diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 62 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.h | 1 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 6 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 199 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 87 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 1 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 18 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 14 |
8 files changed, 261 insertions, 127 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index ac54af722c..1db1625194 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -406,6 +406,66 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count glBindBuffer(GL_ARRAY_BUFFER, 0); } +void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + uint32_t buffer_ofs = 0; + + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + } else { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Color) * p_vertex_count; + } + + if (p_uvs) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + if (storage->config.support_32_bits_indices) { //should check for + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + } else { + uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count); + for (int i = 0; i < p_index_count; i++) { + index16[i] = uint16_t(p_indices[i]); + } + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; @@ -973,7 +1033,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur #ifdef GLES_OVER_GL if (polygon->antialiased) { glEnable(GL_LINE_SMOOTH); - _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); glDisable(GL_LINE_SMOOTH); } #endif diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index ba636a9763..5df5b10f3c 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -118,6 +118,7 @@ public: _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights = NULL, const int *p_bones = NULL); _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + _FORCE_INLINE_ void _draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material); void _copy_screen(const Rect2 &p_rect); diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index c7a6465194..fbca69e0bb 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -118,10 +118,12 @@ private: uint32_t code_version; bool ok; Version() { - code_version = 0; + id = 0; + vert_id = 0; frag_id = 0; - ok = false; uniform_location = NULL; + code_version = 0; + ok = false; } }; diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 25dbbf3c90..930d3cd9d4 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -251,12 +251,10 @@ void light_compute( //normalized blinn always unless disabled vec3 H = normalize(V + L); float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #endif SRGB_APPROX(specular_brdf_NL) @@ -1270,9 +1268,9 @@ LIGHT_SHADER_CODE //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #elif defined(SPECULAR_PHONG) @@ -1547,157 +1545,157 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY #ifdef BASE_PASS - { - // IBL precalculations - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); - vec3 f0 = F0(metallic, specular, albedo); - vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); + + // IBL precalculations + float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); #ifdef AMBIENT_LIGHT_DISABLED - ambient_light = vec3(0.0, 0.0, 0.0); + ambient_light = vec3(0.0, 0.0, 0.0); #else #ifdef USE_RADIANCE_MAP - vec3 ref_vec = reflect(-eye_position, N); - ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); + vec3 ref_vec = reflect(-eye_position, N); + ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); - ref_vec.z *= -1.0; + ref_vec.z *= -1.0; - specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; + specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; #ifndef USE_LIGHTMAP - { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; - env_ambient *= 1.0 - F; + { + vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); + vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; + env_ambient *= 1.0 - F; - ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); - } + ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); + } #endif #else - ambient_light = ambient_color.rgb; - specular_light = bg_color.rgb * bg_energy; + ambient_light = ambient_color.rgb; + specular_light = bg_color.rgb * bg_energy; #endif #endif // AMBIENT_LIGHT_DISABLED - ambient_light *= ambient_energy; + ambient_light *= ambient_energy; #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - vec4 ambient_accum = vec4(0.0); - vec4 reflection_accum = vec4(0.0); + vec4 ambient_accum = vec4(0.0); + vec4 reflection_accum = vec4(0.0); #ifdef USE_REFLECTION_PROBE1 - reflection_process(reflection_probe1, + reflection_process(reflection_probe1, #ifdef USE_VERTEX_LIGHTING - refprobe1_reflection_normal_blend.rgb, + refprobe1_reflection_normal_blend.rgb, #ifndef USE_LIGHTMAP - refprobe1_ambient_normal, + refprobe1_ambient_normal, #endif - refprobe1_reflection_normal_blend.a, + refprobe1_reflection_normal_blend.a, #else - normal_interp, vertex_interp, refprobe1_local_matrix, - refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, + normal_interp, vertex_interp, refprobe1_local_matrix, + refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset, #endif - refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE1 #ifdef USE_REFLECTION_PROBE2 - reflection_process(reflection_probe2, + reflection_process(reflection_probe2, #ifdef USE_VERTEX_LIGHTING - refprobe2_reflection_normal_blend.rgb, + refprobe2_reflection_normal_blend.rgb, #ifndef USE_LIGHTMAP - refprobe2_ambient_normal, + refprobe2_ambient_normal, #endif - refprobe2_reflection_normal_blend.a, + refprobe2_reflection_normal_blend.a, #else - normal_interp, vertex_interp, refprobe2_local_matrix, - refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, + normal_interp, vertex_interp, refprobe2_local_matrix, + refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset, #endif - refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, - ambient_light, specular_light, reflection_accum, ambient_accum); + refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness, + ambient_light, specular_light, reflection_accum, ambient_accum); #endif // USE_REFLECTION_PROBE2 - if (reflection_accum.a > 0.0) { - specular_light = reflection_accum.rgb / reflection_accum.a; - } + if (reflection_accum.a > 0.0) { + specular_light = reflection_accum.rgb / reflection_accum.a; + } #ifndef USE_LIGHTMAP - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } #endif #endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - // environment BRDF approximation - { + // environment BRDF approximation + { #if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light *= specular * metallic * albedo * 2.0; + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; #else - // scales the specular reflections, needs to be be computed before lighting happens, - // but after environment and reflection probes are added - //TODO: this curve is not really designed for gammaspace, should be adjusted - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * F + env.y; + // scales the specular reflections, needs to be be computed before lighting happens, + // but after environment and reflection probes are added + //TODO: this curve is not really designed for gammaspace, should be adjusted + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; + specular_light *= env.x * F + env.y; #endif - } + } #ifdef USE_LIGHTMAP - //ambient light will come entirely from lightmap is lightmap is used - ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; + //ambient light will come entirely from lightmap is lightmap is used + ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy; #endif #ifdef USE_LIGHTMAP_CAPTURE - { - vec3 cone_dirs[12] = vec3[]( - vec3(0.0, 0.0, 1.0), - vec3(0.866025, 0.0, 0.5), - vec3(0.267617, 0.823639, 0.5), - vec3(-0.700629, 0.509037, 0.5), - vec3(-0.700629, -0.509037, 0.5), - vec3(0.267617, -0.823639, 0.5), - vec3(0.0, 0.0, -1.0), - vec3(0.866025, 0.0, -0.5), - vec3(0.267617, 0.823639, -0.5), - vec3(-0.700629, 0.509037, -0.5), - vec3(-0.700629, -0.509037, -0.5), - vec3(0.267617, -0.823639, -0.5)); - - vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; - vec4 captured = vec4(0.0); - float sum = 0.0; - for (int i = 0; i < 12; i++) { - float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect - captured += lightmap_captures[i] * amount; - sum += amount; - } + { + vec3 cone_dirs[12] = vec3[]( + vec3(0.0, 0.0, 1.0), + vec3(0.866025, 0.0, 0.5), + vec3(0.267617, 0.823639, 0.5), + vec3(-0.700629, 0.509037, 0.5), + vec3(-0.700629, -0.509037, 0.5), + vec3(0.267617, -0.823639, 0.5), + vec3(0.0, 0.0, -1.0), + vec3(0.866025, 0.0, -0.5), + vec3(0.267617, 0.823639, -0.5), + vec3(-0.700629, 0.509037, -0.5), + vec3(-0.700629, -0.509037, -0.5), + vec3(0.267617, -0.823639, -0.5)); + + vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; + vec4 captured = vec4(0.0); + float sum = 0.0; + for (int i = 0; i < 12; i++) { + float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect + captured += lightmap_captures[i] * amount; + sum += amount; + } - captured /= sum; + captured /= sum; - if (lightmap_capture_sky) { - ambient_light = mix(ambient_light, captured.rgb, captured.a); - } else { - ambient_light = captured.rgb; - } + if (lightmap_capture_sky) { + ambient_light = mix(ambient_light, captured.rgb, captured.a); + } else { + ambient_light = captured.rgb; } -#endif } +#endif + #endif //BASE PASS // @@ -2052,17 +2050,6 @@ FRAGMENT_SHADER_CODE specular_light += specular_interp * specular_blob_intensity * light_att; diffuse_light += diffuse_interp * albedo * light_att; - // Same as above, needed for VERTEX_LIGHTING or else lights are too bright - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - vec3 f0 = F0(metallic, specular, albedo); - specular_light *= env.x * f0 + env.y; - #else //fragment lighting light_compute( diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 55d16a6c2e..c798dff839 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -327,9 +327,8 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); #ifndef GLES_OVER_GL - // Orphan the buffers to avoid CPU/GPU sync points caused by glBufferSubData + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif uint32_t buffer_ofs = 0; @@ -402,6 +401,10 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun //bind the indices buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); //draw the triangles. @@ -416,6 +419,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun } glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { @@ -424,9 +428,8 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); #ifndef GLES_OVER_GL - // Orphan the buffers to avoid CPU/GPU sync points caused by glBufferSubData + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif uint32_t buffer_ofs = 0; @@ -469,6 +472,80 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count storage->frame.canvas_draw_commands++; glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES3::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + + glBindVertexArray(data.polygon_buffer_pointer_array); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + uint32_t buffer_ofs = 0; + + //vertex + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + //color +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); +#endif + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + } else { + + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Color) * p_vertex_count; + } + +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); +#endif + + if (p_uvs) { + + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); +#endif + + //bind the indices buffer. + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + + //draw the triangles. + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + + storage->frame.canvas_draw_commands++; + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { @@ -824,7 +901,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur #ifdef GLES_OVER_GL if (polygon->antialiased) { glEnable(GL_LINE_SMOOTH); - _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); glDisable(GL_LINE_SMOOTH); } #endif diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index 382b1e5640..b1671a6d1c 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -132,6 +132,7 @@ public: _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights); _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + _FORCE_INLINE_ void _draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip); _FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 9815936d1e..66ff0a1845 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -4147,7 +4147,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); - if (shadow_atlas && shadow_atlas->size) { + bool use_shadows = shadow_atlas && shadow_atlas->size; + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SHADOW, use_shadows); + + if (use_shadows) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); @@ -4521,15 +4525,15 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.directional_light_count == 0) { directional_light = NULL; - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, false, shadow_atlas != NULL); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, false, use_shadows); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; if (i > 0) { glEnable(GL_BLEND); } - _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, i > 0, shadow_atlas != NULL); + _setup_directional_light(i, p_cam_transform.affine_inverse(), use_shadows); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, i > 0, use_shadows); } } @@ -4607,12 +4611,12 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.directional_light_count == 0) { directional_light = NULL; - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, false, shadow_atlas != NULL); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, false, use_shadows); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; - _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, i > 0, shadow_atlas != NULL); + _setup_directional_light(i, p_cam_transform.affine_inverse(), use_shadows); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, i > 0, use_shadows); } } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index e1b0e9f595..b4ceb7dcfd 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -213,12 +213,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in //normalized blinn always unless disabled vec3 H = normalize(V + L); float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #endif specular += specular_brdf_NL * light_color * (1.0 / M_PI); @@ -1094,9 +1092,9 @@ LIGHT_SHADER_CODE //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + float intensity = blinn; specular_light += light_color * intensity * specular_blob_intensity * attenuation; @@ -1256,6 +1254,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_attenuation = vec3(omni_attenuation); #if !defined(SHADOWS_DISABLED) +#ifdef USE_SHADOW if (omni_lights[idx].light_params.w > 0.5) { // there is a shadowmap @@ -1300,6 +1299,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi #endif light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); } +#endif //USE_SHADOW #endif //SHADOWS_DISABLED light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha); } @@ -1318,6 +1318,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_attenuation = vec3(spot_attenuation); #if !defined(SHADOWS_DISABLED) +#ifdef USE_SHADOW if (spot_lights[idx].light_params.w > 0.5) { //there is a shadowmap highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0)); @@ -1334,6 +1335,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi #endif light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); } +#endif //USE_SHADOW #endif //SHADOWS_DISABLED light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha); |