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-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp306
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.h4
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp181
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h27
-rw-r--r--drivers/gles2/shaders/SCsub2
-rw-r--r--drivers/gles2/shaders/canvas.glsl322
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl38
7 files changed, 851 insertions, 29 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index e6be0f57fc..f1bb8803f1 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -186,6 +186,42 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
}
+ if (p_normal_map == state.current_normal) {
+ //do none
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
+
+ } else if (p_normal_map.is_valid()) {
+
+ RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
+
+ if (!normal_map) {
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
+
+ } else {
+
+ normal_map = normal_map->get_ptr();
+
+ if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
+ VisualServerRaster::redraw_request();
+ }
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ state.current_normal = p_normal_map;
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
+ }
+
+ } else {
+
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
+ }
+
return tex_return;
}
@@ -1053,10 +1089,164 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
_set_uniforms();
- _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
+ if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
+ _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
rebind_shader = true; // hacked in for now.
+ if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
+
+ Light *light = p_light;
+ bool light_used = false;
+ VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
+ state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
+
+ while (light) {
+
+ if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
+
+ //intersects this light
+
+ if (!light_used || mode != light->mode) {
+
+ mode = light->mode;
+
+ switch (mode) {
+
+ case VS::CANVAS_LIGHT_MODE_ADD: {
+ 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:
+ case VS::CANVAS_LIGHT_MODE_MASK: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+ }
+ }
+
+ if (!light_used) {
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
+ light_used = true;
+ }
+
+ bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
+ if (has_shadow) {
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
+ switch (light->shadow_filter) {
+
+ case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
+ }
+ }
+
+ bool light_rebind = state.canvas_shader.bind();
+
+ if (light_rebind) {
+
+ _set_uniforms();
+ }
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
+ Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
+ basis_inverse[2] = Vector2();
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
+
+ if (has_shadow) {
+ RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, cls->distance);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
+ if (light->radius_cache == 0) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
+ }
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
+
+ /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
+ canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
+ }
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
+ if (!t) {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ } else {
+ t = t->get_ptr();
+
+ glBindTexture(t->target, t->tex_id);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
+ }
+
+ light = light->next_ptr;
+ }
+
+ if (light_used) {
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
+
+ state.canvas_shader.bind();
+
+ last_blend_mode = -1;
+
+ /*
+ //this is set again, so it should not be needed anyway?
+ state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
+ ci->final_modulate.r * p_modulate.r,
+ ci->final_modulate.g * p_modulate.g,
+ ci->final_modulate.b * p_modulate.b,
+ ci->final_modulate.a * p_modulate.a );
+
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
+
+ glBlendEquation(GL_FUNC_ADD);
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ //@TODO RESET canvas_blend_mode
+ */
+ }
+ }
+
if (reclip) {
glEnable(GL_SCISSOR_TEST);
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
@@ -1077,8 +1267,116 @@ void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_s
}
void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
-}
+ RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
+ ERR_FAIL_COND(!cls);
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glDisable(GL_CULL_FACE);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
+ state.canvas_shadow_shader.bind();
+
+ glViewport(0, 0, cls->size, cls->height);
+ glClearDepth(1.0f);
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ for (int i = 0; i < 4; i++) {
+
+ //make sure it remains orthogonal, makes easy to read angle later
+
+ Transform light;
+ light.origin[0] = p_light_xform[2][0];
+ light.origin[1] = p_light_xform[2][1];
+ light.basis[0][0] = p_light_xform[0][0];
+ light.basis[0][1] = p_light_xform[1][0];
+ light.basis[1][0] = p_light_xform[0][1];
+ light.basis[1][1] = p_light_xform[1][1];
+
+ //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
+
+ //p_near=1;
+ CameraMatrix projection;
+ {
+ real_t fov = 90;
+ real_t nearp = p_near;
+ real_t farp = p_far;
+ real_t aspect = 1.0;
+
+ real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
+ real_t ymin = -ymax;
+ real_t xmin = ymin * aspect;
+ real_t xmax = ymax * aspect;
+
+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
+ }
+
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
+ projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
+
+ if (i == 0)
+ *p_xform_cache = projection;
+
+ glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+
+ RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
+ if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
+
+ instance = instance->next;
+ continue;
+ }
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
+ if (cull != instance->cull_cache) {
+
+ cull = instance->cull_cache;
+ switch (cull) {
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
+
+ glDisable(GL_CULL_FACE);
+
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ } break;
+ }
+ }
+
+ glBindVertexArray(cc->array_id);
+ glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+ }
+
+ glBindVertexArray(0);
+}
void RasterizerCanvasGLES2::reset_canvas() {
glDisable(GL_CULL_FACE);
@@ -1094,7 +1392,7 @@ void RasterizerCanvasGLES2::reset_canvas() {
}
// bind the back buffer to a texture so shaders can use it.
