diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 205 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 9 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 13 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 595 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 102 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 619 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 78 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 18 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 16 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 18 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 85 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 35 | ||||
-rw-r--r-- | drivers/gles3/shaders/particles.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/resolve.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 297 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao_blur.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/subsurf_scattering.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 32 |
18 files changed, 1434 insertions, 700 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 4f6d68de43..55c8346c37 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -29,8 +29,8 @@ /*************************************************************************/ #include "rasterizer_canvas_gles3.h" +#include "global_config.h" #include "os/os.h" - #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif @@ -247,113 +247,56 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) { state.using_texture_rect = p_enable; } -void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) { - - bool do_colors = false; - Color m; - if (p_singlecolor) { - m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { +void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else - do_colors = true; + glBindVertexArray(data.polygon_buffer_pointer_array); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture); + uint32_t buffer_ofs = 0; -#ifndef GLES_NO_CLIENT_ARRAYS + //vertex + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices); glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices); - if (do_colors) { + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + //color - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors); - } else { + if (p_singlecolor) { glDisableVertexAttribArray(VS::ARRAY_COLOR); - } - - if (texture && p_uvs) { - - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs); - } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } - - if (p_indices) { - glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } else { - glDrawArrays(GL_TRIANGLES, 0, p_vertex_count); - } - -#else //WebGL specific impl. - glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); - float *b = GlobalVertexBuffer; - int ofs = 0; - if (p_vertex_count > MAX_POLYGON_VERTICES) { - print_line("Too many vertices to render"); - return; - } - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); - for (int i = 0; i < p_vertex_count; i++) { - b[ofs++] = p_vertices[i].x; - b[ofs++] = p_vertices[i].y; - } - - if (p_colors && do_colors) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs); - for (int i = 0; i < p_vertex_count; i++) { - b[ofs++] = p_colors[i].r; - b[ofs++] = p_colors[i].g; - b[ofs++] = p_colors[i].b; - b[ofs++] = p_colors[i].a; - } - - } else { - glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((float *)0) + buffer_ofs); + buffer_ofs += sizeof(Color) * p_vertex_count; } if (p_uvs) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); - for (int i = 0; i < p_vertex_count; i++) { - b[ofs++] = p_uvs[i].x; - b[ofs++] = p_uvs[i].y; - } + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs); + buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } - glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]); - //bind the indices buffer. - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); - - static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!! - ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); - static uint16_t _draw_poly_indices[_max_draw_poly_indices]; - for (int i = 0; i < p_vertex_count; i++) { - _draw_poly_indices[i] = p_indices[i]; - //OS::get_singleton()->print("ind: %d ", p_indices[i]); - }; - - //copy the data to GPU. - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); //draw the triangles. - glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -#endif + glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); storage->frame.canvas_draw_commands++; + + glBindVertexArray(0); } void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { @@ -404,9 +347,9 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v } } - glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]); - glBindVertexArray(data.primitive_quad_buffer_arrays[version]); + glBindVertexArray(data.polygon_buffer_quad_arrays[version]); glDrawArrays(prim[p_points], 0, p_points); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); @@ -473,7 +416,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur } Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.pos * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); if (rect->flags & CANVAS_RECT_FLIP_H) { src_rect.size.x *= -1; @@ -489,8 +432,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y); - glVertexAttrib4f(2, src_rect.pos.x, src_rect.pos.y, src_rect.size.x, src_rect.size.y); + glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y); + glVertexAttrib4f(2, src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (untile) { @@ -500,7 +443,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur } else { - glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y); + glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y); glVertexAttrib4f(2, 0, 0, 1, 1); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -521,7 +464,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur if (!texture) { - glVertexAttrib4f(1, np->rect.pos.x, np->rect.pos.y, np->rect.size.x, np->rect.size.y); + glVertexAttrib4f(1, np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y); glVertexAttrib4f(2, 0, 0, 1, 1); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); continue; @@ -535,50 +478,50 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur #define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y) //top left - DSTRECT(np->rect.pos.x, np->rect.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x, np->source.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x, np->source.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //top right - DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //bottom right - DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //bottom left - DSTRECT(np->rect.pos.x, np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x, np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x, np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x, np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //top - DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //bottom - DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); - SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //left - DSTRECT(np->rect.pos.x, np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x, np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x, np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x, np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); //right - DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (np->draw_center) { //center - DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); - SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); + SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -624,7 +567,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); } - //_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); + _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); } break; case Item::Command::TYPE_CIRCLE: { @@ -644,6 +587,9 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur indices[i * 3 + 1] = (i + 1) % numpoints; indices[i * 3 + 2] = numpoints; } + + _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true); + //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); } break; @@ -670,8 +616,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); - int x = current_clip->final_clip_rect.pos.x; - int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); + int x = current_clip->final_clip_rect.position.x; + int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); int w = current_clip->final_clip_rect.size.x; int h = current_clip->final_clip_rect.size.y; @@ -787,7 +733,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons if (current_clip) { glEnable(GL_SCISSOR_TEST); - glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); + glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); } else { @@ -1108,7 +1054,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons if (reclip) { glEnable(GL_SCISSOR_TEST); - glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); + glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); } p_item_list = p_item_list->next; @@ -1340,8 +1286,8 @@ void RasterizerCanvasGLES3::reset_canvas() { void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { - glVertexAttrib4f(1, p_rect.pos.x, p_rect.pos.y, p_rect.size.x, p_rect.size.y); - glVertexAttrib4f(2, p_src.pos.x, p_src.pos.y, p_src.size.x, p_src.size.y); + glVertexAttrib4f(1, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y); + glVertexAttrib4f(2, p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -1376,15 +1322,19 @@ void RasterizerCanvasGLES3::initialize() { { - glGenBuffers(1, &data.primitive_quad_buffer); - glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); - glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size + uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128); + poly_size *= 1024; //kb + poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); + glGenBuffers(1, &data.polygon_buffer); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size glBindBuffer(GL_ARRAY_BUFFER, 0); + //quad arrays for (int i = 0; i < 4; i++) { - glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]); - glBindVertexArray(data.primitive_quad_buffer_arrays[i]); - glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); + glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]); + glBindVertexArray(data.polygon_buffer_quad_arrays[i]); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); int uv_ofs = 0; int color_ofs = 0; @@ -1415,6 +1365,15 @@ void RasterizerCanvasGLES3::initialize() { glBindVertexArray(0); } + + glGenVertexArrays(1, &data.polygon_buffer_pointer_array); + + uint32_t index_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_index_buffer_size_kb", 128); + index_size *= 1024; //kb + glGenBuffers(1, &data.polygon_index_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix); @@ -1436,6 +1395,8 @@ void RasterizerCanvasGLES3::finalize() { glDeleteBuffers(1, &data.canvas_quad_vertices); glDeleteVertexArrays(1, &data.canvas_quad_array); + + glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array); } RasterizerCanvasGLES3::RasterizerCanvasGLES3() { diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index 95ef9ee443..2da0cc0afd 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -47,8 +47,11 @@ public: GLuint canvas_quad_vertices; GLuint canvas_quad_array; - GLuint primitive_quad_buffer; - GLuint primitive_quad_buffer_arrays[4]; + GLuint polygon_buffer; + GLuint polygon_buffer_quad_arrays[4]; + GLuint polygon_buffer_pointer_array; + GLuint polygon_index_buffer; + uint32_t polygon_buffer_size; } data; @@ -107,7 +110,7 @@ public: _FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture); _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); - _FORCE_INLINE_ void _draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor); + _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip); virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light); diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index aa4150cbe4..53df7e9c3d 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -212,11 +212,8 @@ void RasterizerGLES3::begin_frame() { storage->update_dirty_resources(); - storage->info.render_object_count = 0; - storage->info.render_material_switch_count = 0; - storage->info.render_surface_switch_count = 0; - storage->info.render_shader_rebind_count = 0; - storage->info.render_vertices_count = 0; + storage->info.render_final = storage->info.render; + storage->info.render.reset(); scene->iteration(); } @@ -301,18 +298,18 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c //scale horizontally screenrect.size.y = window_h; screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y; - screenrect.pos.x = (window_w - screenrect.size.x) / 2; + screenrect.position.x = (window_w - screenrect.size.x) / 2; } else { //scale vertically screenrect.size.x = window_w; screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x; - screenrect.pos.y = (window_h - screenrect.size.y) / 2; + screenrect.position.y = (window_h - screenrect.size.y) / 2; } } else { screenrect = imgrect; - screenrect.pos += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); + screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor(); } RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index a7996b09d3..87347b8d95 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -798,20 +798,20 @@ void RasterizerSceneGLES3::environment_set_background(RID p_env, VS::Environment env->bg_mode = p_bg; } -void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox) { +void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->skybox = p_skybox; + env->sky = p_sky; } -void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env, float p_scale) { +void RasterizerSceneGLES3::environment_set_sky_scale(RID p_env, float p_scale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); - env->skybox_scale = p_scale; + env->sky_scale = p_scale; } void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) { @@ -836,14 +836,14 @@ void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max env->canvas_max_layer = p_max_layer; } -void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_skybox_contribution) { +void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_sky_contribution) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ambient_color = p_color; env->ambient_energy = p_energy; - env->ambient_skybox_contribution = p_skybox_contribution; + env->ambient_sky_contribution = p_sky_contribution; } 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) { @@ -933,6 +933,49 @@ void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentTon } void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->adjustments_enabled = p_enable; + env->adjustments_brightness = p_brightness; + env->adjustments_contrast = p_contrast; + env->adjustments_saturation = p_saturation; + env->color_correction = p_ramp; +} + +void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->fog_enabled = p_enable; + env->fog_color = p_color; + env->fog_sun_color = p_sun_color; + env->fog_sun_amount = p_sun_amount; +} + +void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->fog_depth_enabled = p_enable; + env->fog_depth_begin = p_depth_begin; + env->fog_depth_curve = p_depth_curve; + env->fog_transmit_enabled = p_transmit; + env->fog_transmit_curve = p_transmit_curve; +} + +void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { + + Environment *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->fog_height_enabled = p_enable; + env->fog_height_min = p_min_height; + env->fog_height_max = p_max_height; + env->fog_height_curve = p_height_curve; } RID RasterizerSceneGLES3::light_instance_create(RID p_light) { @@ -1247,8 +1290,11 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo storage->mesh_render_blend_shapes(s, e->instance->blend_values.ptr()); //rebind shader state.scene_shader.bind(); +#ifdef DEBUG_ENABLED + } else if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { + glBindVertexArray(s->array_wireframe_id); // everything is so easy nowadays +#endif } else { - glBindVertexArray(s->array_id); // everything is so easy nowadays } @@ -1258,7 +1304,16 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner); RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); - glBindVertexArray(s->instancing_array_id); // use the instancing array ID +#ifdef DEBUG_ENABLED + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { + + glBindVertexArray(s->instancing_array_wireframe_id); // use the instancing array ID + } else +#endif + { + glBindVertexArray(s->instancing_array_id); // use the instancing array ID + } + glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer int stride = (multi_mesh->xform_floats + multi_mesh->color_floats) * 4; @@ -1323,13 +1378,26 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo sorter.sort(particle_array, particles->amount); glUnmapBuffer(GL_ARRAY_BUFFER); +#ifdef DEBUG_ENABLED + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { + glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID + } else +#endif + { - glBindVertexArray(s->instancing_array_id); // use the instancing array ID + glBindVertexArray(s->instancing_array_id); // use the instancing array ID + } glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer } else { - - glBindVertexArray(s->instancing_array_id); // use the instancing array ID +#ifdef DEBUG_ENABLED + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { + glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID + } else +#endif + { + glBindVertexArray(s->instancing_array_id); // use the instancing array ID + } glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //modify the buffer } @@ -1378,17 +1446,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry); - if (s->index_array_len > 0) { +#ifdef DEBUG_ENABLED + + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { + + glDrawElements(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0); + storage->info.render.vertices_count += s->index_array_len; + } else +#endif + if (s->index_array_len > 0) { glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); - storage->info.render_vertices_count += s->index_array_len; + storage->info.render.vertices_count += s->index_array_len; } else { glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); - storage->info.render_vertices_count += s->array_len; + storage->info.render.vertices_count += s->array_len; } } break; @@ -1399,17 +1475,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { int amount = MAX(multi_mesh->size, multi_mesh->visible_instances); - if (s->index_array_len > 0) { +#ifdef DEBUG_ENABLED + + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { + + glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount); + storage->info.render.vertices_count += s->index_array_len * amount; + } else +#endif + if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); - storage->info.render_vertices_count += s->index_array_len * amount; + storage->info.render.vertices_count += s->index_array_len * amount; } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); - storage->info.render_vertices_count += s->array_len * amount; + storage->info.render.vertices_count += s->array_len * amount; } } break; @@ -1435,7 +1519,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { int vertices = c.vertices.size(); uint32_t buf_ofs = 0; - storage->info.render_vertices_count += vertices; + storage->info.render.vertices_count += vertices; if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) { @@ -1557,18 +1641,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2); glVertexAttribDivisor(12, 1); +#ifdef DEBUG_ENABLED - if (s->index_array_len > 0) { + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { + + glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount - split); + storage->info.render.vertices_count += s->index_array_len * (amount - split); + } else +#endif + if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount - split); - storage->info.render_vertices_count += s->index_array_len * (amount - split); + storage->info.render.vertices_count += s->index_array_len * (amount - split); } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount - split); - storage->info.render_vertices_count += s->array_len * (amount - split); + storage->info.render.vertices_count += s->array_len * (amount - split); } } @@ -1588,34 +1679,49 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2); glVertexAttribDivisor(12, 1); +#ifdef DEBUG_ENABLED - if (s->index_array_len > 0) { + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { + + glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, split); + storage->info.render.vertices_count += s->index_array_len * split; + } else +#endif + if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, split); - storage->info.render_vertices_count += s->index_array_len * split; + storage->info.render.vertices_count += s->index_array_len * split; } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, split); - storage->info.render_vertices_count += s->array_len * split; + storage->info.render.vertices_count += s->array_len * split; } } } else { - if (s->index_array_len > 0) { +#ifdef DEBUG_ENABLED + + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) { + + glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount); + storage->info.render.vertices_count += s->index_array_len * amount; + } else +#endif + if (s->index_array_len > 0) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); - storage->info.render_vertices_count += s->index_array_len * amount; + storage->info.render.vertices_count += s->index_array_len * amount; } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); - storage->info.render_vertices_count += s->array_len * amount; + storage->info.render.vertices_count += s->array_len * amount; } } @@ -1697,7 +1803,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); glBindTexture(GL_TEXTURE_3D, gipi->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); @@ -1709,7 +1815,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10); glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); @@ -1740,19 +1846,10 @@ void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_reverse_cull) { void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { - //p_reverse_cull=!p_reverse_cull; - glFrontFace(GL_CCW); - } else { - glFrontFace(GL_CW); - } - glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo if (!p_shadow && !p_directional_add) { glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - glBindTexture(GL_TEXTURE_2D, state.brdf_texture); if (p_base_env) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); @@ -1793,7 +1890,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ bool first = true; bool prev_use_instancing = false; - storage->info.render_object_count += p_element_count; + storage->info.render.draw_call_count += p_element_count; for (int i = 0; i < p_element_count; i++) { @@ -1934,19 +2031,19 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (skeleton.is_valid()) { RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, sk->texture); } } if (material != prev_material || rebind) { - storage->info.render_material_switch_count++; + storage->info.render.material_switch_count++; rebind = _setup_material(material, p_alpha_pass); if (rebind) { - storage->info.render_shader_rebind_count++; + storage->info.render.shader_rebind_count++; } } @@ -1957,7 +2054,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (e->owner != prev_owner || prev_base_type != e->instance->base_type || prev_geometry != e->geometry) { _setup_geometry(e, p_view_transform); - storage->info.render_surface_switch_count++; + storage->info.render.surface_switch_count++; } _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull); @@ -2000,6 +2097,10 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo RasterizerStorageGLES3::Material *m = NULL; RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material); + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { + m_src = default_overdraw_material; + } + /* #ifdef DEBUG_ENABLED if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { @@ -2012,7 +2113,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo if (m_src.is_valid()) { m = storage->material_owner.getornull(m_src); - if (!m->shader) { + if (!m->shader || !m->shader->valid) { m = NULL; } } @@ -2023,7 +2124,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo ERR_FAIL_COND(!m); - bool has_base_alpha = (m->shader->spatial.uses_alpha); + bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture); bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop; bool has_alpha = has_base_alpha || has_blend_alpha; bool shadow = false; @@ -2038,6 +2139,10 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo state.used_sss = true; } + if (m->shader->spatial.uses_screen_texture) { + state.used_screen_texture = true; + } + if (p_shadow) { if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) @@ -2114,18 +2219,18 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo //e->light_type=0xFF; // no lights! - if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) { + if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) { e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG; } } -void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale) { +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) { - if (!p_skybox) + if (!p_sky) return; - RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_skybox->cubemap); + RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_sky->panorama); ERR_FAIL_COND(!tex); glActiveTexture(GL_TEXTURE0); @@ -2164,7 +2269,7 @@ void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox }; - //skybox uv vectors + //sky uv vectors float vw, vh, zn; p_projection.get_viewport_size(vw, vh); zn = p_projection.get_z_near(); @@ -2181,21 +2286,24 @@ void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; } - glBindBuffer(GL_ARRAY_BUFFER, state.skybox_verts); + glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - glBindVertexArray(state.skybox_array); + glBindVertexArray(state.sky_array); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, true); storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES3::MULTIPLIER, p_energy); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); glColorMask(1, 1, 1, 1); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_MULTIPLIER, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false); } void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform) { @@ -2210,6 +2318,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.ubo_data.time[i] = storage->frame.time[i]; } + state.ubo_data.z_far = p_cam_projection.get_z_far(); //bg and ambient if (env) { state.ubo_data.bg_energy = env->bg_energy; @@ -2239,8 +2348,32 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.ubo_data.bg_color[2] = bg_color.b; state.ubo_data.bg_color[3] = bg_color.a; - state.env_radiance_data.ambient_contribution = env->ambient_skybox_contribution; + state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution; state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; + + //fog + + Color linear_fog = env->fog_color.to_linear(); + state.ubo_data.fog_color_enabled[0] = linear_fog.r; + state.ubo_data.fog_color_enabled[1] = linear_fog.g; + state.ubo_data.fog_color_enabled[2] = linear_fog.b; + state.ubo_data.fog_color_enabled[3] = env->fog_enabled ? 