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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp2
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp4
-rw-r--r--drivers/gles2/shaders/scene.glsl189
-rw-r--r--drivers/gles2/shaders/stdlib.glsl10
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp22
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h2
-rw-r--r--drivers/png/SCsub2
-rw-r--r--drivers/register_driver_types.cpp6
-rw-r--r--drivers/unix/os_unix.cpp2
10 files changed, 176 insertions, 65 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index bd03bd71f6..1dd594cc20 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -32,7 +32,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "gl_context/context_gl.h"
+#include "drivers/gl_context/context_gl.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 043a5047ca..6314a69a90 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -54,6 +54,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
@@ -3915,7 +3917,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, rt->width, rt->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index cc3bae060f..958de94485 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -15,6 +15,7 @@ precision highp int;
#define M_PI 3.14159265359
+
//
// attributes
//
@@ -1214,14 +1215,17 @@ LIGHT_SHADER_CODE
#ifdef USE_SHADOW
#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
float sample_shadow(
- highp sampler2D shadow,
- highp vec2 pos,
- highp float depth) {
+ highp sampler2D shadow, highp vec4 spos) {
#ifdef SHADOW_MODE_PCF_13
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
@@ -1240,6 +1244,10 @@ float sample_shadow(
#ifdef SHADOW_MODE_PCF_5
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
@@ -1251,7 +1259,7 @@ float sample_shadow(
#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
- return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
#endif
}
@@ -1321,8 +1329,8 @@ FRAGMENT_SHADER_CODE
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
- // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
- normal = normalmap;
+ normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ //normal = normalmap;
#endif
normal = normalize(normal);
@@ -1493,10 +1501,10 @@ FRAGMENT_SHADER_CODE
#ifdef USE_SHADOW
{
- highp vec3 splane = shadow_coord.xyz;
- float shadow_len = length(splane);
+ highp vec4 splane = shadow_coord;
+ float shadow_len = length(splane.xyz);
- splane = normalize(splane);
+ splane = normalize(splane.xyz);
vec4 clamp_rect = light_clamp;
@@ -1513,8 +1521,9 @@ FRAGMENT_SHADER_CODE
splane.z = shadow_len / light_range;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0;
- float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
+ float shadow = sample_shadow(light_shadow_atlas, splane);
light_att *= shadow;
}
@@ -1531,6 +1540,121 @@ FRAGMENT_SHADER_CODE
float depth_z = -vertex.z;
#ifdef USE_SHADOW
+
+#ifdef USE_VERTEX_LIGHTING
+ //compute shadows in a mobile friendly way
+
+#ifdef LIGHT_USE_PSSM4
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+ float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
+ float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
+
+ if (depth_z < light_split_offsets.w) {
+ float pssm_fade = 0.0;
+ float shadow_att = 1.0;
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ shadow_att = shadow2;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow3;
+
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#endif
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
+
+ shadow_att = shadow3;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ shadow_att2 = shadow4;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+#endif
+
+ } else {
+
+ shadow_att = shadow4;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+#endif
+ }
+ }
+#if defined(LIGHT_USE_PSSM_BLEND)
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= shadow_att;
+ }
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
+
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+
+ if (depth_z < light_split_offsets.y) {
+ float shadow_att = 1.0;
+ float pssm_fade = 0.0;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.x) {
+ float pssm_fade = 0.0;
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+
+ shadow_att = shadow2;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#ifdef LIGHT_USE_PSSM_BLEND
+ use_blend = false;
+#endif
+ }
+#ifdef LIGHT_USE_PSSM_BLEND
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= shadow_att;
+ }
+
+#endif //LIGHT_USE_PSSM2
+
+#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
+
+ light_att *= sample_shadow(light_directional_shadow, shadow_coord);
+#endif //orthogonal
+
+#else //fragment version of pssm
+
{
#ifdef LIGHT_USE_PSSM4
if (depth_z < light_split_offsets.w) {
@@ -1540,34 +1664,31 @@ FRAGMENT_SHADER_CODE
if (depth_z < light_split_offsets.x) {
#endif //pssm2
- vec3 pssm_coord;
+ highp vec4 pssm_coord;
float pssm_fade = 0.0;
#ifdef LIGHT_USE_PSSM_BLEND
float pssm_blend;
- vec3 pssm_coord2;
+ highp vec4 pssm_coord2;
bool use_blend = true;
#endif
#ifdef LIGHT_USE_PSSM4
+
if (depth_z < light_split_offsets.y) {
if (depth_z < light_split_offsets.x) {
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord2;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord2;
