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-rw-r--r--drivers/etc1/rg_etc1.cpp2
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp243
-rw-r--r--drivers/gles2/rasterizer_gles2.h5
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp8
-rw-r--r--drivers/gles2/shader_compiler_gles2.h3
-rw-r--r--drivers/gles2/shaders/canvas.glsl88
-rw-r--r--drivers/trex/trex.c2
-rw-r--r--drivers/unix/dir_access_unix.cpp6
-rw-r--r--drivers/unix/dir_access_unix.h2
-rw-r--r--drivers/unix/file_access_unix.cpp2
-rw-r--r--drivers/vorbis/codebook.c2
-rw-r--r--drivers/vorbis/floor1.c2
-rw-r--r--drivers/windows/dir_access_windows.cpp11
-rw-r--r--drivers/windows/dir_access_windows.h2
-rw-r--r--drivers/windows/file_access_windows.cpp8
15 files changed, 303 insertions, 83 deletions
diff --git a/drivers/etc1/rg_etc1.cpp b/drivers/etc1/rg_etc1.cpp
index cad9af8830..63877e6d12 100644
--- a/drivers/etc1/rg_etc1.cpp
+++ b/drivers/etc1/rg_etc1.cpp
@@ -2367,7 +2367,7 @@ found_perfect_match:
int dr = best_results[1].m_block_color_unscaled.r - best_results[0].m_block_color_unscaled.r;
int dg = best_results[1].m_block_color_unscaled.g - best_results[0].m_block_color_unscaled.g;
int db = best_results[1].m_block_color_unscaled.b - best_results[0].m_block_color_unscaled.b;
- RG_ETC1_ASSERT(best_use_color4 || (rg_etc1::minimum(dr, dg, db) >= cETC1ColorDeltaMin) && (rg_etc1::maximum(dr, dg, db) <= cETC1ColorDeltaMax));
+ RG_ETC1_ASSERT(best_use_color4 || ((rg_etc1::minimum(dr, dg, db) >= cETC1ColorDeltaMin) && (rg_etc1::maximum(dr, dg, db) <= cETC1ColorDeltaMax)));
if (best_use_color4)
{
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index b6444b2978..3660be20db 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -989,8 +989,14 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
- else
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ else {
+ if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ } else {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ }
+ }
if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
@@ -1283,8 +1289,14 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
- else
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ else{
+ if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ } else {
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ }
+ }
if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
@@ -4276,7 +4288,7 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) {
void RasterizerGLES2::clear_viewport(const Color& p_color) {
- if (current_rt) {
+ if (current_rt || using_canvas_bg) {
glScissor( 0, 0, viewport.width, viewport.height );
} else {
@@ -4599,6 +4611,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (fragment_flags.uses_texpixel_size) {
enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
}
+ if (light_flags.uses_shadow_color) {
+ enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+ }
if (vertex_flags.uses_worldvec) {
enablers.push_back("#define USE_WORLD_VEC\n");
@@ -6932,7 +6947,7 @@ void RasterizerGLES2::_draw_tex_bg() {
RID texture;
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
} else {
texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
@@ -6949,25 +6964,20 @@ void RasterizerGLES2::_draw_tex_bg() {
copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
} else {
copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
}
- if (current_env->bg_mode==VS::ENV_BG_CUBEMAP_RGBE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
- copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,true);
- } else {
- copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
- }
copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true);
copy_shader.bind();
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
} else {
glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
@@ -6994,7 +7004,7 @@ void RasterizerGLES2::_draw_tex_bg() {
Vector3( 0, 0, 0)
};
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
//regular texture
//adjust aspect
@@ -7064,7 +7074,7 @@ void RasterizerGLES2::end_scene() {
if (framebuffer.active) {
//detect when to use the framebuffer object
- if (texscreen_used || framebuffer.scale!=1) {
+ if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) {
use_fb=true;
