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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp6
-rw-r--r--drivers/gles2/rasterizer_gles2.h4
-rw-r--r--drivers/gles2/shaders/copy.glsl11
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp45
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h41
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp39
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h7
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp6
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl6
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl7
-rw-r--r--drivers/gles3/shaders/scene.glsl129
-rw-r--r--drivers/unix/os_unix.cpp4
12 files changed, 219 insertions, 86 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 3c543365f0..25c0f8925d 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -4199,7 +4199,7 @@ void RasterizerGLES2::set_camera(const Transform &p_world, const CameraMatrix &p
void RasterizerGLES2::add_light(RID p_light_instance) {
-#define LIGHT_FADE_TRESHOLD 0.05
+#define LIGHT_FADE_THRESHOLD 0.05
ERR_FAIL_COND(light_instance_count >= MAX_SCENE_LIGHTS);
@@ -6481,7 +6481,7 @@ void RasterizerGLES2::_process_glow_bloom() {
copy_shader.bind();
copy_shader.set_uniform(CopyShaderGLES2::BLOOM, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
- copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
+ copy_shader.set_uniform(CopyShaderGLES2::BLOOM_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD]));
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
@@ -6491,7 +6491,7 @@ void RasterizerGLES2::_process_glow_bloom() {
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
//copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
- copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
+ copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD]));
copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
glActiveTexture(GL_TEXTURE0);
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index e6b76a4e92..e86d3ba298 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -689,14 +689,14 @@ class RasterizerGLES2 : public Rasterizer {
fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH] = 1.0;
fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE] = 0;
fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM] = 0.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD] = 0.5;
+ fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD] = 0.5;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES] = 1;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN] = 100.0;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE] = 10.0;
fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER] = VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4;
fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 1.0;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD] = 0.95;
+ fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD] = 0.95;
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE] = 0.2;
fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE] = 0.4;
fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE] = 8.0;
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 3f060cb97f..23680ffe91 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -87,7 +87,7 @@ uniform sampler2D glow_source;
#if defined(USE_HDR) && defined(USE_GLOW_COPY)
-uniform highp float hdr_glow_treshold;
+uniform highp float hdr_glow_threshold;
uniform highp float hdr_glow_scale;
#endif
@@ -107,7 +107,7 @@ uniform vec3 bcs;
#ifdef USE_GLOW_COPY
uniform float bloom;
-uniform float bloom_treshold;
+uniform float bloom_threshold;
#endif
@@ -374,11 +374,11 @@ void main() {
#ifdef USE_GLOW_COPY
- highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
+ highp vec3 glowcol = color.rgb*color.a+step(bloom_threshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
#ifdef USE_HDR
highp float collum = max(color.r,max(color.g,color.b));
- glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale;
+ glowcol+=color.rgb*max(collum-hdr_glow_threshold,0.0)*hdr_glow_scale;
#endif
color.rgb=glowcol;
color.a=0.0;
@@ -500,7 +500,7 @@ void main() {
//lum_accum=exp(lum_accum);
-#ifdef USE_8BIT_HDR
+#ifdef USE_8BIT_HDR
highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv );
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
@@ -555,4 +555,3 @@ void main() {
#endif
}
-
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 3b3ce73264..8dfa91473a 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -761,7 +761,7 @@ bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_inst
storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS);
for (int i = 0; i < 2; i++) {
- storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i == 0);
storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, rpi->render_step / 5.0);