- // It should probably use texture unit -3 (as GLES3 does as well) but currently that's buggy.
+ // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
// keeping this for now as there's nothing else that uses texture unit 2
// TODO ^
if (storage->frame.current_rt) {
@@ -1264,6 +1562,8 @@ void RasterizerCanvasGLES2::initialize() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+ state.canvas_shadow_shader.init();
+
state.canvas_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h
index cf1c239b6e..a940a2f07e 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.h
+++ b/drivers/gles2/rasterizer_canvas_gles2.h
@@ -36,7 +36,7 @@
#include "shaders/canvas.glsl.gen.h"
#include "shaders/lens_distorted.glsl.gen.h"
-// #include "shaders/canvas_shadow.glsl.gen.h"
+#include "shaders/canvas_shadow.glsl.gen.h"
class RasterizerSceneGLES2;
@@ -70,7 +70,7 @@ public:
Uniforms uniforms;
bool canvas_texscreen_used;
CanvasShaderGLES2 canvas_shader;
- // CanvasShadowShaderGLES3 canvas_shadow_shader;
+ CanvasShadowShaderGLES2 canvas_shadow_shader;
LensDistortedShaderGLES2 lens_shader;
bool using_texture_rect;
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index e68d0f1cc5..a98d2518b2 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -1138,6 +1138,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
case VS::SHADER_CANVAS_ITEM: {
+ p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
p_shader->canvas_item.uses_screen_texture = false;
@@ -1150,8 +1151,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
- // shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
- // shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
+ shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
+ shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
@@ -4193,16 +4194,161 @@ void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::Vie
/* CANVAS SHADOW */
RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
- return RID();
+
+ CanvasLightShadow *cls = memnew(CanvasLightShadow);
+ if (p_width > config.max_texture_size)
+ p_width = config.max_texture_size;
+
+ cls->size = p_width;
+ cls->height = 16;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &cls->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ glGenRenderbuffers(1, &cls->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, cls->size, cls->height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ glGenTextures(1, &cls->distance);
+ glBindTexture(GL_TEXTURE_2D, cls->distance);
+ if (config.use_rgba_2d_shadows) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ //printf("errnum: %x\n",status);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ memdelete(cls);
+ ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
+ }
+
+ return canvas_light_shadow_owner.make_rid(cls);
}
/* LIGHT SHADOW MAPPING */
RID RasterizerStorageGLES2::canvas_light_occluder_create() {
- return RID();
+
+ CanvasOccluder *co = memnew(CanvasOccluder);
+ co->index_id = 0;
+ co->vertex_id = 0;
+ co->len = 0;
+ glGenVertexArrays(1, &co->array_id);
+
+ return canvas_occluder_owner.make_rid(co);
}
void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
+ ERR_FAIL_COND(!co);
+
+ co->lines = p_lines;
+
+ if (p_lines.size() != co->len) {
+
+ if (co->index_id)
+ glDeleteBuffers(1, &co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1, &co->vertex_id);
+
+ co->index_id = 0;
+ co->vertex_id = 0;
+ co->len = 0;
+ }
+
+ if (p_lines.size()) {
+
+ PoolVector<float> geometry;
+ PoolVector<uint16_t> indices;
+ int lc = p_lines.size();
+
+ geometry.resize(lc * 6);
+ indices.resize(lc * 3);
+
+ PoolVector<float>::Write vw = geometry.write();
+ PoolVector<uint16_t>::Write iw = indices.write();
+
+ PoolVector<Vector2>::Read lr = p_lines.read();
+
+ const int POLY_HEIGHT = 16384;
+
+ for (int i = 0; i < lc / 2; i++) {
+
+ vw[i * 12 + 0] = lr[i * 2 + 0].x;
+ vw[i * 12 + 1] = lr[i * 2 + 0].y;
+ vw[i * 12 + 2] = POLY_HEIGHT;
+
+ vw[i * 12 + 3] = lr[i * 2 + 1].x;
+ vw[i * 12 + 4] = lr[i * 2 + 1].y;
+ vw[i * 12 + 5] = POLY_HEIGHT;
+
+ vw[i * 12 + 6] = lr[i * 2 + 1].x;
+ vw[i * 12 + 7] = lr[i * 2 + 1].y;
+ vw[i * 12 + 8] = -POLY_HEIGHT;
+
+ vw[i * 12 + 9] = lr[i * 2 + 0].x;
