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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp8
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp20
-rw-r--r--drivers/gles3/rasterizer_gles3.h4
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp127
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp212
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h17
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp14
-rw-r--r--drivers/gles3/shader_gles3.h4
-rw-r--r--drivers/gles3/shaders/canvas.glsl5
-rw-r--r--drivers/gles3/shaders/copy.glsl36
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl2
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl5
-rw-r--r--drivers/gles3/shaders/scene.glsl229
-rw-r--r--drivers/gles3/shaders/ssao.glsl6
15 files changed, 521 insertions, 172 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index ec8202d92c..30aa22732c 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -826,6 +826,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
+
RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
if (mesh_data) {
@@ -834,7 +836,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindVertexArray(s->array_id);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+ glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
if (s->index_array_len) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
@@ -845,6 +847,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
glBindVertexArray(0);
}
}
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
+
} break;
case Item::Command::TYPE_MULTIMESH: {
@@ -2043,7 +2047,7 @@ void RasterizerCanvasGLES3::initialize() {
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, CAST_INT_TO_UCHAR_PTR(2));
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index a4e042ae0e..ea15a278d6 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -32,7 +32,6 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "drivers/gl_context/context_gl.h"
RasterizerStorage *RasterizerGLES3::get_storage() {
@@ -253,11 +252,16 @@ void RasterizerGLES3::set_current_render_target(RID p_render_target) {
}
}
-void RasterizerGLES3::restore_render_target() {
+void RasterizerGLES3::restore_render_target(bool p_3d_was_drawn) {
ERR_FAIL_COND(storage->frame.current_rt == NULL);
RasterizerStorageGLES3::RenderTarget *rt = storage->frame.current_rt;
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+ if (p_3d_was_drawn && rt->external.fbo != 0) {
+ // our external render buffer is now leading, render 2d into that.
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+ }
glViewport(0, 0, rt->width, rt->height);
}
@@ -269,7 +273,7 @@ void RasterizerGLES3::clear_render_target(const Color &p_color) {
storage->frame.clear_request_color = p_color;
}
-void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {
+void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
if (p_image.is_null() || p_image->empty())
return;
@@ -292,7 +296,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
canvas->canvas_begin();
RID texture = storage->texture_create();
- storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER);
+ storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
storage->texture_set_data(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
@@ -339,7 +343,11 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
#if 1
Size2 win_size = OS::get_singleton()->get_window_size();
- glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
+ if (rt->external.fbo != 0) {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
+ }
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 7541c55c82..8fa208a1aa 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -51,12 +51,12 @@ public:
virtual RasterizerCanvas *get_canvas();
virtual RasterizerScene *get_scene();
- virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale);
+ virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
virtual void initialize();
virtual void begin_frame(double frame_step);
virtual void set_current_render_target(RID p_render_target);
- virtual void restore_render_target();
+ virtual void restore_render_target(bool p_3d_was_drawn);
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index df8bd9feb0..7acb8a22bc 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -34,6 +34,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_canvas_gles3.h"
+#include "servers/camera/camera_feed.h"
#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
@@ -830,6 +831,12 @@ void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color