1.0 : 0.0; + + Color linear_sun = env->fog_sun_color.to_linear(); + state.ubo_data.fog_sun_color_amount[0] = linear_sun.r; + state.ubo_data.fog_sun_color_amount[1] = linear_sun.g; + state.ubo_data.fog_sun_color_amount[2] = linear_sun.b; + state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount; + state.ubo_data.fog_depth_enabled = env->fog_depth_enabled; + state.ubo_data.fog_depth_begin = env->fog_depth_begin; + state.ubo_data.fog_depth_curve = env->fog_depth_curve; + state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled; + state.ubo_data.fog_transmit_curve = env->fog_transmit_curve; + state.ubo_data.fog_height_enabled = env->fog_height_enabled; + state.ubo_data.fog_height_min = env->fog_height_min; + state.ubo_data.fog_height_max = env->fog_height_max; + state.ubo_data.fog_height_curve = env->fog_height_curve; + } else { state.ubo_data.bg_energy = 1.0; state.ubo_data.ambient_energy = 1.0; @@ -2258,6 +2391,8 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.env_radiance_data.ambient_contribution = 0; state.ubo_data.ambient_occlusion_affect_light = 0; + + state.ubo_data.fog_color_enabled[3] = 0.0; } { @@ -2340,8 +2475,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform for (int j = 0; j < shadow_count; j++) { - uint32_t x = li->directional_rect.pos.x; - uint32_t y = li->directional_rect.pos.y; + uint32_t x = li->directional_rect.position.x; + uint32_t y = li->directional_rect.position.y; uint32_t width = li->directional_rect.size.x; uint32_t height = li->directional_rect.size.y; @@ -2386,8 +2521,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]); - ubo_data.light_clamp[0] = atlas_rect.pos.x; - ubo_data.light_clamp[1] = atlas_rect.pos.y; + ubo_data.light_clamp[0] = atlas_rect.position.x; + ubo_data.light_clamp[1] = atlas_rect.position.y; ubo_data.light_clamp[2] = atlas_rect.size.x; ubo_data.light_clamp[3] = atlas_rect.size.y; } @@ -2576,8 +2711,8 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size); ubo_data.light_params[3] = 1.0; //means it has shadow - ubo_data.light_clamp[0] = rect.pos.x; - ubo_data.light_clamp[1] = rect.pos.y; + ubo_data.light_clamp[0] = rect.position.x; + ubo_data.light_clamp[1] = rect.position.y; ubo_data.light_clamp[2] = rect.size.x; ubo_data.light_clamp[3] = rect.size.y; @@ -2683,7 +2818,7 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul ambient_linear.r *= p_env->ambient_energy; ambient_linear.g *= p_env->ambient_energy; ambient_linear.b *= p_env->ambient_energy; - contrib = p_env->ambient_skybox_contribution; + contrib = p_env->ambient_sky_contribution; } reflection_ubo.ambient[0] = ambient_linear.r; @@ -2794,6 +2929,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p current_geometry_index = 0; current_material_index = 0; state.used_sss = false; + state.used_screen_texture = false; //fill list @@ -2871,6 +3007,39 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p } } +void RasterizerSceneGLES3::_blur_effect_buffer() { + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { + + int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; + int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; + glViewport(0, 0, vp_w, vp_h); + //horizontal pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); + 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(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); + + //vertical pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); + 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(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); + } +} + void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) { glDepthMask(GL_FALSE); @@ -3025,8 +3194,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //copy normal and roughness to effect buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT3); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_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_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]); + 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_LINEAR); state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW); state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM); @@ -3042,8 +3211,11 @@ 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); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); @@ -3053,10 +3225,15 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ _copy_screen(); 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(); + + 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); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } if (env->ssr_enabled) { @@ -3069,33 +3246,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { - - int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; - int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; - glViewport(0, 0, vp_w, vp_h); - //horizontal pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); - state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); - 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(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); - - //vertical pass - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); - state.effect_blur_shader.bind(); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); - 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(); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); - } + _blur_effect_buffer(); //perform SSR @@ -3148,6 +3299,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //copy reflection over diffuse, resolving SSR if needed state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled); state.resolve_shader.bind(); + state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); if (env->ssr_enabled) { @@ -3164,6 +3317,13 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glDisable(GL_BLEND); //end additive + if (state.used_screen_texture) { + _blur_effect_buffer(); + //restored framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + } + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true); state.effect_blur_shader.bind(); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0)); @@ -3206,19 +3366,21 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - if (!env) { - //no environment, simply return and convert to SRGB + if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + //no environment or transparent render, simply return and convert to SRGB 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::DISABLE_ALPHA, true); + 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(); _copy_screen(); storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //compute luminance + storage->shaders.copy.set_conditional(CopyShaderGLES3::V_FLIP, false); return; } @@ -3581,6 +3743,18 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } + if (env->adjustments_enabled) { + + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, true); + RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction); + if (tex) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true); + glActiveTexture(GL_TEXTURE3); + glBindTexture(tex->target, tex->tex_id); + } + } + + state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]); state.tonemap_shader.bind(); state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure); @@ -3603,6 +3777,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey); } + if (env->adjustments_enabled) { + + state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation)); + } + _copy_screen(); //turn off everything used @@ -3621,6 +3800,9 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::V_FLIP, false); } void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { @@ -3630,12 +3812,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const //fill up ubo + storage->info.render.object_count += p_cull_count; + Environment *env = environment_owner.getornull(p_environment); ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); if (shadow_atlas && shadow_atlas->size) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); @@ -3644,7 +3828,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (reflection_atlas && reflection_atlas->size) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); } @@ -3674,7 +3858,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const state.used_contact_shadows = true; - if (storage->frame.current_rt && true) { //detect with state.used_contact_shadows too + if (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); @@ -3708,7 +3892,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //bind depth for read - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); } @@ -3761,7 +3945,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } else { - use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled + use_mrt = env && (state.used_screen_texture || state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled + //effects disabled and transparency also prevent using MRTs + use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; + use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; + use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); @@ -3807,10 +3995,15 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const Color clear_color(0, 0, 0, 0); - RasterizerStorageGLES3::SkyBox *skybox = NULL; + RasterizerStorageGLES3::Sky *sky = NULL; GLuint env_radiance_tex = 0; - if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) { + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { + clear_color = Color(0, 0, 0, 0); + storage->frame.clear_request = false; + } else if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + clear_color = Color(0, 0, 0, 0); + } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) { if (storage->frame.clear_request) { @@ -3822,12 +4015,12 @@ 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_SKYBOX) { + } else if (env->bg_mode == VS::ENV_BG_SKY) { - skybox = storage->skybox_owner.getornull(env->skybox); + sky = storage->sky_owner.getornull(env->sky); - if (skybox) { - env_radiance_tex = skybox->radiance; + if (sky) { + env_radiance_tex = sky->radiance; } storage->frame.clear_request = false; @@ -3843,20 +4036,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); } - glDisable(GL_BLEND); - render_list.sort_by_key(false); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - if (state.directional_light_count == 0) { directional_light = NULL; _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL); @@ -3878,14 +4065,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glDrawBuffers(1, &gldb); } - if (env && env->bg_mode == VS::ENV_BG_SKYBOX) { + if (env && env->bg_mode == VS::ENV_BG_SKY && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { /* if (use_mrt) { - glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters */ - _draw_skybox(skybox, p_cam_projection, p_cam_transform, storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP], env->skybox_scale); + _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_scale, env->bg_energy); } //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); @@ -3897,6 +4084,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const _render_mrts(env, p_cam_projection); } + if (state.used_screen_texture) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); + } + glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); @@ -4154,15 +4346,15 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ } else if (directional_shadow.light_count == 2) { light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2); if (light_instance->light_directional_index == 1) { - light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x; + light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; } } else { //3 and 4 light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2); if (light_instance->light_directional_index & 1) { - light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x; + light_instance->directional_rect.position.x += light_instance->directional_rect.size.x; } if (light_instance->light_directional_index / 2) { - light_instance->directional_rect.pos.y += light_instance->directional_rect.size.y; + light_instance->directional_rect.position.y += light_instance->directional_rect.size.y; } } } @@ -4170,8 +4362,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ light_projection = light_instance->shadow_transform[p_pass].camera; light_transform = light_instance->shadow_transform[p_pass].transform; - x = light_instance->directional_rect.pos.x; - y = light_instance->directional_rect.pos.y; + x = light_instance->directional_rect.position.x; + y = light_instance->directional_rect.position.y; width = light_instance->directional_rect.size.x; height = light_instance->directional_rect.size.y; @@ -4435,136 +4627,39 @@ bool RasterizerSceneGLES3::free(RID p_rid) { return true; } -// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html -static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) { - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10f; // / 0x100000000 -} - -static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) { - return Vector2(float(i) / float(N), radicalInverse_VdC(i)); -} - -static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) { - float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] - - // Compute distribution direction - float Phi = 2.0f * Math_PI * Xi.x; - float CosTheta = Math::sqrt((float)(1.0f - Xi.y) / (1.0f + (a * a - 1.0f) * Xi.y)); - float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta)); - - // Convert to spherical direction - Vector3 H; - H.x = SinTheta * Math::cos(Phi); - H.y = SinTheta * Math::sin(Phi); - H.z = CosTheta; - - Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0); - Vector3 TangentX = UpVector.cross(N); - TangentX.normalize(); - Vector3 TangentY = N.cross(TangentX); - - // Tangent to world space - return TangentX * H.x + TangentY * H.y + N * H.z; -} - -static _FORCE_INLINE_ float GGX(float NdotV, float a) { - float k = a / 2.0; - return NdotV / (NdotV * (1.0 - k) + k); -} +void RasterizerSceneGLES3::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) { -// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html -float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL) { - return GGX(nDotL, a * a) * GGX(nDotV, a * a); + state.debug_draw = p_debug_draw; } -void RasterizerSceneGLES3::_generate_brdf() { - - int brdf_size = GLOBAL_DEF("rendering/gles3/brdf_texture_size", 64); - - PoolVector<uint8_t> brdf; - brdf.resize(brdf_size * brdf_size * 2); - - PoolVector<uint8_t>::Write w = brdf.write(); - - for (int i = 0; i < brdf_size; i++) { - for (int j = 0; j < brdf_size; j++) { - - float Roughness = float(j) / (brdf_size - 1); - float NoV = float(i + 1) / (brdf_size); //avoid storing nov0 - - Vector3 V; - V.x = Math::sqrt(1.0f - NoV * NoV); - V.y = 0.0; - V.z = NoV; - - Vector3 N = Vector3(0.0, 0.0, 1.0); - - float A = 0; - float B = 0; - - for (int s = 0; s < 512; s++) { - - Vector2 xi = Hammersley(s, 512); - Vector3 H = ImportanceSampleGGX(xi, Roughness, N); - Vector3 L = 2.0 * V.dot(H) * H - V; +void RasterizerSceneGLES3::initialize() { - float NoL = CLAMP(L.z, 0.0, 1.0); - float NoH = CLAMP(H.z, 0.0, 1.0); - float VoH = CLAMP(V.dot(H), 0.0, 1.0); + render_pass = 0; - if (NoL > 0.0) { - float G = G_Smith(Roughness, NoV, NoL); - float G_Vis = G * VoH / (NoH * NoV); - float Fc = pow(1.0 - VoH, 5.0); + state.scene_shader.init(); - A += (1.0 - Fc) * G_Vis; - B += Fc * G_Vis; - } - } + { + //default material and shader - A /= 512.0; - B /= 512.0; + default_shader = storage->shader_create(); + storage->shader_set_code(default_shader, "shader_type spatial;\n"); + default_material = storage->material_create(); + storage->material_set_shader(default_material, default_shader); - int tofs = ((brdf_size - j - 1) * brdf_size + i) * 2; - w[tofs + 0] = CLAMP(A * 255, 0, 255); - w[tofs + 1] = CLAMP(B * 255, 0, 255); - } + default_shader_twosided = storage->shader_create(); + default_material_twosided = storage->material_create(); + storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n"); + storage->material_set_shader(default_material_twosided, default_shader_twosided); } - //set up brdf texture - - glGenTextures(1, &state.brdf_texture); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, state.brdf_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE, w.ptr()); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glBindTexture(GL_TEXTURE_2D, 0); -} - -void RasterizerSceneGLES3::initialize() { - - render_pass = 0; - - state.scene_shader.init(); - - default_shader = storage->shader_create(); - storage->shader_set_code(default_shader, "shader_type spatial;\n"); - default_material = storage->material_create(); - storage->material_set_shader(default_material, default_shader); + { + //default material and shader - default_shader_twosided = storage->shader_create(); - default_material_twosided = storage->material_create(); - storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n"); - storage->material_set_shader(default_material_twosided, default_shader_twosided); + default_overdraw_shader = storage->shader_create(); + storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); + default_overdraw_material = storage->material_create(); + storage->material_set_shader(default_overdraw_material, default_overdraw_shader); + } glGenBuffers(1, &state.scene_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); @@ -4585,14 +4680,14 @@ void RasterizerSceneGLES3::initialize() { { //quad buffers - glGenBuffers(1, &state.skybox_verts); - glBindBuffer(GL_ARRAY_BUFFER, state.skybox_verts); + glGenBuffers(1, &state.sky_verts); + glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - glGenVertexArrays(1, &state.skybox_array); - glBindVertexArray(state.skybox_array); - glBindBuffer(GL_ARRAY_BUFFER, state.skybox_verts); + glGenVertexArrays(1, &state.sky_array); + glBindVertexArray(state.sky_array); + glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, ((uint8_t *)NULL) + sizeof(Vector3)); @@ -4602,7 +4697,6 @@ void RasterizerSceneGLES3::initialize() { } render_list.init(); state.cube_to_dp_shader.init(); - _generate_brdf(); shadow_atlas_realloc_tolerance_msec = 500; @@ -4831,7 +4925,12 @@ void RasterizerSceneGLES3::initialize() { glGenTextures(1, &e.color); glBindTexture(GL_TEXTURE_2D, e.color); +#ifdef IPHONE_ENABLED + ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... + glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); +#else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); +#endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -4844,6 +4943,8 @@ void RasterizerSceneGLES3::initialize() { GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } + + state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED; } void RasterizerSceneGLES3::iteration() { diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 33698fc267..59b8e3fb35 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -77,6 +77,9 @@ public: RID default_shader; RID default_shader_twosided; + RID default_overdraw_material; + RID default_overdraw_shader; + RasterizerStorageGLES3 *storage; Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink; @@ -111,6 +114,9 @@ public: float time[4]; float ambient_light_color[4]; float bg_color[4]; + float fog_color_enabled[4]; + float fog_sun_color_amount[4]; + float ambient_energy; float bg_energy; float shadow_z_offset; @@ -120,10 +126,22 @@ public: float screen_pixel_size[2]; float shadow_atlas_pixel_size[2]; float shadow_directional_pixel_size[2]; + + float z_far; float reflection_multiplier; float subsurface_scatter_width; float ambient_occlusion_affect_light; + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + } ubo_data; GLuint scene_ubo; @@ -131,18 +149,14 @@ public: struct EnvironmentRadianceUBO { float transform[16]; - float box_min[4]; //unused for now - float box_max[4]; float ambient_contribution; } env_radiance_data; GLuint env_radiance_ubo; - GLuint brdf_texture; - - GLuint skybox_verts; - GLuint skybox_array; + GLuint sky_verts; + GLuint sky_array; GLuint directional_ubo; @@ -172,7 +186,9 @@ public: bool cull_front; bool used_sss; + bool used_screen_texture; + VS::ViewportDebugDraw debug_draw; } state; /* SHADOW ATLAS API */ @@ -329,16 +345,16 @@ public: VS::EnvironmentBG bg_mode; - RID skybox; - float skybox_scale; + RID sky; + float sky_scale; Color bg_color; float bg_energy; - float skybox_ambient; + float sky_ambient; Color ambient_color; float ambient_energy; - float ambient_skybox_contribution; + float ambient_sky_contribution; int canvas_max_layer; @@ -391,13 +407,34 @@ public: float dof_blur_near_amount; VS::EnvironmentDOFBlurQuality dof_blur_near_quality; + bool adjustments_enabled; + float adjustments_brightness; + float adjustments_contrast; + float adjustments_saturation; + RID color_correction; + + bool fog_enabled; + Color fog_color; + Color fog_sun_color; + float fog_sun_amount; + + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + Environment() { bg_mode = VS::ENV_BG_CLEAR_COLOR; - skybox_scale = 1.0; + sky_scale = 1.0; bg_energy = 1.0; - skybox_ambient = 0; + sky_ambient = 0; ambient_energy = 1.0; - ambient_skybox_contribution = 0.0; + ambient_sky_contribution = 0.0; canvas_max_layer = 0; ssr_enabled = false; @@ -447,6 +484,29 @@ public: dof_blur_near_transition = 1; dof_blur_near_amount = 0.1; dof_blur_near_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM; + + adjustments_enabled = false; + adjustments_brightness = 1.0; + adjustments_contrast = 1.0; + adjustments_saturation = 1.0; + + fog_enabled = false; + fog_color = Color(0.5, 0.5, 0.5); + fog_sun_color = Color(0.8, 0.8, 0.0); + fog_sun_amount = 0; + + fog_depth_enabled = true; + + fog_depth_begin = 10; + fog_depth_curve = 1; + + fog_transmit_enabled = true; + fog_transmit_curve = 1; + + fog_height_enabled = false; + fog_height_min = 0; + fog_height_max = 100; + fog_height_curve = 1; } }; @@ -455,12 +515,12 @@ public: virtual RID environment_create(); virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); - virtual void environment_set_skybox(RID p_env, RID p_skybox); - virtual void environment_set_skybox_scale(RID p_env, float p_scale); + virtual void environment_set_sky(RID p_env, RID p_sky); + virtual void environment_set_sky_scale(RID p_env, float p_scale); virtual void environment_set_bg_color(RID p_env, const Color &p_color); 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_skybox_contribution = 0.0); + 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_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_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_far_amount, VS::EnvironmentDOFBlurQuality p_quality); @@ -474,6 +534,10 @@ public: virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp); + virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount); + virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve); + virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve); + /* LIGHT INSTANCE */ struct LightDataUBO { @@ -700,7 +764,7 @@ public: _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow); - void _draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale); + void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy); void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform); void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transformm, bool p_use_shadows); @@ -713,6 +777,7 @@ public: void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow); + void _blur_effect_buffer(); void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection); void _post_process(Environment *env, const CameraMatrix &p_cam_projection); @@ -720,9 +785,8 @@ public: virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count); virtual bool free(RID p_rid); - void _generate_brdf(); - virtual void set_scene_pass(uint64_t p_pass); + virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw); void iteration(); void initialize(); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 7db2f23d47..858c543785 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -164,18 +164,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ srgb = true; } break; - case Image::FORMAT_RGB565: { -#ifndef GLES_OVER_GL - r_gl_internal_format = GL_RGB565; -#else - //#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-) - r_gl_internal_format = GL_RGB5; -#endif - //r_gl_internal_format=GL_RGB565; - r_gl_format = GL_RGB; - r_gl_type = GL_UNSIGNED_SHORT_5_6_5; - - } break; case Image::FORMAT_RGBA4444: { r_gl_internal_format = GL_RGBA4; @@ -241,6 +229,12 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ r_gl_type = GL_HALF_FLOAT; } break; + case Image::FORMAT_RGBE9995: { + r_gl_internal_format = GL_RGB9_E5; + r_gl_format = GL_RGB; + r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV; + + } break; case Image::FORMAT_DXT1: { if (config.s3tc_supported) { @@ -289,15 +283,14 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ } } break; - case Image::FORMAT_ATI1: { + case Image::FORMAT_RGTC_R: { - if (config.latc_supported) { + if (config.rgtc_supported) { - r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT; + r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; - srgb = true; } else { @@ -305,11 +298,11 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_ } } break; - case Image::FORMAT_ATI2: { + case Image::FORMAT_RGTC_RG: { - if (config.latc_supported) { + if (config.rgtc_supported) { - r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; + r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT; r_gl_format = GL_RGBA; r_gl_type = GL_UNSIGNED_BYTE; r_compressed = true; @@ -662,7 +655,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) { img->shrink_x2(); - } else if (img->get_format() <= Image::FORMAT_RGB565) { + } else if (img->get_format() <= Image::FORMAT_RGBA8) { img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); } @@ -768,6 +761,9 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p int h = img->get_height(); int tsize = 0; + + int block = Image::get_format_block_size(img->get_format()); + for (int i = 0; i < mipmaps; i++) { int size, ofs; @@ -777,7 +773,15 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p if (texture->compressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - glCompressedTexImage2D(blit_target, i, internal_format, w, h, 0, size, &read[ofs]); + + //this is not needed, as compressed takes the regular size, even if blocks extend it + //int bw = (w % block != 0) ? w + (block - w % block) : w; + //int bh = (h % block != 0) ? h + (block - h % block) : h; + + int bw = w; + int bh = h; + + glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); @@ -820,8 +824,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSi ERR_FAIL_COND_V(!texture, Ref<Image>()); ERR_FAIL_COND_V(!texture->active, Ref<Image>()); - ERR_FAIL_COND_V(texture->data_size == 0, Ref<Image>()); - ERR_FAIL_COND_V(texture->render_target, Ref<Image>()); + ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>()); if (!texture->images[p_cube_side].is_null()) { return texture->images[p_cube_side]; @@ -970,6 +973,14 @@ Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const { return texture->format; } +uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const { + + Texture *texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture, 0); + + return texture->tex_id; +} uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const { Texture *texture = texture_owner.get(p_texture); @@ -1205,32 +1216,32 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_ return texture_owner.make_rid(ctex); } -RID RasterizerStorageGLES3::skybox_create() { +RID RasterizerStorageGLES3::sky_create() { - SkyBox *skybox = memnew(SkyBox); - skybox->radiance = 0; - return skybox_owner.make_rid(skybox); + Sky *sky = memnew(Sky); + sky->radiance = 0; + return sky_owner.make_rid(sky); } -void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size) { +void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) { - SkyBox *skybox = skybox_owner.getornull(p_skybox); - ERR_FAIL_COND(!skybox); + Sky *sky = sky_owner.getornull(p_sky); + ERR_FAIL_COND(!sky); - if (skybox->cubemap.is_valid()) { - skybox->cubemap = RID(); - glDeleteTextures(1, &skybox->radiance); - skybox->radiance = 0; + if (sky->panorama.is_valid()) { + sky->panorama = RID(); + glDeleteTextures(1, &sky->radiance); + sky->radiance = 0; } - skybox->cubemap = p_cube_map; - if (!skybox->cubemap.is_valid()) + sky->panorama = p_panorama; + if (!sky->panorama.is_valid()) return; //cleared - Texture *texture = texture_owner.getornull(skybox->cubemap); - if (!texture || !(texture->flags & VS::TEXTURE_FLAG_CUBEMAP)) { - skybox->cubemap = RID(); - ERR_FAIL_COND(!texture || !(texture->flags & VS::TEXTURE_FLAG_CUBEMAP)); + Texture *texture = texture_owner.getornull(sky->panorama); + if (!texture) { + sky->panorama = RID(); + ERR_FAIL_COND(!texture); } glBindVertexArray(0); @@ -1255,8 +1266,8 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in } glActiveTexture(GL_TEXTURE1); - glGenTextures(1, &skybox->radiance); - glBindTexture(GL_TEXTURE_2D, skybox->radiance); + glGenTextures(1, &sky->radiance); + glBindTexture(GL_TEXTURE_2D, sky->radiance); GLuint tmp_fb; @@ -1296,11 +1307,12 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in size = p_radiance_size; shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, true); shaders.cubemap_filter.bind(); while (mm_level) { - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skybox->radiance, lod); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod); #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); @@ -1323,6 +1335,7 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in mm_level--; } shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_PANORAMA, false); //restore ranges glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); @@ -1412,6 +1425,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { _shader_dirty_list.remove(&p_shader->dirty_list); p_shader->valid = false; + p_shader->ubo_size = 0; p_shader->uniforms.clear(); @@ -1448,6 +1462,7 @@ 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_screen_texture = false; p_shader->spatial.uses_vertex = false; p_shader->spatial.writes_modelview_or_projection = false; @@ -1473,6 +1488,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss; shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard; + shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture; shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; @@ -1946,8 +1962,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy } else if (value.get_type() == Variant::RECT2) { Rect2 v = value; - gui[0] = v.pos.x; - gui[1] = v.pos.y; + gui[0] = v.position.x; + gui[1] = v.position.y; gui[2] = v.size.x; gui[3] = v.size.y; } else if (value.get_type() == Variant::QUAT) { @@ -2229,6 +2245,10 @@ void RasterizerStorageGLES3::_update_material(Material *material) { if (material->shader && material->shader->dirty_list.in_list()) { _update_shader(material->shader); } + + if (material->shader && !material->shader->valid) + return; + //update caches { @@ -2643,6 +2663,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size()); surface->aabb = p_aabb; surface->max_bone = p_bone_aabbs.size(); + surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size; for (int i = 0; i < surface->skeleton_bone_used.size(); i++) { if (surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0) { @@ -2712,6 +2733,112 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } + +#ifdef DEBUG_ENABLED + + if (config.generate_wireframes && p_primitive == VS::PRIMITIVE_TRIANGLES) { + //generate wireframes, this is used mostly by editor + PoolVector<uint32_t> wf_indices; + int index_count; + + if (p_format & VS::ARRAY_FORMAT_INDEX) { + + index_count = p_index_count * 2; + wf_indices.resize(index_count); + + PoolVector<uint8_t>::Read ir = p_index_array.read(); + PoolVector<uint32_t>::Write wr = wf_indices.write(); + + 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) { + + wr[i + 0] = src_idx[i / 2]; + wr[i + 1] = src_idx[i / 2 + 1]; + wr[i + 2] = src_idx[i / 2 + 1]; + wr[i + 3] = src_idx[i / 2 + 2]; + wr[i + 4] = src_idx[i / 2 + 2]; + wr[i + 5] = src_idx[i / 2]; + } + + } else { + + //read 16 bit indices + const uint32_t *src_idx = (const uint32_t *)ir.ptr(); + for (int i = 0; i < index_count; i += 6) { + + wr[i + 0] = src_idx[i / 2]; + wr[i + 1] = src_idx[i / 2 + 1]; + wr[i + 2] = src_idx[i / 2 + 1]; + wr[i + 3] = src_idx[i / 2 + 2]; + wr[i + 4] = src_idx[i / 2 + 2]; + wr[i + 5] = src_idx[i / 2]; + } + } + + } else { + + 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) { + + wr[i + 0] = i / 2; + wr[i + 1] = i / 2 + 1; + wr[i + 2] = i / 2 + 1; + wr[i + 3] = i / 2 + 2; + wr[i + 4] = i / 2 + 2; + wr[i + 5] = i / 2; + } + } + { + PoolVector<uint32_t>::Read ir = wf_indices.read(); + + glGenBuffers(1, &surface->index_wireframe_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(uint32_t), ir.ptr(), GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind + + surface->index_wireframe_len = index_count; + } + + for (int ai = 0; ai < 2; ai++) { + + if (ai == 0) { + //for normal draw + glGenVertexArrays(1, &surface->array_wireframe_id); + glBindVertexArray(surface->array_wireframe_id); + glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id); + } else if (ai == 1) { + //for instancing draw (can be changed and no one cares) + glGenVertexArrays(1, &surface->instancing_array_wireframe_id); + glBindVertexArray(surface->instancing_array_wireframe_id); + glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id); + } + + for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + + if (!attribs[i].enabled) + continue; + + if (attribs[i].integer) { + glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset); + } else { + glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset); + } + glEnableVertexAttribArray(attribs[i].index); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id); + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + } + +#endif } { @@ -2724,6 +2851,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read(); + surface->total_data_size += array_size; + glGenBuffers(1, &mt.vertex_id); glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id); glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW); @@ -2755,6 +2884,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: mesh->surfaces.push_back(surface); mesh->instance_change_notify(); + + info.vertex_mem += surface->total_data_size; } void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_amount) { @@ -2983,6 +3114,14 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) { glDeleteVertexArrays(1, &surface->blend_shapes[i].array_id); } + if (surface->index_wireframe_id) { + glDeleteBuffers(1, &surface->index_wireframe_id); + glDeleteVertexArrays(1, &surface->array_wireframe_id); + glDeleteVertexArrays(1, &surface->instancing_array_wireframe_id); + } + + info.vertex_mem -= surface->total_data_size; + mesh->instance_material_change_notify(); memdelete(surface); @@ -3815,7 +3954,7 @@ void RasterizerStorageGLES3::immediate_vertex(RID p_immediate, const Vector3 &p_ if (c->vertices.empty() && im->chunks.size() == 1) { - im->aabb.pos = p_vertex; + im->aabb.position = p_vertex; im->aabb.size = Vector3(); } else { im->aabb.expand_to(p_vertex); @@ -4482,7 +4621,7 @@ Rect3 RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const { ERR_FAIL_COND_V(!reflection_probe, Rect3()); Rect3 aabb; - aabb.pos = -reflection_probe->extents; + aabb.position = -reflection_probe->extents; aabb.size = reflection_probe->extents * 2.0; return aabb; @@ -5075,7 +5214,7 @@ Rect3 RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) { pos = inv.xform(pos); } if (i == 0) - aabb.pos = pos; + aabb.position = pos; else aabb.expand_to(pos); } @@ -5437,7 +5576,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { glDeleteRenderbuffers(1, &rt->buffers.diffuse); glDeleteRenderbuffers(1, &rt->buffers.specular); glDeleteRenderbuffers(1, &rt->buffers.normal_rough); - glDeleteRenderbuffers(1, &rt->buffers.motion_sss); + glDeleteRenderbuffers(1, &rt->buffers.sss); glDeleteFramebuffers(1, &rt->buffers.effect_fbo); glDeleteTextures(1, &rt->buffers.effect); @@ -5476,6 +5615,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { tex->alloc_width = 0; tex->width = 0; tex->height = 0; + tex->active = false; for (int i = 0; i < 2; i++) { for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) { @@ -5507,7 +5647,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { Image::Format image_format; bool hdr = rt->flags[RENDER_TARGET_HDR] && config.hdr_supported; - hdr = false; + //hdr = false; if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) { @@ -5572,13 +5712,14 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { tex->alloc_width = rt->width; tex->height = rt->height; tex->alloc_height = rt->height; + tex->active = true; texture_set_flags(rt->texture, tex->flags); } /* BACK FBO */ - if (config.render_arch == RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) { + if (!rt->flags[RENDER_TARGET_NO_3D]) { static const int msaa_value[] = { 0, 2, 4, 8, 16 }; int msaa = msaa_value[rt->msaa]; @@ -5606,75 +5747,155 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->buffers.diffuse); - glGenRenderbuffers(1, &rt->buffers.specular); - glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular); + if (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS]) { - if (msaa == 0) - glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height); - else - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height); + glGenRenderbuffers(1, &rt->buffers.specular); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rt->buffers.specular); + if (msaa == 0) + glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height); - glGenRenderbuffers(1, &rt->buffers.normal_rough); - glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rt->buffers.specular); - if (msaa == 0) - glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height); - else - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height); + glGenRenderbuffers(1, &rt->buffers.normal_rough); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough); + if (msaa == 0) + glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height); - glGenRenderbuffers(1, &rt->buffers.motion_sss); - glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough); - if (msaa == 0) - glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height); - else - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height); + glGenRenderbuffers(1, &rt->buffers.sss); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.motion_sss); + if (msaa == 0) + glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height); - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss); - if (status != GL_FRAMEBUFFER_COMPLETE) { - printf("err status: %x\n", status); - _render_target_clear(rt); - ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); - } + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("err status: %x\n", status); + _render_target_clear(rt); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } - glBindRenderbuffer(GL_RENDERBUFFER, 0); + glBindRenderbuffer(GL_RENDERBUFFER, 0); - // effect resolver + // effect resolver - glGenFramebuffers(1, &rt->buffers.effect_fbo); - glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo); + glGenFramebuffers(1, &rt->buffers.effect_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo); - glGenTextures(1, &rt->buffers.effect); - glBindTexture(GL_TEXTURE_2D, rt->buffers.effect); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, rt->buffers.effect, 0); + glGenTextures(1, &rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, rt->buffers.effect); + glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, + color_format, color_type, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, rt->buffers.effect, 0); - if (status != GL_FRAMEBUFFER_COMPLETE) { - printf("err status: %x\n", status); - _render_target_clear(rt); - ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); - } + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("err status: %x\n", status); + _render_target_clear(rt); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } - glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); - if (status != GL_FRAMEBUFFER_COMPLETE) { - _render_target_clear(rt); - ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } + + ///////////////// ssao + + //AO strength textures + for (int i = 0; i < 2; i++) { + + glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]); + glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, rt->depth, 0); + + glGenTextures(1, &rt->effects.ssao.blur_red[i]); + glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } + } + //5 mip levels for depth texture, but base is read separately + + glGenTextures(1, &rt->effects.ssao.linear_depth); + glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth); + + int ssao_w = rt->width / 2; + int ssao_h = rt->height / 2; + + for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw + + glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL); + ssao_w >>= 1; + ssao_h >>= 1; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3); + + for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw + + GLuint fbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i); + rt->effects.ssao.depth_mipmap_fbos.push_back(fbo); + } + + //////Exposure + + glGenFramebuffers(1, &rt->exposure.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo); + + glGenTextures(1, &rt->exposure.color); + glBindTexture(GL_TEXTURE_2D, rt->exposure.color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } } + } + + if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) { for (int i = 0; i < 2; i++) { @@ -5721,7 +5942,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j); - status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { _render_target_clear(rt); ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); @@ -5741,79 +5962,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - ///////////////// ssao - - //AO strength textures - for (int i = 0; i < 2; i++) { - - glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]); - glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, - GL_TEXTURE_2D, rt->depth, 0); - - glGenTextures(1, &rt->effects.ssao.blur_red[i]); - glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]); - - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0); - - status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - _render_target_clear(rt); - ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); - } - } - //5 mip levels for depth texture, but base is read separately - - glGenTextures(1, &rt->effects.ssao.linear_depth); - glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth); - - int ssao_w = rt->width / 2; - int ssao_h = rt->height / 2; - - for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw - - glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL); - ssao_w >>= 1; - ssao_h >>= 1; - } - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3); - - for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw - - GLuint fbo; - glGenFramebuffers(1, &fbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i); - rt->effects.ssao.depth_mipmap_fbos.push_back(fbo); - } - - //////Exposure - - glGenFramebuffers(1, &rt->exposure.fbo); - glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo); - - glGenTextures(1, &rt->exposure.color); - glBindTexture(GL_TEXTURE_2D, rt->exposure.color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); - - status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - _render_target_clear(rt); - ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); - } } } @@ -5838,9 +5986,10 @@ RID RasterizerStorageGLES3::render_target_create() { t->srgb = false; t->total_data_size = 0; t->ignore_mipmaps = false; - t->mipmaps = 0; + t->mipmaps = 1; t->active = true; t->tex_id = 0; + t->render_target = rt; rt->texture = texture_owner.make_rid(t); @@ -5877,8 +6026,10 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT rt->flags[p_flag] = p_value; switch (p_flag) { + case RENDER_TARGET_HDR: case RENDER_TARGET_NO_3D: - case RENDER_TARGET_TRANSPARENT: { + case RENDER_TARGET_NO_SAMPLING: + case RENDER_TARGET_NO_3D_EFFECTS: { //must reset for these formats _render_target_clear(rt); _render_target_allocate(rt); @@ -6108,12 +6259,12 @@ bool RasterizerStorageGLES3::free(RID p_rid) { info.texture_mem -= texture->total_data_size; texture_owner.free(p_rid); memdelete(texture); - } else if (skybox_owner.owns(p_rid)) { - // delete the skybox - SkyBox *skybox = skybox_owner.get(p_rid); - skybox_set_texture(p_rid, RID(), 256); - skybox_owner.free(p_rid); - memdelete(skybox); + } else if (sky_owner.owns(p_rid)) { + // delete the sky + Sky *sky = sky_owner.get(p_rid); + sky_set_texture(p_rid, RID(), 256); + sky_owner.free(p_rid); + memdelete(sky); } else if (shader_owner.owns(p_rid)) { @@ -6318,10 +6469,98 @@ bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const { //////////////////////////////////////////// -void RasterizerStorageGLES3::initialize() { +void RasterizerStorageGLES3::set_debug_generate_wireframes(bool p_generate) { + + config.generate_wireframes = p_generate; +} - config.render_arch = RENDER_ARCH_DESKTOP; - //config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique")); +void RasterizerStorageGLES3::render_info_begin_capture() { + + info.snap = info.render; +} + +void RasterizerStorageGLES3::render_info_end_capture() { + + info.snap.object_count = info.render.object_count - info.snap.object_count; + info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count; + info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count; + info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count; + info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count; + info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count; +} + +int RasterizerStorageGLES3::get_captured_render_info(VS::RenderInfo p_info) { + + switch (p_info) { + case VS::INFO_OBJECTS_IN_FRAME: { + + return info.snap.object_count; + } break; + case VS::INFO_VERTICES_IN_FRAME: { + + return info.snap.vertices_count; + } break; + case VS::INFO_MATERIAL_CHANGES_IN_FRAME: { + return info.snap.material_switch_count; + } break; + case VS::INFO_SHADER_CHANGES_IN_FRAME: { + return info.snap.shader_rebind_count; + } break; + case VS::INFO_SURFACE_CHANGES_IN_FRAME: { + return info.snap.surface_switch_count; + } break; + case VS::INFO_DRAW_CALLS_IN_FRAME: { + return info.snap.draw_call_count; + } break; + default: { + return get_render_info(p_info); + } + } +} + +int RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) { + + switch (p_info) { + case VS::INFO_OBJECTS_IN_FRAME: { + + return info.render_final.object_count; + } break; + case VS::INFO_VERTICES_IN_FRAME: { + + return info.render_final.vertices_count; + } break; + case VS::INFO_MATERIAL_CHANGES_IN_FRAME: { + return info.render_final.material_switch_count; + } break; + case VS::INFO_SHADER_CHANGES_IN_FRAME: { + return info.render_final.shader_rebind_count; + } break; + case VS::INFO_SURFACE_CHANGES_IN_FRAME: { + return info.render_final.surface_switch_count; + } break; + case VS::INFO_DRAW_CALLS_IN_FRAME: { + return info.render_final.draw_call_count; + } break; + case VS::INFO_USAGE_VIDEO_MEM_TOTAL: { + + return 0; //no idea + } break; + case VS::INFO_VIDEO_MEM_USED: { + + return info.vertex_mem + info.texture_mem; + } break; + case VS::INFO_TEXTURE_MEM_USED: { + + return info.texture_mem; + } break; + case VS::INFO_VERTEX_MEM_USED: { + + return info.vertex_mem; + } break; + } +} + +void RasterizerStorageGLES3::initialize() { RasterizerStorageGLES3::system_fbo = 0; @@ -6348,6 +6587,7 @@ void RasterizerStorageGLES3::initialize() { 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"); config.etc_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); config.latc_supported = config.extensions.has("GL_EXT_texture_compression_latc"); + config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc"); config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc"); #ifdef GLES_OVER_GL config.hdr_supported = true; @@ -6356,6 +6596,8 @@ void RasterizerStorageGLES3::initialize() { config.etc2_supported = true; 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"); @@ -6470,7 +6712,7 @@ void RasterizerStorageGLES3::initialize() { glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } - //generic quadie for copying without touching skybox + //generic quadie for copying without touching sky { //transform feedback buffers @@ -6499,6 +6741,7 @@ void RasterizerStorageGLES3::initialize() { frame.delta = 0; frame.current_rt = NULL; config.keep_original_textures = false; + config.generate_wireframes = false; } void RasterizerStorageGLES3::finalize() { diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index c700b7cb1c..1357206bfa 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -61,14 +61,13 @@ public: struct Config { - RenderArchitecture render_arch; - bool shrink_textures_x2; bool use_fast_texture_filter; bool use_anisotropic_filter; bool s3tc_supported; bool latc_supported; + bool rgtc_supported; bool bptc_supported; bool etc_supported; bool etc2_supported; @@ -85,6 +84,8 @@ public: int max_texture_image_units; int max_texture_size; + bool generate_wireframes; + Set<String> extensions; bool keep_original_textures; @@ -125,12 +126,33 @@ public: struct Info { uint64_t texture_mem; + uint64_t vertex_mem; + + struct Render { + uint32_t object_count; + uint32_t draw_call_count; + uint32_t material_switch_count; + uint32_t surface_switch_count; + uint32_t shader_rebind_count; + uint32_t vertices_count; + + void reset() { + object_count = 0; + draw_call_count = 0; + material_switch_count = 0; + surface_switch_count = 0; + shader_rebind_count = 0; + vertices_count = 0; + } + } render, render_final, snap; - uint32_t render_object_count; - uint32_t render_material_switch_count; - uint32_t render_surface_switch_count; - uint32_t render_shader_rebind_count; - uint32_t render_vertices_count; + Info() { + + texture_mem = 0; + vertex_mem = 0; + render.reset(); + render_final.reset(); + } } info; @@ -289,6 +311,7 @@ public: virtual void texture_set_flags(RID p_texture, uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; + virtual uint32_t texture_get_texid(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); @@ -307,19 +330,19 @@ public: virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); - /* SKYBOX API */ + /* SKY API */ - struct SkyBox : public RID_Data { + struct Sky : public RID_Data { - RID cubemap; + RID panorama; GLuint radiance; int radiance_size; }; - mutable RID_Owner<SkyBox> skybox_owner; + mutable RID_Owner<Sky> sky_owner; - virtual RID skybox_create(); - virtual void skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size); + virtual RID sky_create(); + virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size); /* SHADER API */ @@ -409,6 +432,7 @@ public: bool uses_vertex; bool uses_discard; bool uses_sss; + bool uses_screen_texture; bool writes_modelview_or_projection; } spatial; @@ -536,6 +560,11 @@ public: GLuint vertex_id; GLuint index_id; + GLuint index_wireframe_id; + GLuint array_wireframe_id; + GLuint instancing_array_wireframe_id; + int