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-rw-r--r--drivers/gles3/effects/copy_effects.cpp2
-rw-r--r--drivers/gles3/effects/copy_effects.h2
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp320
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h45
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp12
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h1
-rw-r--r--drivers/gles3/shaders/canvas.glsl172
-rw-r--r--drivers/gles3/shaders/canvas_uniforms_inc.glsl22
-rw-r--r--drivers/gles3/shaders/copy.glsl5
-rw-r--r--drivers/gles3/storage/texture_storage.cpp272
-rw-r--r--drivers/gles3/storage/texture_storage.h51
-rw-r--r--drivers/gles3/storage/utilities.cpp1
-rw-r--r--drivers/png/png_driver_common.cpp2
-rw-r--r--drivers/wasapi/audio_driver_wasapi.cpp23
-rw-r--r--drivers/wasapi/audio_driver_wasapi.h2
15 files changed, 847 insertions, 85 deletions
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index de0181f887..92c29a4264 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -114,7 +114,7 @@ CopyEffects::~CopyEffects() {
copy.shader.version_free(copy.shader_version);
}
-void CopyEffects::copy_to_rect(const Rect2i &p_rect) {
+void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
glBindVertexArray(quad_array);
diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h
index b863e76579..7f16b4e0f3 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -61,7 +61,7 @@ public:
~CopyEffects();
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
- void copy_to_rect(const Rect2i &p_rect);
+ void copy_to_rect(const Rect2 &p_rect);
void copy_screen();
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void set_color(const Color &p_color, const Rect2i &p_region);
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index c635e18132..b407670098 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -115,7 +115,7 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
p_mat4[15] = 1;
}
-void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
+void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
@@ -130,7 +130,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (syncStatus == GL_UNSIGNALED) {
// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
+#ifndef WEB_ENABLED
+ // On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
+#endif
} else {
// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
// Allocate a new buffer and use that.
@@ -144,9 +147,173 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
}
- // TODO: Setup Directional Lights
+ //setup directional lights if exist
+
+ uint32_t light_count = 0;
+ uint32_t directional_light_count = 0;
+ {
+ Light *l = p_directional_light_list;
+ uint32_t index = 0;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+
+ Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
+
+ state.light_uniforms[index].position[0] = -canvas_light_dir.x;
+ state.light_uniforms[index].position[1] = -canvas_light_dir.y;
+
+ //_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
+
+ state.light_uniforms[index].height = l->height; //0..1 here
+
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ /*
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+ */
+
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+ /*
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+ */
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ directional_light_count = light_count;
+ state.using_directional_lights = directional_light_count > 0;
+ }
- // TODO: Setup lights
+ //setup lights if exist
+
+ {
+ Light *l = p_light_list;
+ uint32_t index = light_count;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+ Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
+
+ Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
+ state.light_uniforms[index].position[0] = canvas_light_pos.x;
+ state.light_uniforms[index].position[1] = canvas_light_pos.y;
+
+ _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+ _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
+
+ state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ /*
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+ */
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+ /*
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+ */
+
+ if (clight->texture.is_valid()) {
+ Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
+ state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
+ state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
+ state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
+ state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
+
+ } else {
+ state.light_uniforms[index].atlas_rect[0] = 0;
+ state.light_uniforms[index].atlas_rect[1] = 0;
+ state.light_uniforms[index].atlas_rect[2] = 0;
+ state.light_uniforms[index].atlas_rect[3] = 0;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ }
+
+ if (light_count > 0) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
+
+ GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
+ if (texture_atlas == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ texture_atlas = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas);
+ }
{
//update canvas state uniform buffer
@@ -175,13 +342,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- // TODO: temporary, this should be set at the top of this function
glViewport(0, 0, render_target_size.x, render_target_size.y);
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
- state_buffer.directional_light_count = 0; //directional_light_count;
+ state_buffer.directional_light_count = directional_light_count;
Vector2 canvas_scale = p_canvas_transform.get_scale();
@@ -200,7 +366,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer);
+ glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -442,7 +608,9 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
- _bind_material(material_data, variant);
+ uint64_t specialization = 0;
+ specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
+ _bind_material(material_data, variant, specialization);
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -554,6 +722,38 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
bool skipping = false;
+ // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
+ uint32_t lights[4] = { 0, 0, 0, 0 };
+
+ uint16_t light_count = 0;
+
+ {
+ Light *light = p_lights;
+
+ while (light) {