} else if (current_env) {
use_fb=false;
@@ -7116,6 +7126,7 @@ void RasterizerGLES2::end_scene() {
switch(current_env->bg_mode) {
+ case VS::ENV_BG_CANVAS:
case VS::ENV_BG_KEEP: {
//copy from framebuffer if framebuffer
glClear(GL_DEPTH_BUFFER_BIT);
@@ -7128,7 +7139,7 @@ void RasterizerGLES2::end_scene() {
bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
else
bgcolor = Globals::get_singleton()->get("render/default_clear_color");
- bgcolor = _convert_color(bgcolor);
+ bgcolor = _convert_color(bgcolor);
float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
_glClearDepth(1.0);
@@ -7136,9 +7147,7 @@ void RasterizerGLES2::end_scene() {
} break;
case VS::ENV_BG_TEXTURE:
- case VS::ENV_BG_CUBEMAP:
- case VS::ENV_BG_TEXTURE_RGBE:
- case VS::ENV_BG_CUBEMAP_RGBE: {
+ case VS::ENV_BG_CUBEMAP: {
glClear(GL_DEPTH_BUFFER_BIT);
@@ -7357,8 +7366,12 @@ void RasterizerGLES2::end_scene() {
_debug_shadows();
}
// _debug_luminances();
- _debug_samplers();
+// _debug_samplers();
+ if (using_canvas_bg) {
+ using_canvas_bg=false;
+ glColorMask(1,1,1,1); //don't touch alpha
+ }
}
void RasterizerGLES2::end_shadow_map() {
@@ -7827,8 +7840,26 @@ void RasterizerGLES2::flush_frame() {
/* CANVAS API */
+void RasterizerGLES2::begin_canvas_bg() {
+
+ if (framebuffer.active) {
+ using_canvas_bg=true;
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+ glViewport( 0,0,viewport.width , viewport.height );
+ } else {
+ using_canvas_bg=false;
+ }
+
+}
+
void RasterizerGLES2::canvas_begin() {
+
+ if (using_canvas_bg) {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+ glColorMask(1,1,1,0); //don't touch alpha
+ }
+
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
@@ -8531,6 +8562,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
#ifdef GLEW_ENABLED
glDrawBuffer(GL_NONE);
#endif
+
} else {
// We'll use a RGBA texture into which we pack the depth info
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
@@ -8539,6 +8571,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
// Attach the RGBA texture to FBO color attachment point
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, cls->depth, 0);
+ cls->rgba=cls->depth;
// Allocate 16-bit depth buffer
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
@@ -8554,7 +8587,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
//printf("errnum: %x\n",status);
#ifdef GLEW_ENABLED
if (read_depth_supported) {
- glDrawBuffer(GL_BACK);
+ //glDrawBuffer(GL_BACK);
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
@@ -8563,7 +8596,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
#ifdef GLEW_ENABLED
if (read_depth_supported) {
- glDrawBuffer(GL_BACK);
+ //glDrawBuffer(GL_BACK);
}
#endif
@@ -8817,10 +8850,14 @@ void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_s
int h = 10;
int w = viewport.width;
int ofs = h;
+
+ //print_line(" debug lights ");
while(light) {
+ // print_line("debug light");
if (light->shadow_buffer.is_valid()) {
+ // print_line("sb is valid");
CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer);
if (sb) {
glActiveTexture(GL_TEXTURE0);
@@ -9099,8 +9136,11 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_use_modulate=p_modulate!=Color(1,1,1,1);
canvas_modulate=p_modulate;
canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
+
bool reset_modulate=false;
+ bool prev_distance_field=false;
while(p_item_list) {
@@ -9116,12 +9156,22 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_use_modulate=p_modulate!=Color(1,1,1,1);
canvas_modulate=p_modulate;
canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
+ prev_distance_field=false;
rebind_shader=true;
reset_modulate=true;
}
+ if (prev_distance_field!=ci->distance_field) {
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field);
+ prev_distance_field=ci->distance_field;
+ rebind_shader=true;
+ }
+
+
if (current_clip!=ci->final_clip_owner) {
current_clip=ci->final_clip_owner;
@@ -9138,6 +9188,40 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
}
}
+ if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
+
+ Rect2 rect;
+ int x,y,w,h;
+
+ if (ci->copy_back_buffer->full) {
+
+ x = viewport.x;
+ y = window_size.height-(viewport.height+viewport.y);
+ w = viewport.width;
+ h = viewport.height;
+ } else {