env->ambient_energy = p_energy;
env->ambient_sky_contribution = p_sky_contribution;
}
+void RasterizerSceneGLES3::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->camera_feed_id = p_camera_feed_id;
+}
void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
@@ -1061,12 +1068,11 @@ void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_b
if (p_data.is_valid()) {
RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data);
ERR_FAIL_COND(!gipd);
- if (gipd) {
- gipi->tex_cache = gipd->tex_id;
- gipi->cell_size_cache.x = 1.0 / gipd->width;
- gipi->cell_size_cache.y = 1.0 / gipd->height;
- gipi->cell_size_cache.z = 1.0 / gipd->depth;
- }
+
+ gipi->tex_cache = gipd->tex_id;
+ gipi->cell_size_cache.x = 1.0 / gipd->width;
+ gipi->cell_size_cache.y = 1.0 / gipd->height;
+ gipi->cell_size_cache.z = 1.0 / gipd->depth;
}
}
void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
@@ -1278,7 +1284,8 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
} break;
- default: {}
+ default: {
+ }
}
}
@@ -1525,7 +1532,8 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -1847,7 +1855,8 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2372,7 +2381,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
has_alpha = false;
}
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
if (!e)
return;
@@ -3248,7 +3257,8 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
}
} break;
- default: {}
+ default: {
+ }
}
}
}
@@ -3301,7 +3311,7 @@ void RasterizerSceneGLES3::_prepare_depth_texture() {
void RasterizerSceneGLES3::_bind_depth_texture() {
if (!state.bound_depth_texture) {
- ERR_FAIL_COND(!state.prepared_depth_texture)
+ ERR_FAIL_COND(!state.prepared_depth_texture);
//bind depth for read
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
@@ -3660,10 +3670,14 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) { //no post process on small render targets
//no environment or transparent render, simply return and convert to SRGB
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ if (storage->frame.current_rt->external.fbo != 0) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]);
storage->shaders.copy.bind();
@@ -4003,7 +4017,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ if (storage->frame.current_rt->external.fbo != 0) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, composite_from);
@@ -4331,6 +4349,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
Color clear_color(0, 0, 0, 0);
RasterizerStorageGLES3::Sky *sky = NULL;
+ Ref<CameraFeed> feed;
GLuint env_radiance_tex = 0;
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
@@ -4365,6 +4384,9 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
+ } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
+ feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
+ storage->frame.clear_request = false;
} else {
storage->frame.clear_request = false;
}
@@ -4415,7 +4437,65 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
break;
- default: {}
+ case VS::ENV_BG_CAMERA_FEED:
+ if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
+ // copy our camera feed to our background
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+
+ if (feed->get_datatype() == CameraFeed::FEED_RGB) {
+ RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_RGBA, 0);
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr) {
+ RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_YCbCr, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr_Sep) {
+ RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
+ RID camera_CbCr = feed->get_texture(CameraServer::FEED_CbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_Y, 0);
+ VS::get_singleton()->texture_bind(camera_CbCr, 1);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
+ };
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());
+
+ _copy_screen(true, true);
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ } else {
+ // don't have a feed, just show greenscreen :)
+ clear_color = Color(0.0, 1.0, 0.0, 1.0);
+ }
+ break;
+ default: {
+ }
}
}
@@ -4540,8 +4620,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
_post_process(env, p_cam_projection);
-
- if (false && shadow_atlas) {
+ // Needed only for debugging
+ /* if (shadow_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4551,7 +4631,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
- if (false && storage->frame.current_rt) {
+ if (storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4561,7 +4641,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