+ if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
+ uint32_t light_index = light->render_index_cache;
+ lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
+
+ light_count++;
+
+ if (light_count == data.max_lights_per_item) {
+ break;
+ }
+ }
+ light = light->next_ptr;
+ }
+
+ base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
+ }
+
+ bool lights_disabled = light_count == 0 && !state.using_directional_lights;
+
+ if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
+ _new_batch(r_batch_broken, r_index);
+ state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
+ }
+
const Item::Command *c = p_item->commands;
while (c) {
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
@@ -580,6 +780,11 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].pad[0] = 0.0;
state.instance_data_array[r_index].pad[1] = 0.0;
+ state.instance_data_array[r_index].lights[0] = lights[0];
+ state.instance_data_array[r_index].lights[1] = lights[1];
+ state.instance_data_array[r_index].lights[2] = lights[2];
+ state.instance_data_array[r_index].lights[3] = lights[3];
+
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
Color blend_color;
@@ -808,7 +1013,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
_add_to_batch(r_index, r_batch_broken);
if (primitive->point_count == 4) {
- // Reset base data
+ // Reset base data.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
@@ -816,12 +1021,13 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
for (uint32_t j = 0; j < 3; j++) {
- //second half of triangle
- state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
- state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
- state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
- state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
- Color col = primitive->colors[j + 1] * base_color;
+ int offset = j == 0 ? 0 : 1;
+ // Second triangle in the quad. Uses vertices 0, 2, 3.
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
+ Color col = primitive->colors[j + offset] * base_color;
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
@@ -1140,25 +1346,41 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
_align_instance_data_buffer(r_index);
}
-void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant) {
+void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
if (p_material_data) {
if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
// Bind uniform buffer and textures
p_material_data->bind_uniforms();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
}
RID RasterizerCanvasGLES3::light_create() {
- return RID();
+ CanvasLight canvas_light;
+ return canvas_light_owner.make_rid(canvas_light);
}
void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+ if (cl->texture == p_texture) {
+ return;
+ }
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_remove_from_texture_atlas(cl->texture);
+ }
+ cl->texture = p_texture;
+
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_add_to_texture_atlas(cl->texture);
+ }
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
@@ -1187,6 +1409,14 @@ void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
+ if (canvas_light_owner.owns(p_rid)) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!cl, false);
+ canvas_light_owner.free(p_rid);
+ } else {
+ return false;
+ }
+
return true;
}
@@ -1357,7 +1587,7 @@ void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasIte
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
- if (!normal_map) {
+ if (normal_map) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
@@ -1567,13 +1797,23 @@ void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
+
state.current_buffer = (state.current_buffer + 1);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number();
state.canvas_instance_data_buffers.insert(state.current_buffer, db);
state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
@@ -1755,12 +1995,21 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
state.canvas_instance_batches.reserve(200);
for (int i = 0; i < 3; i++) {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = 0;
db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.canvas_instance_data_buffers[i] = db;
@@ -1768,6 +2017,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+ state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
{
const uint32_t no_of_instances = data.max_instances_per_batch;
@@ -1794,14 +2044,9 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
delete[] indices;
}
- glGenBuffers(1, &state.canvas_state_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
- global_defines += "#define MAX_LIGHTS " + itos(data.max_instances_per_batch) + "\n";
+ global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
@@ -1854,7 +2099,8 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
glDeleteVertexArrays(1, &data.canvas_quad_array);
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
- memfree(state.instance_data_array);
+ memdelete_arr(state.instance_data_array);
+ memdelete_arr(state.light_uniforms);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 15c2ca5710..65e5f14838 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -96,6 +96,33 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
};
+ /******************/
+ /**** LIGHTING ****/
+ /******************/
+
+ struct CanvasLight {
+ RID texture;
+ };
+
+ RID_Owner<CanvasLight> canvas_light_owner;
+
+ struct LightUniform {
+ float matrix[8]; //light to texture coordinate matrix
+ float shadow_matrix[8]; //light to shadow coordinate matrix
+ float color[4];
+
+ uint8_t shadow_color[4];
+ uint32_t flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ float position[2];
+ float shadow_z_far_inv;
+ float shadow_y_ofs;
+
+ float atlas_rect[4];
+ };
+
public:
enum {
BASE_UNIFORM_LOCATION = 0,
@@ -184,8 +211,8 @@ public:
RID canvas_shader_default_version;
- uint32_t max_lights_per_render;
- uint32_t max_lights_per_item;
+ uint32_t max_lights_per_render = 256;
+ uint32_t max_lights_per_item = 16;
uint32_t max_instances_per_batch = 512;
uint32_t max_instances_per_ubo = 16384;
uint32_t max_instance_buffer_size = 16384 * 128;
@@ -212,16 +239,22 @@ public:
const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
uint32_t primitive_points = 0;
+
+ bool lights_disabled = false;
};
+ // DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.
