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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp252
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h7
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp62
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h5
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp33
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h6
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shader_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/canvas.glsl126
-rw-r--r--drivers/gles3/shaders/copy.glsl5
-rw-r--r--drivers/gles3/shaders/particles.glsl9
11 files changed, 440 insertions, 68 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index a8895f7bfc..c71bf22965 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -28,6 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
+#include "servers/visual/visual_server_raster.h"
#include "global_config.h"
#include "os/os.h"
@@ -164,6 +165,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
@@ -178,6 +180,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
glBindVertexArray(data.canvas_quad_array);
state.using_texture_rect = true;
+ state.using_ninepatch = false;
}
void RasterizerCanvasGLES3::canvas_end() {
@@ -186,6 +189,7 @@ void RasterizerCanvasGLES3::canvas_end() {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
state.using_texture_rect = false;
+ state.using_ninepatch = false;
}
RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
@@ -258,9 +262,9 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
return tex_return;
}
-void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
+void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
- if (state.using_texture_rect == p_enable)
+ if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
return;
if (p_enable) {
@@ -272,6 +276,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
state.canvas_shader.bind();
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
@@ -279,6 +284,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
state.using_texture_rect = p_enable;
+ state.using_ninepatch = p_ninepatch;
}
void RasterizerCanvasGLES3::_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) {
@@ -493,79 +499,41 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
- _set_texture_rect_mode(true);
+ _set_texture_rect_mode(true, true);
glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
- if (!texture) {
-
- glVertexAttrib4f(1, np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
- glVertexAttrib4f(2, 0, 0, 1, 1);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- continue;
- }
-
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
-
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
-
-#define DSTRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(m_x, m_y, m_w, m_h))
-#define SRCRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color((m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y))
+ Size2 texpixel_size;
- //top left
- DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x, np->source.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- //top right
- DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ if (!texture) {
- //bottom right
- DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ texpixel_size = Size2(1, 1);
- //bottom left
- DSTRECT(np->rect.position.x, np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x, np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
- //top
- DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ } else {
- //bottom
- DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ if (np->source != Rect2()) {
+ texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
+ } else {
+ texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
+ }
+ }
- //left
- DSTRECT(np->rect.position.x, np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x, np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
- //right
- DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- if (np->draw_center) {
-
- //center
- DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
-
-#undef SRCRECT
-#undef DSTRECT
-
storage->frame.canvas_draw_commands++;
} break;
@@ -608,6 +576,133 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
} break;
+ case Item::Command::TYPE_PARTICLES: {
+
+ Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
+
+ RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
+ if (!particles)
+ break;
+
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
+
+ VisualServerRaster::redraw_request();
+
+ storage->particles_request_process(particles_cmd->particles);
+ //enable instancing
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
+ //reset shader and force rebind
+ state.using_texture_rect = true;
+ _set_texture_rect_mode(false);
+
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
+
+ if (texture) {
+ Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
+ }
+
+ if (!particles->use_local_coords) {
+
+ Transform2D inv_xf;
+ inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
+ inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
+ inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
+ inv_xf.affine_invert();
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
+ }
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames);
+
+ glBindVertexArray(data.particle_quad_array); //use particle quad array
+ glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
+
