diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 35 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 49 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.h | 3 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 118 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 3 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 344 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 28 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 26 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.h | 1 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 87 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 448 |
12 files changed, 675 insertions, 469 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index c2377e0c3e..5e13bed198 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -211,6 +211,10 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con } else { + if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies + VisualServerRaster::redraw_request(); + } + texture = texture->get_ptr(); if (texture->render_target) @@ -248,6 +252,10 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con } else { + if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies + VisualServerRaster::redraw_request(); + } + normal_map = normal_map->get_ptr(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); @@ -1000,13 +1008,11 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur glEnable(GL_SCISSOR_TEST); //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.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; + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) + y = current_clip->final_clip_rect.position.y; - glScissor(x, y, w, h); + glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y); reclip = false; } @@ -1141,7 +1147,11 @@ 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.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); + int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) + y = current_clip->final_clip_rect.position.y; + + glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y); } else { @@ -1264,6 +1274,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons continue; } + if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies + VisualServerRaster::redraw_request(); + } + t = t->get_ptr(); if (storage->config.srgb_decode_supported && t->using_srgb) { @@ -1518,7 +1532,10 @@ 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.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); + int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) + y = current_clip->final_clip_rect.position.y; + glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); } p_item_list = p_item_list->next; @@ -1878,7 +1895,7 @@ void RasterizerCanvasGLES3::initialize() { } { - uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); + uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/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); @@ -1925,7 +1942,7 @@ void RasterizerCanvasGLES3::initialize() { glGenVertexArrays(1, &data.polygon_buffer_pointer_array); - uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128); + uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/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); diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 1abdaa5f80..cb17695c5f 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -192,22 +192,15 @@ void RasterizerGLES3::initialize() { scene->initialize(); } -void RasterizerGLES3::begin_frame() { +void RasterizerGLES3::begin_frame(double frame_step) { - uint64_t tick = OS::get_singleton()->get_ticks_usec(); + time_total += frame_step; - double delta = double(tick - prev_ticks) / 1000000.0; - delta *= Engine::get_singleton()->get_time_scale(); - - time_total += delta; - - if (delta == 0) { + if (frame_step == 0) { //to avoid hiccups - delta = 0.001; + frame_step = 0.001; } - prev_ticks = tick; - double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs"); if (time_total > time_roll_over) time_total = 0; //roll over every day (should be customz @@ -217,9 +210,7 @@ void RasterizerGLES3::begin_frame() { storage->frame.time[2] = Math::fmod(time_total, 900); storage->frame.time[3] = Math::fmod(time_total, 60); storage->frame.count++; - storage->frame.delta = delta; - - storage->frame.prev_tick = tick; + storage->frame.delta = frame_step; storage->update_dirty_resources(); @@ -234,7 +225,7 @@ void RasterizerGLES3::set_current_render_target(RID p_render_target) { if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) { //handle pending clear request, if the framebuffer was not cleared glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - print_line("unbind clear of: " + storage->frame.clear_request_color); + glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, @@ -281,7 +272,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c if (p_image.is_null() || p_image->empty()) return; - begin_frame(); + begin_frame(0.0); int window_w = OS::get_singleton()->get_video_mode(0).width; int window_h = OS::get_singleton()->get_video_mode(0).height; @@ -299,7 +290,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c canvas->canvas_begin(); RID texture = storage->texture_create(); - storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), VS::TEXTURE_FLAG_FILTER); + storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER); storage->texture_set_data(texture, p_image); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); @@ -333,28 +324,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c storage->free(texture); // free since it's only one frame that stays there - if (OS::get_singleton()->is_layered_allowed()) { - if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) { -#if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED) - Size2 wndsize = OS::get_singleton()->get_layered_buffer_size(); - uint8_t *data = OS::get_singleton()->get_layered_buffer_data(); - if (data) { - glReadPixels(0, 0, wndsize.x, wndsize.y, GL_BGRA, GL_UNSIGNED_BYTE, data); - OS::get_singleton()->swap_layered_buffer(); - - return; - } -#endif - } else { - //clear alpha - glColorMask(false, false, false, true); - glClearColor(0, 0, 0, 1); - glClear(GL_COLOR_BUFFER_BIT); - glColorMask(true, true, true, true); - } - } - - OS::get_singleton()->swap_buffers(); + end_frame(true); } void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen) { @@ -451,7 +421,6 @@ RasterizerGLES3::RasterizerGLES3() { scene->storage = storage; storage->scene = scene; - prev_ticks = 0; time_total = 0; } diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h index 5213101778..f4449ac0f9 100644 --- a/drivers/gles3/rasterizer_gles3.h +++ b/drivers/gles3/rasterizer_gles3.h @@ -44,7 +44,6 @@ class RasterizerGLES3 : public Rasterizer { RasterizerCanvasGLES3 *canvas; RasterizerSceneGLES3 *scene; - uint64_t prev_ticks; double time_total; public: @@ -55,7 +54,7 @@ public: virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale); virtual void initialize(); - virtual void begin_frame(); + virtual void begin_frame(double frame_step); virtual void set_current_render_target(RID p_render_target); virtual void restore_render_target(); virtual void clear_render_target(const Color &p_color); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 7c2af755cd..eebdbe9493 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -355,7 +355,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version; if (!should_realloc) { - shadow_atlas->quadrants[q].shadows[s].version = p_light_version; + shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version; //already existing, see if it should redraw or it's just OK return should_redraw; } @@ -365,7 +365,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //find a better place if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) { //found a better place! - ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; + ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow]; if (sh->owner.is_valid()) { //is taken, but is invalid, erasing it shadow_atlas->shadow_owners.erase(sh->owner); @@ -374,8 +374,8 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in } //erase previous - shadow_atlas->quadrants[q].shadows[s].version = 0; - shadow_atlas->quadrants[q].shadows[s].owner = RID(); + shadow_atlas->quadrants[q].shadows.write[s].version = 0; + shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); sh->owner = p_light_intance; sh->alloc_tick = tick; @@ -395,7 +395,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //already existing, see if it should redraw or it's just OK - shadow_atlas->quadrants[q].shadows[s].version = p_light_version; + shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version; return should_redraw; } @@ -405,7 +405,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in //find a better place if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) { //found a better place! - ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; + ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow]; if (sh->owner.is_valid()) { //is taken, but is invalid, erasing it shadow_atlas->shadow_owners.erase(sh->owner); @@ -502,7 +502,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); - reflection_atlas->reflections[i].owner = RID(); + reflection_atlas->reflections.write[i].owner = RID(); ERR_CONTINUE(!reflection_probe_instance); reflection_probe_instance->reflection_atlas_index = -1; @@ -574,7 +574,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas, int //erase probes reference to this if (reflection_atlas->reflections[i].owner.is_valid()) { ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); - reflection_atlas->reflections[i].owner = RID(); + reflection_atlas->reflections.write[i].owner = RID(); ERR_CONTINUE(!reflection_probe_instance); reflection_probe_instance->reflection_atlas_index = -1; @@ -629,7 +629,7 @@ void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner != rpi->self); - reflection_atlas->reflections[rpi->reflection_atlas_index].owner = RID(); + reflection_atlas->reflections.write[rpi->reflection_atlas_index].owner = RID(); rpi->reflection_atlas_index = -1; rpi->atlas = RID(); @@ -701,8 +701,8 @@ bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance victim_rpi->reflection_atlas_index = -1; } - reflection_atlas->reflections[best_free].owner = p_instance; - reflection_atlas->reflections[best_free].last_frame = storage->frame.count; + reflection_atlas->reflections.write[best_free].owner = p_instance; + reflection_atlas->reflections.write[best_free].last_frame = storage->frame.count; rpi->reflection_atlas_index = best_free; rpi->atlas = p_reflection_atlas; @@ -1190,6 +1190,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m int tc = p_material->textures.size(); RID *textures = p_material->textures.ptrw(); ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw(); + const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr(); state.current_main_tex = 0; @@ -1198,33 +1199,16 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m glActiveTexture(GL_TEXTURE0 + i); GLenum target; - GLuint tex; + GLuint tex = 0; - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]); + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]); - if (!t) { - //check hints - target = GL_TEXTURE_2D; + if (t) { - switch (texture_hints[i]) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - tex = storage->resources.black_tex; - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - tex = storage->resources.aniso_tex; - } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - tex = storage->resources.normal_tex; - - } break; - default: { - tex = storage->resources.white_tex; - } break; + if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies + VisualServerRaster::redraw_request(); } - } else { - t = t->get_ptr(); //resolve for proxies #ifdef TOOLS_ENABLED if (t->detect_3d) { @@ -1242,6 +1226,59 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m target = t->target; tex = t->tex_id; + } else { + + switch (texture_types[i]) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + target = GL_TEXTURE_2D; + + switch (texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex = storage->resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex = storage->resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex = storage->resources.normal_tex; + + } break; + default: { + tex = storage->resources.white_tex; + } break; + } + + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + // TODO + } break; + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + + target = GL_TEXTURE_3D; + + switch (texture_hints[i]) { + + // TODO + default: { + tex = storage->resources.white_tex_3d; + } break; + } + + } break; + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + // TODO + } break; + } } glBindTexture(target, tex); @@ -1569,6 +1606,11 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture); t = t->get_ptr(); //resolve for proxies + + if (t->redraw_if_visible) { + VisualServerRaster::redraw_request(); + } + #ifdef TOOLS_ENABLED if (t->detect_3d) { t->detect_3d(t->detect_3d_ud); @@ -3838,8 +3880,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, false); //last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer - SWAP(exposure_shrink[exposure_shrink.size() - 1].fbo, storage->frame.current_rt->exposure.fbo); - SWAP(exposure_shrink[exposure_shrink.size() - 1].color, storage->frame.current_rt->exposure.color); + SWAP(exposure_shrink.write[exposure_shrink.size() - 1].fbo, storage->frame.current_rt->exposure.fbo); + SWAP(exposure_shrink.write[exposure_shrink.size() - 1].color, storage->frame.current_rt->exposure.color); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); @@ -4076,6 +4118,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const state.ubo_data.z_slope_scale = 0; state.ubo_data.shadow_dual_paraboloid_render_side = 0; state.ubo_data.shadow_dual_paraboloid_render_zfar = 0; + state.ubo_data.opaque_prepass_threshold = 0.99; p_cam_projection.get_viewport_size(state.ubo_data.viewport_size[0], state.ubo_data.viewport_size[1]); @@ -4688,6 +4731,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.ubo_data.z_slope_scale = normal_bias; state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction; state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar; + state.ubo_data.opaque_prepass_threshold = 0.1; _setup_environment(NULL, light_projection, light_transform); @@ -4766,7 +4810,7 @@ bool RasterizerSceneGLES3::free(RID p_rid) { uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; - shadow_atlas->quadrants[q].shadows[s].owner = RID(); + shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); shadow_atlas->shadow_owners.erase(p_rid); } @@ -4856,7 +4900,7 @@ void RasterizerSceneGLES3::initialize() { glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); - render_list.max_elements = GLOBAL_DEF("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); + render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); if (render_list.max_elements > 1000000) render_list.max_elements = 1000000; if (render_list.max_elements < 1024) diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 524212b9c1..cf387a69bc 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -141,6 +141,7 @@ public: float subsurface_scatter_width; float ambient_occlusion_affect_light; float ambient_occlusion_affect_ssao; + float opaque_prepass_threshold; uint32_t