+ // We track them and ensure that they don't get reused until at least 2 frames have passed
+ // to avoid the GPU stalling to wait for a resource to become available.
struct DataBuffer {
GLuint ubo = 0;
+ GLuint light_ubo = 0;
+ GLuint state_ubo = 0;
uint64_t last_frame_used = -3;
GLsync fence = GLsync();
};
struct State {
- GLuint canvas_state_buffer;
LocalVector<DataBuffer> canvas_instance_data_buffers;
LocalVector<Batch> canvas_instance_batches;
uint32_t current_buffer = 0;
@@ -230,6 +263,10 @@ public:
InstanceData *instance_data_array = nullptr;
+ LightUniform *light_uniforms = nullptr;
+
+ bool using_directional_lights = false;
+
RID current_tex = RID();
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -282,7 +319,7 @@ public:
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
void _render_batch(Light *p_lights, uint32_t p_index);
- void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant);
+ void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
void _allocate_instance_data_buffer();
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 4c71edc24c..d6486801e7 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1166,12 +1166,13 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
// LOD
if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
- //lod
- Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
- Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
+ // Get the LOD support points on the mesh AABB.
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
- float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
- float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
+ // Get the distances to those points on the AABB from the camera origin.
+ float distance_min = (float)p_render_data->cam_transform.origin.distance_to(lod_support_min);
+ float distance_max = (float)p_render_data->cam_transform.origin.distance_to(lod_support_max);
float distance = 0.0;
@@ -1650,7 +1651,6 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index d11dc14080..3895620228 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -118,7 +118,6 @@ struct RenderDataGLES3 {
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane = Plane();
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a177112476..23db41802e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -211,7 +211,9 @@ void main() {
#include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl"
-//uniform sampler2D atlas_texture; //texunit:-2
+#ifndef DISABLE_LIGHTING
+uniform sampler2D atlas_texture; //texunit:-2
+#endif // DISABLE_LIGHTING
//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
@@ -243,6 +245,77 @@ layout(std140) uniform MaterialUniforms{
#endif
#GLOBALS
+#ifndef DISABLE_LIGHTING
+#ifdef LIGHT_CODE_USED
+
+vec4 light_compute(
+ vec3 light_vertex,
+ vec3 light_position,
+ vec3 normal,
+ vec4 light_color,
+ float light_energy,
+ vec4 specular_shininess,
+ inout vec4 shadow_modulate,
+ vec2 screen_uv,
+ vec2 uv,
+ vec4 color, bool is_directional) {
+ vec4 light = vec4(0.0);
+ vec3 light_direction = vec3(0.0);
+
+ if (is_directional) {
+ light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
+ light_position = vec3(0.0);
+ } else {
+ light_direction = normalize(light_position - light_vertex);
+ }
+
+#CODE : LIGHT
+
+ return light;
+}
+
+#endif
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
+ uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+#endif
#ifdef USE_NINEPATCH
@@ -353,7 +426,8 @@ void main() {
color *= texture(color_texture, uv);
}
- bool using_light = false;
+ uint light_count = (draw_data[draw_data_instance].flags >> uint(FLAGS_LIGHT_COUNT_SHIFT)) & uint(0xF); //max 16 lights
+ bool using_light = light_count > 0u || directional_light_count > 0u;
vec3 normal;
@@ -414,11 +488,105 @@ void main() {
#endif
}
+ if (normal_used) {
+ //convert by item transform
+ normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
+ //convert by canvas transform
+ normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
+ }
+
+ vec4 base_color = color;
+
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#else
color *= canvas_modulation;
#endif
+#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
+
+ // Directional Lights
+
+ for (uint i = 0u; i < directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array[light_base].position;
+ vec4 light_color = light_array[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, vec3(direction, light_array[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
+ }
+#endif
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+