uint32_t local_width = width, local_height = height;
@@ -869,7 +869,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl
env->dof_blur_near_amount = p_amount;
env->dof_blur_near_quality = p_quality;
}
-void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -878,9 +878,9 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
env->glow_levels = p_level_flags;
env->glow_intensity = p_intensity;
env->glow_strength = p_strength;
- env->glow_bloom = p_bloom_treshold;
+ env->glow_bloom = p_bloom_threshold;
env->glow_blend_mode = p_blend_mode;
- env->glow_hdr_bleed_treshold = p_hdr_bleed_treshold;
+ env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
env->glow_bicubic_upscale = p_bicubic_upscale;
}
@@ -1834,12 +1834,14 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);
+ float bias_scale = e->instance->baked_light ? 1 : 0;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
glBindTexture(GL_TEXTURE_3D, gipi->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe ? gipi->probe->dynamic_range * gipi->probe->energy : 0.0);
- state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias * bias_scale : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS1, gipi->probe ? gipi->probe->normal_bias * bias_scale : 0.0);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe ? !gipi->probe->interior : false);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache);
if (gi_probe_count > 1) {
@@ -1852,7 +1854,8 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe ? gipi2->probe->dynamic_range * gipi2->probe->energy : 0.0);
- state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias * bias_scale : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS2, gipi2->probe ? gipi2->probe->normal_bias * bias_scale : 0.0);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe ? !gipi2->probe->interior : false);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true);
} else {
@@ -1879,6 +1882,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo
+ bool use_radiance_map = false;
if (!p_shadow && !p_directional_add) {
glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info
@@ -1892,6 +1896,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment);
+ use_radiance_map = true;
} else {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false);
@@ -1966,6 +1971,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
} else {
@@ -1981,6 +1987,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map);
if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true);
@@ -2163,7 +2170,19 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
ERR_FAIL_COND(!m);
- bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture);
+ _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow);
+
+ while (m->next_pass.is_valid()) {
+ m = storage->material_owner.getornull(m->next_pass);
+ if (!m)
+ break;
+ _add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow);
+ }
+}
+
+void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *m, bool p_shadow) {
+
+ bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture || m->shader->spatial.unshaded);
bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool shadow = false;
@@ -2873,7 +2892,7 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
reflection_ubo.atlas_clamp[0] = float(x) / reflection_atlas->size;
reflection_ubo.atlas_clamp[1] = float(y) / reflection_atlas->size;
reflection_ubo.atlas_clamp[2] = float(width) / reflection_atlas->size;
- reflection_ubo.atlas_clamp[3] = float(height / 2) / reflection_atlas->size;
+ reflection_ubo.atlas_clamp[3] = float(height) / reflection_atlas->size;
Transform proj = (p_camera_inverse_transform * rpi->transform).inverse();
store_transform(proj, reflection_ubo.local_matrix);
@@ -3703,7 +3722,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom);
- state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD, env->glow_hdr_bleed_treshold);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale);
} else {
@@ -4140,7 +4159,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDrawBuffers(1, &gldb);
}
- if (env && env->bg_mode == VS::ENV_BG_SKY && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) {
/*
if (use_mrt) {
@@ -4159,7 +4178,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
_render_mrts(env, p_cam_projection);
} else {
//FIXME: check that this is possible to use
- if (state.used_screen_texture) {
+ if (storage->frame.current_rt && state.used_screen_texture) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
@@ -4173,7 +4192,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
}
- if (state.used_screen_texture) {
+ if (storage->frame.current_rt && state.used_screen_texture) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
@@ -4183,7 +4202,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
- render_list.sort_by_depth(true);