fog_depth_enabled; float fog_depth_begin; @@ -152,7 +153,7 @@ public: float fog_height_max; float fog_height_curve; // make sure this struct is padded to be a multiple of 16 bytes for webgl - float pad[3]; + float pad[2]; } ubo_data; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 191c587d98..a5c81d6c4d 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -595,7 +595,7 @@ RID RasterizerStorageGLES3::texture_create() { return texture_owner.make_rid(texture); } -void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) { +void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type, uint32_t p_flags) { GLenum format; GLenum internal_format; @@ -612,15 +612,37 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_ ERR_FAIL_COND(!texture); texture->width = p_width; texture->height = p_height; + texture->depth = p_depth_3d; texture->format = p_format; texture->flags = p_flags; texture->stored_cube_sides = 0; - texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; + + texture->type = p_type; + + switch (p_type) { + case VS::TEXTURE_TYPE_2D: { + texture->target = GL_TEXTURE_2D; + texture->images.resize(1); + } break; + case VS::TEXTURE_TYPE_CUBEMAP: { + texture->target = GL_TEXTURE_CUBE_MAP; + texture->images.resize(6); + } break; + case VS::TEXTURE_TYPE_2D_ARRAY: { + texture->target = GL_TEXTURE_2D_ARRAY; + texture->images.resize(p_depth_3d); + } break; + case VS::TEXTURE_TYPE_3D: { + texture->target = GL_TEXTURE_3D; + texture->images.resize(p_depth_3d); + } break; + } _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, format, internal_format, type, compressed, srgb); texture->alloc_width = texture->width; texture->alloc_height = texture->height; + texture->alloc_depth = texture->depth; texture->gl_format_cache = format; texture->gl_type_cache = type; @@ -633,7 +655,34 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_ glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + if (p_type == VS::TEXTURE_TYPE_3D || p_type == VS::TEXTURE_TYPE_2D_ARRAY) { + + int width = p_width; + int height = p_height; + int depth = p_depth_3d; + + int mipmaps = 0; + + while (width != 1 && height != 1) { + glTexImage3D(texture->target, 0, internal_format, width, height, depth, 0, format, type, NULL); + + width = MAX(1, width / 2); + height = MAX(1, height / 2); + + if (p_type == VS::TEXTURE_TYPE_3D) { + depth = MAX(1, depth / 2); + } + + mipmaps++; + + if (!(p_flags & VS::TEXTURE_FLAG_MIPMAPS)) + break; + } + + glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1); + + } else if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { //prealloc if video glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, NULL); } @@ -641,7 +690,7 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_ texture->active = true; } -void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side) { +void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) { Texture *texture = texture_owner.get(p_texture); @@ -658,7 +707,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p bool srgb; if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { - texture->images[p_cube_side] = p_image; + texture->images.write[p_layer] = p_image; } Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, format, internal_format, type, compressed, srgb); @@ -677,7 +726,23 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p } }; - GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D; + GLenum blit_target; + + switch (texture->type) { + case VS::TEXTURE_TYPE_2D: { + blit_target = GL_TEXTURE_2D; + } break; + case VS::TEXTURE_TYPE_CUBEMAP: { + ERR_FAIL_INDEX(p_layer, 6); + blit_target = _cube_side_enum[p_layer]; + } break; + case VS::TEXTURE_TYPE_2D_ARRAY: { + blit_target = GL_TEXTURE_2D_ARRAY; + } break; + case VS::TEXTURE_TYPE_3D: { + blit_target = GL_TEXTURE_3D; + } break; + } texture->data_size = img->get_data().size(); PoolVector<uint8_t>::Read read = img->get_data().read(); @@ -785,20 +850,36 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h)); - if (texture->compressed) { - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) { + + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - int bw = w; - int bh = h; + int bw = w; + int bh = h; - glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); + glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); + } else { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); + } else { + glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); + } + } } else { - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { - glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + + int bw = w; + int bh = h; + + glCompressedTexSubImage3D(blit_target, i, 0, 0, p_layer, bw, bh, 1, internal_format, size, &read[ofs]); } else { - glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glTexSubImage3D(blit_target, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]); } } tsize += size; @@ -813,14 +894,17 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem); - texture->stored_cube_sides |= (1 << p_cube_side); + texture->stored_cube_sides |= (1 << p_layer); - if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides == (1 << 6) - 1)) { + if ((texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) && (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != VS::TEXTURE_TYPE_CUBEMAP || texture->stored_cube_sides == (1 << 6) - 1)) { //generate mipmaps if they were requested and the image does not contain them glGenerateMipmap(texture->target); } else if (mipmaps > 1) { glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1); + } else { + glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0); } texture->mipmaps = mipmaps; @@ -831,7 +915,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p // Uploads pixel data to a sub-region of a texture, for the specified mipmap. // The texture pixels must have been allocated before, because most features seen in texture_set_data() make no sense in a partial update. // TODO If we want this to be usable without pre-filling pixels with a full image, we have to call glTexImage2D() with null data. -void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side) { +void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) { Texture *texture = texture_owner.get(p_texture); @@ -859,7 +943,23 @@ void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<I Ref<Image> img = _get_gl_image_and_format(p_sub_img, p_sub_img->get_format(), texture->flags, format, internal_format, type, compressed, srgb); - GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D; + GLenum blit_target; + + switch (texture->type) { + case VS::TEXTURE_TYPE_2D: { + blit_target = GL_TEXTURE_2D; + } break; + case VS::TEXTURE_TYPE_CUBEMAP: { + ERR_FAIL_INDEX(p_layer, 6); + blit_target = _cube_side_enum[p_layer]; + } break; + case VS::TEXTURE_TYPE_2D_ARRAY: { + blit_target = GL_TEXTURE_2D_ARRAY; + } break; + case VS::TEXTURE_TYPE_3D: { + blit_target = GL_TEXTURE_3D; + } break; + } PoolVector<uint8_t>::Read read = img->get_data().read(); @@ -869,18 +969,38 @@ void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<I int src_data_size = img->get_data().size(); int src_ofs = 0; - if (texture->compressed) { - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - glCompressedTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, internal_format, src_data_size, &read[src_ofs]); + if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) { + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glCompressedTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, internal_format, src_data_size, &read[src_ofs]); + + } else { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + // `format` has to match the