}
- if (false && reflection_atlas && storage->frame.current_rt) {
+ if (reflection_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4570,7 +4650,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
- if (false && directional_shadow.fbo) {
+ if (directional_shadow.fbo) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4580,7 +4660,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
- if (false && env_radiance_tex) {
+ if ( env_radiance_tex) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4591,8 +4671,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
-
+ }*/
//disable all stuff
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 59e23e5ac9..910f90edc2 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -376,6 +376,8 @@ public:
float bg_energy;
float sky_ambient;
+ int camera_feed_id;
+
Color ambient_color;
float ambient_energy;
float ambient_sky_contribution;
@@ -461,6 +463,7 @@ public:
sky_custom_fov(0.0),
bg_energy(1.0),
sky_ambient(0),
+ camera_feed_id(0),
ambient_energy(1.0),
ambient_sky_contribution(0.0),
canvas_max_layer(0),
@@ -542,6 +545,7 @@ public:
virtual void environment_set_bg_energy(RID p_env, float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
+ virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 51e36c1d7e..f8a3283869 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -642,7 +642,8 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_
p_flags &= ~VS::TEXTURE_FLAG_FILTER;
}
} break;
- default: {}
+ default: {
+ }
}
#endif
@@ -1209,10 +1210,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
for (int i = 0; i < texture->mipmaps; i++) {
- int ofs = 0;
- if (i > 0) {
- ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, i - 1);
- }
+ int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
if (texture->compressed) {
@@ -1439,6 +1437,15 @@ uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const {
return texture->tex_id;
}
+void RasterizerStorageGLES3::texture_bind(RID p_texture, uint32_t p_texture_no) {
+
+ Texture *texture = texture_owner.getornull(p_texture);
+
+ ERR_FAIL_COND(!texture);
+
+ glActiveTexture(GL_TEXTURE0 + p_texture_no);
+ glBindTexture(texture->target, texture->tex_id);
+}
uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
@@ -2751,7 +2758,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[14] = v.origin.z;
gui[15] = 1;
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2919,7 +2927,8 @@ _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type,
gui[i] = value[i].real;
}
} break;
- default: {}
+ default: {
+ }
}
}
@@ -2962,7 +2971,8 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
zeromem(data, 64);
} break;
- default: {}
+ default: {
+ }
}
}
@@ -3500,7 +3510,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if (p_vertex_count < (1 << 16)) {
//read 16 bit indices
const uint16_t *src_idx = (const uint16_t *)ir.ptr();
- for (int i = 0; i < index_count; i += 6) {
+ for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
@@ -3514,7 +3524,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
//read 16 bit indices
const uint32_t *src_idx = (const uint32_t *)ir.ptr();
- for (int i = 0; i < index_count; i += 6) {
+ for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
@@ -3530,7 +3540,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
index_count = p_vertex_count * 2;
wf_indices.resize(index_count);
PoolVector<uint32_t>::Write wr = wf_indices.write();
- for (int i = 0; i < index_count; i += 6) {
+ for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = i / 2;
wr[i + 1] = i / 2 + 1;
@@ -3771,28 +3781,30 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_m
Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V(surface->index_array_len == 0, PoolVector<uint8_t>());
-
PoolVector<uint8_t> ret;
ret.resize(surface->index_array_byte_size);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
+
+ if (surface->index_array_byte_size > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
- {
- PoolVector<uint8_t>::Write w = ret.write();
- glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
- }
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
+ }
#else
- void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
- ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
- {
- PoolVector<uint8_t>::Write w = ret.write();
- copymem(w.ptr(), data, surface->index_array_byte_size);
- }
- glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+ void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
+ ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(), data, surface->index_array_byte_size);
+ }
+ glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
return ret;
}
@@ -4131,7 +4143,7 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p
for (int ti = 0; ti < mtc; ti++) {
float weight = p_weights[ti];
- if (weight < 0.001) //not bother with this one
+ if (weight < 0.00001) //not bother with this one
continue;
glBindVertexArray(s->blend_shapes[ti].array_id);
@@ -5215,6 +5227,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
light->directional_blend_splits = false;
light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
light->reverse_cull = false;
+ light->use_gi = true;
light->version = 0;
return light_owner.make_rid(light);
@@ -5246,7 +5259,8 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param
light->version++;
light->instance_change_notify(true, false);
} break;
- default: {}
+ default: {
+ }
}
light->param[p_param] = p_value;
@@ -5305,6 +5319,15 @@ void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool
light->instance_change_notify(true, false);
}
+void RasterizerStorageGLES3::light_set_use_gi(RID p_light, bool p_enabled) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->use_gi = p_enabled;
+
+ light->version++;
+ light->instance_change_notify(true, false);
+}
void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
Light *light = light_owner.getornull(p_light);
@@ -5410,6 +5433,13 @@ Color RasterizerStorageGLES3::light_get_color(RID p_light) {
return light->color;
}
+bool RasterizerStorageGLES3::light_get_use_gi(RID p_light) {
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, false);
+
+ return light->use_gi;
+}
+
bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
@@ -5448,7 +5478,8 @@ AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
return AABB();
} break;
- default: {}
+ default: {
+ }
}
ERR_FAIL_V(AABB());
@@ -6080,7 +6111,7 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount)
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
- glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR((j * 16)));
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
}
}
@@ -6794,6 +6825,24 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
glDeleteTextures(1, &rt->exposure.color);
rt->exposure.fbo = 0;
}
+
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ }
+
Texture *tex = texture_owner.get(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
@@ -7230,6 +7279,10 @@ RID RasterizerStorageGLES3::render_target_create() {
return render_target_owner.make_rid(rt);
}
+void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+ //only used in GLES2
+}
+
void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
@@ -7249,7 +7302,99 @@ RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
- return rt->texture;
+ if (rt->external.fbo == 0) {
+ return rt->texture;
+ } else {
+ return rt->external.texture;
+ }
+}
+
+void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ if (p_texture_id == 0) {
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = texture_owner.get(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_owner.free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ }
+ } else {
+ Texture *t;
+
+ if (rt->external.fbo == 0) {
+ // create our fbo
+ glGenFramebuffers(1, &rt->external.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // allocate a texture
+ t = memnew(Texture);
+
+ t->type = VS::TEXTURE_TYPE_2D;
+ t->flags = 0;
+ t->width = 0;
+ t->height = 0;
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->format = Image::FORMAT_RGBA8;
+ t->target = GL_TEXTURE_2D;
+ t->gl_format_cache = 0;
+ t->gl_internal_format_cache = 0;
+ t->gl_type_cache = 0;
+ t->data_size = 0;
+ t->compressed = false;
+ t->srgb = false;
+ t->total_data_size = 0;
+ t->ignore_mipmaps = false;
+ t->mipmaps = 1;
+ t->active = true;
+ t->tex_id = 0;
+ t->render_target = rt;
+
+ rt->external.texture = texture_owner.make_rid(t);
+ } else {
+ // bind our frame buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // find our texture
+ t = texture_owner.get(rt->external.texture);
+ }
+
+ // set our texture
+ t->tex_id = p_texture_id;
+
+ // size shouldn't be different
+ t->width = rt->width;
+ t->height = rt->height;
+ t->alloc_height = rt->width;
+ t->alloc_width = rt->height;
+
+ // is there a point to setting the internal formats? we don't know them..
+
+ // set our texture as the destination for our framebuffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+
+ // check status and unbind