index_wireframe_len; + Vector<Rect3> skeleton_bone_aabb; Vector<bool> skeleton_bone_used; @@ -566,6 +595,8 @@ public: mesh->update_multimeshes(); } + int total_data_size; + Surface() { array_byte_size = 0; @@ -580,6 +611,13 @@ public: primitive = VS::PRIMITIVE_POINTS; index_array_len = 0; active = false; + + total_data_size = 0; + + index_wireframe_id = 0; + array_wireframe_id = 0; + instancing_array_wireframe_id = 0; + index_wireframe_len = 0; } ~Surface() { @@ -1126,7 +1164,7 @@ public: GLuint specular; GLuint diffuse; GLuint normal_rough; - GLuint motion_sss; + GLuint sss; GLuint effect_fbo; GLuint effect; @@ -1206,9 +1244,10 @@ public: flags[RENDER_TARGET_VFLIP] = false; flags[RENDER_TARGET_TRANSPARENT] = false; + flags[RENDER_TARGET_NO_3D_EFFECTS] = false; flags[RENDER_TARGET_NO_3D] = false; - flags[RENDER_TARGET_HDR] = true; flags[RENDER_TARGET_NO_SAMPLING] = false; + flags[RENDER_TARGET_HDR] = true; last_exposure_tick = 0; } @@ -1272,6 +1311,7 @@ public: float delta; uint64_t prev_tick; uint64_t count; + } frame; void initialize(); @@ -1281,6 +1321,14 @@ public: virtual void update_dirty_resources(); + virtual void set_debug_generate_wireframes(bool p_generate); + + virtual void render_info_begin_capture(); + virtual void render_info_end_capture(); + virtual int get_captured_render_info(VS::RenderInfo p_info); + + virtual int get_render_info(VS::RenderInfo p_info); + RasterizerStorageGLES3(); }; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 23bcb79b46..b1f7b4c9bd 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -574,6 +574,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions); } break; + default: { code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")"; @@ -593,6 +594,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _mktab(p_level) + "else\n"; code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions); } + } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) { + + code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n"; + code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions); } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { @@ -723,6 +728,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; + actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim"; @@ -739,6 +745,10 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; + 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].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; @@ -756,12 +766,18 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; - actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS_MOTION\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\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"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n"; + /* PARTICLES SHADER */ actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index bebc006032..8c6d15c3b7 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -100,14 +100,14 @@ void ShaderGLES3::bind_uniforms() { }; uniforms_dirty = false; -}; +} GLint ShaderGLES3::get_uniform_location(int p_idx) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_idx]; -}; +} bool ShaderGLES3::bind() { @@ -399,14 +399,14 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { strings.push_back(fragment_code2.get_data()); if (cc) { - code_string = cc->fragment.ascii(); + code_string = cc->light.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code3.get_data()); if (cc) { - code_string2 = cc->light.ascii(); + code_string2 = cc->fragment.ascii(); strings.push_back(code_string2.get_data()); } @@ -666,7 +666,7 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co //print_line("CODE1:\n"+String(fragment_code1.get_data())); String code2 = code.substr(cpos + material_tag.length(), code.length()); - cpos = code2.find(code_tag); + cpos = code2.find(light_code_tag); if (cpos == -1) { fragment_code2 = code2.ascii(); @@ -675,16 +675,16 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co fragment_code2 = code2.substr(0, cpos).ascii(); //print_line("CODE2:\n"+String(fragment_code2.get_data())); - String code3 = code2.substr(cpos + code_tag.length(), code2.length()); + String code3 = code2.substr(cpos + light_code_tag.length(), code2.length()); - cpos = code3.find(light_code_tag); + cpos = code3.find(code_tag); if (cpos == -1) { fragment_code3 = code3.ascii(); } else { fragment_code3 = code3.substr(0, cpos).ascii(); //print_line("CODE3:\n"+String(fragment_code3.get_data())); - fragment_code4 = code3.substr(cpos + light_code_tag.length(), code3.length()).ascii(); + fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii(); //print_line("CODE4:\n"+String(fragment_code4.get_data())); } } diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index e6c72da8f1..017009015e 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -211,6 +211,18 @@ MATERIAL_UNIFORMS #endif + +void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) { + +#if defined(USE_LIGHT_SHADER_CODE) + +LIGHT_SHADER_CODE + +#endif + +} + + void main() { vec4 color = color_interp; @@ -285,11 +297,7 @@ FRAGMENT_SHADER_CODE #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader - { - vec4 light_out=light*color; -LIGHT_SHADER_CODE - color=light_out; - } + light_compute(light,light_vec,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color); #else diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index a87d62f2d7..4c8648903e 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -2,14 +2,14 @@ layout(location=0) in highp vec4 vertex_attrib; -#ifdef USE_CUBEMAP +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) layout(location=4) in vec3 cube_in; #else layout(location=4) in vec2 uv_in; #endif layout(location=5) in vec2 uv2_in; -#ifdef USE_CUBEMAP +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) out vec3 cube_interp; #else out vec2 uv_interp; @@ -19,10 +19,14 @@ out vec2 uv2_interp; void main() { -#ifdef USE_CUBEMAP +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) cube_interp = cube_in; #else uv_interp = uv_in; +#ifdef V_FLIP + uv_interp.y = 1.0-uv_interp.y; +#endif + #endif uv2_interp = uv2_in; gl_Position = vertex_attrib; @@ -30,16 +34,46 @@ void main() { [fragment] +#define M_PI 3.14159265359 -#ifdef USE_CUBEMAP + +#if defined(USE_CUBEMAP) || defined(USE_PANORAMA) in vec3 cube_interp; -uniform samplerCube source_cube; //texunit:0 #else in vec2 uv_interp; +#endif + +#ifdef USE_CUBEMAP +uniform samplerCube source_cube; //texunit:0 +#else uniform sampler2D source; //texunit:0 #endif +#ifdef USE_MULTIPLIER +uniform float multiplier; +#endif + +#ifdef USE_PANORAMA + +vec4 texturePanorama(vec3 normal,sampler2D pano ) { + + vec2 st = vec2( + atan(normal.x, normal.z), + acos(normal.y) + ); + + if(st.x < 0.0) + st.x += M_PI*2.0; + + st/=vec2(M_PI*2.0,M_PI); + + return textureLod(pano,st,0.0); + +} + +#endif + float sRGB_gamma_correct(float c){ float a = 0.055; if(c < 0.0031308) @@ -54,19 +88,41 @@ uniform vec2 pixel_size; in vec2 uv2_interp; + +#ifdef USE_BCS + +uniform vec3 bcs; + +#endif + +#ifdef USE_COLOR_CORRECTION + +uniform sampler2D color_correction; //texunit:1 + +#endif + layout(location = 0) out vec4 frag_color; + + + void main() { //vec4 color = color_interp; -#ifdef USE_CUBEMAP +#ifdef USE_PANORAMA + + vec4 color = texturePanorama( normalize(cube_interp), source ); + +#elif defined(USE_CUBEMAP) vec4 color = texture( source_cube, normalize(cube_interp) ); #else vec4 color = texture( source, uv_interp ); #endif + + #ifdef LINEAR_TO_SRGB //regular Linear -> SRGB conversion vec3 a = vec3(0.055); @@ -99,7 +155,24 @@ void main() { color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136; #endif +#ifdef USE_BCS + + color.rgb = mix(vec3(0.0),color.rgb,bcs.x); + color.rgb = mix(vec3(0.5),color.rgb,bcs.y); + color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); + +#endif + +#ifdef USE_COLOR_CORRECTION + color.r = texture(color_correction,vec2(color.r,0.0)).r; + color.g = texture(color_correction,vec2(color.g,0.0)).g; + color.b = texture(color_correction,vec2(color.b,0.0)).b; +#endif + +#ifdef USE_MULTIPLIER + color.rgb*=multiplier; +#endif frag_color = color; } diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 768d20ad22..2aec6380f5 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -19,8 +19,12 @@ void main() { precision highp float; precision highp int; - +#ifdef USE_PANORAMA +uniform sampler2D source_panorama; //texunit:0 +#else uniform samplerCube source_cube; //texunit:0 +#endif + uniform int face_id; uniform float roughness; in highp vec2 uv_interp; @@ -165,6 +169,26 @@ vec2 Hammersley(uint i, uint N) { uniform bool z_flip; +#ifdef USE_PANORAMA + +vec4 texturePanorama(vec3 normal,sampler2D pano ) { + + vec2 st = vec2( + atan(normal.x, normal.z), + acos(normal.y) + ); + + if(st.x < 0.0) + st.x += M_PI*2.0; + + st/=vec2(M_PI*2.0,M_PI); + + return textureLod(pano,st,0.0); + +} + +#endif + void main() { #ifdef USE_DUAL_PARABOLOID @@ -188,7 +212,12 @@ void main() { #ifdef USE_DIRECT_WRITE +#ifdef USE_PANORAMA + + frag_color=vec4(texturePanorama(N,source_panorama).rgb,1.0); +#else frag_color=vec4(texture(N,source_cube).rgb,1.0); +#endif #else @@ -204,7 +233,11 @@ void main() { float ndotl = clamp(dot(N, L),0.0,1.0); if (ndotl>0.0) { +#ifdef USE_PANORAMA + sum.rgb += texturePanorama(H,source_panorama).rgb *ndotl; +#else sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl; +#endif sum.a += ndotl; } } diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index dcd68315b0..c1356bb110 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -245,6 +245,10 @@ MATERIAL_UNIFORMS void main() { { +LIGHT_SHADER_CODE + } + + { FRAGMENT_SHADER_CODE } } diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index 6acc712299..181a3c99ec 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -20,7 +20,7 @@ in vec2 uv_interp; uniform sampler2D source_specular; //texunit:0 uniform sampler2D source_ssr; //texunit:1 -uniform float stuff; +uniform vec2 pixel_size; in vec2 uv2_interp; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 43a391631f..855b96236a 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -67,6 +67,10 @@ layout(std140) uniform SceneData { //ubo:0 highp vec4 ambient_light_color; highp vec4 bg_color; + + vec4 fog_color_enabled; + vec4 fog_sun_color_amount; + float ambient_energy; float bg_energy; @@ -79,10 +83,21 @@ layout(std140) uniform SceneData { //ubo:0 vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; + float z_far; float reflection_multiplier; float subsurface_scatter_width; float ambient_occlusion_affect_light; + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + }; uniform highp mat4 world_transform; @@ -153,7 +168,7 @@ out highp float dp_clip; #define SKELETON_TEXTURE_WIDTH 256 #ifdef USE_SKELETON -uniform highp sampler2D skeleton_texture; //texunit:-6 +uniform highp sampler2D skeleton_texture; //texunit:-1 #endif out highp vec4 position_interp; @@ -230,7 +245,7 @@ void main() { normal = vec4(normal,0.0) * m; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent.xyz = vec4(tangent.xyz,0.0) * mn; + tangent.xyz = vec4(tangent.xyz,0.0) * m; #endif } #endif @@ -338,7 +353,20 @@ VERTEX_SHADER_CODE [fragment] +/* texture unit usage, N is max_texture_unity-N +1-skeleton +2-radiance +3-reflection_atlas +4-directional_shadow +5-shadow_atlas +6-decal_atlas +7-screen +8-depth +9-probe1 +10-probe2 + +*/ #define M_PI 3.14159265359 @@ -370,7 +398,6 @@ in vec3 normal_interp; //used on forward mainly uniform bool no_ambient_light; -uniform sampler2D brdf_texture; //texunit:-1 #ifdef USE_RADIANCE_MAP @@ -380,8 +407,6 @@ uniform sampler2D radiance_map; //texunit:-2 layout(std140) uniform Radiance { //ubo:2 mat4 radiance_inverse_xform; - vec3 radiance_box_min; - vec3 radiance_box_max; float radiance_ambient_contribution; }; @@ -415,6 +440,8 @@ layout(std140) uniform SceneData { highp vec4 ambient_light_color; highp vec4 bg_color; + vec4 fog_color_enabled; + vec4 fog_sun_color_amount; float ambient_energy; float bg_energy; @@ -428,10 +455,20 @@ layout(std140) uniform SceneData { vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; + float z_far; float reflection_multiplier; float subsurface_scatter_width; float ambient_occlusion_affect_light; + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; }; //directional light data @@ -484,7 +521,7 @@ layout(std140) uniform SpotLightData { //ubo:5 }; -uniform highp sampler2DShadow shadow_atlas; //texunit:-3 +uniform highp sampler2DShadow shadow_atlas; //texunit:-5 struct ReflectionData { @@ -502,7 +539,7 @@ layout(std140) uniform ReflectionProbeData { //ubo:6 ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS]; }; -uniform mediump sampler2D reflection_atlas; //texunit:-5 +uniform mediump sampler2D reflection_atlas; //texunit:-3 #ifdef USE_FORWARD_LIGHTING @@ -519,14 +556,19 @@ uniform int reflection_count; #endif +#if defined(SCREEN_TEXTURE_USED) + +uniform highp sampler2D screen_texture; //texunit:-7 + +#endif #ifdef USE_MULTIPLE_RENDER_TARGETS layout(location=0) out vec4 diffuse_buffer; layout(location=1) out vec4 specular_buffer; layout(location=2) out vec4 normal_mr_buffer; -#if defined (ENABLE_SSS_MOTION) -layout(location=3) out vec4 motion_ssr_buffer; +#if