+ vw[i * 12 + 10] = lr[i * 2 + 0].y;
+ vw[i * 12 + 11] = -POLY_HEIGHT;
+
+ iw[i * 6 + 0] = i * 4 + 0;
+ iw[i * 6 + 1] = i * 4 + 1;
+ iw[i * 6 + 2] = i * 4 + 2;
+
+ iw[i * 6 + 3] = i * 4 + 2;
+ iw[i * 6 + 4] = i * 4 + 3;
+ iw[i * 6 + 5] = i * 4 + 0;
+ }
+
+ //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
+
+ if (!co->vertex_id) {
+ glGenBuffers(1, &co->vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
+ } else {
+
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+
+ if (!co->index_id) {
+
+ glGenBuffers(1, &co->index_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
+ } else {
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr());
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+
+ co->len = lc;
+ glBindVertexArray(co->array_id);
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+ glBindVertexArray(0);
+ }
}
VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const {
@@ -4415,6 +4561,32 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
lightmap_capture_data_owner.free(p_rid);
memdelete(lightmap_capture);
return true;
+
+ } else if (canvas_occluder_owner.owns(p_rid)) {
+
+ CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
+ if (co->index_id)
+ glDeleteBuffers(1, &co->index_id);
+ if (co->vertex_id)
+ glDeleteBuffers(1, &co->vertex_id);
+
+ glDeleteVertexArrays(1, &co->array_id);
+
+ canvas_occluder_owner.free(p_rid);
+ memdelete(co);
+
+ return true;
+
+ } else if (canvas_light_shadow_owner.owns(p_rid)) {
+
+ CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
+ glDeleteFramebuffers(1, &cls->fbo);
+ glDeleteRenderbuffers(1, &cls->depth);
+ glDeleteTextures(1, &cls->distance);
+ canvas_light_shadow_owner.free(p_rid);
+ memdelete(cls);
+
+ return true;
} else {
return false;
}
@@ -4471,6 +4643,7 @@ void RasterizerStorageGLES2::initialize() {
config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc");
config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
+ config.use_rgba_2d_shadows = false;
frame.count = 0;
frame.delta = 0;
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index ec7616b9f3..2f5745459a 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -76,6 +76,8 @@ public:
bool keep_original_textures;
bool force_vertex_shading;
+
+ bool use_rgba_2d_shadows;
} config;
struct Resources {
@@ -86,6 +88,7 @@ public:
GLuint aniso_tex;
GLuint radical_inverse_vdc_cache_tex;
+ bool use_rgba_2d_shadows;
GLuint quadie;
@@ -400,7 +403,6 @@ public:
int blend_mode;
- /*
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
@@ -408,7 +410,6 @@ public:
};
int light_mode;
- */
bool uses_screen_texture;
bool uses_screen_uv;
@@ -1161,10 +1162,32 @@ public:
/* CANVAS SHADOW */
+ struct CanvasLightShadow : public RID_Data {
+
+ int size;
+ int height;
+ GLuint fbo;
+ GLuint depth;
+ GLuint distance; //for older devices
+ };
+
+ RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
+
virtual RID canvas_light_shadow_buffer_create(int p_width);
/* LIGHT SHADOW MAPPING */
+ struct CanvasOccluder : public RID_Data {
+
+ GLuint array_id; // 0 means, unconfigured
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ PoolVector<Vector2> lines;
+ int len;
+ };
+
+ RID_Owner<CanvasOccluder> canvas_occluder_owner;
+
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines);
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
index d959d3f740..085c43319c 100644
--- a/drivers/gles2/shaders/SCsub
+++ b/drivers/gles2/shaders/SCsub
@@ -6,7 +6,7 @@ if 'GLES2_GLSL' in env['BUILDERS']:
env.GLES2_GLSL('copy.glsl');
# env.GLES2_GLSL('resolve.glsl');
env.GLES2_GLSL('canvas.glsl');
-# env.GLES2_GLSL('canvas_shadow.glsl');
+ env.GLES2_GLSL('canvas_shadow.glsl');
env.GLES2_GLSL('scene.glsl');
env.GLES2_GLSL('cubemap_filter.glsl');
env.GLES2_GLSL('cube_to_dp.glsl');
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 8d32627bf2..01a90d0725 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -31,6 +31,38 @@ uniform vec4 src_rect;
uniform highp float time;
+
+
+#ifdef USE_LIGHTING
+
+// light matrices
+uniform highp mat4 light_matrix;
+uniform highp mat4 light_matrix_inverse;
+uniform highp mat4 light_local_matrix;
+uniform highp mat4 shadow_matrix;