+ x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
+ y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
+ w = ci->copy_back_buffer->screen_rect.size.x;
+ h = ci->copy_back_buffer->screen_rect.size.y;
+ }
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
+ glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+
+#ifdef GLEW_ENABLED
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+#endif
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,w,h);
+// if (current_clip) {
+// // print_line(" a clip ");
+// }
+
+ canvas_texscreen_used=true;
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+
+
//begin rect
CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci;
@@ -9179,7 +9263,9 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
_canvas_item_setup_shader_uniforms(material,shader_cache);
}
- if (material && material->unshaded) {
+ bool unshaded = material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED;
+
+ if (unshaded) {
canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1));
reset_modulate=true;
} else if (reset_modulate) {
@@ -9236,13 +9322,15 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_opacity = ci->final_opacity;
- _canvas_item_render_commands<false>(ci,current_clip,reclip);
- if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && (!material || !material->unshaded)) {
+ if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT)))
+ _canvas_item_render_commands<false>(ci,current_clip,reclip);
+
+ if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
CanvasLight *light = p_light;
bool light_used=false;
- bool subtract=false;
+ VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
while(light) {
@@ -9251,21 +9339,28 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
//intersects this light
- if (!light_used || subtract!=light->subtract) {
+ if (!light_used || mode!=light->mode) {
- subtract=light->subtract;
+ mode=light->mode;
- if (subtract) {
+ switch(mode) {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ case VS::CANVAS_LIGHT_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } else {
-
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::CANVAS_LIGHT_MODE_SUB: {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::CANVAS_LIGHT_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ } break;
}
+
}
if (!light_used) {
@@ -9303,7 +9398,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,light->color);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,Color(light->color.r*light->energy,light->color.g*light->energy,light->color.b*light->energy,light->color.a));
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse());
@@ -9783,9 +9878,9 @@ void RasterizerGLES2::free(const RID& p_rid) {
glDeleteFramebuffers(1,&cls->fbo);
glDeleteRenderbuffers(1,&cls->rbo);
glDeleteTextures(1,&cls->depth);
- if (!read_depth_supported) {
- glDeleteTextures(1,&cls->rgba);
- }
+ //if (!read_depth_supported) {
+ // glDeleteTextures(1,&cls->rgba);
+ //}
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
@@ -9904,7 +9999,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
//printf("errnum: %x\n",status);
#ifdef GLEW_ENABLED
if (p_use_depth) {
- glDrawBuffer(GL_BACK);
+ //glDrawBuffer(GL_BACK);
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -9913,7 +10008,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
#ifdef GLEW_ENABLED
if (p_use_depth) {
- glDrawBuffer(GL_BACK);
+ //glDrawBuffer(GL_BACK);
}
#endif
@@ -10291,6 +10386,62 @@ void RasterizerGLES2::_update_blur_buffer() {
}
#endif
+
+
+bool RasterizerGLES2::_test_depth_shadow_buffer() {
+
+
+ int size=16;
+
+ GLuint fbo;
+ GLuint rbo;
+ GLuint depth;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ // Create a render buffer
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+
+ // Create a texture for storing the depth
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+
+
+ // We'll use a depth texture to store the depths in the shadow map
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+#ifdef GLEW_ENABLED
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#endif
+
+ // Attach the depth texture to FBO depth attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, depth, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glDeleteFramebuffers(1,&fbo);
+ glDeleteRenderbuffers(1,&rbo);
+ glDeleteTextures(1,&depth);
+
+ return status == GL_FRAMEBUFFER_COMPLETE;
+
+}
+
void RasterizerGLES2::init() {
#ifdef GLEW_ENABLED
@@ -10363,7 +10514,7 @@ void RasterizerGLES2::init() {
#ifdef GLEW_ENABLED
- read_depth_supported=true;
+
pvr_supported=false;
etc_supported=false;
use_depth24 =true;
@@ -10381,7 +10532,10 @@ void RasterizerGLES2::init() {
use_anisotropic_filter=true;
float_linear_supported=true;
float_supported=true;
- use_rgba_shadowmaps=false;
+
+ read_depth_supported=_test_depth_shadow_buffer();
+ use_rgba_shadowmaps=!read_depth_supported;
+ //print_line("read depth support? "+itos(read_depth_supported));
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
@@ -10504,6 +10658,7 @@ void RasterizerGLES2::init() {
shadow_mat_ptr = material_owner.get(shadow_material);
overdraw_material = create_overdraw_debug_material();
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
@@ -10521,7 +10676,7 @@ void RasterizerGLES2::init() {
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
-
+ using_canvas_bg=false;
_update_framebuffer();
DEBUG_TEST_ERROR("Initializing");
}
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index f09714f50c..ad18c8e7a1 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -677,6 +677,7 @@ class RasterizerGLES2 : public Rasterizer {
bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
bg_param[VS::ENV_BG_PARAM_SCALE]=1.0;
bg_param[VS::ENV_BG_PARAM_GLOW]=0.0;
+ bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER]=0;
for(int i=0;i<VS::ENV_FX_MAX;i++)
fx_enabled[i]=false;
@@ -1258,6 +1259,7 @@ class RasterizerGLES2 : public Rasterizer {
void _process_hdr();
void _draw_tex_bg();
+ bool using_canvas_bg;
Size2 window_size;
VS::ViewportRect viewport;
double last_time;
@@ -1286,6 +1288,7 @@ class RasterizerGLES2 : public Rasterizer {
void _copy_screen_quad();
void _copy_to_texscreen();
+ bool _test_depth_shadow_buffer();
Vector3 chunk_vertex;
Vector3 chunk_normal;
@@ -1600,6 +1603,8 @@ public:
/* CANVAS API */
+ virtual void begin_canvas_bg();
+
virtual void canvas_begin();
virtual void canvas_disable_blending();
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 8d378ceec1..69bd269948 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -266,6 +266,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
uses_normal=true;
}
+ if (vnode->name==vname_shadow) {
+ uses_shadow_color=true;
+ }
}
@@ -616,6 +619,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_texpixel_size=false;
uses_worldvec=false;
vertex_code_writes_vertex=false;
+ uses_shadow_color=false;
uniforms=r_uniforms;
flags=&r_flags;
r_flags.use_color_interp=false;
@@ -651,6 +655,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_normal=uses_normal;
r_flags.uses_texpixel_size=uses_texpixel_size;
r_flags.uses_worldvec=uses_worldvec;
+ r_flags.uses_shadow_color=uses_shadow_color;
r_code_line=code;
r_globals_line=global_code;
@@ -827,7 +832,9 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[5]["LIGHT_VEC"]="light_vec";
mode_replace_table[5]["LIGHT_HEIGHT"]="light_height";
mode_replace_table[5]["LIGHT_COLOR"]="light";
+ mode_replace_table[5]["LIGHT_UV"]="light_uv";
mode_replace_table[5]["LIGHT"]="light_out";
+ mode_replace_table[5]["SHADOW"]="shadow_color";
mode_replace_table[5]["SCREEN_UV"]="screen_uv";
mode_replace_table[5]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[5]["TIME"]="time";
@@ -857,5 +864,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_normal="NORMAL";
vname_texpixel_size="TEXTURE_PIXEL_SIZE";
vname_world_vec="WORLD_VERTEX";
+ vname_shadow="SHADOW";
}
diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h
index 87722602fd..87016fd968 100644
--- a/drivers/gles2/shader_compiler_gles2.h
+++ b/drivers/gles2/shader_compiler_gles2.h
@@ -55,6 +55,7 @@ private:
bool uses_texpixel_size;
bool uses_worldvec;
bool vertex_code_writes_vertex;
+ bool uses_shadow_color;
Flags *flags;
StringName vname_discard;
@@ -74,6 +75,7 @@ private:
StringName vname_normal;
StringName vname_texpixel_size;
StringName vname_world_vec;
+ StringName vname_shadow;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@@ -110,6 +112,7 @@ public:
bool uses_normal;
bool uses_texpixel_size;
bool uses_worldvec;
