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-rw-r--r--drivers/gles3/SCsub2
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp348
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h14
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp108
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h48
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp116
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h35
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shader_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/SCsub38
-rw-r--r--drivers/gles3/shaders/canvas.glsl203
-rw-r--r--drivers/gles3/shaders/copy.glsl5
-rw-r--r--drivers/gles3/shaders/particles.glsl11
-rw-r--r--drivers/gles3/shaders/scene.glsl6
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl47
15 files changed, 751 insertions, 233 deletions
diff --git a/drivers/gles3/SCsub b/drivers/gles3/SCsub
index a17335b41b..2471dd3739 100644
--- a/drivers/gles3/SCsub
+++ b/drivers/gles3/SCsub
@@ -1,3 +1,5 @@
+#!/usr/bin/env python
+
Import('env')
env.add_source_files(env.drivers_sources,"*.cpp")
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index e88687eb28..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() {
@@ -186,47 +189,82 @@ 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) {
+RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
- if (p_texture == state.current_tex) {
- return state.current_tex_ptr;
- }
+ RasterizerStorageGLES3::Texture *tex_return = NULL;
- if (p_texture.is_valid()) {
+ if (p_texture == state.current_tex) {
+ tex_return = state.current_tex_ptr;
+ } else if (p_texture.is_valid()) {
RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
if (!texture) {
state.current_tex = RID();
state.current_tex_ptr = NULL;
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- return NULL;
- }
- if (texture->render_target)
- texture->render_target->used_in_frame = true;
+ } else {
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
+ if (texture->render_target)
+ texture->render_target->used_in_frame = true;
- return texture;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+ state.current_tex = p_texture;
+ state.current_tex_ptr = texture;
+
+ tex_return = texture;
+ }
} else {
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
state.current_tex = RID();
state.current_tex_ptr = NULL;
}
- return NULL;
+ if (p_normal_map == state.current_normal) {
+ //do none
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
+
+ } else if (p_normal_map.is_valid()) {
+
+ RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
+
+ if (!normal_map) {
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
+
+ } else {
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ state.current_normal = p_normal_map;
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
+ }
+
+ } else {
+
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
+ }
+
+ 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) {
@@ -238,6 +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);
@@ -245,6 +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) {
@@ -372,7 +412,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
_set_texture_rect_mode(false);
- _bind_canvas_texture(RID());
+ _bind_canvas_texture(RID(), RID());
glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
@@ -403,7 +443,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
//set color
glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
if (texture) {
@@ -432,8 +472,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
+
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
@@ -443,8 +485,9 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} else {
- glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, 0, 0, 1, 1);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -456,78 +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);
-
- if (!texture) {
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
- 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;
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
-
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
-
-#define DSTRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(1, m_x, m_y, m_w, m_h)
-#define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y)
-
- //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;
@@ -538,7 +544,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