+ // Positional Lights
+
+ for (uint i = 0u; i < MAX_LIGHTS_PER_ITEM; i++) {
+ if (i >= light_count) {
+ break;
+ }
+ uint light_base;
+ if (i < 8u) {
+ if (i < 4u) {
+ light_base = draw_data[draw_data_instance].lights[0];
+ } else {
+ light_base = draw_data[draw_data_instance].lights[1];
+ }
+ } else {
+ if (i < 12u) {
+ light_base = draw_data[draw_data_instance].lights[2];
+ } else {
+ light_base = draw_data[draw_data_instance].lights[3];
+ }
+ }
+ light_base >>= (i & 3u) * 8u;
+ light_base &= uint(0xFF);
+
+ vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array[light_base].texture_matrix[0], light_array[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+ vec2 tex_uv_atlas = tex_uv * light_array[light_base].atlas_rect.zw + light_array[light_base].atlas_rect.xy;
+ vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
+ vec4 light_base_color = light_array[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ vec3 light_position = vec3(light_array[light_base].position, light_array[light_base].height);
+
+ light_color.rgb *= light_base_color.rgb;
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
+#else
+
+ light_color.rgb *= light_base_color.rgb * light_base_color.a;
+
+ if (normal_used) {
+ vec3 light_pos = vec3(light_array[light_base].position, light_array[light_base].height);
+ vec3 pos = light_vertex;
+ vec3 light_vec = normalize(light_pos - pos);
+
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
+ }
+#endif
+ if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
+ //if outside the light texture, light color is zero
+ light_color.a = 0.0;
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+#endif
+
frag_color = color;
}
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
index 6b65e09cbf..dd5ebecb1a 100644
--- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl
+++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
@@ -82,6 +82,7 @@ layout(std140) uniform CanvasData { //ubo:0
uint pad2;
};
+#ifndef DISABLE_LIGHTING
#define LIGHT_FLAGS_BLEND_MASK uint(3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16)
@@ -94,6 +95,27 @@ layout(std140) uniform CanvasData { //ubo:0
#define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
+struct Light {
+ mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
+ mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
+ vec4 color;
+
+ uint shadow_color; // packed
+ uint flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ vec2 position;
+ float shadow_zfar_inv;
+ float shadow_y_ofs;
+
+ vec4 atlas_rect;
+};
+
+layout(std140) uniform LightData { //ubo:2
+ Light light_array[MAX_LIGHTS];
+};
+#endif // DISABLE_LIGHTING
layout(std140) uniform DrawDataInstances { //ubo:3
DrawData draw_data[MAX_DRAW_DATA_INSTANCES];
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index ca2fc7e36d..796ba79c2e 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -2,7 +2,7 @@
#[modes]
mode_default = #define MODE_SIMPLE_COPY
-mode_copy_section = #define USE_COPY_SECTION
+mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
@@ -25,8 +25,7 @@ void main() {
gl_Position = vec4(vertex_attrib, 1.0, 1.0);
#ifdef USE_COPY_SECTION
- gl_Position.xy = (copy_section.xy + (uv_interp.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
- uv_interp = copy_section.xy + uv_interp * copy_section.zw;
+ gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
#endif
}
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 442bd69b55..554b4165fa 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -59,9 +59,7 @@ TextureStorage::TextureStorage() {
{ //create default textures
{ // White Textures
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1, 1, 1, 1));
image->generate_mipmaps();
@@ -90,9 +88,7 @@ TextureStorage::TextureStorage() {
}
{ // black
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 1));
image->generate_mipmaps();
@@ -116,9 +112,7 @@ TextureStorage::TextureStorage() {
}
{ // transparent black
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 0));
image->generate_mipmaps();
@@ -127,9 +121,7 @@ TextureStorage::TextureStorage() {
}
{
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(0.5, 0.5, 1, 1));
image->generate_mipmaps();
@@ -138,9 +130,7 @@ TextureStorage::TextureStorage() {
}
{
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, true, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, true, Image::FORMAT_RGBA8);
image->fill(Color(1.0, 0.5, 1, 1));
image->generate_mipmaps();
@@ -197,6 +187,22 @@ TextureStorage::TextureStorage() {
glBindTexture(GL_TEXTURE_2D, 0);
+ { // Atlas Texture initialize.