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("framebuffer fail, status: %x\n", status);
+ }
+
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
}
void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
@@ -7269,7 +7414,8 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT
_render_target_allocate(rt);
} break;
- default: {}
+ default: {
+ }
}
}
bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
@@ -8023,7 +8169,7 @@ void RasterizerStorageGLES3::initialize() {
}
shaders.cubemap_filter.init();
- bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile");
+ bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
shaders.particles.init();
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 330139e179..badb656e96 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -297,6 +297,7 @@ public:
target(GL_TEXTURE_2D),
data_size(0),
compressed(false),
+ srgb(false),
total_data_size(0),
ignore_mipmaps(false),
mipmaps(0),
@@ -357,6 +358,7 @@ public:
virtual uint32_t texture_get_height(RID p_texture) const;
virtual uint32_t texture_get_depth(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth);
+ virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
virtual void texture_set_path(RID p_texture, const String &p_path);
virtual String texture_get_path(RID p_texture) const;
@@ -930,6 +932,7 @@ public:
bool shadow;
bool negative;
bool reverse_cull;
+ bool use_gi;
uint32_t cull_mask;
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightOmniShadowDetail omni_shadow_detail;
@@ -951,6 +954,7 @@ public:
virtual void light_set_negative(RID p_light, bool p_enable);
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
+ virtual void light_set_use_gi(RID p_light, bool p_enabled);
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
@@ -970,6 +974,7 @@ public:
virtual VS::LightType light_get_type(RID p_light) const;
virtual float light_get_param(RID p_light, VS::LightParam p_param);
virtual Color light_get_color(RID p_light);
+ virtual bool light_get_use_gi(RID p_light);
virtual AABB light_get_aabb(RID p_light) const;
virtual uint64_t light_get_version(RID p_light) const;
@@ -1345,6 +1350,15 @@ public:
fbo(0) {}
} exposure;
+ // External FBO to render our final result to (mostly used for ARVR)
+ struct External {
+ GLuint fbo;
+ RID texture;
+
+ External() :
+ fbo(0) {}
+ } external;
+
uint64_t last_exposure_tick;
int width, height;
@@ -1366,6 +1380,7 @@ public:
msaa(VS::VIEWPORT_MSAA_DISABLED) {
exposure.fbo = 0;
buffers.fbo = 0;
+ external.fbo = 0;
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
flags[i] = false;
}
@@ -1381,8 +1396,10 @@ public:
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
+ virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
virtual bool render_target_was_used(RID p_render_target);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index ad26294527..b0f0a71d56 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -472,6 +472,19 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
r_gen_code.fragment_global += interp_mode + "in " + vcode;
}
+ for (Map<StringName, SL::ShaderNode::Constant>::Element *E = pnode->constants.front(); E; E = E->next()) {
+ String gcode;
+ gcode += "const ";
+ gcode += _prestr(E->get().precision);
+ gcode += _typestr(E->get().type);
+ gcode += " " + _mkid(E->key());
+ gcode += "=";
+ gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ gcode += ";\n";
+ r_gen_code.vertex_global += gcode;
+ r_gen_code.fragment_global += gcode;
+ }
+
Map<StringName, String> function_code;
//code for functions
@@ -944,6 +957,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
/* PARTICLES SHADER */
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 1ed30986bf..be2c34ba07 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -289,7 +289,9 @@ private:
glUniformMatrix4fv(p_uniform, 1, false, matrix);
} break;
- default: { ERR_FAIL(); } // do nothing
+ default: {
+ ERR_FAIL();
+ } // do nothing
}
}
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 0d1e7ee4a1..a46b31c92e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -117,7 +117,12 @@ void main() {
#ifdef USE_INSTANCING
mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
color *= instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
#else
mat4 extra_matrix_instance = extra_matrix;
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index e1a0813efc..232b9ce7c0 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -18,10 +18,19 @@ out vec2 uv_interp;
out vec2 uv2_interp;
+// These definitions are here because the shader-wrapper builder does