ERR_CONTINUE(primitive->points.size() < 1);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
@@ -561,7 +567,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
_set_texture_rect_mode(false);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
@@ -570,6 +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);
@@ -588,6 +721,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
indices[i * 3 + 2] = numpoints;
}
+ _bind_canvas_texture(RID(), RID());
_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
@@ -705,6 +839,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
state.current_tex = RID();
state.current_tex_ptr = NULL;
+ state.current_normal = RID();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -812,7 +947,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
for (int i = 0; i < tc; i++) {
- glActiveTexture(GL_TEXTURE1 + i);
+ glActiveTexture(GL_TEXTURE2 + i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
@@ -1265,9 +1400,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
state.vp = canvas_transform;
store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
- for (int i = 0; i < 4; i++) {
- state.canvas_item_ubo_data.time[i] = storage->frame.time[i];
- }
+ state.canvas_item_ubo_data.time = storage->frame.time[0];
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
@@ -1278,8 +1411,10 @@ void RasterizerCanvasGLES3::reset_canvas() {
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
- glVertexAttrib4f(1, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y);
- glVertexAttrib4f(2, p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
+
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -1311,7 +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);
@@ -1388,6 +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 2da0cc0afd..5859820364 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -32,14 +32,14 @@
#include "rasterizer_storage_gles3.h"
#include "servers/visual/rasterizer.h"
-#include "shaders/canvas_shadow.glsl.h"
+#include "shaders/canvas_shadow.glsl.gen.h"
class RasterizerCanvasGLES3 : public RasterizerCanvas {
public:
struct CanvasItemUBO {
float projection_matrix[16];
- float time[4];
+ float time;
};
struct Data {
@@ -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;
@@ -63,8 +67,10 @@ public:
CanvasShadowShaderGLES3 canvas_shadow_shader;
bool using_texture_rect;
+ bool using_ninepatch;
RID current_tex;
+ RID current_normal;
RasterizerStorageGLES3::Texture *current_tex_ptr;
Transform vp;
@@ -106,8 +112,8 @@ public:
virtual void canvas_begin();
virtual void canvas_end();
- _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable);
- _FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture);
+ _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);
_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);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 0ceacd0a75..96c3da99f0 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -887,17 +887,16 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
}
-void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness) {
+void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ssr_enabled = p_enable;
env->ssr_max_steps = p_max_steps;
- env->ssr_accel = p_accel;
- env->ssr_fade = p_fade;
+ env->ssr_fade_in = p_fade_in;
+ env->ssr_fade_out = p_fade_out;
env->ssr_depth_tolerance = p_depth_tolerance;
- env->ssr_smooth = p_smooth;
env->ssr_roughness = p_roughness;
}
@@ -978,6 +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);
@@ -1208,6 +1228,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
tex = storage->resources.normal_tex;
+
} break;
default: {
tex = storage->resources.white_tex;
@@ -1221,6 +1242,15 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
t->detect_3d(t->detect_3d_ud);
}
#endif
+
+#ifdef TOOLS_ENABLED
+ if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
+ t->detect_normal(t->detect_normal_ud);
+ }
+#endif
+ if (t->render_target)
+ t->render_target->used_in_frame = true;
+
if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb = false;
@@ -1906,7 +1936,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (!p_shadow) {
if (p_directional_add) {
- if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) {
+ if (e->sort_key & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) {
continue;
}
@@ -1915,7 +1945,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (shading != prev_shading) {