+ uint8_t pixel_data[4 * 4 * 4];
+ for (int i = 0; i < 16; i++) {
+ pixel_data[i * 4 + 0] = 0;
+ pixel_data[i * 4 + 1] = 0;
+ pixel_data[i * 4 + 2] = 0;
+ pixel_data[i * 4 + 3] = 255;
+ }
+
+ glGenTextures(1, &texture_atlas.texture);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
#ifdef GLES_OVER_GL
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
@@ -207,6 +213,11 @@ TextureStorage::~TextureStorage() {
for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
texture_free(default_gl_textures[i]);
}
+
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
}
//TODO, move back to storage
@@ -653,7 +664,7 @@ void TextureStorage::texture_free(RID p_texture) {
}
}
- //decal_atlas_remove_texture(p_texture);
+ texture_atlas_remove_texture(p_texture);
for (int i = 0; i < t->proxies.size(); i++) {
Texture *p = texture_owner.get_or_null(t->proxies[i]);
@@ -724,9 +735,7 @@ void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
texture_2d_initialize(p_texture, image);
@@ -735,9 +744,7 @@ void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
@@ -756,9 +763,7 @@ void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, Re
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
- Ref<Image> image;
- image.instantiate();
- image->create(4, 4, false, Image::FORMAT_RGBA8);
+ Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(1, 0, 1, 1));
Vector<Ref<Image>> images;
@@ -812,9 +817,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
data.resize(data_size);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
- Ref<Image> image;
- image.instantiate();
- image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
+ Ref<Image> image = Image::create_from_data(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (texture->format != texture->real_format) {
image->convert(texture->format);
@@ -875,7 +878,7 @@ void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
//delete last, so proxies can be updated
texture_owner.free(p_by_texture);
- //decal_atlas_mark_dirty_on_texture(p_texture);
+ texture_atlas_mark_dirty_on_texture(p_texture);
}
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
@@ -1143,6 +1146,217 @@ RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resoluti
return RID();
}
+/* TEXTURE ATLAS API */
+
+void TextureStorage::texture_add_to_texture_atlas(RID p_texture) {
+ if (!texture_atlas.textures.has(p_texture)) {
+ TextureAtlas::Texture t;
+ t.users = 1;
+ texture_atlas.textures[p_texture] = t;
+ texture_atlas.dirty = true;
+ } else {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ t->users++;
+ }
+}
+
+void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ ERR_FAIL_COND(!t);
+ t->users--;
+ if (t->users == 0) {
+ texture_atlas.textures.erase(p_texture);
+ // Do not mark it dirty, there is no need to since it remains working.
+ }
+}
+
+void TextureStorage::texture_atlas_mark_dirty_on_texture(RID p_texture) {
+ if (texture_atlas.textures.has(p_texture)) {
+ texture_atlas.dirty = true; // Mark it dirty since it was most likely modified.
+ }
+}
+
+void TextureStorage::texture_atlas_remove_texture(RID p_texture) {
+ if (texture_atlas.textures.has(p_texture)) {
+ texture_atlas.textures.erase(p_texture);
+ // There is not much a point of making it dirty, texture can be removed next time the atlas is updated.
