = "ViewIndex";
actions.renames["VIEW_MONO_LEFT"] = "0";
actions.renames["VIEW_RIGHT"] = "1";
@@ -2320,11 +2328,14 @@ void MaterialStorage::global_shader_uniforms_instance_update(RID p_instance, int
ShaderLanguage::TYPE_VEC3, // vec3
ShaderLanguage::TYPE_IVEC3, //vec3i
ShaderLanguage::TYPE_MAX, //xform2d not supported here
+ ShaderLanguage::TYPE_VEC4, //vec4
+ ShaderLanguage::TYPE_IVEC4, //vec4i
ShaderLanguage::TYPE_VEC4, //plane
ShaderLanguage::TYPE_VEC4, //quat
ShaderLanguage::TYPE_MAX, //aabb not supported here
ShaderLanguage::TYPE_MAX, //basis not supported here
ShaderLanguage::TYPE_MAX, //xform not supported here
+ ShaderLanguage::TYPE_MAX, //projection not supported here
ShaderLanguage::TYPE_VEC4 //color
};
@@ -2511,11 +2522,11 @@ String MaterialStorage::shader_get_code(RID p_shader) const {
return shader->code;
}
-void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
if (shader->data) {
- return shader->data->get_param_list(p_param_list);
+ return shader->data->get_shader_uniform_list(p_param_list);
}
}
@@ -2747,14 +2758,14 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
return true; //by default everything casts shadows
}
-void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
+void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) {
GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (material->shader && material->shader->data) {
material->shader->data->get_instance_param_list(r_parameters);
if (material->next_pass.is_valid()) {
- material_get_instance_shader_parameters(material->next_pass, r_parameters);
+ material_get_instance_shader_uniforms(material->next_pass, r_parameters);
}
}
}
@@ -2862,7 +2873,7 @@ void CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p
}
}
-void CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
@@ -3099,7 +3110,7 @@ void SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_te
}
}
-void SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
@@ -3424,7 +3435,7 @@ void SceneShaderData::set_default_texture_param(const StringName &p_name, RID p_
}
}
-void SceneShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 8fc15ddcba..2ca47351a4 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -54,7 +54,7 @@ namespace GLES3 {
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_param_texture(const StringName &p_param) const = 0;
@@ -164,7 +164,7 @@ struct CanvasShaderData : public ShaderData {
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
@@ -215,7 +215,7 @@ struct SkyShaderData : public ShaderData {
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
@@ -335,7 +335,7 @@ struct SceneShaderData : public ShaderData {
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
@@ -545,7 +545,7 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) override;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
virtual String shader_get_code(RID p_shader) const override;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
+ virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
@@ -576,7 +576,7 @@ public:
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
+ virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override;
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 88b81805fa..667ba4f5e6 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -1347,7 +1347,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
_multimesh_mark_all_dirty(multimesh, false, true); //update AABB
} else if (multimesh->mesh.is_valid()) {
//if we have a mesh set, we need to re-generate the AABB from the new data
- const float *data = multimesh->data_cache.ptr();
+ const float *data = p_buffer.ptr();
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index c05f516548..543638e8ff 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -115,6 +115,17 @@ TextureStorage::TextureStorage() {
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
}
+ { // transparent black
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, true, Image::FORMAT_RGBA8);
+ image->fill(Color(0, 0, 0, 0));
+ image->generate_mipmaps();
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
+ }
+
{
Ref<Image> image;
image.instantiate();
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 77ec1da6f5..71f713bc9f 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -103,6 +103,7 @@ namespace GLES3 {
enum DefaultGLTexture {
DEFAULT_GL_TEXTURE_WHITE,
DEFAULT_GL_TEXTURE_BLACK,
+ DEFAULT_GL_TEXTURE_TRANSPARENT,
DEFAULT_GL_TEXTURE_NORMAL,
DEFAULT_GL_TEXTURE_ANISO,
DEFAULT_GL_TEXTURE_DEPTH,