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord2;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord2;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord3;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord3;
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
@@ -1575,19 +1696,16 @@ FRAGMENT_SHADER_CODE
} else {
if (depth_z < light_split_offsets.z) {
- highp vec4 splane = shadow_coord3;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord3;
#if defined(LIGHT_USE_PSSM_BLEND)
- splane = shadow_coord4;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord4;
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord4;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord4;
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
@@ -1601,17 +1719,15 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM2
if (depth_z < light_split_offsets.x) {
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord2;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord2;
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord2;
- pssm_coord = splane.xyz / splane.w;
+
+ pssm_coord = shadow_coord2;
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
use_blend = false;
@@ -1622,22 +1738,23 @@ FRAGMENT_SHADER_CODE
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
{
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
}
#endif
- float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z);
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord);
#ifdef LIGHT_USE_PSSM_BLEND
if (use_blend) {
- shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend);
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
}
#endif
light_att *= shadow;
}
}
+#endif //use vertex lighting
+
#endif //use shadow
#endif
diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl
index 6bc81a22d8..3674d70c9f 100644
--- a/drivers/gles2/shaders/stdlib.glsl
+++ b/drivers/gles2/shaders/stdlib.glsl
@@ -35,3 +35,13 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}
+
+#ifndef USE_GLES_OVER_GL
+highp mat4 transpose(highp mat4 src) {
+ return mat4(
+ vec4(src[0].x, src[1].x, src[2].x, src[3].x),
+ vec4(src[0].y, src[1].y, src[2].y, src[3].y),
+ vec4(src[0].z, src[1].z, src[2].z, src[3].z),
+ vec4(src[0].w, src[1].w, src[2].w, src[3].w));
+}
+#endif
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index d3f6dcd497..6f13df621f 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -32,7 +32,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "gl_context/context_gl.h"
+#include "drivers/gl_context/context_gl.h"
RasterizerStorage *RasterizerGLES3::get_storage() {
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 1fcd4e02ac..7160668fe8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -51,26 +51,6 @@ static const GLenum _cube_side_enum[6] = {
};
-static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
-
- p_array[0] = p_mtx.elements[0][0];
- p_array[1] = p_mtx.elements[0][1];
- p_array[2] = 0;
- p_array[3] = 0;
- p_array[4] = p_mtx.elements[1][0];
- p_array[5] = p_mtx.elements[1][1];
- p_array[6] = 0;
- p_array[7] = 0;
- p_array[8] = 0;
- p_array[9] = 0;
- p_array[10] = 1;
- p_array[11] = 0;
- p_array[12] = p_mtx.elements[2][0];
- p_array[13] = p_mtx.elements[2][1];
- p_array[14] = 0;
- p_array[15] = 1;
-}
-
static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
@@ -1202,7 +1182,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
glActiveTexture(GL_TEXTURE0 + i);
- GLenum target;
+ GLenum target = GL_TEXTURE_2D;
GLuint tex = 0;
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index b31c5ff7bb..9a4798ac2a 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -691,7 +691,7 @@ public:
}
};
- class MultiMesh;
+ struct MultiMesh;
struct Mesh : public GeometryOwner {
diff --git a/drivers/png/SCsub b/drivers/png/SCsub
index 986c36c67c..22fb1817d1 100644
--- a/drivers/png/SCsub
+++ b/drivers/png/SCsub
@@ -27,6 +27,8 @@ if env['builtin_libpng']:
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_png.Append(CPPPATH=[thirdparty_dir])
+ # Needed for drivers includes and in platform/javascript
+ env.Append(CPPPATH=[thirdparty_dir])
# Currently .ASM filter_neon.S does not compile on NT.
import os
diff --git a/drivers/register_driver_types.cpp b/drivers/register_driver_types.cpp
index c6d36a5749..9f5d9c1abf 100644
--- a/drivers/register_driver_types.cpp
+++ b/drivers/register_driver_types.cpp
@@ -31,11 +31,11 @@
#include "register_driver_types.h"
#include "core/math/geometry.h"
-#include "png/image_loader_png.h"
-#include "png/resource_saver_png.h"
+#include "drivers/png/image_loader_png.h"
+#include "drivers/png/resource_saver_png.h"
#ifdef TOOLS_ENABLED
-#include "convex_decomp/b2d_decompose.h"
+#include "drivers/convex_decomp/b2d_decompose.h"
#endif
#ifdef TOOLS_ENABLED
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 7d3e6b412c..6c70934bc6 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -74,7 +74,7 @@ static void _setup_clock() {
kern_return_t ret = mach_timebase_info(&info);
ERR_EXPLAIN("OS CLOCK IS NOT WORKING!");
ERR_FAIL_COND(ret != 0);
- _clock_scale = (double)info.numer / (double)info.denom;
+ _clock_scale = ((double)info.numer / (double)info.denom) / 1000.0;
_clock_start = mach_absolute_time() * _clock_scale;
}
#else