internal_format used when the texture was created + glTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, format, type, &read[src_ofs]); + } + } else { + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glCompressedTexSubImage3D(blit_target, p_dst_mip, dst_x, dst_y, p_layer, src_w, src_h, 1, format, src_data_size, &read[src_ofs]); + } else { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + // `format` has to match the internal_format used when the texture was created + glTexSubImage3D(blit_target, p_dst_mip, dst_x, dst_y, p_layer, src_w, src_h, 1, format, type, &read[src_ofs]); + } + } + + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering } else { - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - // `format` has to match the internal_format used when the texture was created - glTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, format, type, &read[src_ofs]); + + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering } } -Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const { +Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) const { Texture *texture = texture_owner.get(p_texture); @@ -888,8 +1008,8 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSi ERR_FAIL_COND_V(!texture->active, 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]; + if (texture->type == VS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && !texture->images[p_layer].is_null()) { + return texture->images[p_layer]; } #ifdef GLES_OVER_GL @@ -977,10 +1097,10 @@ void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags) bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS; + texture->flags = p_flags; + glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; - texture->flags = p_flags | cube; // can't remove a cube from being a cube if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { @@ -1058,6 +1178,14 @@ Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const { return texture->format; } + +VisualServer::TextureType RasterizerStorageGLES3::texture_get_type(RID p_texture) const { + Texture *texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture, VS::TEXTURE_TYPE_2D); + + return texture->type; +} uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const { Texture *texture = texture_owner.get(p_texture); @@ -1083,7 +1211,16 @@ uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const { return texture->height; } -void RasterizerStorageGLES3::texture_set_size_override(RID p_texture, int p_width, int p_height) { +uint32_t RasterizerStorageGLES3::texture_get_depth(RID p_texture) const { + + Texture *texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture, 0); + + return texture->depth; +} + +void RasterizerStorageGLES3::texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth) { Texture *texture = texture_owner.get(p_texture); @@ -1123,8 +1260,9 @@ void RasterizerStorageGLES3::texture_debug_usage(List<VS::TextureInfo> *r_info) VS::TextureInfo tinfo; tinfo.path = t->path; tinfo.format = t->format; - tinfo.size.x = t->alloc_width; - tinfo.size.y = t->alloc_height; + tinfo.width = t->alloc_width; + tinfo.height = t->alloc_height; + tinfo.depth = 0; tinfo.bytes = t->total_data_size; r_info->push_back(tinfo); } @@ -1169,7 +1307,7 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_ Texture *texture = texture_owner.get(p_source); ERR_FAIL_COND_V(!texture, RID()); - ERR_FAIL_COND_V(!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP), RID()); + ERR_FAIL_COND_V(texture->type != VS::TEXTURE_TYPE_CUBEMAP, RID()); bool use_float = config.hdr_supported; @@ -1285,7 +1423,8 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_ Texture *ctex = memnew(Texture); - ctex->flags = VS::TEXTURE_FLAG_CUBEMAP | VS::TEXTURE_FLAG_MIPMAPS | VS::TEXTURE_FLAG_FILTER; + ctex->type = VS::TEXTURE_TYPE_CUBEMAP; + ctex->flags = VS::TEXTURE_FLAG_MIPMAPS | VS::TEXTURE_FLAG_FILTER; ctex->width = p_resolution; ctex->height = p_resolution; ctex->alloc_width = p_resolution; @@ -1328,6 +1467,13 @@ void RasterizerStorageGLES3::texture_set_proxy(RID p_texture, RID p_proxy) { } } +void RasterizerStorageGLES3::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) { + + Texture *texture = texture_owner.get(p_texture); + ERR_FAIL_COND(!texture); + texture->redraw_if_visible = p_enable; +} + RID RasterizerStorageGLES3::sky_create() { Sky *sky = memnew(Sky); @@ -1758,6 +1904,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { p_shader->ubo_offsets = gen_code.uniform_offsets; p_shader->texture_count = gen_code.texture_uniforms.size(); p_shader->texture_hints = gen_code.texture_hints; + p_shader->texture_types = gen_code.texture_types; p_shader->uses_vertex_time = gen_code.uses_vertex_time; p_shader->uses_fragment_time = gen_code.uses_fragment_time; @@ -1868,6 +2015,13 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn pi.hint = PROPERTY_HINT_RESOURCE_TYPE; pi.hint_string = "Texture"; } break; + case ShaderLanguage::TYPE_SAMPLER3D: + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: { + pi.type = Variant::OBJECT; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "Texture3D"; + } break; case ShaderLanguage::TYPE_SAMPLERCUBE: { pi.type = Variant::OBJECT; @@ -2642,6 +2796,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) { //set up the texture array, for easy access when it needs to be drawn if (material->shader && material->shader->texture_count) { + material->texture_is_3d.resize(material->shader->texture_count); material->textures.resize(material->shader->texture_count); for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) { @@ -2651,6 +2806,16 @@ void RasterizerStorageGLES3::_update_material(Material *material) { RID texture; + switch (E->get().type) { + case ShaderLanguage::TYPE_SAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + material->texture_is_3d.write[E->get().texture_order] = true; + } break; + default: { + material->texture_is_3d.write[E->get().texture_order] = false; + } break; + } + Map<StringName, Variant>::Element *V = material->params.find(E->key()); if (V) { texture = V->get(); @@ -2663,11 +2828,12 @@ void RasterizerStorageGLES3::_update_material(Material *material) { } } - material->textures[E->get().texture_order] = texture; + material->textures.write[E->get().texture_order] = texture; } } else { material->textures.clear(); + material->texture_is_3d.clear(); } } @@ -2968,9 +3134,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: 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) { - surface->skeleton_bone_used[i] = false; + surface->skeleton_bone_used.write[i] = false; } else { - surface->skeleton_bone_used[i] = true; + surface->skeleton_bone_used.write[i] = true; } } @@ -3233,7 +3399,7 @@ void RasterizerStorageGLES3::mesh_surface_update_region(RID p_mesh, int p_surfac PoolVector<uint8_t>::Read r = p_data.read(); - glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->array_id); + glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_id); glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr()); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } @@ -3397,6 +3563,7 @@ Vector<PoolVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shap return bsarr; } + Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); @@ -3448,6 +3615,7 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) { mesh->instance_change_notify(); } + int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); @@ -3461,6 +3629,7 @@ void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb ERR_FAIL_COND(!mesh); mesh->custom_aabb = p_aabb; + mesh->instance_change_notify(); } AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const { @@ -3862,35 +4031,35 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances multimesh->data.resize(format_floats * p_instances); - for (int i = 0; i < p_instances; i += format_floats) { + for (int i = 0; i < p_instances * format_floats; i += format_floats) { int color_from = 0; int custom_data_from = 0; if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) { - multimesh->data[i + 0] = 1.0; - multimesh->data[i + 1] = 0.0; - multimesh->data[i + 2] = 0.0; - multimesh->data[i + 3] = 0.0; - multimesh->data[i + 4] = 0.0; - multimesh->data[i + 5] = 1.0; - multimesh->data[i + 6] = 0.0; - multimesh->data[i + 7] = 0.0; + multimesh->data.write[i + 0] = 1.0; + multimesh->data.write[i + 1] = 0.0; + multimesh->data.write[i + 2] = 0.0; + multimesh->data.write[i + 3] = 0.0; + multimesh->data.write[i + 4] = 0.0; + multimesh->data.write[i + 5] = 1.0; + multimesh->data.write[i + 6] = 0.0; + multimesh->data.write[i + 7] = 0.0; color_from = 8; custom_data_from = 8; } else { - multimesh->data[i + 0] = 1.0; - multimesh->data[i + 1] = 0.0; - multimesh->data[i + 2] = 0.0; - multimesh->data[i + 3] = 0.0; - multimesh->data[i + 4] = 0.0; - multimesh->data[i + 5] = 1.0; - multimesh->data[i + 6] = 0.0; - multimesh->data[i + 7] = 0.0; - multimesh->data[i + 8] = 0.0; - multimesh->data[i + 9] = 0.0; - multimesh->data[i + 10] = 1.0; - multimesh->data[i + 11] = 0.0; + multimesh->data.write[i + 0] = 1.0; + multimesh->data.write[i + 1] = 0.0; + multimesh->data.write[i + 2] = 0.0; + multimesh->data.write[i + 3] = 0.0; + multimesh->data.write[i + 4] = 0.0; + multimesh->data.write[i + 5] = 1.0; + multimesh->data.write[i + 6] = 0.0; + multimesh->data.write[i + 7] = 0.0; + multimesh->data.write[i + 8] = 0.0; + multimesh->data.write[i + 9] = 0.0; + multimesh->data.write[i + 10] = 1.0; + multimesh->data.write[i + 11] = 0.0; color_from = 12; custom_data_from = 12; } @@ -3905,14 +4074,14 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances } cu; cu.colu = 0xFFFFFFFF; - multimesh->data[i + color_from + 0] = cu.colf; + multimesh->data.write[i + color_from + 0] = cu.colf; custom_data_from = color_from + 1; } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { - multimesh->data[i + color_from + 0] = 1.0; - multimesh->data[i + color_from + 1] = 1.0; - multimesh->data[i + color_from + 2] = 1.0; - multimesh->data[i + color_from + 3] = 1.0; + multimesh->data.write[i + color_from + 0] = 1.0; + multimesh->data.write[i + color_from + 1] = 1.0; + multimesh->data.write[i + color_from + 2] = 1.0; + multimesh->data.write[i + color_from + 3] = 1.0; custom_data_from = color_from + 4; } @@ -3926,13 +4095,13 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances } cu; cu.colu = 0; - multimesh->data[i + custom_data_from + 0] = cu.colf; + multimesh->data.write[i + custom_data_from + 0] = cu.colf; } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { - multimesh->data[i + custom_data_from + 0] = 0.0; - multimesh->data[i + custom_data_from + 1] = 0.0; - multimesh->data[i + custom_data_from + 2] = 0.0; - multimesh->data[i + custom_data_from + 3] = 0.0; + multimesh->data.write[i + custom_data_from + 0] = 0.0; + multimesh->data.write[i + custom_data_from + 1] = 0.0; + multimesh->data.write[i + custom_data_from + 2] = 0.0; + multimesh->data.write[i + custom_data_from + 3] = 0.0; } } @@ -3994,7 +4163,7 @@ void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh, i ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index]; + float *dataptr = &multimesh->data.write[stride * p_index]; dataptr[0] = p_transform.basis.elements[0][0]; dataptr[1] = p_transform.basis.elements[0][1]; @@ -4025,7 +4194,7 @@ void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index]; + float *dataptr = &multimesh->data.write[stride * p_index]; dataptr[0] = p_transform.elements[0][0]; dataptr[1] = p_transform.elements[1][0]; @@ -4051,7 +4220,7 @@ void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh, int p ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index + multimesh->xform_floats]; + float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { @@ -4084,7 +4253,7 @@ void RasterizerStorageGLES3::multimesh_instance_set_custom_data(RID p_multimesh, ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; + float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { @@ -4124,7 +4293,7 @@ Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multime ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D, Transform()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index]; + float *dataptr = &multimesh->data.write[stride * p_index]; Transform xform; @@ -4151,7 +4320,7 @@ Transform2D RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_mu ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D, Transform2D()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index]; + float *dataptr = &multimesh->data.write[stride * p_index]; Transform2D xform; @@ -4173,7 +4342,7 @@ Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh, int ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index + multimesh->xform_floats]; + float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { union { @@ -4206,7 +4375,7 @@ Color RasterizerStorageGLES3::multimesh_instance_get_custom_data(RID p_multimesh ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; - float *dataptr = &multimesh->data[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; + float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { union { @@ -5762,7 +5931,7 @@ void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p Particles *particles = particles_owner.getornull(p_particles); ERR_FAIL_COND(!particles); ERR_FAIL_INDEX(p_pass, particles->draw_passes.size()); - particles->draw_passes[p_pass] = p_mesh; + particles->draw_passes.write[p_pass] = p_mesh; } void RasterizerStorageGLES3::particles_restart(RID p_particles) { @@ -6636,7 +6805,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) { - RenderTarget::Effects::MipMaps::Size &mm = rt->effects.mip_maps[i].sizes[j]; + RenderTarget::Effects::MipMaps::Size &mm = rt->effects.mip_maps[i].sizes.write[j]; glGenFramebuffers(1, &mm.fbo); glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); @@ -6989,6 +7158,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) { info.texture_mem -= texture->total_data_size; texture_owner.free(p_rid); memdelete(texture); + } else if (sky_owner.owns(p_rid)) { // delete the sky Sky *sky = sky_owner.get(p_rid); @@ -7048,7 +7218,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) { for (int i = 0; i < ins->materials.size(); i++) { if (ins->materials[i] == p_rid) { - ins->materials[i] = RID(); + ins->materials.write[i] = RID(); } } } @@ -7398,6 +7568,15 @@ void RasterizerStorageGLES3::initialize() { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); + + glGenTextures(1, &resources.white_tex_3d); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_3D, resources.white_tex_3d); + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, 2, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); + + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); } glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); @@ -7456,7 +7635,7 @@ void RasterizerStorageGLES3::initialize() { { //transform feedback buffers - uint32_t xf_feedback_size = GLOBAL_DEF("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096); + uint32_t xf_feedback_size = GLOBAL_DEF_RST("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096); for (int i = 0; i < 2; i++) { glGenBuffers(1, &resources.transform_feedback_buffers[i]); @@ -7479,7 +7658,6 @@ void RasterizerStorageGLES3::initialize() { #endif frame.count = 0; - frame.prev_tick = 0; frame.delta = 0; frame.current_rt = NULL; config.keep_original_textures = false; diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 7a2d56f69b..f55c8026ea 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -123,6 +123,8 @@ public: GLuint normal_tex; GLuint aniso_tex; + GLuint white_tex_3d; + GLuint quadie; GLuint quadie_array; @@ -248,9 +250,10 @@ public: String path; uint32_t flags; - int width, height; - int alloc_width, alloc_height; + int width, height, depth; + int alloc_width, alloc_height, alloc_depth; Image::Format format; + VS::TextureType type; GLenum target; GLenum gl_format_cache; @@ -268,12 +271,13 @@ public: GLuint tex_id; bool using_srgb; + bool redraw_if_visible; uint16_t stored_cube_sides; RenderTarget *render_target; - Ref<Image> images[6]; + Vector<Ref<Image> > images; VisualServer::TextureDetectCallback detect_3d; void *detect_3d_ud; @@ -306,6 +310,7 @@ public: detect_normal = NULL; detect_normal_ud = NULL; proxy = NULL; + redraw_if_visible = false; } _ALWAYS_INLINE_ Texture *get_ptr() { @@ -338,17 +343,19 @@ public: Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &srgb); virtual RID texture_create(); - virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); - virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); - virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); - virtual Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const; + virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); + virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0); + virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const; 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 VS::TextureType texture_get_type(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); + virtual uint32_t texture_get_depth(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; @@ -366,6 +373,7 @@ public: virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_proxy(RID p_texture, RID p_proxy); + virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); /* SKY API */ @@ -407,6 +415,7 @@ public: Map<StringName, RID> default_textures; + Vector<ShaderLanguage::DataType> texture_types; Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; bool valid; @@ -529,6 +538,7 @@ public: Map<StringName, Variant> params; SelfList<Material> list; SelfList<Material> dirty_list; + Vector<bool> texture_is_3d; Vector<RID> textures; float line_width; int render_priority; @@ -690,7 +700,6 @@ public: AABB custom_aabb; mutable uint64_t last_pass; SelfList<MultiMesh>::List multimeshes; - _FORCE_INLINE_ void update_multimeshes() { SelfList<MultiMesh> *mm = multimeshes.first(); @@ -1425,7 +1434,6 @@ public: int canvas_draw_commands; float time[4]; float delta; - uint64_t prev_tick; uint64_t count; } frame; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 9ad16ac2a2..0c353d42bb 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -341,6 +341,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.texture_uniforms.resize(max_texture_uniforms); r_gen_code.texture_hints.resize(max_texture_uniforms); + r_gen_code.texture_types.resize(max_texture_uniforms); Vector<int> uniform_sizes; Vector<int> uniform_alignments; @@ -365,17 +366,18 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener if (SL::is_sampler_type(E->get().type)) { r_gen_code.vertex_global += ucode; r_gen_code.fragment_global += ucode; - r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key()); - r_gen_code.texture_hints[E->get().texture_order] = E->get().hint; + r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key()); + r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint; + r_gen_code.texture_types.write[E->get().texture_order] = E->get().type; } else { if (!uses_uniforms) { r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii()); uses_uniforms = true; } - uniform_defines[E->get().order] = ucode; - uniform_sizes[E->get().order] = _get_datatype_size(E->get().type); - uniform_alignments[E->get().order] = _get_datatype_alignment(E->get().type); + uniform_defines.write[E->get().order] = ucode; + uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type); + uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type); } p_actions.uniforms->insert(E->key(), E->get()); @@ -700,6 +702,11 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener } } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) { + if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) { + *p_actions.usage_flag_pointers["DISCARD"] = true; + used_flag_pointers.insert("DISCARD"); + } + code = "discard;"; } else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) { @@ -780,8 +787,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth"; - actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp"; - actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; @@ -824,7 +829,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; - //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT; + actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID"; //builtins @@ -846,13 +851,11 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; - //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"; @@ -894,8 +897,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; @@ -913,6 +914,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; /* PARTICLES SHADER */ diff --git a/drivers/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h index bf776ee062..7a32057741 100644 --- a/drivers/gles3/shader_compiler_gles3.h +++ b/drivers/gles3/shader_compiler_gles3.h @@ -52,6 +52,7 @@ public: Vector<CharString> defines; Vector<StringName> texture_uniforms; + Vector<ShaderLanguage::DataType> texture_types; Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; Vector<uint32_t> uniform_offsets; diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 08b8a1cc26..ca0ce5cd3e 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -554,7 +554,7 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { v.texture_uniform_locations.resize(cc->texture_uniforms.size()); for (int i = 0; i < cc->texture_uniforms.size(); i++) { - v.texture_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->texture_uniforms[i]).ascii().get_data()); + v.texture_uniform_locations.write[i] = glGetUniformLocation(v.id, String(cc->texture_uniforms[i]).ascii().get_data()); glUniform1i(v.texture_uniform_locations[i], i + base_material_tex_index); } } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ed8df04377..dee8bcbc58 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -91,6 +91,7 @@ layout(std140) uniform SceneData { //ubo:0 mediump float subsurface_scatter_width; mediump float ambient_occlusion_affect_light; mediump float ambient_occlusion_affect_ao_channel; + mediump float opaque_prepass_threshold; bool fog_depth_enabled; highp float fog_depth_begin; @@ -338,7 +339,7 @@ void main() { #endif #endif - float roughness=0.0; + float roughness = 1.0; //defines that make writing custom shaders easier #define projection_matrix local_projection @@ -571,11 +572,6 @@ in vec3 normal_interp; /* PBR CHANNELS */ -//used on forward mainly -uniform bool no_ambient_light; - - - #ifdef USE_RADIANCE_MAP @@ -684,6 +680,7 @@ layout(std140) uniform SceneData { mediump float subsurface_scatter_width; mediump float ambient_occlusion_affect_light; mediump float ambient_occlusion_affect_ao_channel; + mediump float opaque_prepass_threshold; bool fog_depth_enabled; highp float fog_depth_begin; @@ -1031,12 +1028,11 @@ LIGHT_SHADER_CODE diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif -#if defined(TRANSMISSION_USED) - diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation; -#else diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; -#endif +#if defined(TRANSMISSION_USED) + diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation; +#endif #if defined(LIGHT_USE_RIM) @@ -1612,18 +1608,18 @@ 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 albedo = vec3(1.0); vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; - vec3 emission = vec3(0.0,0.0,0.0); + vec3 emission = vec3(0.0); float roughness = 1.0; float rim = 0.0; float rim_tint = 0.0; - float clearcoat=0.0; - float clearcoat_gloss=0.0; - float anisotropy = 1.0; - vec2 anisotropy_flow = vec2(1.0,0.0); + float clearcoat = 0.0; + float clearcoat_gloss = 0.0; + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); #if defined(ENABLE_AO) float ao=1.0; @@ -1633,7 +1629,7 @@ void main() { float alpha = 1.0; #if defined(DO_SIDE_CHECK) - float side=float(gl_FrontFacing)*2.0-1.0; + float side=gl_FrontFacing ? 