+ render_list.sort_by_reverse_depth(true);
if (state.directional_light_count == 0) {
directional_light = NULL;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 5f0db446a9..a03e3dbe3d 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -381,7 +381,7 @@ public:
float glow_strength;
float glow_bloom;
VS::EnvironmentGlowBlendMode glow_blend_mode;
- float glow_hdr_bleed_treshold;
+ float glow_hdr_bleed_threshold;
float glow_hdr_bleed_scale;
bool glow_bicubic_upscale;
@@ -467,7 +467,7 @@ public:
glow_strength = 1.0;
glow_bloom = 0.0;
glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
- glow_hdr_bleed_treshold = 1.0;
+ glow_hdr_bleed_threshold = 1.0;
glow_hdr_bleed_scale = 2.0;
glow_bicubic_upscale = false;
@@ -522,7 +522,7 @@ public:
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality);
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality);
- virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
+ virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
@@ -666,7 +666,7 @@ public:
uint64_t sort_key;
};
- Element *_elements;
+ Element *base_elements;
Element **elements;
int element_count;
@@ -700,11 +700,11 @@ public:
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->instance->depth > B->instance->depth;
+ return A->instance->depth < B->instance->depth;
}
};
- void sort_by_depth(bool p_alpha) {
+ void sort_by_depth(bool p_alpha) { //used for shadows
SortArray<Element *, SortByDepth> sorter;
if (p_alpha) {
@@ -714,11 +714,28 @@ public:
}
}
+ struct SortByReverseDepth {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ return A->instance->depth > B->instance->depth;
+ }
+ };
+
+ void sort_by_reverse_depth(bool p_alpha) { //used for alpha
+
+ SortArray<Element *, SortByReverseDepth> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
_FORCE_INLINE_ Element *add_element() {
if (element_count + alpha_element_count >= max_elements)
return NULL;
- elements[element_count] = &_elements[element_count];
+ elements[element_count] = &base_elements[element_count];
return elements[element_count++];
}
@@ -727,7 +744,7 @@ public:
if (element_count + alpha_element_count >= max_elements)
return NULL;
int idx = max_elements - alpha_element_count - 1;
- elements[idx] = &_elements[idx];
+ elements[idx] = &base_elements[idx];
alpha_element_count++;
return elements[idx];
}
@@ -737,9 +754,9 @@ public:
element_count = 0;
alpha_element_count = 0;
elements = memnew_arr(Element *, max_elements);
- _elements = memnew_arr(Element, max_elements);
+ base_elements = memnew_arr(Element, max_elements);
for (int i = 0; i < max_elements; i++)
- elements[i] = &_elements[i]; // assign elements
+ elements[i] = &base_elements[i]; // assign elements
}
RenderList() {
@@ -749,7 +766,7 @@ public:
~RenderList() {
memdelete_arr(elements);
- memdelete_arr(_elements);
+ memdelete_arr(base_elements);
}
};
@@ -769,6 +786,8 @@ public:
_FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow);
+ _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow);
+
void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy);
void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 036ff58719..ab12bcef6d 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1870,6 +1870,14 @@ void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_wid
material->line_width = p_width;
}
+void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+
+ material->next_pass = p_next_material;
+}
+
bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
Material *material = material_owner.get(p_material);
@@ -1878,7 +1886,11 @@ bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
_update_material(material);
}
- return material->is_animated_cache;
+ bool animated = material->is_animated_cache;
+ if (!animated && material->next_pass.is_valid()) {
+ animated = material_is_animated(material->next_pass);
+ }
+ return animated;
}
bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
@@ -1888,7 +1900,13 @@ bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
_update_material(material);
}
- return material->can_cast_shadow_cache;
+ bool casts_shadows = material->can_cast_shadow_cache;
+
+ if (!casts_shadows && material->next_pass.is_valid()) {
+ casts_shadows = material_casts_shadows(material->next_pass);
+ }
+
+ return casts_shadows;
}
void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
@@ -4848,6 +4866,7 @@ RID RasterizerStorageGLES3::gi_probe_create() {
gip->energy = 1.0;
gip->propagation = 1.0;
gip->bias = 0.4;
+ gip->normal_bias = 0.4;
gip->interior = false;
gip->compress = false;
gip->version = 1;
@@ -4954,6 +4973,14 @@ void RasterizerStorageGLES3::gi_probe_set_bias(RID p_probe, float p_range) {
gip->bias = p_range;
}
+void RasterizerStorageGLES3::gi_probe_set_normal_bias(RID p_probe, float p_range) {
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->normal_bias = p_range;