+// not understand `#elif defined()`
+#ifdef USE_DISPLAY_TRANSFORM
+#endif
+
#ifdef USE_COPY_SECTION
uniform vec4 copy_section;
+#elif defined(USE_DISPLAY_TRANSFORM)
+
+uniform highp mat4 display_transform;
+
#endif
void main() {
@@ -44,6 +53,9 @@ void main() {
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
+#elif defined(USE_DISPLAY_TRANSFORM)
+
+ uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
#endif
}
@@ -73,6 +85,8 @@ uniform highp vec4 asym_proj;
#endif
#ifdef USE_TEXTURE2DARRAY
#endif
+#ifdef YCBCR_TO_SRGB
+#endif
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; //texunit:0
@@ -84,6 +98,10 @@ uniform sampler2DArray source_2d_array; //texunit:0
uniform sampler2D source; //texunit:0
#endif
+#ifdef SEP_CBCR_TEXTURE
+uniform sampler2D CbCr; //texunit:1
+#endif
+
/* clang-format on */
#if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY)
@@ -166,14 +184,30 @@ void main() {
vec4 color = textureLod(source_3d, vec3(uv_interp, layer), 0.0);
#elif defined(USE_TEXTURE2DARRAY)
vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), 0.0);
+#elif defined(SEP_CBCR_TEXTURE)
+ vec4 color;
+ color.r = textureLod(source, uv_interp, 0.0).r;
+ color.gb = textureLod(CbCr, uv_interp, 0.0).rg - vec2(0.5, 0.5);
+ color.a = 1.0;
#else
vec4 color = textureLod(source, uv_interp, 0.0);
#endif
#ifdef LINEAR_TO_SRGB
- //regular Linear -> SRGB conversion
+ // 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)));
+
+#elif defined(YCBCR_TO_SRGB)
+
+ // YCbCr -> SRGB conversion
+ // Using BT.709 which is the standard for HDTV
+ color.rgb = mat3(
+ vec3(1.00000, 1.00000, 1.00000),
+ vec3(0.00000, -0.18732, 1.85560),
+ vec3(1.57481, -0.46813, 0.00000)) *
+ color.rgb;
+
#endif
#ifdef SRGB_TO_LINEAR
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index f65f798ff0..619e29b130 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -163,7 +163,7 @@ vec2 Hammersley(uint i, uint N) {
#else
-#define SAMPLE_COUNT 512u
+#define SAMPLE_COUNT 1024u
#endif
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index fc15ca31b1..ff5a9f326f 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -117,12 +117,13 @@ void main() {
#ifdef GAUSSIAN_HORIZONTAL
vec2 pix_size = pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
+ // sigma 2
vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
frag_color = color;
#endif
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 630e1c2089..f08d3f4d23 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -993,7 +993,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
#if defined(USE_LIGHT_SHADER_CODE)
// light is written by the light shader
@@ -1135,19 +1135,19 @@ LIGHT_SHADER_CODE
#if defined(LIGHT_USE_ANISOTROPY)
- float alpha = roughness * roughness;
+ float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha / aspect;
- float ay = alpha * aspect;
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
#else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
#endif
// F
vec3 f0 = F0(metallic, specular, diffuse_color);
@@ -1174,6 +1174,10 @@ LIGHT_SHADER_CODE
#endif
}
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -1250,7 +1254,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
}
#endif
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1304,10 +1308,10 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ 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, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1339,7 +1343,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
}
#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, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ 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, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
@@ -1705,11 +1709,13 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
+#if !defined(USE_SHADOW_TO_OPACITY)
+
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
#ifdef USE_OPAQUE_PREPASS
@@ -1717,7 +1723,9 @@ FRAGMENT_SHADER_CODE
discard;
}
-#endif
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
#if defined(ENABLE_NORMALMAP)
@@ -1802,6 +1810,7 @@ FRAGMENT_SHADER_CODE
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light = ambient_light_color.rgb;
+ env_reflection_light = bg_color.rgb * bg_energy;
#endif //AMBIENT_LIGHT_DISABLED
#endif
@@ -1809,10 +1818,98 @@ FRAGMENT_SHADER_CODE
ambient_light *= ambient_energy;
float specular_blob_intensity = 1.0;
+
#if defined(SPECULAR_TOON)
specular_blob_intensity *= specular * 2.0;
#endif
+#ifdef USE_GI_PROBES
+ gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
+
+#endif
+
+#ifdef USE_LIGHTMAP
+ ambient_light = texture(lightmap, uv2).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[](
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
+ vec3(0.267617, 0.823639, -0.5),
+ vec3(-0.700629, 0.509037, -0.5),
+ vec3(-0.700629, -0.509037, -0.5),
+ vec3(0.267617, -0.823639, -0.5));
+
+ vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for (int i = 0; i < 12; i++) {
+ float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i] * amount;
+ sum += amount;
+ }
+
+ captured /= sum;
+
+ if (lightmap_capture_sky) {
+ ambient_light = mix(ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
+ }
+ }
+#endif
+
+#ifdef USE_FORWARD_LIGHTING
+
+ highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ for (int i = 0; i < reflection_count; i++) {
+ reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
+ }
+
+ if (reflection_accum.a > 0.0) {
+ specular_light += reflection_accum.rgb / reflection_accum.a;
+ } else {
+ specular_light += env_reflection_light;
+ }
+#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+#endif
+
+ {
+
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
#if defined(USE_LIGHT_DIRECTIONAL)
vec3 light_attenuation = vec3(1.0);
@@ -1955,91 +2052,49 @@ FRAGMENT_SHADER_CODE
specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a);
#else
- light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
#endif
#endif //#USE_LIGHT_DIRECTIONAL
-#ifdef USE_GI_PROBES
- gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
-
-#endif
-
-#ifdef USE_LIGHTMAP
- ambient_light = texture(lightmap, uv2).rgb * lightmap_energy;
-#endif
-
-#ifdef USE_LIGHTMAP_CAPTURE
- {
- vec3 cone_dirs[12] = vec3[](
- vec3(0.0, 0.0, 1.0),
- vec3(0.866025, 0.0, 0.5),
- vec3(0.267617, 0.823639, 0.5),
- vec3(-0.700629, 0.509037, 0.5),
- vec3(-0.700629, -0.509037, 0.5),
- vec3(0.267617, -0.823639, 0.5),
- vec3(0.0, 0.0, -1.0),
- vec3(0.866025, 0.0, -0.5),
- vec3(0.267617, 0.823639, -0.5),
- vec3(-0.700629, 0.509037, -0.5),
- vec3(-0.700629, -0.509037, -0.5),
- vec3(0.267617, -0.823639, -0.5));
-
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
- vec4 captured = vec4(0.0);
- float sum = 0.0;
- for (int i = 0; i < 12; i++) {
- float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
- captured += lightmap_captures[i] * amount;
- sum += amount;
- }
-
- captured /= sum;
-
- if (lightmap_capture_sky) {
- ambient_light = mix(ambient_light, captured.rgb, captured.a);
- } else {
- ambient_light = captured.rgb;
- }
- }
-#endif
-
#ifdef USE_FORWARD_LIGHTING
- highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
- highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
- for (int i = 0; i < reflection_count; i++) {
- reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
- }
-
- if (reflection_accum.a > 0.0) {
- specular_light += reflection_accum.rgb / reflection_accum.a;
- } else {
- specular_light += env_reflection_light;
- }
-#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
- if (ambient_accum.a > 0.0) {
- ambient_light = ambient_accum.rgb / ambient_accum.a;
- }
-#endif
-
#ifdef USE_VERTEX_LIGHTING
diffuse_light *= albedo;
#else
for (int i = 0; i < omni_light_count; i++) {
- light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
for (int i = 0; i < spot_light_count; i++) {
- light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
#endif //USE_VERTEX_LIGHTING
#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
#ifdef RENDER_DEPTH
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
@@ -2058,26 +2113,6 @@ FRAGMENT_SHADER_CODE
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0 - metallic;
- {
-
-#if defined(DIFFUSE_TOON)
- //simplify for toon, as
- specular_light *= specular * metallic * albedo * 2.0;
-#else
- // Environment brdf approximation (Lazarov 2013)
- // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
-#endif
- }
-
if (fog_color_enabled.a > 0.5) {
float fog_amount = 0.0;
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index be44365169..d9cdc3fc1f 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -16,15 +16,15 @@ void main() {
#define TWO_PI 6.283185307179586476925286766559
#ifdef SSAO_QUALITY_HIGH
-#define NUM_SAMPLES (80)
+#define NUM_SAMPLES (16)
#endif
#ifdef SSAO_QUALITY_LOW
-#define NUM_SAMPLES (15)
+#define NUM_SAMPLES (8)
#endif
#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH)
-#define NUM_SAMPLES (40)
+#define NUM_SAMPLES (12)
#endif
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower