diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 9 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 135 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 8 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 140 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 11 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 13 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/particles.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/resolve.glsl | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 293 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 4 |
14 files changed, 458 insertions, 170 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 98e55c5a53..42d4572b7f 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -28,7 +28,7 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_canvas_gles3.h" -#include "global_config.h" +#include "project_settings.h" #include "os/os.h" #include "rasterizer_scene_gles3.h" #include "servers/visual/visual_server_raster.h" diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 233095dec2..bb7b85e653 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -30,8 +30,8 @@ #include "rasterizer_gles3.h" #include "gl_context/context_gl.h" -#include "global_config.h" #include "os/os.h" +#include "project_settings.h" #include <string.h> RasterizerStorage *RasterizerGLES3::get_storage() { @@ -186,6 +186,9 @@ void RasterizerGLES3::initialize() { GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello"); */ + + const GLubyte *renderer = glGetString(GL_RENDERER); + print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer)); storage->initialize(); canvas->initialize(); scene->initialize(); @@ -336,6 +339,10 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, rt->color); + //glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); + canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1)); glBindTexture(GL_TEXTURE_2D, 0); canvas->canvas_end(); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index b7547f53a8..56bd3ca2ef 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -29,8 +29,8 @@ /*************************************************************************/ #include "rasterizer_scene_gles3.h" -#include "global_config.h" #include "os/os.h" +#include "project_settings.h" #include "rasterizer_canvas_gles3.h" #ifndef GLES_OVER_GL @@ -521,13 +521,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); int mmsize = reflection_atlas->size; - - for (int i = 0; i < 6; i++) { - glTexImage2D(GL_TEXTURE_2D, i, internal_format, mmsize, mmsize, 0, - format, type, NULL); - - mmsize >>= 1; - } + glTexStorage2DCustom(GL_TEXTURE_2D, 6, internal_format, mmsize, mmsize, format, type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -537,8 +531,6 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5); - mmsize = reflection_atlas->size; - for (int i = 0; i < 6; i++) { glGenFramebuffers(1, &reflection_atlas->fbo[i]); glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]); @@ -1962,6 +1954,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); @@ -1972,6 +1965,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false); //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); } else { @@ -1979,7 +1973,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, e->instance->gi_probe_instances.size() > 0); state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, !p_directional_add); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, (e->sort_key & SORT_KEY_VERTEX_LIT_FLAG)); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false); state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false); @@ -1988,6 +1985,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, state.used_contact_shadows); if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true); @@ -2136,6 +2134,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false); } void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow) { @@ -2281,6 +2281,11 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G e->sort_key |= SORT_KEY_UNSHADED_FLAG; } + + if (!shadow && (m->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) { + + e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG; + } } void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) { @@ -2912,7 +2917,19 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul glBindBufferBase(GL_UNIFORM_BUFFER, 6, state.reflection_array_ubo); } -void RasterizerSceneGLES3::_copy_screen() { +void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalidate_depth) { + +#ifndef GLES_OVER_GL + if (p_invalidate_color) { + + GLenum attachments[2] = { + GL_COLOR_ATTACHMENT0, + GL_DEPTH_STENCIL_ATTACHMENT + }; + + glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); + } +#endif glBindVertexArray(storage->resources.quadie_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -3080,7 +3097,7 @@ void RasterizerSceneGLES3::_blur_effect_buffer() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); - _copy_screen(); + _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); //vertical pass @@ -3091,7 +3108,7 @@ void RasterizerSceneGLES3::_blur_effect_buffer() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger - _copy_screen(); + _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); } } @@ -3139,7 +3156,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first glViewport(0, 0, ss[0], ss[1]); - _copy_screen(); + _copy_screen(true); } ss[0] = storage->frame.current_rt->width; ss[1] = storage->frame.current_rt->height; @@ -3191,7 +3208,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ Color white(1, 1, 1, 1); glClearBufferfv(GL_COLOR, 0, white.components); // specular - _copy_screen(); + _copy_screen(true); //do the batm, i mean blur @@ -3212,7 +3229,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ if (i == 0) { glClearBufferfv(GL_COLOR, 0, white.components); // specular } - _copy_screen(); + _copy_screen(true); } } @@ -3229,7 +3246,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level - _copy_screen(); + _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, false); } else { @@ -3278,14 +3295,14 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first - _copy_screen(); + _copy_screen(true); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1)); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level - _copy_screen(); + _copy_screen(true); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -3337,7 +3354,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo); glViewport(0, 0, ssr_w, ssr_h); - _copy_screen(); + _copy_screen(true); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); } @@ -3368,7 +3385,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); //use additive to accumulate one over the other - _copy_screen(); + _copy_screen(true); glDisable(GL_BLEND); //end additive @@ -3392,7 +3409,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - _copy_screen(); + _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, false); } @@ -3413,13 +3430,16 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p //copy specular to front buffer //copy diffuse to effect buffer - glReadBuffer(GL_COLOR_ATTACHMENT0); - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + if (storage->frame.current_rt->buffers.active) { + //transfer to effect buffer if using buffers, also resolve MSAA + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + } if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { //no environment or transparent render, simply return and convert to SRGB @@ -3431,7 +3451,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]); storage->shaders.copy.bind(); - _copy_screen(); + _copy_screen(true); storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //compute luminance @@ -3487,7 +3507,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first - _copy_screen(); + _copy_screen(true); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); @@ -3574,7 +3594,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse); } - _copy_screen(); + _copy_screen(true); if (composite_from != storage->frame.current_rt->buffers.diffuse) { @@ -3614,7 +3634,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo); glViewport(0, 0, exposure_shrink_size, exposure_shrink_size); - _copy_screen(); + _copy_screen(true); //second step, shrink to 2x2 pixels state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, false); @@ -3658,7 +3678,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE, env->auto_exposure_max); state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE, env->auto_exposure_min); - _copy_screen(); + _copy_screen(true); state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, false); state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, false); @@ -3729,7 +3749,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger } glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); - _copy_screen(); + _copy_screen(true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, false); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, false); @@ -3837,7 +3857,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation)); } - _copy_screen(); + _copy_screen(true, true); //turn off everything used state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false); @@ -3913,7 +3933,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const state.used_contact_shadows = true; - if (storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too + if (!storage->config.no_depth_prepass && storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too //pre z pass glDisable(GL_BLEND); @@ -3927,7 +3947,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glColorMask(0, 0, 0, 0); glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); render_list.clear(); _fill_render_list(p_cull_result, p_cull_count, true); @@ -3953,6 +3973,9 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const fb_cleared = true; render_pass++; + state.using_contact_shadows = true; + } else { + state.using_contact_shadows = false; } _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); @@ -4034,8 +4057,13 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } else { - current_fbo = storage->frame.current_rt->buffers.fbo; - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + if (storage->frame.current_rt->buffers.active) { + current_fbo = storage->frame.current_rt->buffers.fbo; + } else { + current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo; + } + + glBindFramebuffer(GL_FRAMEBUFFER, current_fbo); state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); Vector<GLenum> draw_buffers; @@ -4045,8 +4073,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (!fb_cleared) { - glClearDepth(1.0f); - glClear(GL_DEPTH_BUFFER_BIT); + glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); } Color clear_color(0, 0, 0, 0); @@ -4111,7 +4138,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->shaders.copy.bind(); - _copy_screen(); + _copy_screen(true, true); //turn off everything used storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); @@ -4178,7 +4205,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const _render_mrts(env, p_cam_projection); } else { //FIXME: check that this is possible to use - if (storage->frame.current_rt && state.used_screen_texture) { + if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) { glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); @@ -4192,7 +4219,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } } - if (storage->frame.current_rt && state.used_screen_texture) { + if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } @@ -4273,6 +4300,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const 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 } void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { @@ -4297,6 +4326,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ float bias = 0; float normal_bias = 0; + state.using_contact_shadows = false; + CameraMatrix light_projection; Transform light_transform; @@ -4779,8 +4810,6 @@ void RasterizerSceneGLES3::initialize() { state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES " + itos(state.max_skeleton_bones) + "\n"); } - GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1); - GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13")); shadow_filter_mode = SHADOW_FILTER_NEAREST; { //reflection cubemaps @@ -4872,9 +4901,9 @@ void RasterizerSceneGLES3::initialize() { { GLOBAL_DEF("rendering/quality/subsurface_scattering/quality", 1); - GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0); - GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01")); GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false); GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", true); @@ -4916,12 +4945,12 @@ void RasterizerSceneGLES3::initialize() { void RasterizerSceneGLES3::iteration() { - shadow_filter_mode = ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/quality/shadows/filter_mode"))); - subsurface_scatter_follow_surface = GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface"); - subsurface_scatter_quality = SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/quality"))); - subsurface_scatter_size = GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/scale"); + shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode"))); + subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface"); + subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality"))); + subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale"); - state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GlobalConfig::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality")); + state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, ProjectSettings::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality")); } void RasterizerSceneGLES3::finalize() { diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index a03e3dbe3d..f6509e0041 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -187,6 +187,7 @@ public: bool cull_front; bool used_sss; bool used_screen_texture; + bool using_contact_shadows; VS::ViewportDebugDraw debug_draw; } state; @@ -645,8 +646,9 @@ public: #define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59) #define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58) #define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57) - SORT_KEY_SHADING_SHIFT = 57, - SORT_KEY_SHADING_MASK = 7, +#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 56) + SORT_KEY_SHADING_SHIFT = 56, + SORT_KEY_SHADING_MASK = 15, SORT_KEY_MATERIAL_INDEX_SHIFT = 40, SORT_KEY_GEOMETRY_INDEX_SHIFT = 20, SORT_KEY_GEOMETRY_TYPE_SHIFT = 15, @@ -795,7 +797,7 @@ public: void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas); void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env); - void _copy_screen(); + void _copy_screen(bool p_invalidate_color = false, bool p_invalidate_depth = false); void _copy_to_front_buffer(Environment *env); void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 981426f4dc..263b0cc641 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -28,7 +28,7 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_storage_gles3.h" -#include "global_config.h" +#include "project_settings.h" #include "rasterizer_canvas_gles3.h" #include "rasterizer_scene_gles3.h" @@ -99,6 +99,21 @@ #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) { + +#ifdef GLES_OVER_GL + + for (int i = 0; i < levels; i++) { + glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL); + width = MAX(1, (width / 2)); + height = MAX(1, (height / 2)); + } + +#else + glTexStorage2D(target, levels, internalformat, width, height); +#endif +} + GLuint RasterizerStorageGLES3::system_fbo = 0; Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &srgb) { @@ -1412,18 +1427,10 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra GLenum format = GL_RGBA; GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; - while (mm_level) { - - glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL); - lod++; - mm_level--; - - if (size > 1) - size >>= 1; - } + glTexStorage2DCustom(GL_TEXTURE_2D, mipmaps, internal_format, size, size * 2.0, format, type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1); lod = 0; mm_level = mipmaps; @@ -1593,6 +1600,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { p_shader->spatial.unshaded = false; p_shader->spatial.ontop = false; p_shader->spatial.uses_sss = false; + p_shader->spatial.uses_vertex_lighting = false; p_shader->spatial.uses_screen_texture = false; p_shader->spatial.uses_vertex = false; p_shader->spatial.writes_modelview_or_projection = false; @@ -1614,6 +1622,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded; shaders.actions_scene.render_mode_flags["ontop"] = &p_shader->spatial.ontop; + shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting; + shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha; shaders.actions_scene.usage_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex; @@ -5818,17 +5828,20 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { rt->fbo = 0; } - if (rt->buffers.fbo) { + if (rt->buffers.active) { glDeleteFramebuffers(1, &rt->buffers.fbo); glDeleteRenderbuffers(1, &rt->buffers.depth); glDeleteRenderbuffers(1, &rt->buffers.diffuse); - glDeleteRenderbuffers(1, &rt->buffers.specular); - glDeleteRenderbuffers(1, &rt->buffers.normal_rough); - glDeleteRenderbuffers(1, &rt->buffers.sss); - glDeleteFramebuffers(1, &rt->buffers.effect_fbo); - glDeleteTextures(1, &rt->buffers.effect); + if (rt->buffers.effects_active) { + glDeleteRenderbuffers(1, &rt->buffers.specular); + glDeleteRenderbuffers(1, &rt->buffers.normal_rough); + glDeleteRenderbuffers(1, &rt->buffers.sss); + glDeleteFramebuffers(1, &rt->buffers.effect_fbo); + glDeleteTextures(1, &rt->buffers.effect); + } - rt->buffers.fbo = 0; + rt->buffers.effects_active = false; + rt->buffers.active = false; } if (rt->depth) { @@ -5866,13 +5879,15 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { tex->active = false; for (int i = 0; i < 2; i++) { - for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) { - glDeleteFramebuffers(1, &rt->effects.mip_maps[i].sizes[j].fbo); - } + if (rt->effects.mip_maps[i].color) { + for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) { + glDeleteFramebuffers(1, &rt->effects.mip_maps[i].sizes[j].fbo); + } - glDeleteTextures(1, &rt->effects.mip_maps[i].color); - rt->effects.mip_maps[i].sizes.clear(); - rt->effects.mip_maps[i].levels = 0; + glDeleteTextures(1, &rt->effects.mip_maps[i].color); + rt->effects.mip_maps[i].sizes.clear(); + rt->effects.mip_maps[i].levels = 0; + } } /* @@ -5899,10 +5914,20 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) { - color_internal_format = GL_RGBA8; - color_format = GL_RGBA; - color_type = GL_UNSIGNED_BYTE; - image_format = Image::FORMAT_RGBA8; + if (rt->flags[RENDER_TARGET_NO_3D_EFFECTS] && !rt->flags[RENDER_TARGET_TRANSPARENT]) { + //if this is not used, linear colorspace looks pretty bad + //this is the default mode used for mobile + color_internal_format = GL_RGB10_A2; + color_format = GL_RGBA; + color_type = GL_UNSIGNED_INT_2_10_10_10_REV; + image_format = Image::FORMAT_RGBA8; + } else { + + color_internal_format = GL_RGBA8; + color_format = GL_RGBA; + color_type = GL_UNSIGNED_BYTE; + image_format = Image::FORMAT_RGBA8; + } } else { color_internal_format = GL_RGBA16F; color_format = GL_RGBA; @@ -5967,7 +5992,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { /* BACK FBO */ - if (!rt->flags[RENDER_TARGET_NO_3D]) { + if (!rt->flags[RENDER_TARGET_NO_3D] && (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS] || rt->msaa != VS::VIEWPORT_MSAA_DISABLED)) { + + rt->buffers.active = true; static const int msaa_value[] = { 0, 2, 4, 8, 16 }; int msaa = msaa_value[rt->msaa]; @@ -5997,6 +6024,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { if (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS]) { + rt->buffers.effects_active = true; glGenRenderbuffers(1, &rt->buffers.specular); glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular); @@ -6140,7 +6168,12 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { _render_target_clear(rt); ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); } + } else { + rt->buffers.effects_active = false; } + } else { + rt->buffers.active = false; + rt->buffers.effects_active = true; } if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) { @@ -6164,8 +6197,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { while (true) { RenderTarget::Effects::MipMaps::Size mm; - - glTexImage2D(GL_TEXTURE_2D, level, color_internal_format, w, h, 