+ bool uses_shadow_color;
};
Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 0e19736fd5..c4f0847870 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -36,7 +36,7 @@ uniform vec2 normal_flip;
#endif
#ifdef USE_SHADOWS
-highp varying vec2 pos;
+varying highp vec2 pos;
#endif
#endif
@@ -161,11 +161,11 @@ varying vec4 local_rot;
#ifdef USE_SHADOWS
-uniform sampler2D shadow_texture;
+uniform highp sampler2D shadow_texture;
uniform float shadow_attenuation;
uniform highp mat4 shadow_matrix;
-highp varying vec2 pos;
+varying highp vec2 pos;
uniform float shadowpixel_size;
#ifdef SHADOW_ESM
@@ -191,8 +191,16 @@ void main() {
vec3 normal = vec3(0.0,0.0,1.0);
#endif
-
+#ifdef USE_DISTANCE_FIELD
+ const float smoothing = 1.0/32.0;
+ float distance = texture2D(texture, uv_interp).a;
+ color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
+#else
color *= texture2D( texture, uv_interp );
+
+#endif
+
+
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
#endif
@@ -222,12 +230,16 @@ FRAGMENT_SHADER_CODE
float att=1.0;
- vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
+ vec2 light_uv = light_uv_interp.xy;
+ vec4 light = texture2D(light_texture,light_uv) * light_color;
+#if defined(USE_LIGHT_SHADOW_COLOR)
+ vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
+#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
- vec4 light_out=vec4(0.0,0.0,0.0,0.0);
+ vec4 light_out=light*color;
LIGHT_SHADER_CODE
color=light_out;
}
@@ -284,39 +296,51 @@ LIGHT_SHADER_CODE
}
- vec4 s = shadow_matrix * vec4(point,0.0,1.0);
+ highp vec4 s = shadow_matrix * highp vec4(point,0.0,1.0);
s.xyz/=s.w;
su=s.x*0.5+0.5;
sz=s.z*0.5+0.5;
- float shadow_attenuation;
+ highp float shadow_attenuation=0.0;
+
+#ifdef USE_DEPTH_SHADOWS
+
+#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
+
+#else
+
+//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+
+#endif
+
+
#ifdef SHADOW_PCF5
- shadow_attenuation=0.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
shadow_attenuation/=5.0;
#endif
#ifdef SHADOW_PCF13
- shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
shadow_attenuation/=13.0;
#endif
@@ -328,8 +352,8 @@ LIGHT_SHADER_CODE
float unnormalized = su/shadowpixel_size;
float fractional = fract(unnormalized);
unnormalized = floor(unnormalized);
- float zc = texture2D(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh)).z;
- float zn = texture2D(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh)).z;
+ float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
+ float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
float z = mix(zc,zn,fractional);
shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
}
@@ -338,11 +362,15 @@ LIGHT_SHADER_CODE
#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
- shadow_attenuation = texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+ shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
#endif
- color.rgb*=shadow_attenuation;
+#if defined(USE_LIGHT_SHADOW_COLOR)
+ color=mix(shadow_color,color,shadow_attenuation);
+#else
+ color*=shadow_attenuation;
+#endif
//use shadows
#endif
}
diff --git a/drivers/trex/trex.c b/drivers/trex/trex.c
index e63a248e9e..b3668c3a11 100644
--- a/drivers/trex/trex.c
+++ b/drivers/trex/trex.c
@@ -489,7 +489,7 @@ static const TRexChar *trex_matchnode(TRex* exp,TRexNode *node,const TRexChar *s
return cur;
}
case OP_WB:
- if(str == exp->_bol && !isspace(*str)
+ if((str == exp->_bol && !isspace(*str))
|| (str == exp->_eol && !isspace(*(str-1)))
|| (!isspace(*str) && isspace(*(str+1)))
|| (isspace(*str) && !isspace(*(str+1))) ) {
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index 452d791d96..5f51865432 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -161,6 +161,7 @@ String DirAccessUnix::get_next() {
}
+ _cishidden=(fname!="." && fname!=".." && fname.begins_with("."));
@@ -173,6 +174,11 @@ bool DirAccessUnix::current_is_dir() const {
return _cisdir;
}
+bool DirAccessUnix::current_is_hidden() const {
+
+ return _cishidden;
+}
+
void DirAccessUnix::list_dir_end() {
diff --git a/drivers/unix/dir_access_unix.h b/drivers/unix/dir_access_unix.h
index 119cb5c3f4..f6089ccfe1 100644
--- a/drivers/unix/dir_access_unix.h
+++ b/drivers/unix/dir_access_unix.h