+ }
+}
+
+GLuint TextureStorage::texture_atlas_get_texture() const {
+ return texture_atlas.texture;
+}
+
+void TextureStorage::update_texture_atlas() {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+ ERR_FAIL_NULL(copy_effects);
+
+ if (!texture_atlas.dirty) {
+ return; //nothing to do
+ }
+
+ texture_atlas.dirty = false;
+
+ if (texture_atlas.texture != 0) {
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
+ }
+
+ const int border = 2;
+
+ if (texture_atlas.textures.size()) {
+ //generate atlas
+ Vector<TextureAtlas::SortItem> itemsv;
+ itemsv.resize(texture_atlas.textures.size());
+ int base_size = 8;
+
+ int idx = 0;
+
+ for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
+ TextureAtlas::SortItem &si = itemsv.write[idx];
+
+ Texture *src_tex = get_texture(E.key);
+
+ si.size.width = (src_tex->width / border) + 1;
+ si.size.height = (src_tex->height / border) + 1;
+ si.pixel_size = Size2i(src_tex->width, src_tex->height);
+
+ if (base_size < si.size.width) {
+ base_size = nearest_power_of_2_templated(si.size.width);
+ }
+
+ si.texture = E.key;
+ idx++;
+ }
+
+ //sort items by size
+ itemsv.sort();
+
+ //attempt to create atlas
+ int item_count = itemsv.size();
+ TextureAtlas::SortItem *items = itemsv.ptrw();
+
+ int atlas_height = 0;
+
+ while (true) {
+ Vector<int> v_offsetsv;
+ v_offsetsv.resize(base_size);
+
+ int *v_offsets = v_offsetsv.ptrw();
+ memset(v_offsets, 0, sizeof(int) * base_size);
+
+ int max_height = 0;
+
+ for (int i = 0; i < item_count; i++) {
+ //best fit
+ TextureAtlas::SortItem &si = items[i];
+ int best_idx = -1;
+ int best_height = 0x7FFFFFFF;
+ for (int j = 0; j <= base_size - si.size.width; j++) {
+ int height = 0;
+ for (int k = 0; k < si.size.width; k++) {
+ int h = v_offsets[k + j];
+ if (h > height) {
+ height = h;
+ if (height > best_height) {
+ break; //already bad
+ }
+ }
+ }
+
+ if (height < best_height) {
+ best_height = height;
+ best_idx = j;
+ }
+ }
+
+ //update
+ for (int k = 0; k < si.size.width; k++) {
+ v_offsets[k + best_idx] = best_height + si.size.height;
+ }
+
+ si.pos.x = best_idx;
+ si.pos.y = best_height;
+
+ if (si.pos.y + si.size.height > max_height) {
+ max_height = si.pos.y + si.size.height;
+ }
+ }
+
+ if (max_height <= base_size * 2) {
+ atlas_height = max_height;
+ break; //good ratio, break;
+ }
+
+ base_size *= 2;
+ }
+
+ texture_atlas.size.width = base_size * border;
+ texture_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
+
+ for (int i = 0; i < item_count; i++) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(items[i].texture);
+ t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
+ t->uv_rect.size = items[i].pixel_size;
+
+ t->uv_rect.position /= Size2(texture_atlas.size);
+ t->uv_rect.size /= Size2(texture_atlas.size);
+ }
+ } else {
+ texture_atlas.size.width = 4;
+ texture_atlas.size.height = 4;
+ }
+
+ { // Atlas Texture initialize.
+ // TODO validate texture atlas size with maximum texture size
+ glGenTextures(1, &texture_atlas.texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+
+ glGenFramebuffers(1, &texture_atlas.framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ WARN_PRINT("Could not create texture atlas, status: " + get_framebuffer_error(status));
+ return;
+ }
+ glViewport(0, 0, texture_atlas.size.width, texture_atlas.size.height);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ glDisable(GL_BLEND);
+
+ if (texture_atlas.textures.size()) {
+ for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(E.key);
+ Texture *src_tex = get_texture(E.key);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, src_tex->tex_id);
+ copy_effects->copy_to_rect(t->uv_rect);
+ }
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
/* DECAL API */
RID TextureStorage::decal_allocate() {
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 7e083e48e8..39a74236e5 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -371,6 +371,38 @@ private:
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
+ /* TEXTURE ATLAS API */
+
+ struct TextureAtlas {
+ struct Texture {
+ int users;
+ Rect2 uv_rect;
+ };
+
+ struct SortItem {
+ RID texture;
+ Size2i pixel_size;
+ Size2i size;
+ Point2i pos;
+
+ bool operator<(const SortItem &p_item) const {
+ //sort larger to smaller
+ if (size.height == p_item.size.height) {
+ return size.width > p_item.size.width;