0, color_format, color_type, NULL); mm.width = w; mm.height = h; rt->effects.mip_maps[i].sizes.push_back(mm); @@ -6179,8 +6210,13 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { level++; } + glTexStorage2DCustom(GL_TEXTURE_2D, level + 1, color_internal_format, rt->width, rt->height, color_format, color_type); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); + glDisable(GL_SCISSOR_TEST); + glColorMask(1, 1, 1, 1); + glDepthMask(GL_TRUE); for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) { @@ -6189,6 +6225,11 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenFramebuffers(1, &mm.fbo); glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j); + bool used_depth = false; + if (j == 0 && i == 0 && rt->buffers.active == false && !rt->flags[RENDER_TARGET_NO_3D]) { //will use this one for rendering 3D + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + used_depth = true; + } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { @@ -6197,7 +6238,12 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { } float zero[4] = { 1, 0, 1, 0 }; + glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height); + glClearBufferfv(GL_COLOR, 0, zero); + if (used_depth) { + glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0); + } } glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); @@ -6838,7 +6884,6 @@ void RasterizerStorageGLES3::initialize() { int max_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions); - print_line("GLES3: max extensions: " + itos(max_extensions)); for (int i = 0; i < max_extensions; i++) { const GLubyte *s = glGetStringi(GL_EXTENSIONS, i); if (!s) @@ -6848,7 +6893,7 @@ void RasterizerStorageGLES3::initialize() { } config.shrink_textures_x2 = false; - config.use_fast_texture_filter = int(GlobalConfig::get_singleton()->get("rendering/quality/filters/use_nearest_mipmap_filter")); + config.use_fast_texture_filter = int(ProjectSettings::get_singleton()->get("rendering/quality/filters/use_nearest_mipmap_filter")); config.use_anisotropic_filter = config.extensions.has("rendering/quality/filters/anisotropic_filter_level"); config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); @@ -6864,7 +6909,6 @@ void RasterizerStorageGLES3::initialize() { config.hdr_supported = false; #endif - print_line("hdr supported: " + itos(config.hdr_supported)); config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc"); config.srgb_decode_supported = config.extensions.has("GL_EXT_texture_sRGB_decode"); @@ -6872,7 +6916,7 @@ void RasterizerStorageGLES3::initialize() { config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic"); if (config.use_anisotropic_filter) { glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &config.anisotropic_level); - config.anisotropic_level = MIN(int(GlobalConfig::get_singleton()->get("rendering/quality/anisotropic_filter_level")), config.anisotropic_level); + config.anisotropic_level = MIN(int(ProjectSettings::get_singleton()->get("rendering/quality/anisotropic_filter_level")), config.anisotropic_level); } frame.clear_request = false; @@ -6997,6 +7041,8 @@ void RasterizerStorageGLES3::initialize() { } shaders.cubemap_filter.init(); + bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile"); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq); shaders.particles.init(); #ifdef GLES_OVER_GL @@ -7009,7 +7055,29 @@ void RasterizerStorageGLES3::initialize() { frame.current_rt = NULL; config.keep_original_textures = false; config.generate_wireframes = false; - config.use_texture_array_environment = GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true); + config.use_texture_array_environment = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections"); + + config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); + + GLOBAL_DEF("rendering/quality/depth_prepass/disable", false); + + String renderer = (const char *)glGetString(GL_RENDERER); + + config.no_depth_prepass = !bool(GLOBAL_GET("rendering/quality/depth_prepass/enable")); + if (!config.no_depth_prepass) { + + String vendors = GLOBAL_GET("rendering/quality/depth_prepass/disable_for_vendors"); + Vector<String> vendor_match = vendors.split(","); + for (int i = 0; i < vendor_match.size(); i++) { + String v = vendor_match[i].strip_edges(); + if (v == String()) + continue; + + if (renderer.findn(v) != -1) { + config.no_depth_prepass = true; + } + } + } } void RasterizerStorageGLES3::finalize() { diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index b24da44afd..7d0f3e5745 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -48,6 +48,8 @@ class RasterizerSceneGLES3; #define _DECODE_EXT 0x8A49 #define _SKIP_DECODE_EXT 0x8A4A +void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type); + class RasterizerStorageGLES3 : public RasterizerStorage { public: RasterizerCanvasGLES3 *canvas; @@ -91,6 +93,9 @@ public: Set<String> extensions; bool keep_original_textures; + + bool no_depth_prepass; + bool force_vertex_shading; } config; mutable struct Shaders { @@ -444,6 +449,7 @@ public: bool uses_sss; bool uses_screen_texture; bool writes_modelview_or_projection; + bool uses_vertex_lighting; } spatial; @@ -1193,6 +1199,9 @@ public: GLuint