- if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) {
+ if (e->sort_key & SORT_KEY_UNSHADED_FLAG) {
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false);
@@ -1944,7 +1974,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
- if (p_directional_add || (directional_light && (e->sort_key & RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
+ if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true);
if (p_directional_shadows && directional_light->light_ptr->shadow) {
@@ -2048,7 +2078,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
}
- if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
+ if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
_setup_light(e, p_view_transform);
}
@@ -2177,7 +2207,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) {
- e->sort_key |= RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG;
+ e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG;
}
e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
@@ -2205,7 +2235,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
if (e->instance->gi_probe_instances.size()) {
- e->sort_key |= RenderList::SORT_KEY_GI_PROBES_FLAG;
+ e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
}
}
@@ -2222,7 +2252,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG;
+ e->sort_key |= SORT_KEY_UNSHADED_FLAG;
}
}
@@ -2315,9 +2345,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix);
//time global variables
- for (int i = 0; i < 4; i++) {
- state.ubo_data.time[i] = storage->frame.time[i];
- }
+ state.ubo_data.time = storage->frame.time[0];
state.ubo_data.z_far = p_cam_projection.get_z_far();
//bg and ambient
@@ -3251,8 +3279,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//perform SSR
- state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL, env->ssr_accel > 0 && env->ssr_smooth);
- state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_accel > 0 && env->ssr_roughness);
+ state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness);
state.ssr_shader.bind();
@@ -3268,9 +3295,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass));
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size()));
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps);
- state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION, env->ssr_accel);
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance);
- state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
@@ -3555,7 +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);
@@ -3951,6 +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);
@@ -4002,8 +4030,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 0);
storage->frame.clear_request = false;
- } else if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+
} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {
@@ -4012,6 +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();
@@ -4029,7 +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 c0324b2674..5f0db446a9 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -33,17 +33,17 @@
/* Must come before shaders or the Windows build fails... */
#include "rasterizer_storage_gles3.h"
-#include "drivers/gles3/shaders/cube_to_dp.glsl.h"
-#include "drivers/gles3/shaders/effect_blur.glsl.h"
-#include "drivers/gles3/shaders/exposure.glsl.h"
-#include "drivers/gles3/shaders/resolve.glsl.h"
-#include "drivers/gles3/shaders/scene.glsl.h"
-#include "drivers/gles3/shaders/screen_space_reflection.glsl.h"
-#include "drivers/gles3/shaders/ssao.glsl.h"
-#include "drivers/gles3/shaders/ssao_blur.glsl.h"
-#include "drivers/gles3/shaders/ssao_minify.glsl.h"
-#include "drivers/gles3/shaders/subsurf_scattering.glsl.h"
-#include "drivers/gles3/shaders/tonemap.glsl.h"
+#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h"
+#include "drivers/gles3/shaders/effect_blur.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"
+#include "drivers/gles3/shaders/tonemap.glsl.gen.h"
class RasterizerSceneGLES3 : public RasterizerScene {
public:
@@ -111,7 +111,6 @@ public:
float projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
- float time[4];
float ambient_light_color[4];
float bg_color[4];
float fog_color_enabled[4];
@@ -127,6 +126,7 @@ public:
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -360,10 +360,9 @@ public:
bool ssr_enabled;
int ssr_max_steps;
- float ssr_accel;
- float ssr_fade;
+ float ssr_fade_in;
+ float ssr_fade_out;
float ssr_depth_tolerance;
- bool ssr_smooth;