+ } else {
+ return size.height > p_item.size.height;
+ }
+ }
+ };
+
+ HashMap<RID, Texture> textures;
+ bool dirty = true;
+
+ GLuint texture = 0;
+ GLuint framebuffer = 0;
+ Size2i size;
+ } texture_atlas;
+
/* Render Target API */
mutable RID_Owner<RenderTarget> render_target_owner;
@@ -473,6 +505,25 @@ public:
void texture_bind(RID p_texture, uint32_t p_texture_no);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
+ /* TEXTURE ATLAS API */
+
+ void update_texture_atlas();
+
+ GLuint texture_atlas_get_texture() const;
+ _FORCE_INLINE_ Rect2 texture_atlas_get_texture_rect(RID p_texture) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ if (!t) {
+ return Rect2();
+ }
+
+ return t->uv_rect;
+ }
+
+ void texture_add_to_texture_atlas(RID p_texture);
+ void texture_remove_from_texture_atlas(RID p_texture);
+ void texture_atlas_mark_dirty_on_texture(RID p_texture);
+ void texture_atlas_remove_texture(RID p_texture);
+
/* DECAL API */
virtual RID decal_allocate() override;
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
index 16bacf1829..6e91f38050 100644
--- a/drivers/gles3/storage/utilities.cpp
+++ b/drivers/gles3/storage/utilities.cpp
@@ -302,6 +302,7 @@ void Utilities::update_dirty_resources() {
MaterialStorage::get_singleton()->_update_queued_materials();
//MeshStorage::get_singleton()->_update_dirty_skeletons();
MeshStorage::get_singleton()->_update_dirty_multimeshes();
+ TextureStorage::get_singleton()->update_texture_atlas();
}
void Utilities::set_debug_generate_wireframes(bool p_generate) {
diff --git a/drivers/png/png_driver_common.cpp b/drivers/png/png_driver_common.cpp
index bc4bb3782b..79641464d8 100644
--- a/drivers/png/png_driver_common.cpp
+++ b/drivers/png/png_driver_common.cpp
@@ -119,7 +119,7 @@ Error png_to_image(const uint8_t *p_source, size_t p_size, bool p_force_linear,
ERR_FAIL_COND_V(!success, ERR_FILE_CORRUPT);
//print_line("png width: "+itos(png_img.width)+" height: "+itos(png_img.height));
- p_image->create(png_img.width, png_img.height, false, dest_format, buffer);
+ p_image->set_data(png_img.width, png_img.height, false, dest_format, buffer);
return OK;
}
diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp
index fb90b776cf..d6636606d2 100644
--- a/drivers/wasapi/audio_driver_wasapi.cpp
+++ b/drivers/wasapi/audio_driver_wasapi.cpp
@@ -127,6 +127,11 @@ static bool default_capture_device_changed = false;
#pragma GCC diagnostic ignored "-Wnon-virtual-dtor"
#endif
+#if defined(__GNUC__)
+// Workaround GCC warning from -Wcast-function-type.
+#define GetProcAddress (void *)GetProcAddress
+#endif
+
class CMMNotificationClient : public IMMNotificationClient {
LONG _cRef = 1;
IMMDeviceEnumerator *_pEnumerator = nullptr;
@@ -201,6 +206,20 @@ public:
static CMMNotificationClient notif_client;
+typedef const char *(CDECL *PWineGetVersionPtr)(void);
+
+bool AudioDriverWASAPI::is_running_on_wine() {
+ HMODULE nt_lib = LoadLibraryW(L"ntdll.dll");
+ if (!nt_lib) {
+ return false;
+ }
+
+ PWineGetVersionPtr wine_get_version = (PWineGetVersionPtr)GetProcAddress(nt_lib, "wine_get_version");
+ FreeLibrary(nt_lib);
+
+ return (bool)wine_get_version;
+}
+
Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool reinit) {
WAVEFORMATEX *pwfex;
IMMDeviceEnumerator *enumerator = nullptr;
@@ -285,6 +304,10 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
}
using_audio_client_3 = !p_capture; // IID_IAudioClient3 is only used for adjustable output latency (not input)
+ if (using_audio_client_3 && is_running_on_wine()) {
+ using_audio_client_3 = false;
+ print_verbose("WASAPI: Wine detected, falling back to IAudioClient interface");
+ }
if (using_audio_client_3) {
hr = device->Activate(IID_IAudioClient3, CLSCTX_ALL, nullptr, (void **)&p_device->audio_client);
if (hr != S_OK) {
diff --git a/drivers/wasapi/audio_driver_wasapi.h b/drivers/wasapi/audio_driver_wasapi.h
index c30a54c042..e9f2794e97 100644
--- a/drivers/wasapi/audio_driver_wasapi.h
+++ b/drivers/wasapi/audio_driver_wasapi.h
@@ -79,6 +79,8 @@ class AudioDriverWASAPI : public AudioDriver {
SafeFlag exit_thread;
+ static bool is_running_on_wine();
+
static _FORCE_INLINE_ void write_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i, int32_t sample);
static _FORCE_INLINE_ int32_t read_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i);
static void thread_func(void *p_udata);