+}
+
void RasterizerStorageGLES3::gi_probe_set_propagation(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
@@ -5009,6 +5036,14 @@ float RasterizerStorageGLES3::gi_probe_get_bias(RID p_probe) const {
return gip->bias;
}
+float RasterizerStorageGLES3::gi_probe_get_normal_bias(RID p_probe) const {
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip, 0);
+
+ return gip->normal_bias;
+}
+
float RasterizerStorageGLES3::gi_probe_get_propagation(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index d317d27656..b24da44afd 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -496,6 +496,8 @@ public:
Vector<RID> textures;
float line_width;
+ RID next_pass;
+
uint32_t index;
uint64_t last_pass;
@@ -533,6 +535,7 @@ public:
virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
virtual void material_set_line_width(RID p_material, float p_width);
+ virtual void material_set_next_pass(RID p_material, RID p_next_material);
virtual bool material_is_animated(RID p_material);
virtual bool material_casts_shadows(RID p_material);
@@ -969,6 +972,7 @@ public:
int dynamic_range;
float energy;
float bias;
+ float normal_bias;
float propagation;
bool interior;
bool compress;
@@ -1003,6 +1007,9 @@ public:
virtual void gi_probe_set_bias(RID p_probe, float p_range);
virtual float gi_probe_get_bias(RID p_probe) const;
+ virtual void gi_probe_set_normal_bias(RID p_probe, float p_range);
+ virtual float gi_probe_get_normal_bias(RID p_probe) const;
+
virtual void gi_probe_set_propagation(RID p_probe, float p_range);
virtual float gi_probe_get_propagation(RID p_probe) const;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 0bcfaf1839..206f270f68 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -791,6 +791,12 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
/* PARTICLES SHADER */
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 10a803cafe..ac4e47a440 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -204,7 +204,9 @@ vec4 textureDualParaboloidArray(vec3 normal) {
vec3 norm = normalize(normal);
norm.xy/=1.0+abs(norm.z);
norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
- norm.y+=max(0.0,sign(-norm.z))*0.5;
+ if (norm.z<0) {
+ norm.y=0.5-norm.y+0.5;
+ }
return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0);
}
@@ -245,6 +247,7 @@ void main() {
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
+ N.y=-N.y;
frag_color=vec4(texture(N,source_cube).rgb,1.0);
#endif
@@ -275,6 +278,7 @@ void main() {
#endif
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
+ H.y=-H.y;
sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl;
#endif
sum.a += ndotl;
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index 8ca8e21f11..2550335174 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -14,7 +14,7 @@ uniform vec4 blur_section;
void main() {
- uv_interp = uv_in;
+ uv_interp = uv_in;
gl_Position = vertex_attrib;
#ifdef USE_BLUR_SECTION
@@ -99,7 +99,7 @@ uniform highp float auto_exposure_grey;
#endif
uniform float glow_bloom;
-uniform float glow_hdr_treshold;
+uniform float glow_hdr_threshold;
uniform float glow_hdr_scale;
#endif
@@ -262,7 +262,7 @@ void main() {
frag_color*=exposure;
float luminance = max(frag_color.r,max(frag_color.g,frag_color.b));
- float feedback = max( smoothstep(glow_hdr_treshold,glow_hdr_treshold+glow_hdr_scale,luminance), glow_bloom );
+ float feedback = max( smoothstep(glow_hdr_threshold,glow_hdr_threshold+glow_hdr_scale,luminance), glow_bloom );
frag_color *= feedback;
@@ -285,4 +285,3 @@ void main() {
}
-
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index cea963503f..9d474d3902 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -775,6 +775,10 @@ LIGHT_SHADER_CODE
diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
}
+#elif defined(DIFFUSE_TOON)
+
+ diffuse += smoothstep(-roughness,max(roughness,0.01),dot(N,L)) * light_color * diffuse_color;
+
#elif defined(DIFFUSE_BURLEY)
{
@@ -805,6 +809,37 @@ LIGHT_SHADER_CODE
if (roughness > 0.0) {
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ vec3 H = normalize(V + L);
+ float dotNH = max(dot(N,H), 0.0 );
+ float intensity = pow( dotNH, (1.0-roughness) * 256.0);
+ specular += light_color * intensity * specular_blob_intensity;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L,N));
+ float dotNV = max(0.0,dot(R,V));
+ float intensity = pow( dotNV, (1.0-roughness) * 256.0);
+ specular += light_color * intensity * specular_blob_intensity;
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L,N));
+ float dotNV = dot(R,V);
+ float mid = 1.0-roughness;
+ mid*=mid;
+ float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV) * mid;
+ diffuse += light_color * intensity * specular_blob_intensity; //write to diffuse, as in toon shading you generally want no reflection
+
+#elif defined(SPECULAR_DISABLED)
+ //none..