1.0 : -1.0; #else float side=1.0; #endif @@ -1695,9 +1691,10 @@ FRAGMENT_SHADER_CODE #ifdef USE_OPAQUE_PREPASS - if (alpha<0.99) { + if (alpha<opaque_prepass_threshold) { discard; } + #endif #if defined(ENABLE_NORMALMAP) @@ -1752,42 +1749,43 @@ FRAGMENT_SHADER_CODE #ifdef USE_RADIANCE_MAP - if (no_ambient_light) { - ambient_light=vec3(0.0,0.0,0.0); - } else { - { - - { //read radiance from dual paraboloid +#ifdef AMBIENT_LIGHT_DISABLED + ambient_light=vec3(0.0,0.0,0.0); +#else + { - 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 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; - env_reflection_light = radiance; + { //read radiance from dual paraboloid - } - //no longer a cubemap - //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); + 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 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy; + env_reflection_light = radiance; } + //no longer a cubemap + //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); + + } #ifndef USE_LIGHTMAP - { + { - vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); - vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; + vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); + vec3 env_ambient=textureDualParaboloid(radiance_map,ambient_dir,1.0) * bg_energy; - ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); - //ambient_light=vec3(0.0,0.0,0.0); - } -#endif + ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution); + //ambient_light=vec3(0.0,0.0,0.0); } +#endif +#endif //AMBIENT_LIGHT_DISABLED #else - if (no_ambient_light){ - ambient_light=vec3(0.0,0.0,0.0); - } else { - ambient_light=ambient_light_color.rgb; - } +#ifdef AMBIENT_LIGHT_DISABLED + ambient_light=vec3(0.0,0.0,0.0); +#else + ambient_light=ambient_light_color.rgb; +#endif //AMBIENT_LIGHT_DISABLED + #endif ambient_light*=ambient_energy; @@ -2142,6 +2140,8 @@ FRAGMENT_SHADER_CODE #else + + //approximate ambient scale for SSAO, since we will lack full ambient float max_emission=max(emission.r,max(emission.g,emission.b)); float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b)); @@ -2173,7 +2173,6 @@ FRAGMENT_SHADER_CODE frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha); #endif //SHADELESS - #endif //USE_MULTIPLE_RENDER_TARGETS diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index a75871f08e..63475c9039 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -1,28 +1,27 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout (location = 0) in highp vec4 vertex_attrib; +layout (location = 4) in vec2 uv_in; out vec2 uv_interp; -void main() { - +void main() +{ gl_Position = vertex_attrib; + uv_interp = uv_in; -#ifdef V_FLIP - uv_interp.y = 1.0-uv_interp.y; -#endif + #ifdef V_FLIP + uv_interp.y = 1.0f - uv_interp.y; + #endif } [fragment] #if !defined(GLES_OVER_GL) -precision mediump float; + precision mediump float; #endif - in vec2 uv_interp; uniform highp sampler2D source; //texunit:0 @@ -31,297 +30,286 @@ uniform float exposure; uniform float white; #ifdef USE_AUTO_EXPOSURE - -uniform highp sampler2D source_auto_exposure; //texunit:1 -uniform highp float auto_exposure_grey; - + uniform highp sampler2D source_auto_exposure; //texunit:1 + uniform highp float auto_exposure_grey; #endif #if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) + #define USING_GLOW // only use glow when at least one glow level is selected -uniform highp sampler2D source_glow; //texunit:2 -uniform highp float glow_intensity; - + uniform highp sampler2D source_glow; //texunit:2 + uniform highp float glow_intensity; #endif #ifdef USE_BCS - -uniform vec3 bcs; - + uniform vec3 bcs; #endif #ifdef USE_COLOR_CORRECTION - -uniform sampler2D color_correction; //texunit:3 - + uniform sampler2D color_correction; //texunit:3 #endif - -layout(location = 0) out vec4 frag_color; +layout (location = 0) out vec4 frag_color; #ifdef USE_GLOW_FILTER_BICUBIC + // w0, w1, w2, and w3 are the four cubic B-spline basis functions + float w0(float a) + { + return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); + } -// w0, w1, w2, and w3 are the four cubic B-spline basis functions -float w0(float a) -{ - return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); -} - -float w1(float a) -{ - return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); -} - -float w2(float a) -{ - return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); -} - -float w3(float a) -{ - return (1.0/6.0)*(a*a*a); -} - -// g0 and g1 are the two amplitude functions -float g0(float a) -{ - return w0(a) + w1(a); -} + float w1(float a) + { + return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f); + } -float g1(float a) -{ - return w2(a) + w3(a); -} + float w2(float a) + { + return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f); + } -// h0 and h1 are the two offset functions -float h0(float a) -{ - return -1.0 + w1(a) / (w0(a) + w1(a)); -} + float w3(float a) + { + return (1.0f / 6.0f) * (a * a * a); + } -float h1(float a) -{ - return 1.0 + w3(a) / (w2(a) + w3(a)); -} + // g0 and g1 are the two amplitude functions + float g0(float a) + { + return w0(a) + w1(a); + } -uniform ivec2 glow_texture_size; + float g1(float a) + { + return w2(a) + w3(a); + } -vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) -{ - float lod=float(p_lod); - vec2 tex_size = vec2(glow_texture_size >> p_lod); - vec2 pixel_size =1.0/tex_size; - uv = uv*tex_size + 0.5; - vec2 iuv = floor( uv ); - vec2 fuv = fract( uv ); - - float g0x = g0(fuv.x); - float g1x = g1(fuv.x); - float h0x = h0(fuv.x); - float h1x = h1(fuv.x); - float h0y = h0(fuv.y); - float h1y = h1(fuv.y); - - vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size; - vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size; - vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; - vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; - - return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + - g1x * textureLod(tex, p1,lod)) + - g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + - g1x * textureLod(tex, p3,lod)); -} + // h0 and h1 are the two offset functions + float h0(float a) + { + return -1.0f + w1(a) / (w0(a) + w1(a)); + } + float h1(float a) + { + return 1.0f + w3(a) / (w2(a) + w3(a)); + } + uniform ivec2 glow_texture_size; -#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod) + vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) + { + float lod = float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 pixel_size = vec2(1.0f) / tex_size; + + uv = uv * tex_size + vec2(0.5f); + + vec2 iuv = floor(uv); + vec2 fuv = fract(uv); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; + + return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + + g1x * textureLod(tex, p1,lod)) + + g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + + g1x * textureLod(tex, p3,lod)); + } + #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) #else - -#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod)) - + #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod)) #endif +vec3 tonemap_filmic(vec3 color, float white) +{ + const float A = 0.15f; + const float B = 0.50f; + const float C = 0.10f; + const float D = 0.20f; + const float E = 0.02f; + const float F = 0.30f; + const float W = 11.2f; + + vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; + float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F; + + return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); +} -vec3 tonemap_filmic(vec3 color,float white) { - - float A = 0.15; - float B = 0.50; - float C = 0.10; - float D = 0.20; - float E = 0.02; - float F = 0.30; - float W = 11.2; - - vec3 coltn = ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F; - float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F; +vec3 tonemap_aces(vec3 color, float white) +{ + const float A = 2.51f; + const float B = 0.03f; + const float C = 2.43f; + const float D = 0.59f; + const float E = 0.14f; - return coltn/whitetn; + vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E); + float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E); + return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f)); } -vec3 tonemap_aces(vec3 color) { - float a = 2.51f; - float b = 0.03f; - float c = 2.43f; - float d = 0.59f; - float e = 0.14f; - return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0)); +vec3 tonemap_reindhart(vec3 color, float white) +{ + return clamp((color) / (1.0f + color) * (1.0f + (color / (white))), vec3(0.0f), vec3(1.0f)); // whitepoint is probably not in linear space here! } -vec3 tonemap_reindhart(vec3 color,float white) { - - return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color ); +vec3 linear_to_srgb(vec3 color) // convert linear rgb to srgb, assumes clamped input in range [0;1] +{ + const vec3 a = vec3(0.055f); + return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } -void main() { - - vec4 color = textureLod(source, uv_interp, 0.0); - -#ifdef USE_AUTO_EXPOSURE - - color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; -#endif - - color*=exposure; - -#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) -#define USING_GLOW -#endif - -#if defined(USING_GLOW) - vec3 glow = vec3(0.0); - -#ifdef USE_GLOW_LEVEL1 - - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,1).rgb; -#endif - -#ifdef USE_GLOW_LEVEL2 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,2).rgb; -#endif - -#ifdef USE_GLOW_LEVEL3 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,3).rgb; -#endif - -#ifdef USE_GLOW_LEVEL4 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,4).rgb; -#endif - -#ifdef USE_GLOW_LEVEL5 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,5).rgb; -#endif - -#ifdef USE_GLOW_LEVEL6 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,6).rgb; -#endif - -#ifdef USE_GLOW_LEVEL7 - glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,7).rgb; -#endif - - - glow *= glow_intensity; +vec3 apply_tonemapping(vec3 color, float white) // inputs are LINEAR, always outputs clamped [0;1] color +{ + #ifdef USE_REINDHART_TONEMAPPER + return tonemap_reindhart(color, white); + #endif -#endif + #ifdef USE_FILMIC_TONEMAPPER + return tonemap_filmic(color, white); + #endif + #ifdef USE_ACES_TONEMAPPER + return tonemap_aces(color, white); + #endif -#ifdef USE_REINDHART_TONEMAPPER + return clamp(color, vec3(0.0f), vec3(1.0f)); // no other seleced -> linear +} - color.rgb = tonemap_reindhart(color.rgb,white); +vec3 gather_glow(sampler2D tex, vec2 uv) // sample all selected glow levels +{ + vec3 glow = vec3(0.0f); -# if defined(USING_GLOW) - glow = tonemap_reindhart(glow,white); -# endif + #ifdef USE_GLOW_LEVEL1 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb; + #endif -#endif + #ifdef USE_GLOW_LEVEL2 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb; + #endif -#ifdef USE_FILMIC_TONEMAPPER + #ifdef USE_GLOW_LEVEL3 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb; + #endif - color.rgb = tonemap_filmic(color.rgb,white); + #ifdef USE_GLOW_LEVEL4 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb; + #endif -# if defined(USING_GLOW) - glow = tonemap_filmic(glow,white); -# endif + #ifdef USE_GLOW_LEVEL5 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb; + #endif -#endif + #ifdef USE_GLOW_LEVEL6 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb; + #endif -#ifdef USE_ACES_TONEMAPPER + #ifdef USE_GLOW_LEVEL7 + glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb; + #endif - color.rgb = tonemap_aces(color.rgb); + return glow; +} -# if defined(USING_GLOW) - glow = tonemap_aces(glow); -# endif +vec3 apply_glow(vec3 color, vec3 glow) // apply glow using the selected blending mode +{ + #ifdef USE_GLOW_REPLACE + color = glow; + #endif -#endif + #ifdef USE_GLOW_SCREEN + color = max((color + glow) - (color * glow), vec3(0.0)); + #endif -#ifdef KEEP_3D_LINEAR - // leave color as is... -#else - //regular Linear -> SRGB conversion - vec3 a = vec3(0.055); - color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); -#endif + #ifdef USE_GLOW_SOFTLIGHT + glow = glow * vec3(0.5f) + vec3(0.5f); -#if defined(USING_GLOW) - glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308))); -#endif + color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b))); + #endif -//glow needs to be added in SRGB space (together with image space effects) + #if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive + color += glow; + #endif - color.rgb = clamp(color.rgb,0.0,1.0); + return color; +} -#if defined(USING_GLOW) - glow = clamp(glow,0.0,1.0); -#endif +vec3 apply_bcs(vec3 color, vec3 bcs) +{ + color = mix(vec3(0.0f), color, bcs.x); + color = mix(vec3(0.5f), color, bcs.y); + color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z); -#ifdef USE_GLOW_REPLACE + return color; +} - color.rgb = glow; +vec3 apply_color_correction(vec3 color, sampler2D correction_tex) +{ + color.r = texture(correction_tex, vec2(color.r, 0.0f)).r; + color.g = texture(correction_tex, vec2(color.g, 0.0f)).g; + color.b = texture(correction_tex, vec2(color.b, 0.0f)).b; -#endif + return color; +} -#ifdef USE_GLOW_SCREEN +void main() +{ + vec3 color = textureLod(source, uv_interp, 0.0f).rgb; - color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0)); + // Exposure -#endif + #ifdef USE_AUTO_EXPOSURE + color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / auto_exposure_grey; + #endif -#ifdef USE_GLOW_SOFTLIGHT + color *= exposure; - { + // Early Tonemap & SRGB Conversion - glow = (glow * 0.5) + 0.5; - color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); - color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); - color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); - } + color = apply_tonemapping(color, white); -#endif + #ifdef KEEP_3D_LINEAR + // leave color as is (-> don't convert to SRGB) + #else + color = linear_to_srgb(color); // regular linear -> SRGB conversion + #endif -#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) - //additive - color.rgb+=glow; -#endif + // Glow -#ifdef USE_BCS + #ifdef USING_GLOW + vec3 glow = gather_glow(source_glow, uv_interp) * glow_intensity; - 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); + // high dynamic range -> SRGB + glow = apply_tonemapping(glow, white); + glow = linear_to_srgb(glow); -#endif + color = apply_glow(color, glow); + #endif -#ifdef USE_COLOR_CORRECTION + // Additional effects - 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_BCS + color = apply_bcs(color, bcs); + #endif + #ifdef USE_COLOR_CORRECTION + color = apply_color_correction(color, color_correction); + #endif - frag_color=vec4(color.rgb,1.0); + frag_color = vec4(color, 1.0f); } |