depth; struct Buffers { + + bool active; + bool effects_active; GLuint fbo; GLuint depth; GLuint specular; @@ -1282,6 +1291,8 @@ public: flags[RENDER_TARGET_NO_3D] = false; flags[RENDER_TARGET_NO_SAMPLING] = false; flags[RENDER_TARGET_HDR] = true; + buffers.active = false; + buffers.effects_active = false; last_exposure_tick = 0; } diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 33a7c9a22f..f1077e2d20 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -208,6 +208,7 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { Vector<const char *> strings; #ifdef GLES_OVER_GL strings.push_back("#version 330\n"); + strings.push_back("#define GLES_OVER_GL\n"); #else strings.push_back("#version 300 es\n"); #endif diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index a7c388815d..d33193ee50 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -49,6 +49,9 @@ void main() { #define M_PI 3.14159265359 +#if !defined(USE_GLES_OVER_GL) +precision mediump float; +#endif #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) in vec3 cube_interp; @@ -87,14 +90,6 @@ vec4 texturePanorama(vec3 normal,sampler2D pano ) { #endif -float sRGB_gamma_correct(float c){ - float a = 0.055; - if(c < 0.0031308) - return 12.92*c; - else - return (1.0+a)*pow(c, 1.0/2.4) - a; -} - uniform float stuff; uniform vec2 pixel_size; @@ -131,7 +126,7 @@ void main() { vec4 color = texture( source_cube, normalize(cube_interp) ); #else - vec4 color = texture( source, uv_interp ); + vec4 color = textureLod( source, uv_interp,0.0 ); #endif diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index ac4e47a440..485fbb6ee0 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -204,7 +204,7 @@ vec4 textureDualParaboloidArray(vec3 normal) { vec3 norm = normalize(normal); norm.xy/=1.0+abs(norm.z); norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - if (norm.z<0) { + if (norm.z<0.0) { norm.y=0.5-norm.y+0.5; } return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0); diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index 2550335174..09e522866c 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -25,6 +25,9 @@ void main() { [fragment] +#if !defined(GLES_OVER_GL) +precision mediump float; +#endif in vec2 uv_interp; uniform sampler2D source_color; //texunit:0 diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index 6a977a201e..a62c124dfe 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -178,7 +178,7 @@ VERTEX_SHADER_CODE #if !defined(DISABLE_FORCE) - if (true) { + if (false) { vec3 force = vec3(0.0); for(int i=0;i<attractor_count;i++) { @@ -187,7 +187,7 @@ VERTEX_SHADER_CODE float dist = length(rel_vec); if (attractors[i].radius < dist) continue; - if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) { + if (attractors[i].eat_radius>0.0 && attractors[i].eat_radius > dist) { out_velocity_active.a=0.0; } diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index 181a3c99ec..0b50a9c57b 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -15,6 +15,9 @@ void main() { [fragment] +#if !defined(GLES_OVER_GL) +precision mediump float; +#endif in vec2 uv_interp; uniform sampler2D source_specular; //texunit:0 diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 9d474d3902..acece2e639 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -64,44 +64,45 @@ layout(std140) uniform SceneData { //ubo:0 highp mat4 camera_inverse_matrix; highp mat4 camera_matrix; - highp vec4 ambient_light_color; - highp vec4 bg_color; + mediump vec4 ambient_light_color; + mediump vec4 bg_color; - vec4 fog_color_enabled; - vec4 fog_sun_color_amount; + mediump vec4 fog_color_enabled; + mediump vec4 fog_sun_color_amount; - float ambient_energy; - float bg_energy; + mediump float ambient_energy; + mediump float bg_energy; - float z_offset; - float z_slope_scale; - float shadow_dual_paraboloid_render_zfar; - float shadow_dual_paraboloid_render_side; + mediump float z_offset; + mediump float z_slope_scale; + highp float shadow_dual_paraboloid_render_zfar; + highp float shadow_dual_paraboloid_render_side; highp vec2 screen_pixel_size; - vec2 shadow_atlas_pixel_size; - vec2 directional_shadow_pixel_size; + highp vec2 shadow_atlas_pixel_size; + highp vec2 directional_shadow_pixel_size; - float time; - float z_far; - float reflection_multiplier; - float subsurface_scatter_width; - float ambient_occlusion_affect_light; + highp float time; + highp float z_far; + mediump float reflection_multiplier; + mediump float subsurface_scatter_width; + mediump float ambient_occlusion_affect_light; bool fog_depth_enabled; - float fog_depth_begin; - float fog_depth_curve; + highp float fog_depth_begin; + highp float fog_depth_curve; bool fog_transmit_enabled; - float fog_transmit_curve; + highp float fog_transmit_curve; bool fog_height_enabled; - float fog_height_min; - float fog_height_max; - float fog_height_curve; + highp float fog_height_min; + highp float fog_height_max; + highp float fog_height_curve; }; uniform highp mat4 world_transform; + #ifdef USE_LIGHT_DIRECTIONAL layout(std140) uniform DirectionalLightData { //ubo:3 @@ -121,6 +122,90 @@ layout(std140) uniform DirectionalLightData { //ubo:3 #endif +#ifdef