+ int stride = sizeof(float) * 4 * 6;
+
+ int amount = particles->amount;
+
+ if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
+
+ glEnableVertexAttribArray(8); //xform x
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ glVertexAttribDivisor(8, 1);
+ glEnableVertexAttribArray(9); //xform y
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ glVertexAttribDivisor(9, 1);
+ glEnableVertexAttribArray(10); //xform z
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ glVertexAttribDivisor(10, 1);
+ glEnableVertexAttribArray(11); //color
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribDivisor(11, 1);
+ glEnableVertexAttribArray(12); //custom
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribDivisor(12, 1);
+
+ glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
+ } else {
+ //split
+
+ int stride = sizeof(float) * 4 * 6;
+ int split = int(Math::ceil(particles->phase * particles->amount));
+
+ if (amount - split > 0) {
+ glEnableVertexAttribArray(8); //xform x
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
+ glVertexAttribDivisor(8, 1);
+ glEnableVertexAttribArray(9); //xform y
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
+ glVertexAttribDivisor(9, 1);
+ glEnableVertexAttribArray(10); //xform z
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
+ glVertexAttribDivisor(10, 1);
+ glEnableVertexAttribArray(11); //color
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0);
+ glVertexAttribDivisor(11, 1);
+ glEnableVertexAttribArray(12); //custom
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
+ glVertexAttribDivisor(12, 1);
+
+ glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
+ }
+
+ if (split > 0) {
+ glEnableVertexAttribArray(8); //xform x
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ glVertexAttribDivisor(8, 1);
+ glEnableVertexAttribArray(9); //xform y
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ glVertexAttribDivisor(9, 1);
+ glEnableVertexAttribArray(10); //xform z
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ glVertexAttribDivisor(10, 1);
+ glEnableVertexAttribArray(11); //color
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribDivisor(11, 1);
+ glEnableVertexAttribArray(12); //custom
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribDivisor(12, 1);
+
+ glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
+ }
+ }
+
+ glBindVertexArray(0);
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
+ state.using_texture_rect = true;
+ _set_texture_rect_mode(false);
+
+ } break;
case Item::Command::TYPE_CIRCLE: {
_set_texture_rect_mode(false);
@@ -1351,7 +1446,39 @@ void RasterizerCanvasGLES3::initialize() {
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
+ {
+ //particle quad buffers
+
+ glGenBuffers(1, &data.particle_quad_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
+ {
+ //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
+ const float qv[16] = {
+ -0.5, -0.5,
+ 0.0, 0.0,
+ -0.5, 0.5,
+ 0.0, 1.0,
+ 0.5, 0.5,
+ 1.0, 1.0,
+ 0.5, -0.5,
+ 1.0, 0.0
+ };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ glGenVertexArrays(1, &data.particle_quad_array);
+ glBindVertexArray(data.particle_quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (float *)0 + 2);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ }
{
uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128);
@@ -1428,6 +1555,9 @@ void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
+ glDeleteBuffers(1, &data.canvas_quad_vertices);
+ glDeleteVertexArrays(1, &data.canvas_quad_array);
+
glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
}
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 4996f0a6b2..5f435275df 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -51,6 +51,10 @@ public:
GLuint polygon_buffer_quad_arrays[4];
GLuint polygon_buffer_pointer_array;
GLuint polygon_index_buffer;
+
+ GLuint particle_quad_vertices;
+ GLuint particle_quad_array;
+
uint32_t polygon_buffer_size;
} data;
@@ -63,6 +67,7 @@ public:
CanvasShadowShaderGLES3 canvas_shadow_shader;
bool using_texture_rect;
+ bool using_ninepatch;
RID current_tex;
RID current_normal;
@@ -107,7 +112,7 @@ public:
virtual void canvas_begin();
virtual void canvas_end();
- _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable);
+ _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 913aa62452..96c3da99f0 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -977,6 +977,27 @@ void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable,
env->fog_height_curve = p_height_curve;
}
+bool RasterizerSceneGLES3::is_environment(RID p_env) {
+
+ return environment_owner.owns(p_env);
+}
+
+VS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) {
+
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX);
+
+ return env->bg_mode;
+}
+
+int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) {
+
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, -1);
+
+ return env->canvas_max_layer;
+}
+
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
LightInstance *light_instance = memnew(LightInstance);
@@ -3561,7 +3582,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss);
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse);
+ glBindTexture(GL_TEXTURE_2D, composite_from);
glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo);
glViewport(0, 0, exposure_shrink_size, exposure_shrink_size);
@@ -3957,6 +3978,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