+uniform highp vec4 light_color;
+uniform highp vec4 light_shadow_color;
+uniform highp vec2 light_pos;
+uniform highp float shadowpixel_size;
+uniform highp float shadow_gradient;
+uniform highp float light_height;
+uniform highp float light_outside_alpha;
+uniform highp float shadow_distance_mult;
+
+varying vec4 light_uv_interp;
+varying vec2 transformed_light_uv;
+varying vec4 local_rot;
+
+#ifdef USE_SHADOWS
+varying highp vec2 pos;
+#endif
+
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
+#endif
+
+
/* clang-format off */
VERTEX_SHADER_GLOBALS
@@ -48,8 +80,19 @@ vec2 select(vec2 a, vec2 b, bvec2 c) {
void main() {
+
vec4 color = color_attrib;
+#ifdef USE_INSTANCING
+ mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
+ color *= instance_color;
+ vec4 instance_custom = instance_custom_data;
+
+#else
+ mat4 extra_matrix_instance = extra_matrix;
+ vec4 instance_custom = vec4(0.0);
+#endif
+
#ifdef USE_TEXTURE_RECT
if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
@@ -96,6 +139,27 @@ VERTEX_SHADER_CODE
#endif
gl_Position = projection_matrix * outvec;
+
+#ifdef USE_LIGHTING
+
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw = (light_local_matrix * outvec).xy;
+
+ transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
+
+#ifdef USE_SHADOWS
+ pos = outvec.xy;
+#endif
+
+ local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
+ local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
+#ifdef USE_TEXTURE_RECT
+ local_rot.xy *= sign(src_rect.z);
+ local_rot.zw *= sign(src_rect.w);
+#endif
+
+#endif
+
}
/* clang-format off */
@@ -133,6 +197,41 @@ uniform vec2 screen_pixel_size;
#endif
+#ifdef USE_LIGHTING
+
+uniform highp mat4 light_matrix;
+uniform highp mat4 light_local_matrix;
+uniform highp mat4 shadow_matrix;
+uniform highp vec4 light_color;
+uniform highp vec4 light_shadow_color;
+uniform highp vec2 light_pos;
+uniform highp float shadowpixel_size;
+uniform highp float shadow_gradient;
+uniform highp float light_height;
+uniform highp float light_outside_alpha;
+uniform highp float shadow_distance_mult;
+
+uniform lowp sampler2D light_texture; // texunit:-3
+varying vec4 light_uv_interp;
+varying vec2 transformed_light_uv;
+
+varying vec4 local_rot;
+
+#ifdef USE_SHADOWS
+
+uniform highp sampler2D shadow_texture; // texunit:-4
+varying highp vec2 pos;
+
+#endif
+
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
+#endif
+
+uniform bool use_default_normal;
+
+
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -151,15 +250,236 @@ void main() {
#ifdef SCREEN_UV_USED
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
+
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (use_default_normal) {
+ normal.xy = texture2D(normal_texture, uv_interp).xy * 2.0 - 1.0;
+ normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
+ normal_used = true;
+ } else {
+ normal = vec3(0.0, 0.0, 1.0);
+ }
+
{
+ float normal_depth = 1.0;
+
+#if defined(NORMALMAP_USED)
+ vec3 normal_map = vec3(0.0, 0.0, 1.0);
+ normal_used = true;
+#endif
+
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
- }
+#if defined(NORMALMAP_USED)
+ normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
+#endif
+ }
color *= final_modulate;
+#ifdef USE_LIGHTING
+
+ vec2 light_vec = transformed_light_uv;
+
+ if (normal_used) {
+ normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
+ }
+
+ float att = 1.0;
+
+ vec2 light_uv = light_uv_interp.xy;
+ vec4 light = texture2D(light_texture, light_uv);
+
+ if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
+ color.a *= light_outside_alpha; //invisible
+
+ } else {
+ float real_light_height = light_height;
+ vec4 real_light_color = light_color;
+ vec4 real_light_shadow_color = light_shadow_color;
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ //light is written by the light shader
+ light_compute(
+ light,
+ light_vec,
+ real_light_height,
+ real_light_color,
+ light_uv,
+ real_light_shadow_color,
+ normal,
+ uv,
+#if defined(SCREEN_UV_USED)
+ screen_uv,
+#endif
+ color);
+#endif
+
+ light *= real_light_color;
+
+ if (normal_used) {
+ vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