USE_VERTEX_LIGHTING +//omni and spot + +struct LightData { + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color_contact; + highp mat4 shadow_matrix; + +}; + + +layout(std140) uniform OmniLightData { //ubo:4 + + LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + +layout(std140) uniform SpotLightData { //ubo:5 + + LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + +#ifdef USE_FORWARD_LIGHTING + + +uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; +uniform int omni_light_count; + +uniform int spot_light_indices[MAX_FORWARD_LIGHTS]; +uniform int spot_light_count; + +#endif + +out vec4 diffuse_light_interp; +out vec4 specular_light_interp; + +void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) { + + float dotNL = max(dot(N,L), 0.0 ); + diffuse += dotNL * light_color; + + if (roughness > 0.0) { + + vec3 H = normalize(V + L); + float dotNH = max(dot(N,H), 0.0 ); + float intensity = pow( dotNH, (1.0-roughness) * 256.0); + specular += light_color * intensity; + + } +} + +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal, float roughness,inout vec3 diffuse, inout vec3 specular) { + + vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; + float light_length = length( light_rel_vec ); + float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w )); + + light_compute(normal,normalize(light_rel_vec),eye_vec,omni_lights[idx].light_color_energy.rgb * light_attenuation,roughness,diffuse,specular); + +} + +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) { + + vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; + float light_length = length( light_rel_vec ); + float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w )); + vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; + float spot_cutoff=spot_lights[idx].light_params.y; + float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); + float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); + light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x); + + + light_compute(normal,normalize(light_rel_vec),eye_vec,spot_lights[idx].light_color_energy.rgb*light_attenuation,roughness,diffuse,specular); +} + + +#endif /* Varyings */ @@ -288,6 +373,8 @@ void main() { #endif #endif + float roughness=0.0; + //defines that make writing custom shaders easier #define projection_matrix local_projection #define world_transform world_matrix @@ -376,6 +463,54 @@ VERTEX_SHADER_CODE #endif position_interp=gl_Position; + +#ifdef USE_VERTEX_LIGHTING + + diffuse_light_interp=vec4(0.0); + specular_light_interp=vec4(0.0); + +#ifdef USE_FORWARD_LIGHTING + + for(int i=0;i<omni_light_count;i++) { + light_process_omni(omni_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb); + } + + for(int i=0;i<spot_light_count;i++) { + light_process_spot(spot_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb); + } +#endif + +#ifdef USE_LIGHT_DIRECTIONAL + + vec3 directional_diffuse = vec3(0.0); + vec3 directional_specular = vec3(0.0); + light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),normal_interp,roughness,directional_diffuse,directional_specular); + + float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333)); + float diff_dir_avg = dot(directional_diffuse,vec3(0.33333)); + if (diff_avg>0.0) { + diffuse_light_interp.a=diff_dir_avg/(diff_avg+diff_dir_avg); + } else { + diffuse_light_interp.a=1.0; + } + + diffuse_light_interp.rgb+=directional_diffuse; + + float spec_avg = dot(specular_light_interp.rgb,vec3(0.33333)); + float spec_dir_avg = dot(directional_specular,vec3(0.33333)); + if (spec_avg>0.0) { + specular_light_interp.a=spec_dir_avg/(spec_avg+spec_dir_avg); + } else { + specular_light_interp.a=1.0; + } + + specular_light_interp.rgb+=directional_specular; + +#endif //USE_LIGHT_DIRECTIONAL + + +#endif // USE_VERTEX_LIGHTING + } @@ -455,7 +590,7 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) { // we need to lie the derivatives (normg) and assume that DP side is always the same // to get proper texure filtering vec2 normg=norm.xy; - if (norm.z>0) { + if (norm.z>0.0) { norm.y=0.5-norm.y+0.5; } @@ -479,7 +614,7 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) { vec3 norm = normalize(p_vec); norm.xy/=1.0+abs(norm.z); norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - if (norm.z>0) { + if (norm.z>0.0) { norm.y=0.5-norm.y+0.5; } return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz; @@ -511,39 +646,39 @@ layout(std140) uniform SceneData { highp mat4 camera_inverse_matrix; highp mat4 camera_matrix; - highp vec4 ambient_light_color; - highp vec4 bg_color; + mediump vec4 ambient_light_color; + mediump vec4 bg_color; - vec4 fog_color_enabled; - vec4 fog_sun_color_amount; + mediump vec4 fog_color_enabled; + mediump vec4 fog_sun_color_amount; - float ambient_energy; - float bg_energy; + mediump float ambient_energy; + mediump float bg_energy; - float z_offset; - float z_slope_scale; - float shadow_dual_paraboloid_render_zfar; - float shadow_dual_paraboloid_render_side; + mediump float z_offset; + mediump float z_slope_scale; + highp float shadow_dual_paraboloid_render_zfar; + highp float shadow_dual_paraboloid_render_side; highp vec2 