+ use_mrt = use_mrt && env && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@@ -4020,6 +4042,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->frame.clear_request = false;
}
+ } else if (env->bg_mode == VS::ENV_BG_CANVAS) {
+
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_COLOR) {
clear_color = env->bg_color.to_linear();
@@ -4037,7 +4063,39 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->frame.clear_request = false;
}
- glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
+ if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
+ glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
+ }
+
+ if (env && env->bg_mode == VS::ENV_BG_CANVAS) {
+ //copy canvas to 3d buffer and convert it to linear
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+
+ storage->shaders.copy.bind();
+
+ _copy_screen();
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ }
state.texscreen_copied = false;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 3e15da52ab..c52a00bf17 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -536,6 +536,11 @@ public:
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve);
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
+ virtual bool is_environment(RID p_env);
+
+ virtual VS::EnvironmentBG environment_get_background(RID p_env);
+ virtual int environment_get_canvas_max_layer(RID p_env);
+
/* LIGHT INSTANCE */
struct LightDataUBO {
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 85331342e9..f7e1fdee9d 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -2326,6 +2326,9 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
if (E->get().order < 0)
continue; // texture, does not go here
+ //if (material->shader->mode == VS::SHADER_PARTICLES) {
+ // print_line("uniform " + String(E->key()) + " order " + itos(E->get().order) + " offset " + itos(material->shader->ubo_offsets[E->get().order]));
+ //}
//regular uniform
uint8_t *data = &local_ubo[material->shader->ubo_offsets[E->get().order]];
@@ -5285,6 +5288,7 @@ void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_de
if (particles->clear) {
particles->cycle_number = 0;
+ particles->random_seed = Math::rand();
} else if (new_phase < particles->phase) {
particles->cycle_number++;
}
@@ -5295,6 +5299,8 @@ void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_de
shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * particles->speed_scale);
shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, particles->clear);
+ glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), particles->random_seed);
+
if (particles->use_local_coords)
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, Transform());
else
@@ -5350,6 +5356,33 @@ void RasterizerStorageGLES3::update_particles() {
Particles *particles = particle_update_list.first()->self();
+ if (particles->inactive && !particles->emitting) {
+
+ particle_update_list.remove(particle_update_list.first());
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->particle_valid_histories[0] = false;
+ particles->particle_valid_histories[1] = false;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * frame.delta;
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ particle_update_list.remove(particle_update_list.first());
+ continue;
+ }
+ }
+
Material *material = material_owner.getornull(particles->process_material);
if (!material || !material->shader || material->shader->mode != VS::SHADER_PARTICLES) {
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index ca0194bd5e..65026a16ec 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -1033,6 +1033,8 @@ public:
struct Particles : public GeometryOwner {
+ bool inactive;
+ float inactive_time;
bool emitting;
int amount;
float lifetime;
@@ -1060,6 +1062,7 @@ public:
float phase;
float prev_phase;
uint64_t prev_ticks;
+ uint32_t random_seed;
uint32_t cycle_number;
@@ -1088,6 +1091,7 @@ public:
frame_remainder = 0;
histories_enabled = false;
speed_scale = 1.0;
+ random_seed = 0;
custom_aabb = Rect3(Vector3(-4, -4, -4), Vector3(8, 8, 8));
@@ -1098,6 +1102,8 @@ public:
prev_ticks = 0;
clear = true;
+ inactive = true;
+ inactive_time = false;
glGenBuffers(2, particle_buffers);
glGenVertexArrays(2, particle_vaos);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 3376f99112..41421a3e2f 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -795,6 +795,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
+ actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 8c6d15c3b7..e08ef0ad12 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -361,6 +361,8 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
ERR_FAIL_V(NULL);
}
+ //_display_error_with_code("pepo", strings);
+
/* FRAGMENT SHADER */
strings.resize(strings_base_size);
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 7be6ee857a..e97ce62daa 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -11,11 +11,26 @@ uniform vec4 src_rect;
#else
+#ifdef USE_INSTANCING
+
+layout(location=8) in highp vec4 instance_xform0;
+layout(location=9) in highp vec4 instance_xform1;
+layout(location=10) in highp vec4 instance_xform2;
+layout(location=11) in lowp vec4 instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
+layout(location=12) in highp vec4 instance_custom_data;
+#endif
+
+#endif
+
layout(location=4) in highp vec2 uv_attrib;
//skeletn
#endif
+uniform highp vec2 color_texpixel_size;
+
layout(std140) uniform CanvasItemData { //ubo:0
@@ -30,6 +45,12 @@ uniform highp mat4 extra_matrix;