defined(ENABLE_SSS) +layout(location=3) out float sss_buffer; #endif #else @@ -536,7 +578,7 @@ layout(location=0) out vec4 frag_color; #endif in highp vec4 position_interp; -uniform highp sampler2D depth_buffer; //texunit:-9 +uniform highp sampler2D depth_buffer; //texunit:-8 float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { @@ -598,7 +640,6 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { return 1.0; } - // GGX Specular // Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl float G1V(float dotNV, float k) @@ -624,17 +665,68 @@ float GTR1(float NdotH, float a) -void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader + + +LIGHT_SHADER_CODE + + +#else float dotNL = max(dot(N,L), 0.0 ); - float dotNV = max(dot(N,V), 0.0 ); +#if defined(DIFFUSE_HALF_LAMBERT) + + float hl = dot(N,L) * 0.5 + 0.5; + diffuse += hl * light_color * diffuse_color; + +#elif defined(DIFFUSE_OREN_NAYAR) + + { + float LdotV = dot(L, V); + float NdotL = dot(L, N); + float NdotV = dot(N, V); + + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + + float sigma2 = roughness * roughness; + vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33)); + float B = 0.45 * sigma2 / (sigma2 + 0.09); + + diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; + } + +#elif defined(DIFFUSE_BURLEY) + + { + float NdotL = dot(L, N); + float NdotV = dot(N, V); + float VdotH = dot(N, normalize(L+V)); + float energyBias = mix(roughness, 0.0, 0.5); + float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); + float fd90 = energyBias + 2.0 * VdotH * VdotH * roughness; + float f0 = 1.0; + float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0); + float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0); + + diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor; + } +#else + //lambert + diffuse += dotNL * light_color * diffuse_color; +#endif + + + float dotNV = max(dot(N,V), 0.0 ); #if defined(LIGHT_USE_RIM) float rim_light = pow(1.0-dotNV,(1.0-roughness)*16.0); diffuse += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; #endif - diffuse += dotNL * light_color * diffuse_color; if (roughness > 0.0) { @@ -676,7 +768,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di float speci = dotNL * D * F * vis; - specular += speci * light_color /* specular_color*/ * specular_blob_intensity; + specular += speci * light_color * specular_blob_intensity; #if defined(LIGHT_USE_CLEARCOAT) float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss)); @@ -688,6 +780,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di } +#endif //defined(USE_LIGHT_SHADER_CODE) } @@ -735,6 +828,8 @@ in highp float dp_clip; #endif + + #if 0 //need to save texture depth for this @@ -764,7 +859,7 @@ 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 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,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, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -815,11 +910,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,rim,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,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, 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, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -848,11 +943,11 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,rim,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,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox,vec2 brdf, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { +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) { vec3 ref_vec = normalize(reflect(vertex,normal)); vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz; @@ -908,7 +1003,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); highp vec4 reflection; - reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y; + reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb; if (reflections[idx].params.z < 0.5) { reflection.rgb = mix(skybox,reflection.rgb,blend); @@ -969,7 +1064,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta #ifdef USE_GI_PROBES -uniform mediump sampler3D gi_probe1; //texunit:-11 +uniform mediump sampler3D gi_probe1; //texunit:-9 uniform highp mat4 gi_probe_xform1; uniform highp vec3 gi_probe_bounds1; uniform highp vec3 gi_probe_cell_size1; @@ -1089,7 +1184,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s } -void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) { +void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) { roughness = roughness * roughness; @@ -1133,6 +1228,23 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, in #endif +vec3 textureDualParabolod(sampler2D p_tex, vec3 p_vec,float p_lod) { + + vec3 norm = normalize(p_vec); + float y_ofs=0.0; + if (norm.z>=0.0) { + + norm.z+=1.0; + y_ofs+=0.5; + } else { + norm.z=1.0 - norm.z; + norm.y=-norm.y; + } + + norm.xy/=norm.z; + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs); + return textureLod(p_tex, norm.xy, p_lod).xyz; +} void main() { @@ -1145,7 +1257,8 @@ void main() { //lay out everything, whathever is unused is optimized away anyway highp vec3 vertex = vertex_interp; vec3 albedo = vec3(0.8,0.8,0.8); - vec3 specular = vec3(0.2,0.2,0.2); + float metallic = 0.0; + float specular = 0.5; vec3 emission = vec3(0.0,0.0,0.0); float roughness = 1.0; float rim = 0.0; @@ -1196,13 +1309,15 @@ void main() { float normaldepth=1.0; - +#if defined(SCREEN_UV_USED) + vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size; +#endif #if defined(ENABLE_DISCARD) bool discard_=false; #endif -#if defined (ENABLE_SSS_MOTION) +#if defined (ENABLE_SSS) float sss_strength=0.0; #endif @@ -1260,11 +1375,7 @@ FRAGMENT_SHADER_CODE vec3 eye_vec = -normalize( vertex_interp ); -#ifndef RENDER_DEPTH - float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); - vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy; -#endif #ifdef USE_RADIANCE_MAP @@ -1274,28 +1385,15 @@ FRAGMENT_SHADER_CODE { - - float lod = roughness * 5.0; +#define RADIANCE_MAX_LOD 5.0 + float lod = roughness * RADIANCE_MAX_LOD; { //read radiance from dual paraboloid vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); - - vec3 norm = normalize(ref_vec); - float y_ofs=0.0; - if (norm.z>=0.0) { - - norm.z+=1.0; - y_ofs+=0.5; - } else { - norm.z=1.0 - norm.z; - norm.y=-norm.y; - } - - norm.xy/=norm.z; - norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs); - specular_light = textureLod(radiance_map, norm.xy, lod).xyz * brdf.x + brdf.y; + vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy; + specular_light = radiance; } //no longer a cubemap @@ -1305,11 +1403,11 @@ FRAGMENT_SHADER_CODE { - /*vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); - vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz; + vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); + vec3 env_ambient=textureDualParabolod(radiance_map,ambient_dir,RADIANCE_MAX_LOD) * bg_energy; - ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);*/ - ambient_light=vec3(0.0,0.0,0.0); + ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); + //ambient_light=vec3(0.0,0.0,0.0); } } @@ -1322,6 +1420,7 @@ FRAGMENT_SHADER_CODE } #endif + ambient_light*=ambient_energy; #ifdef USE_LIGHT_DIRECTIONAL @@ -1462,13 +1561,14 @@ FRAGMENT_SHADER_CODE #endif //LIGHT_DIRECTIONAL_SHADOW - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,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,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif //#USE_LIGHT_DIRECTIONAL #ifdef USE_GI_PROBES - gi_probes_compute(vertex,normal,roughness,specular,specular_light,ambient_light); + gi_probes_compute(vertex,normal,roughness,specular_light,ambient_light); + #endif @@ -1480,7 +1580,7 @@ FRAGMENT_SHADER_CODE for(int i=0;i<reflection_count;i++) { - reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,brdf,reflection_accum,ambient_accum); + reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum); } if (reflection_accum.a>0.0) { @@ -1491,11 +1591,11 @@ FRAGMENT_SHADER_CODE } for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1505,14 +1605,7 @@ FRAGMENT_SHADER_CODE -#if defined(USE_LIGHT_SHADER_CODE) -//light is written by the light shader -{ -LIGHT_SHADER_CODE - -} -#endif #ifdef RENDER_DEPTH //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) @@ -1525,10 +1618,72 @@ LIGHT_SHADER_CODE ambient_light*=ao; #endif - //energy conservation - diffuse_light=mix(diffuse_light,vec3(0.0),specular); - ambient_light=mix(ambient_light,vec3(0.0),specular); - specular_light *= max(vec3(0.04),specular); + + + + + + //energu conservation + diffuse_light=mix(diffuse_light,vec3(0.0),metallic); + ambient_light=mix(ambient_light,vec3(0.0),metallic); + { + //brdf approximation (Lazarov 2013) + float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); + + //energy conservation + vec3 dielectric = vec3(0.034) * 0.5 * 2.0; + vec3 f0 = mix(dielectric, albedo, metallic); + 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 a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y; + vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw; + + specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0; + } + + if (fog_color_enabled.a > 0.5) { + + float fog_amount=0; + + + +#ifdef USE_LIGHT_DIRECTIONAL + + vec3 fog_color = mix( fog_color_enabled.rgb, fog_sun_color_amount.rgb,fog_sun_color_amount.a * pow(max( dot(normalize(vertex),-light_direction_attenuation.xyz), 0.0),8.0) ); +#else + + vec3 fog_color = fog_color_enabled.rgb; +#endif + + //apply fog + + if (fog_depth_enabled) { + + float fog_z = smoothstep(fog_depth_begin,z_far,-vertex.z); + + fog_amount = pow(fog_z,fog_depth_curve); + if (fog_transmit_enabled) { + vec3 total_light = emission + ambient_light + specular_light + diffuse_light; + float transmit = pow(fog_z,fog_transmit_curve); + fog_color = mix(max(total_light,fog_color),fog_color,transmit); + } + } + + if (fog_height_enabled) { + float y = (camera_matrix * vec4(vertex,1.0)).y; + fog_amount = max(fog_amount,pow(1.0-smoothstep(fog_height_min,fog_height_max,y),fog_height_curve)); + } + + float rev_amount = 1.0 - fog_amount; + + + emission = emission * rev_amount + fog_color * fog_amount; + ambient_light*=rev_amount; + specular_light*rev_amount; + diffuse_light*=rev_amount; + + } #ifdef USE_MULTIPLE_RENDER_TARGETS @@ -1545,16 +1700,16 @@ LIGHT_SHADER_CODE #endif //ENABLE_AO diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); - specular_buffer=vec4(specular_light,max(specular.r,max(specular.g,specular.b))); + specular_buffer=vec4(specular_light,metallic); normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness); -#if defined (ENABLE_SSS_MOTION) - motion_ssr_buffer = vec4(vec3(0.0),sss_strength); +#if defined (ENABLE_SSS) + sss_buffer = sss_strength; #endif -#else +#else //USE_MULTIPLE_RENDER_TARGETS #ifdef SHADELESS diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl index ff852487c0..ce4154f50c 100644 --- a/drivers/gles3/shaders/ssao_blur.glsl +++ b/drivers/gles3/shaders/ssao_blur.glsl @@ -24,7 +24,7 @@ layout(location = 0) out float visibility; // Tunable Parameters: /** Increase to make depth edges crisper. Decrease to reduce flicker. */ -#define EDGE_SHARPNESS (1.0) +#define EDGE_SHARPNESS (4.0) /** Step in 2-pixel intervals since we already blurred against neighbors in the first AO pass. This constant can be increased while R decreases to improve diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl index eb329dbaed..569be6c5fe 100644 --- a/drivers/gles3/shaders/subsurf_scattering.glsl +++ b/drivers/gles3/shaders/subsurf_scattering.glsl @@ -107,14 +107,14 @@ uniform vec2 dir; in vec2 uv_interp; uniform sampler2D source_diffuse; //texunit:0 -uniform sampler2D source_motion_ss; //texunit:1 +uniform sampler2D source_sss; //texunit:1 uniform sampler2D source_depth; //texunit:2 layout(location = 0) out vec4 frag_color; void main() { - float strength = texture(source_motion_ss,uv_interp).a; + float strength = texture(source_sss,uv_interp).r; strength*=strength; //stored as sqrt // Fetch color of current pixel: diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 8f7e0c7be3..3ce2edf4e9 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -6,12 +6,13 @@ layout(location=4) in vec2 uv_in; out vec2 uv_interp; - - void main() { gl_Position = vertex_attrib; uv_interp = uv_in; +#ifdef V_FLIP + uv_interp.y = 1.0-uv_interp.y; +#endif } @@ -39,6 +40,19 @@ uniform highp float glow_intensity; #endif +#ifdef USE_BCS + +uniform vec3 bcs; + +#endif + +#ifdef USE_COLOR_CORRECTION + +uniform sampler2D color_correction; //texunit:3 + +#endif + + layout(location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC @@ -255,6 +269,20 @@ void main() { 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))); +#ifdef USE_BCS + + color.rgb = mix(vec3(0.0),color.rgb,bcs.x); + color.rgb = mix(vec3(0.5),color.rgb,bcs.y); + color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z); + +#endif + +#ifdef USE_COLOR_CORRECTION + + color.r = texture(color_correction,vec2(color.r,0.0)).r; + color.g = texture(color_correction,vec2(color.g,0.0)).g; + color.b = texture(color_correction,vec2(color.b,0.0)).b; +#endif frag_color=vec4(color.rgb,1.0); |