screen_pixel_size; - vec2 shadow_atlas_pixel_size; - vec2 directional_shadow_pixel_size; + highp vec2 shadow_atlas_pixel_size; + highp vec2 directional_shadow_pixel_size; - float time; - float z_far; - float reflection_multiplier; - float subsurface_scatter_width; - float ambient_occlusion_affect_light; + highp float time; + highp float z_far; + mediump float reflection_multiplier; + mediump float subsurface_scatter_width; + mediump float ambient_occlusion_affect_light; bool fog_depth_enabled; - float fog_depth_begin; - float fog_depth_curve; + highp float fog_depth_begin; + highp float fog_depth_curve; bool fog_transmit_enabled; - float fog_transmit_curve; + highp float fog_transmit_curve; bool fog_height_enabled; - float fog_height_min; - float fog_height_max; - float fog_height_curve; + highp float fog_height_min; + highp float fog_height_max; + highp float fog_height_curve; }; //directional light data @@ -570,6 +705,10 @@ uniform highp sampler2DShadow directional_shadow; //texunit:-4 #endif +#ifdef USE_VERTEX_LIGHTING +in vec4 diffuse_light_interp; +in vec4 specular_light_interp; +#endif //omni and spot struct LightData { @@ -655,6 +794,8 @@ layout(location=0) out vec4 frag_color; in highp vec4 position_interp; uniform highp sampler2D depth_buffer; //texunit:-8 +#ifdef USE_CONTACT_SHADOWS + float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { if (abs(dir.z)>0.99) @@ -715,6 +856,8 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { return 1.0; } +#endif + // GGX Specular // Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl float G1V(float dotNV, float k) @@ -1010,13 +1153,16 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw; float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect); + +#ifdef USE_CONTACT_SHADOWS + if (shadow>0.01 && omni_lights[idx].shadow_color_contact.a>0.0) { float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,omni_lights[idx].shadow_color_contact.a)); shadow=min(shadow,contact_shadow); - } +#endif light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } @@ -1043,13 +1189,14 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp); +#ifdef USE_CONTACT_SHADOWS if (shadow>0.01 && spot_lights[idx].shadow_color_contact.a>0.0) { float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,spot_lights[idx].shadow_color_contact.a)); shadow=min(shadow,contact_shadow); } - +#endif light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } @@ -1097,7 +1244,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta vec3 norm = normalize(local_ref_vec); norm.xy/=1.0+abs(norm.z); norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - if (norm.z>0) { + if (norm.z>0.0) { norm.y=0.5-norm.y+0.5; } @@ -1460,9 +1607,18 @@ FRAGMENT_SHADER_CODE //apply energy conservation +#ifdef USE_VERTEX_LIGHTING + + vec3 specular_light = specular_light_interp.rgb; + vec3 diffuse_light = diffuse_light_interp.rgb; +#else + vec3 specular_light = vec3(0.0,0.0,0.0); - vec3 ambient_light; vec3 diffuse_light = vec3(0.0,0.0,0.0); + +#endif + + vec3 ambient_light; vec3 env_reflection_light = vec3(0.0,0.0,0.0); vec3 eye_vec = -normalize( vertex_interp ); @@ -1515,7 +1671,7 @@ FRAGMENT_SHADER_CODE specular_blob_intensity*=specular * 2.0; #endif -#ifdef USE_LIGHT_DIRECTIONAL +#if defined(USE_LIGHT_DIRECTIONAL) vec3 light_attenuation=vec3(1.0); @@ -1640,13 +1796,14 @@ FRAGMENT_SHADER_CODE } #endif +#ifdef USE_CONTACT_SHADOWS if (shadow>0.01 && shadow_color_contact.a>0.0) { float contact_shadow = contact_shadow_compute(vertex,-light_direction_attenuation.xyz,shadow_color_contact.a); shadow=min(shadow,contact_shadow); } - +#endif light_attenuation=mix(shadow_color_contact.rgb,vec3(1.0),shadow); @@ -1654,7 +1811,13 @@ FRAGMENT_SHADER_CODE #endif //LIGHT_DIRECTIONAL_SHADOW +#ifdef USE_VERTEX_LIGHTING + diffuse_light*=mix(vec3(1.0),light_attenuation,diffuse_light_interp.a); + 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,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); +#endif #endif //#USE_LIGHT_DIRECTIONAL @@ -1664,12 +1827,11 @@ FRAGMENT_SHADER_CODE #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); } @@ -1684,6 +1846,13 @@ FRAGMENT_SHADER_CODE ambient_light+=ambient_accum.rgb/ambient_accum.a; } + + +#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,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } @@ -1692,15 +1861,13 @@ FRAGMENT_SHADER_CODE light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } - +#endif //USE_VERTEX_LIGHTING #endif - - #ifdef RENDER_DEPTH //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) #else @@ -1713,13 +1880,11 @@ FRAGMENT_SHADER_CODE #endif - - - - //energu conservation diffuse_light=mix(diffuse_light,vec3(0.0),metallic); ambient_light=mix(ambient_light,vec3(0.0),metallic); + + { #if defined(DIFFUSE_TOON) @@ -1744,7 +1909,7 @@ FRAGMENT_SHADER_CODE if (fog_color_enabled.a > 0.5) { - float fog_amount=0; + float fog_amount=0.0; diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 3ce2edf4e9..c6dfc6917d 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -18,6 +18,10 @@ void main() { [fragment] +#if !defined(GLES_OVER_GL) +precision mediump float; +#endif + in vec2 uv_interp; |