diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 21 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.h | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 18 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 12 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 5 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 7 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.h | 4 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.h | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
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; |