out mediump vec2 uv_interp;
out mediump vec4 color_interp;
+#ifdef USE_NINEPATCH
+
+out highp vec2 pixel_size_interp;
+#endif
+
+
#ifdef USE_LIGHTING
layout(std140) uniform LightData { //ubo:1
@@ -64,7 +85,10 @@ const bool at_light_pass = true;
const bool at_light_pass = false;
#endif
-
+#ifdef USE_PARTICLES
+uniform int h_frames;
+uniform int v_frames;
+#endif
VERTEX_SHADER_GLOBALS
@@ -82,6 +106,12 @@ void main() {
vec4 vertex_color = color_attrib;
+#ifdef USE_INSTANCING
+ mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)));
+ vertex_color*=instance_color;
+#else
+ mat4 extra_matrix2 = extra_matrix;
+#endif
#ifdef USE_TEXTURE_RECT
@@ -95,6 +125,22 @@ void main() {
#endif
+#ifdef USE_PARTICLES
+ //scale by texture size
+ outvec.xy/=color_texpixel_size;
+
+ //compute h and v frames and adjust UV interp for animation
+ int total_frames = h_frames * v_frames;
+ int frame = min(int(float(total_frames) *instance_custom_data.z),total_frames-1);
+ float frame_w = 1.0/float(h_frames);
+ float frame_h = 1.0/float(v_frames);
+ uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
+ uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / v_frames);
+
+#endif
+
+#define extra_matrix extra_matrix2
+
{
vec2 src_vtx=outvec.xy;
@@ -102,11 +148,19 @@ VERTEX_SHADER_CODE
}
+
+#ifdef USE_NINEPATCH
+
+ pixel_size_interp=abs(dst_rect.zw) * vertex;
+#endif
+
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
+#undef extra_matrix
+
color_interp = vertex_color;
#ifdef USE_PIXEL_SNAP
@@ -235,6 +289,58 @@ uniform vec4 dst_rect;
uniform vec4 src_rect;
uniform bool clip_rect_uv;
+#ifdef USE_NINEPATCH
+
+in highp vec2 pixel_size_interp;
+
+uniform int np_repeat_v;
+uniform int np_repeat_h;
+uniform bool np_draw_center;
+//left top right bottom in pixel coordinates
+uniform vec4 np_margins;
+
+
+
+float map_ninepatch_axis(float pixel, float draw_size,float tex_pixel_size,float margin_begin,float margin_end,int np_repeat,inout int draw_center) {
+
+
+ float tex_size = 1.0/tex_pixel_size;
+
+ if (pixel < margin_begin) {
+ return pixel * tex_pixel_size;
+ } else if (pixel >= draw_size-margin_end) {
+ return (tex_size-(draw_size-pixel)) * tex_pixel_size;
+ } else {
+ if (!np_draw_center){
+ draw_center--;
+ }
+
+ if (np_repeat==0) { //stretch
+ //convert to ratio
+ float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
+ //scale to source texture
+ return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
+ } else if (np_repeat==1) { //tile
+ //convert to ratio
+ float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
+ //scale to source texture
+ return (margin_begin + ofs) * tex_pixel_size;
+ } else if (np_repeat==2) { //tile fit
+ //convert to ratio
+ float src_area = draw_size - margin_begin - margin_end;
+ float dst_area = tex_size - margin_begin - margin_end;
+ float scale = max(1.0,floor(src_area / max(dst_area,0.0000001) + 0.5));
+
+ //convert to ratio
+ float ratio = (pixel - margin_begin) / src_area;
+ ratio = mod(ratio * scale,1.0);
+ return (margin_begin + ratio * dst_area) * tex_pixel_size;
+ }
+ }
+
+}
+
+#endif
#endif
uniform bool use_default_normal;
@@ -245,6 +351,22 @@ void main() {
vec2 uv = uv_interp;
#ifdef USE_TEXTURE_RECT
+
+#ifdef USE_NINEPATCH
+
+ int draw_center=2;
+ uv = vec2(
+ map_ninepatch_axis(pixel_size_interp.x,abs(dst_rect.z),color_texpixel_size.x,np_margins.x,np_margins.z,np_repeat_h,draw_center),
+ map_ninepatch_axis(pixel_size_interp.y,abs(dst_rect.w),color_texpixel_size.y,np_margins.y,np_margins.w,np_repeat_v,draw_center)
+ );
+
+ if (draw_center==0) {
+ color.a=0;
+ }
+
+ uv = uv*src_rect.zw+src_rect.xy; //apply region if needed
+#endif
+
if (clip_rect_uv) {
vec2 half_texpixel = color_texpixel_size * 0.5;
@@ -267,6 +389,8 @@ void main() {
#endif
+
+
vec3 normal;
#if defined(NORMAL_USED)
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index 4c8648903e..b0fb525e20 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -129,6 +129,11 @@ void main() {
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#endif
+#ifdef SRGB_TO_LINEAR
+
+ color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1 + 0.055)),vec3(2.4)),color.rgb * (1.0 / 12.92),lessThan(color.rgb,vec3(0.04045)));
+#endif
+
#ifdef DEBUG_GRADIENT
color.rg=uv_interp;
color.b=0.0;
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index 7e7b083f73..ec2577538c 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -37,6 +37,7 @@ uniform bool clear;
uniform uint cycle;
uniform float lifetime;
uniform mat4 emission_transform;
+uniform uint random_seed;
out highp vec4 out_color; //tfb:
@@ -104,7 +105,9 @@ void main() {
bool shader_active = velocity_active.a > 0.5;
if (system_phase > prev_system_phase) {
- if (prev_system_phase < restart_phase && system_phase >= restart_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= prev_system_phase && restart_phase < system_phase ) {
restart=true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (system_phase - restart_phase) * lifetime;
@@ -112,12 +115,12 @@ void main() {
}
} else {
- if (prev_system_phase < restart_phase) {
+ if (restart_phase >= prev_system_phase) {
restart=true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (1.0 - restart_phase + system_phase) * lifetime;
#endif
- } else if (system_phase >= restart_phase) {
+ } else if (restart_phase < system_phase ) {
restart=true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (system_phase - restart_phase) * lifetime;