+ light *= max(dot(-light_normal, normal), 0.0);
+ }
+
+ color *= light;
+
+#ifdef USE_SHADOWS
+ light_vec = light_uv_interp.zw; //for shadows
+ float angle_to_light = -atan(light_vec.x, light_vec.y);
+ float PI = 3.14159265358979323846264;
+ /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
+ float ang*/
+
+ float su, sz;
+
+ float abs_angle = abs(angle_to_light);
+ vec2 point;
+ float sh;
+ if (abs_angle < 45.0 * PI / 180.0) {
+ point = light_vec;
+ sh = 0.0 + (1.0 / 8.0);
+ } else if (abs_angle > 135.0 * PI / 180.0) {
+ point = -light_vec;
+ sh = 0.5 + (1.0 / 8.0);
+ } else if (angle_to_light > 0.0) {
+
+ point = vec2(light_vec.y, -light_vec.x);
+ sh = 0.25 + (1.0 / 8.0);
+ } else {
+
+ point = vec2(-light_vec.y, light_vec.x);
+ sh = 0.75 + (1.0 / 8.0);
+ }
+
+ highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
+ s.xyz /= s.w;
+ su = s.x * 0.5 + 0.5;
+ sz = s.z * 0.5 + 0.5;
+ //sz=lightlength(light_vec);
+
+ highp float shadow_attenuation = 0.0;
+
+#ifdef USE_RGBA_SHADOWS
+
+#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))
+
+#else
+
+#define SHADOW_DEPTH(m_tex, m_uv) (texture2D((m_tex), (m_uv)).r)
+
+#endif
+
+#ifdef SHADOW_USE_GRADIENT
+
+#define SHADOW_TEST(m_ofs) \
+ { \
+ highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
+ shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
+ }
+
+#else
+
+#define SHADOW_TEST(m_ofs) \
+ { \
+ highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
+ shadow_attenuation += step(sz, sd); \
+ }
+
+#endif
+
+#ifdef SHADOW_FILTER_NEAREST
+
+ SHADOW_TEST(su);
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF3
+
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ shadow_attenuation /= 3.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF5
+
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ shadow_attenuation /= 5.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF7
+
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
+ shadow_attenuation /= 7.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF9
+
+ SHADOW_TEST(su + shadowpixel_size * 4.0);
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
+ SHADOW_TEST(su - shadowpixel_size * 4.0);
+ shadow_attenuation /= 9.0;
+
+#endif
+
+#ifdef SHADOW_FILTER_PCF13
+
+ SHADOW_TEST(su + shadowpixel_size * 6.0);
+ SHADOW_TEST(su + shadowpixel_size * 5.0);
+ SHADOW_TEST(su + shadowpixel_size * 4.0);
+ SHADOW_TEST(su + shadowpixel_size * 3.0);
+ SHADOW_TEST(su + shadowpixel_size * 2.0);
+ SHADOW_TEST(su + shadowpixel_size);
+ SHADOW_TEST(su);
+ SHADOW_TEST(su - shadowpixel_size);
+ SHADOW_TEST(su - shadowpixel_size * 2.0);
+ SHADOW_TEST(su - shadowpixel_size * 3.0);
+ SHADOW_TEST(su - shadowpixel_size * 4.0);
+ SHADOW_TEST(su - shadowpixel_size * 5.0);
+ SHADOW_TEST(su - shadowpixel_size * 6.0);
+ shadow_attenuation /= 13.0;
+
+#endif
+
+ //color *= shadow_attenuation;
+ color = mix(real_light_shadow_color, color, shadow_attenuation);
+//use shadows
+#endif
+ }
+
+//use lighting
+#endif
+
gl_FragColor = color;
}
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
index e3c8140e31..51af004e39 100644
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -1,15 +1,23 @@
/* clang-format off */
[vertex]
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+attribute highp vec3 vertex; // attrib:0
+
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp float distance_norm;
-layout(location = 0) in highp vec3 vertex;
-
-out highp vec4 position_interp;
+varying highp vec4 position_interp;
void main() {
@@ -20,31 +28,29 @@ void main() {
/* clang-format off */
[fragment]
-in highp vec4 position_interp;
-/* clang-format on */
-
-#ifdef USE_RGBA_SHADOWS
-
-layout(location = 0) out lowp vec4 distance_buf;
-
+#ifdef USE_GLES_OVER_GL
+#define mediump
+#define highp
#else
+precision mediump float;
+precision mediump int;
+#endif
-layout(location = 0) out highp float distance_buf;
+varying highp vec4 position_interp;
+/* clang-format on */
-#endif
void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; //bias;
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- distance_buf = comp;
+ gl_FragColor = comp;
#else
- distance_buf = depth;
-
+ gl_FragColor = vec4(depth);
#endif
}