diff options
Diffstat (limited to 'drivers/gles3')
| -rw-r--r-- | drivers/gles3/SCsub | 2 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 348 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 14 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 108 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 48 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 116 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 35 | ||||
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 | ||||
| -rw-r--r-- | drivers/gles3/shader_gles3.cpp | 2 | ||||
| -rw-r--r-- | drivers/gles3/shaders/SCsub | 38 | ||||
| -rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 203 | ||||
| -rw-r--r-- | drivers/gles3/shaders/copy.glsl | 5 | ||||
| -rw-r--r-- | drivers/gles3/shaders/particles.glsl | 11 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 6 | ||||
| -rw-r--r-- | drivers/gles3/shaders/screen_space_reflection.glsl | 47 |
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 |