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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp21
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h4
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_gles3.h4
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp18
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp12
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h5
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp7
-rw-r--r--drivers/gles3/shader_compiler_gles3.h4
-rw-r--r--drivers/gles3/shader_gles3.cpp4
-rw-r--r--drivers/gles3/shader_gles3.h4
-rw-r--r--drivers/gles3/shaders/scene.glsl4
13 files changed, 60 insertions, 35 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index a4daa77b50..52269a44fe 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1086,19 +1086,22 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
}
}
- if (shader_ptr && shader_ptr != shader_cache) {
+ if (shader_ptr) {
if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
//copy if not copied before
_copy_texscreen(Rect2());
}
- if (shader_ptr->canvas_item.uses_time) {
- VisualServerRaster::redraw_request();
- }
+ if (shader_ptr != shader_cache) {
- state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
- state.canvas_shader.bind();
+ if (shader_ptr->canvas_item.uses_time) {
+ VisualServerRaster::redraw_request();
+ }
+
+ state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
+ state.canvas_shader.bind();
+ }
if (material_ptr->ubo_id) {
glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
@@ -1147,7 +1150,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
glBindTexture(t->target, t->tex_id);
}
- } else if (!shader_ptr) {
+ } else {
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
}
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index bf07b8b08b..f4d97bd727 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 6b827002f8..5f3b42abf6 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index c27af7d019..a8342104cc 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index b777f9343a..ed29cc2de6 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1541,7 +1541,19 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {
- const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);
+
+ t = t->get_ptr(); //resolve for proxies
+#ifdef TOOLS_ENABLED
+ if (t->detect_3d) {
+ t->detect_3d(t->detect_3d_ud);
+ }
+#endif
+
+ if (t->render_target) {
+ t->render_target->used_in_frame = true;
+ }
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(t->target, t->tex_id);
restore_tex = true;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 6df223c961..07a58c2945 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 8ee9e3fdb8..5ce544ecfb 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -5334,6 +5334,14 @@ void RasterizerStorageGLES3::particles_set_emitting(RID p_particles, bool p_emit
}
particles->emitting = p_emitting;
}
+
+bool RasterizerStorageGLES3::particles_get_emitting(RID p_particles) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->emitting;
+}
+
void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) {
Particles *particles = particles_owner.getornull(p_particles);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 6647372688..4ef4926a1a 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1206,6 +1206,7 @@ public:
virtual RID particles_create();
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
+ virtual bool particles_get_emitting(RID p_particles);
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);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 101978548d..8b8a7dd807 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -806,7 +806,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
//for light
@@ -847,6 +846,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
diff --git a/drivers/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h
index 46bb6b1b9e..0d79b0f4cc 100644
--- a/drivers/gles3/shader_compiler_gles3.h
+++ b/drivers/gles3/shader_compiler_gles3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 56b1cfdf0f..6f7b58e922 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 3be0e86496..95119a9718 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index bb9ff29a8e..6427e3d967 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -174,7 +174,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino
vec3 H = normalize(V + L);
float dotNH = max(dot(N,H), 0.0 );
- float intensity = pow( dotNH, (1.0-roughness) * 256.0);
+ float intensity = (roughness >= 1.0 ? 1.0 : pow( dotNH, (1.0-roughness) * 256.0));
specular += light_color * intensity;
}
@@ -1615,7 +1615,7 @@ void main() {
float alpha = 1.0;
-#ifdef METERIAL_DOUBLESIDED
+#if defined(DO_SIDE_CHECK)
float side=float(gl_FrontFacing)*2.0-1.0;
#else
float side=1.0;