diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 19 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 7 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 53 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 2 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 6 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 4 |
7 files changed, 91 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index b221a41893..ff423bf0d0 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1210,6 +1210,9 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) { //copy if not copied before _copy_texscreen(Rect2()); + + // blend mode will have been enabled so make sure we disable it again later on + last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1; } if (shader_ptr != shader_cache) { @@ -1281,14 +1284,30 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons } int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX; + if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) { + blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX; + } bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX); bool reclip = false; if (last_blend_mode != blend_mode) { + if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) { + // re-enable it + glEnable(GL_BLEND); + } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) { + // disable it + glDisable(GL_BLEND); + } switch (blend_mode) { + case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: { + + // nothing to do here + + } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 5b6b3d44f2..8da2c2f9c2 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2362,7 +2362,11 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C ERR_FAIL_COND(!tex); glActiveTexture(GL_TEXTURE0); - glBindTexture(tex->target, tex->tex_id); + + if (tex->proxy && tex->proxy->tex_id) + glBindTexture(tex->target, tex->proxy->tex_id); + else + glBindTexture(tex->target, tex->tex_id); if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) { @@ -3906,6 +3910,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARDT); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 77ac962e37..945df35456 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -828,6 +828,58 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p //texture_set_flags(p_texture,texture->flags); } +// Uploads pixel data to a sub-region of a texture, for the specified mipmap. +// The texture pixels must have been allocated before, because most features seen in texture_set_data() make no sense in a partial update. +// TODO If we want this to be usable without pre-filling pixels with a full image, we have to call glTexImage2D() with null data. +void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side) { + + Texture *texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(!texture->active); + ERR_FAIL_COND(texture->render_target); + ERR_FAIL_COND(texture->format != p_image->get_format()); + ERR_FAIL_COND(p_image.is_null()); + ERR_FAIL_COND(src_w <= 0 || src_h <= 0); + ERR_FAIL_COND(src_x < 0 || src_y < 0 || src_x + src_w > p_image->get_width() || src_y + src_h > p_image->get_height()); + ERR_FAIL_COND(dst_x < 0 || dst_y < 0 || dst_x + src_w > texture->alloc_width || dst_y + src_h > texture->alloc_height); + ERR_FAIL_COND(p_dst_mip < 0 || p_dst_mip >= texture->mipmaps); + + GLenum type; + GLenum format; + GLenum internal_format; + bool compressed; + bool srgb; + + // Because OpenGL wants data as a dense array, we have to extract the sub-image if the source rect isn't the full image + Ref<Image> p_sub_img = p_image; + if (src_x > 0 || src_y > 0 || src_w != p_image->get_width() || src_h != p_image->get_height()) { + p_sub_img = p_image->get_rect(Rect2(src_x, src_y, src_w, src_h)); + } + + Ref<Image> img = _get_gl_image_and_format(p_sub_img, p_sub_img->get_format(), texture->flags, format, internal_format, type, compressed, srgb); + + GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D; + + PoolVector<uint8_t>::Read read = img->get_data().read(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + int src_data_size = img->get_data().size(); + int src_ofs = 0; + + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glCompressedTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, internal_format, src_data_size, &read[src_ofs]); + + } else { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + // `format` has to match the internal_format used when the texture was created + glTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, format, type, &read[src_ofs]); + } +} + Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const { Texture *texture = texture_owner.get(p_texture); @@ -1615,6 +1667,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB); shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL); shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA); + shaders.actions_canvas.render_mode_values["blend_disabled"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_DISABLED); shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED); shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index def6eaa167..6b626cbd00 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -340,6 +340,7 @@ public: virtual RID texture_create(); virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); + virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); virtual Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const; virtual void texture_set_flags(RID p_texture, uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; @@ -420,6 +421,7 @@ public: BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, + BLEND_MODE_DISABLED, }; int blend_mode; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 1f3b76f5cd..eb8d6c485b 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -911,6 +911,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; /* PARTICLES SHADER */ diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index d3644bffdd..f5481c597c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1206,6 +1206,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino float omni_attenuation = pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w ); vec3 light_attenuation = vec3(omni_attenuation); +#if !defined(SHADOWS_DISABLED) if (omni_lights[idx].light_params.w>0.5) { //there is a shadowmap @@ -1252,6 +1253,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino #endif light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } +#endif //SHADOWS_DISABLED light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * omni_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); @@ -1270,6 +1272,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi spot_attenuation*= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x); vec3 light_attenuation = vec3(spot_attenuation); +#if !defined(SHADOWS_DISABLED) if (spot_lights[idx].light_params.w>0.5) { //there is a shadowmap highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0)); @@ -1287,6 +1290,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi #endif light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } +#endif //SHADOWS_DISABLED light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * spot_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); @@ -1785,6 +1789,7 @@ FRAGMENT_SHADER_CODE float depth_z = -vertex.z; #ifdef LIGHT_DIRECTIONAL_SHADOW +#if !defined(SHADOWS_DISABLED) #ifdef LIGHT_USE_PSSM4 if (depth_z < shadow_split_offsets.w) { @@ -1927,6 +1932,7 @@ FRAGMENT_SHADER_CODE } +#endif // !defined(SHADOWS_DISABLED) #endif //LIGHT_DIRECTIONAL_SHADOW #ifdef USE_VERTEX_LIGHTING diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 2f671158b2..a75871f08e 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -258,9 +258,13 @@ void main() { #endif +#ifdef KEEP_3D_LINEAR + // leave color as is... +#else //regular Linear -> SRGB conversion vec3 a = vec3(0.055); 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 #if defined(USING_GLOW) glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308))); |