diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 37 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 6 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 31 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 92 |
7 files changed, 50 insertions, 123 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 309497c938..a4daa77b50 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1545,7 +1545,7 @@ void RasterizerCanvasGLES3::reset_canvas() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //use for reading from screen - if (storage->frame.current_rt) { + if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } @@ -1784,6 +1784,8 @@ void RasterizerCanvasGLES3::initialize() { state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false)); } void RasterizerCanvasGLES3::finalize() { diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index cd0adbd0d1..6b827002f8 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -354,47 +354,10 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re void RasterizerGLES3::end_frame(bool p_swap_buffers) { -#if 0 - canvas->canvas_begin(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); - glDisable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - - - float vtx[8]={0,0, - 0,1, - 1,1, - 1,0 - }; - - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); - - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx ); - - - //glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices); - //glEnableVertexAttribArray(VS::ARRAY_VERTEX); - //glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 ); - - glBindVertexArray(canvas->data.canvas_quad_array); - - canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1)); -#endif if (p_swap_buffers) OS::get_singleton()->swap_buffers(); else glFinish(); - - /* print_line("objects: "+itos(storage->info.render_object_count)); - print_line("material chages: "+itos(storage->info.render_material_switch_count)); - print_line("surface changes: "+itos(storage->info.render_surface_switch_count)); - print_line("shader changes: "+itos(storage->info.render_shader_rebind_count)); - print_line("vertices: "+itos(storage->info.render_vertices_count)); -*/ } void RasterizerGLES3::finalize() { diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 29ab531177..b777f9343a 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2786,12 +2786,6 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c copymem(&state.omni_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size); state.omni_light_count++; -#if 0 - if (li->light_ptr->shadow_enabled) { - li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse(); - lights_use_shadow=true; - } -#endif } break; case VS::LIGHT_SPOT: { diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index ee6c738a05..8ee9e3fdb8 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -6048,6 +6048,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { glDeleteTextures(1, &rt->effects.mip_maps[i].color); rt->effects.mip_maps[i].sizes.clear(); rt->effects.mip_maps[i].levels = 0; + rt->effects.mip_maps[i].color = 0; } } diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 9e234f5005..56b1cfdf0f 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -279,21 +279,6 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { strings.push_back("precision highp sampler2DArray;\n"); #endif -#if 0 - if (cc) { - - String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n"; - String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n"; - - code_string=_code_string.ascii(); - code_globals=_code_globals.ascii(); - DEBUG_PRINT( code_globals.get_data() ); - DEBUG_PRINT( code_string.get_data() ); - strings.push_back(code_globals); - strings.push_back(code_string); - } -#endif - strings.push_back(vertex_code0.get_data()); if (cc) { @@ -382,21 +367,6 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { strings.push_back("precision highp sampler2DArray;\n"); #endif -#if 0 - if (cc) { - - String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n"; - String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n"; - - code_string=_code_string.ascii(); - code_globals=_code_globals.ascii(); - DEBUG_PRINT( code_globals.get_data() ); - DEBUG_PRINT( code_string.get_data() ); - strings.push_back(code_globals); - strings.push_back(code_string); - } -#endif - strings.push_back(fragment_code0.get_data()); if (cc) { material_string = cc->uniforms.ascii(); @@ -495,7 +465,6 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() { if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) { //conditional for this feedback is enabled - print_line("tf varying: " + itos(feedback.size()) + " " + String(feedbacks[i].name)); feedback.push_back(feedbacks[i].name); } } diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 4bbb18ce42..0b8230234b 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -171,7 +171,7 @@ VERTEX_SHADER_CODE #ifdef USE_PIXEL_SNAP - outvec.xy=floor(outvec+0.5); + outvec.xy=floor(outvec+0.5).xy; #endif diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 9bc2bc079d..bb9ff29a8e 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -296,6 +296,48 @@ void main() { #endif + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + vec3 binormal = normalize( cross(normal,tangent) * binormalf ); +#endif + +#if defined(ENABLE_UV_INTERP) + uv_interp = uv_attrib; +#endif + +#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) + uv2_interp = uv2_attrib; +#endif + +#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM) + vec4 instance_custom = instance_custom_data; +#else + vec4 instance_custom = vec4(0.0); +#endif + + highp mat4 local_projection = projection_matrix; + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = world_matrix * vertex; + normal = normalize((world_matrix * vec4(normal,0.0)).xyz); + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + + tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz); + binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz); +#endif +#endif + + float roughness=0.0; + +//defines that make writing custom shaders easier +#define projection_matrix local_projection +#define world_transform world_matrix + + #ifdef USE_SKELETON { //skeleton transform @@ -333,57 +375,13 @@ void main() { texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) ) * bone_weights.w; + mat4 bone_matrix = transpose(mat4(m[0],m[1],m[2],vec4(0.0,0.0,0.0,1.0))); - vertex.xyz = vertex * m; - - normal = vec4(normal,0.0) * m; -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent.xyz = vec4(tangent.xyz,0.0) * m; -#endif + world_matrix = bone_matrix * world_matrix; } #endif - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - - vec3 binormal = normalize( cross(normal,tangent) * binormalf ); -#endif - -#if defined(ENABLE_UV_INTERP) - uv_interp = uv_attrib; -#endif - -#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP) - uv2_interp = uv2_attrib; -#endif - -#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM) - vec4 instance_custom = instance_custom_data; -#else - vec4 instance_custom = vec4(0.0); -#endif - - highp mat4 modelview = camera_inverse_matrix * world_matrix; - highp mat4 local_projection = projection_matrix; - -//using world coordinates -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - - vertex = world_matrix * vertex; - normal = normalize((world_matrix * vec4(normal,0.0)).xyz); - -#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - - tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz); - binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz); -#endif -#endif - - float roughness=0.0; - -//defines that make writing custom shaders easier -#define projection_matrix local_projection -#define world_transform world_matrix + mat4 modelview = camera_inverse_matrix * world_matrix; { VERTEX_SHADER_CODE |