@@ -50,12 +50,14 @@ class DirAccessUnix : public DirAccess {
String current_dir;
bool _cisdir;
+ bool _cishidden;
public:
virtual bool list_dir_begin(); ///< This starts dir listing
virtual String get_next();
virtual bool current_is_dir() const;
+ virtual bool current_is_hidden() const;
virtual void list_dir_end(); ///<
diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp
index 7f85526852..2f91eee90e 100644
--- a/drivers/unix/file_access_unix.cpp
+++ b/drivers/unix/file_access_unix.cpp
@@ -74,7 +74,7 @@ Error FileAccessUnix::_open(const String& p_path, int p_mode_flags) {
else if (p_mode_flags==WRITE)
mode_string="wb";
else if (p_mode_flags==READ_WRITE)
- mode_string="wb+";
+ mode_string="rb+";
else
return ERR_INVALID_PARAMETER;
diff --git a/drivers/vorbis/codebook.c b/drivers/vorbis/codebook.c
index 759d7b4254..8a928cebb9 100644
--- a/drivers/vorbis/codebook.c
+++ b/drivers/vorbis/codebook.c
@@ -248,7 +248,7 @@ static_codebook *vorbis_staticbook_unpack(oggpack_buffer *opb){
}
/* quantized values */
- if((quantvals*s->q_quant+7>>3)>opb->storage-oggpack_bytes(opb))
+ if(((quantvals*s->q_quant+7)>>3)>opb->storage-oggpack_bytes(opb))
goto _eofout;
s->quantlist=_ogg_malloc(sizeof(*s->quantlist)*quantvals);
for(i=0;i<quantvals;i++)
diff --git a/drivers/vorbis/floor1.c b/drivers/vorbis/floor1.c
index 9f3154a6a3..ae3dcedb1f 100644
--- a/drivers/vorbis/floor1.c
+++ b/drivers/vorbis/floor1.c
@@ -1035,7 +1035,7 @@ static void *floor1_inverse1(vorbis_block *vb,vorbis_look_floor *in){
}
}
- fit_value[i]=val+predicted&0x7fff;
+ fit_value[i]=(val+predicted)&0x7fff;
fit_value[look->loneighbor[i-2]]&=0x7fff;
fit_value[look->hineighbor[i-2]]&=0x7fff;
diff --git a/drivers/windows/dir_access_windows.cpp b/drivers/windows/dir_access_windows.cpp
index d1e9766105..4c265a1ab2 100644
--- a/drivers/windows/dir_access_windows.cpp
+++ b/drivers/windows/dir_access_windows.cpp
@@ -68,6 +68,7 @@ struct DirAccessWindowsPrivate {
bool DirAccessWindows::list_dir_begin() {
_cisdir=false;
+ _cishidden=false;
if (unicode) {
list_dir_end();
@@ -95,6 +96,8 @@ String DirAccessWindows::get_next() {
if (unicode) {
_cisdir=(p->fu.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY);
+ _cishidden=(p->fu.dwFileAttributes & FILE_ATTRIBUTE_HIDDEN);
+
String name=p->fu.cFileName;
if (FindNextFileW(p->h, &p->fu) == 0) {
@@ -108,6 +111,7 @@ String DirAccessWindows::get_next() {
#ifndef WINRT_ENABLED
_cisdir=(p->fu.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY);
+ _cishidden=(p->fu.dwFileAttributes & FILE_ATTRIBUTE_HIDDEN);
String name=p->f.cFileName;
@@ -128,6 +132,11 @@ bool DirAccessWindows::current_is_dir() const {
return _cisdir;
}
+bool DirAccessWindows::current_is_hidden() const {
+
+ return _cishidden;
+}
+
void DirAccessWindows::list_dir_end() {
if (p->h!=INVALID_HANDLE_VALUE) {
@@ -270,7 +279,7 @@ Error DirAccessWindows::make_dir(String p_dir) {
return OK;
};
- if (err == ERROR_ALREADY_EXISTS) {
+ if (err == ERROR_ALREADY_EXISTS || err == ERROR_ACCESS_DENIED) {
return ERR_ALREADY_EXISTS;
};
diff --git a/drivers/windows/dir_access_windows.h b/drivers/windows/dir_access_windows.h
index 36530ba9b3..4a668a7364 100644
--- a/drivers/windows/dir_access_windows.h
+++ b/drivers/windows/dir_access_windows.h
@@ -58,12 +58,14 @@ class DirAccessWindows : public DirAccess {
bool unicode;
bool _cisdir;
+ bool _cishidden;
public:
virtual bool list_dir_begin(); ///< This starts dir listing
virtual String get_next();
virtual bool current_is_dir() const;
+ virtual bool current_is_hidden() const;
virtual void list_dir_end(); ///<
virtual int get_drive_count();
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index e24685432c..19a62967ea 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -28,8 +28,10 @@
/*************************************************************************/
#ifdef WINDOWS_ENABLED
-#include <Windows.h>
-#include "Shlwapi.h"
+#define WINVER 0x0500
+
+#include <windows.h>
+#include "shlwapi.h"
#include "file_access_windows.h"
@@ -69,7 +71,7 @@ Error FileAccessWindows::_open(const String& p_filename, int p_mode_flags) {
else if (p_mode_flags==WRITE)
mode_string=L"wb";
else if (p_mode_flags==READ_WRITE)
- mode_string=L"wb+";
+ mode_string=L"rb+";
else
return ERR_INVALID_PARAMETER;