bool ssr_roughness;
bool ssao_enabled;
@@ -439,10 +438,9 @@ public:
ssr_enabled = false;
ssr_max_steps = 64;
- ssr_accel = 0.04;
- ssr_fade = 2.0;
+ ssr_fade_in = 0.15;
+ ssr_fade_out = 2.0;
ssr_depth_tolerance = 0.2;
- ssr_smooth = true;
ssr_roughness = true;
ssao_enabled = false;
@@ -527,7 +525,7 @@ public:
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
- virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness);
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect, const Color &p_color, bool p_blur);
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
@@ -538,6 +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 {
@@ -638,9 +641,10 @@ public:
MAX_REFLECTIONS = 1024,
SORT_KEY_DEPTH_LAYER_SHIFT = 60,
- SORT_KEY_UNSHADED_FLAG = uint64_t(1) << 59,
- SORT_KEY_NO_DIRECTIONAL_FLAG = uint64_t(1) << 58,
- SORT_KEY_GI_PROBES_FLAG = uint64_t(1) << 57,
+//64 bits unsupported in MSVC
+#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59)
+#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58)
+#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57)
SORT_KEY_SHADING_SHIFT = 57,
SORT_KEY_SHADING_MASK = 7,
SORT_KEY_MATERIAL_INDEX_SHIFT = 40,
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index a38e149aff..24a57b772b 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1072,6 +1072,14 @@ void RasterizerStorageGLES3::texture_set_detect_srgb_callback(RID p_texture, Vis
texture->detect_srgb_ud = p_userdata;
}
+void RasterizerStorageGLES3::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_normal = p_callback;
+ texture->detect_normal_ud = p_userdata;
+}
+
RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
Texture *texture = texture_owner.get(p_source);
@@ -1548,7 +1556,11 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
- order[E->get().order] = E->key();
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
@@ -2314,6 +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]];
@@ -3107,6 +3122,7 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) {
}
glDeleteVertexArrays(1, &surface->array_id);
+ glDeleteVertexArrays(1, &surface->instancing_array_id);
for (int i = 0; i < surface->blend_shapes.size(); i++) {
@@ -5052,6 +5068,14 @@ void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles, float p_lif
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
}
+
+void RasterizerStorageGLES3::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
+}
+
void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles, float p_time) {
Particles *particles = particles_owner.getornull(p_particles);
@@ -5183,6 +5207,14 @@ void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p
particles->draw_passes[p_pass] = p_mesh;
}
+void RasterizerStorageGLES3::particles_restart(RID p_particles) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
void RasterizerStorageGLES3::particles_request_process(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
@@ -5249,13 +5281,35 @@ void RasterizerStorageGLES3::particles_set_emission_transform(RID p_particles, c
particles->emission_transform = p_transform;
}
+int RasterizerStorageGLES3::particles_get_draw_passes(RID p_particles) const {
+
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->draw_passes.size();
+}
+
+RID RasterizerStorageGLES3::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+
+ return particles->draw_passes[p_pass];
+}
+
void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_delta) {
float new_phase = Math::fmod((float)particles->phase + (p_delta / particles->lifetime) * particles->speed_scale, (float)1.0);
if (particles->clear) {
particles->cycle_number = 0;
+ particles->random_seed = Math::rand();
} else if (new_phase < particles->phase) {
+ if (particles->one_shot) {
+ particles->emitting = false;
+ shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, false);
+ }
particles->cycle_number++;
}
@@ -5265,6 +5319,8 @@ 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
@@ -5320,6 +5376,44 @@ void RasterizerStorageGLES3::update_particles() {
Particles *particles = particle_update_list.first()->self();
+ if (particles->restart_request) {
+ particles->emitting = true; //restart from zero
+ 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->restart_request = false;
+ }
+
+ 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) {
@@ -5380,7 +5474,7 @@ void RasterizerStorageGLES3::update_particles() {
shaders.particles.bind();
shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, particles->amount);
- shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, Color(frame.time[0], frame.time[1], frame.time[2], frame.time[3]));
+ shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, frame.time[0]);
shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS, particles->explosiveness);
shaders.particles.set_uniform(ParticlesShaderGLES3::LIFETIME, particles->lifetime);
shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT, 0);
@@ -5443,11 +5537,11 @@ void RasterizerStorageGLES3::update_particles() {
particles->particle_valid_histories[0] = true;
}
+
+ particles->instance_change_notify(); //make sure shadows are updated
}
glDisable(GL_RASTERIZER_DISCARD);
-
-
}
////////
@@ -6034,10 +6128,20 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT
default: {}
}
}
+bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
-bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
- return false;
+ return rt->used_in_frame;
+}
+
+void RasterizerStorageGLES3::render_target_clear_used(RID p_render_target) {
+
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->used_in_frame = false;
}
void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index e4bde96443..2ef47fe2cb 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -35,11 +35,11 @@
#include "servers/visual/shader_language.h"
#include "shader_compiler_gles3.h"
#include "shader_gles3.h"
-#include "shaders/blend_shape.glsl.h"
-#include "shaders/canvas.glsl.h"
-#include "shaders/copy.glsl.h"
-#include "shaders/cubemap_filter.glsl.h"
-#include "shaders/particles.glsl.h"
+#include "shaders/blend_shape.glsl.gen.h"
+#include "shaders/canvas.glsl.gen.h"
+#include "shaders/copy.glsl.gen.h"
+#include "shaders/cubemap_filter.glsl.gen.h"
+#include "shaders/particles.glsl.gen.h"
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
@@ -270,6 +270,9 @@ public:
VisualServer::TextureDetectCallback detect_srgb;
void *detect_srgb_ud;
+ VisualServer::TextureDetectCallback detect_normal;
+ void *detect_normal_ud;
+
Texture() {
using_srgb = false;
@@ -289,6 +292,8 @@ public:
detect_3d_ud = NULL;
detect_srgb = NULL;
detect_srgb_ud = NULL;
+ detect_normal = NULL;
+ detect_normal_ud = NULL;
}
~Texture() {
@@ -329,6 +334,7 @@ public:
virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
+ virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
/* SKY API */
@@ -1027,12 +1033,16 @@ public:
struct Particles : public GeometryOwner {
+ bool inactive;
+ float inactive_time;
bool emitting;
+ bool one_shot;
int amount;
float lifetime;
float pre_process_time;
float explosiveness;
float randomness;
+ bool restart_request;
Rect3 custom_aabb;
bool use_local_coords;
RID process_material;
@@ -1054,6 +1064,7 @@ public:
float phase;
float prev_phase;
uint64_t prev_ticks;
+ uint32_t random_seed;
uint32_t cycle_number;
@@ -1071,6 +1082,7 @@ public:
: particle_element(this) {
cycle_number = 0;
emitting = false;
+ one_shot = false;
amount = 0;
lifetime = 1.0;
pre_process_time = 0.0;
@@ -1082,6 +1094,9 @@ public:
frame_remainder = 0;
histories_enabled = false;
speed_scale = 1.0;
+ random_seed = 0;
+
+ restart_request = false;
custom_aabb = Rect3(Vector3(-4, -4, -4), Vector3(8, 8, 8));
@@ -1092,6 +1107,8 @@ public:
prev_ticks = 0;
clear = true;
+ inactive = true;
+ inactive_time = false;
glGenBuffers(2, particle_buffers);
glGenVertexArrays(2, particle_vaos);
@@ -1119,6 +1136,7 @@ public:
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
+ virtual void particles_set_one_shot(RID p_particles, bool p_one_shot);
virtual void particles_set_pre_process_time(RID p_particles, float p_time);
virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
@@ -1128,6 +1146,7 @@ public:
virtual void particles_set_process_material(RID p_particles, RID p_material);
virtual void particles_set_fixed_fps(RID p_particles, int p_fps);
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
+ virtual void particles_restart(RID p_particles);
virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
@@ -1143,6 +1162,9 @@ public:
virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
void _particles_process(Particles *p_particles, float p_delta);
+ virtual int particles_get_draw_passes(RID p_particles) const;
+ virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
+
/* INSTANCE */
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
@@ -1264,7 +1286,8 @@ public:
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
- virtual bool render_target_renedered_in_frame(RID p_render_target);
+ 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_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
/* CANVAS SHADOW */
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/SCsub b/drivers/gles3/shaders/SCsub
index f9baeae97d..0c69c8cf74 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -1,22 +1,22 @@
+#!/usr/bin/env python
+
Import('env')
if env['BUILDERS'].has_key('GLES3_GLSL'):
- env.GLES3_GLSL('copy.glsl');
- env.GLES3_GLSL('resolve.glsl');
- env.GLES3_GLSL('canvas.glsl');
- env.GLES3_GLSL('canvas_shadow.glsl');
- env.GLES3_GLSL('scene.glsl');
- env.GLES3_GLSL('cubemap_filter.glsl');
- env.GLES3_GLSL('cube_to_dp.glsl');
- env.GLES3_GLSL('blend_shape.glsl');
- env.GLES3_GLSL('screen_space_reflection.glsl');
- env.GLES3_GLSL('effect_blur.glsl');
- env.GLES3_GLSL('subsurf_scattering.glsl');
- env.GLES3_GLSL('ssao.glsl');
- env.GLES3_GLSL('ssao_minify.glsl');
- env.GLES3_GLSL('ssao_blur.glsl');
- env.GLES3_GLSL('exposure.glsl');
- env.GLES3_GLSL('tonemap.glsl');
- env.GLES3_GLSL('particles.glsl');
-
-
+ env.GLES3_GLSL('copy.glsl');
+ env.GLES3_GLSL('resolve.glsl');
+ env.GLES3_GLSL('canvas.glsl');
+ env.GLES3_GLSL('canvas_shadow.glsl');
+ env.GLES3_GLSL('scene.glsl');
+ env.GLES3_GLSL('cubemap_filter.glsl');
+ env.GLES3_GLSL('cube_to_dp.glsl');
+ env.GLES3_GLSL('blend_shape.glsl');
+ env.GLES3_GLSL('screen_space_reflection.glsl');
+ env.GLES3_GLSL('effect_blur.glsl');
+ env.GLES3_GLSL('subsurf_scattering.glsl');
+ env.GLES3_GLSL('ssao.glsl');
+ env.GLES3_GLSL('ssao_minify.glsl');
+ env.GLES3_GLSL('ssao_blur.glsl');
+ env.GLES3_GLSL('exposure.glsl');
+ env.GLES3_GLSL('tonemap.glsl');
+ env.GLES3_GLSL('particles.glsl');
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index de4dbf6e6f..e97ce62daa 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -6,21 +6,36 @@ layout(location=3) in vec4 color_attrib;
#ifdef USE_TEXTURE_RECT
-layout(location=1) in highp vec4 dst_rect;
-layout(location=2) in highp vec4 src_rect;
+uniform vec4 dst_rect;
+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
highp mat4 projection_matrix;
- highp vec4 time;
+ highp float time;
};
uniform highp mat4 modelview_matrix;
@@ -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
@@ -51,9 +72,9 @@ layout(std140) uniform LightData { //ubo:1
out vec4 light_uv_interp;
-#if defined(NORMAL_USED)
+
out vec4 local_rot;
-#endif
+
#ifdef USE_SHADOWS
out highp vec2 pos;
@@ -64,6 +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
@@ -81,6 +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
@@ -94,6 +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;
@@ -101,11 +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
@@ -124,7 +179,7 @@ VERTEX_SHADER_CODE
pos=outvec.xy;
#endif
-#if defined(NORMAL_USED)
+
local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy );
local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy );
#ifdef USE_TEXTURE_RECT
@@ -132,7 +187,7 @@ VERTEX_SHADER_CODE
local_rot.zw*=sign(src_rect.w);
#endif
-#endif
+
#endif
@@ -144,6 +199,7 @@ VERTEX_SHADER_CODE
uniform mediump sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
+uniform mediump sampler2D normal_texture; // texunit:1
in mediump vec2 uv_interp;
in mediump vec4 color_interp;
@@ -158,7 +214,7 @@ uniform sampler2D screen_texture; // texunit:-3
layout(std140) uniform CanvasItemData {
highp mat4 projection_matrix;
- highp vec4 time;
+ highp float time;
};
@@ -183,9 +239,8 @@ uniform lowp sampler2D light_texture; // texunit:-1
in vec4 light_uv_interp;
-#if defined(NORMAL_USED)
in vec4 local_rot;
-#endif
+
#ifdef USE_SHADOWS
@@ -228,12 +283,96 @@ LIGHT_SHADER_CODE
}
+#ifdef USE_TEXTURE_RECT
+
+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;
void main() {
vec4 color = color_interp;
-#if defined(NORMAL_USED)
- vec3 normal = vec3(0.0,0.0,1.0);
+ 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;
+ uv = clamp(uv,src_rect.xy+half_texpixel,src_rect.xy+abs(src_rect.zw)-color_texpixel_size);
+ }
+
#endif
#if !defined(COLOR_USED)
@@ -241,15 +380,36 @@ void main() {
#ifdef USE_DISTANCE_FIELD
const float smoothing = 1.0/32.0;
- float distance = texture(color_texture, uv_interp).a;
+ float distance = textureLod(color_texture, uv,0.0).a;
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
#else
- color *= texture( color_texture, uv_interp );
+ color *= texture( color_texture, uv );
#endif
#endif
+
+
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (use_default_normal) {
+ normal.xy = textureLod(normal_texture, uv,0.0).xy * 2.0 - 1.0;
+ normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
+ normal_used=true;
+ } else {
+ normal = vec3(0.0,0.0,1.0);
+ }
+
+
+
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
#endif
@@ -284,9 +444,9 @@ FRAGMENT_SHADER_CODE
vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
-#if defined(NORMAL_USED)
- normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
-#endif
+ if (normal_used) {
+ normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
+ }
float att=1.0;
@@ -307,10 +467,11 @@ FRAGMENT_SHADER_CODE
#else
-#if defined(NORMAL_USED)
- vec3 light_normal = normalize(vec3(light_vec,-light_height));
- light*=max(dot(-light_normal,normal),0.0);
-#endif
+ if (normal_used) {
+
+ vec3 light_normal = normalize(vec3(light_vec,-light_height));
+ light*=max(dot(-light_normal,normal),0.0);
+ }
color*=light;
/*
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 c1356bb110..ec2577538c 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -28,7 +28,7 @@ uniform float prev_system_phase;
uniform int total_particles;
uniform float explosiveness;
uniform float randomness;
-uniform vec4 time;
+uniform float time;
uniform float delta;
uniform int attractor_count;
@@ -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;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 9a2cd577ef..a047e693cb 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -63,7 +63,6 @@ layout(std140) uniform SceneData { //ubo:0
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
- highp vec4 time;
highp vec4 ambient_light_color;
highp vec4 bg_color;
@@ -83,6 +82,7 @@ layout(std140) uniform SceneData { //ubo:0
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -368,6 +368,8 @@ VERTEX_SHADER_CODE
*/
+uniform highp mat4 world_transform;
+
#define M_PI 3.14159265359
/* Varyings */
@@ -435,7 +437,6 @@ layout(std140) uniform SceneData {
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
- highp vec4 time;
highp vec4 ambient_light_color;
highp vec4 bg_color;
@@ -455,6 +456,7 @@ layout(std140) uniform SceneData {
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 8eec71ecb6..cc41d36c37 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -38,7 +38,8 @@ uniform mat4 projection;
uniform int num_steps;
uniform float depth_tolerance;
uniform float distance_fade;
-uniform float acceleration;
+uniform float curve_fade_in;
+
layout(location = 0) out vec4 frag_color;
@@ -148,8 +149,6 @@ void main() {
bool found=false;
- //if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area
- float accel=1.0+acceleration;
float steps_taken=0.0;
for(int i=0;i<num_steps;i++) {
@@ -177,9 +176,6 @@ void main() {
steps_taken+=1.0;
prev_pos=pos;
- z_advance*=accel;
- w_advance*=accel;
- line_advance*=accel;
}
@@ -207,41 +203,14 @@ void main() {
vec2 final_pos;
float grad;
+ grad=steps_taken/float(num_steps);
+ float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in);
+ float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade;
+ final_pos=pos;
-#ifdef SMOOTH_ACCEL
- //if the distance between point and prev point is >1, then take some samples in the middle for smoothing out the image
- vec2 blend_dir = pos - prev_pos;
- float steps = min(8.0,length(blend_dir));
- if (steps>2.0) {
- vec2 blend_step = blend_dir/steps;
- float blend_z = (z_to-z_from)/steps;
- vec2 new_pos;
- float subgrad=0.0;
- for(float i=0.0;i<steps;i++) {
-
- new_pos = (prev_pos+blend_step*i);
- float z = z_from+blend_z*i;
-
- depth = texture(source_depth, new_pos*pixel_size).r * 2.0 - 1.0;
- depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
- depth=-depth;
-
- subgrad=i/steps;
- if (depth>z)
- break;
- }
- final_pos = new_pos;
- grad=(steps_taken+subgrad)/float(num_steps);
- } else {
-#endif
- grad=steps_taken/float(num_steps);
- final_pos=pos;
-#ifdef SMOOTH_ACCEL
- }
-#endif
@@ -327,10 +296,10 @@ void main() {
final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0);
}
- frag_color = vec4(final_color.rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+ frag_color = vec4(final_color.rgb,fade*margin_blend);
#else
- frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+ frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend);
#endif