+
+#else
+ // shlick+ggx as default
float alpha = roughness * roughness;
vec3 H = normalize(V + L);
@@ -812,7 +847,6 @@ LIGHT_SHADER_CODE
float dotNH = max(dot(N,H), 0.0 );
float dotLH = max(dot(L,H), 0.0 );
- // D
#if defined(LIGHT_USE_ANISOTROPY)
float aspect = sqrt(1.0-anisotropy*0.9);
@@ -844,6 +878,7 @@ LIGHT_SHADER_CODE
float speci = dotNL * D * F * vis;
specular += speci * light_color * specular_blob_intensity;
+#endif
#if defined(LIGHT_USE_CLEARCOAT)
float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
@@ -934,7 +969,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
}
#endif
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
float light_length = length( light_rel_vec );
@@ -985,11 +1020,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
float light_length = length( light_rel_vec );
@@ -1018,7 +1053,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
@@ -1058,27 +1093,19 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
}
-
- vec3 splane=normalize(local_ref_vec);
vec4 clamp_rect=reflections[idx].atlas_clamp;
-
- splane.z*=-1.0;
- if (splane.z>=0.0) {
- splane.z+=1.0;
- clamp_rect.y+=clamp_rect.w;
- } else {
- splane.z=1.0 - splane.z;
- splane.y=-splane.y;
+ vec3 norm = normalize(local_ref_vec);
+ norm.xy/=1.0+abs(norm.z);
+ norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
+ if (norm.z>0) {
+ norm.y=0.5-norm.y+0.5;
}
- splane.xy/=splane.z;
- splane.xy=splane.xy * 0.5 + 0.5;
-
- splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy;
- splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
+ vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy;
+ atlas_uv = clamp(atlas_uv,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
highp vec4 reflection;
- reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb;
+ reflection.rgb = textureLod(reflection_atlas,atlas_uv,roughness*5.0).rgb;
if (reflections[idx].params.z < 0.5) {
reflection.rgb = mix(skybox,reflection.rgb,blend);
@@ -1145,6 +1172,7 @@ uniform highp vec3 gi_probe_bounds1;
uniform highp vec3 gi_probe_cell_size1;
uniform highp float gi_probe_multiplier1;
uniform highp float gi_probe_bias1;
+uniform highp float gi_probe_normal_bias1;
uniform bool gi_probe_blend_ambient1;
uniform mediump sampler3D gi_probe2; //texunit:-10
@@ -1153,12 +1181,12 @@ uniform highp vec3 gi_probe_bounds2;
uniform highp vec3 gi_probe_cell_size2;
uniform highp float gi_probe_multiplier2;
uniform highp float gi_probe_bias2;
+uniform highp float gi_probe_normal_bias2;
uniform bool gi_probe2_enabled;
uniform bool gi_probe_blend_ambient2;
vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
-
float dist = p_bias;//1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
float alpha=0.0;
vec3 color = vec3(0.0);
@@ -1179,27 +1207,30 @@ vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, b
return color;
}
-void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias, out vec4 out_spec, out vec4 out_diff) {
+void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
vec3 probe_pos = (probe_xform * vec4(pos,1.0)).xyz;
vec3 ref_pos = (probe_xform * vec4(pos+ref_vec,1.0)).xyz;
-
ref_vec = normalize(ref_pos - probe_pos);
+ probe_pos+=(probe_xform * vec4(normal_mtx[2],0.0)).xyz*p_normal_bias;
+
/* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0);
out_diff.a = 1.0;
return;*/
//out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0);
//return;
- if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds)))))
+ //this causes corrupted pixels, i have no idea why..
+ if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds))))) {
return;
+ }
- vec3 blendv = probe_pos/bounds * 2.0 - 1.0;
- float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
- blend=1.0;
+ //vec3 blendv = probe_pos/bounds * 2.0 - 1.0;
+ //float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
+ float blend=1.0;
float max_distance = length(bounds);
@@ -1246,7 +1277,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
light*=multiplier;
- out_diff = vec4(light*blend,blend);
+ out_diff += vec4(light*blend,blend);
//irradiance
@@ -1255,7 +1286,8 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
irr_light *= multiplier;
//irr_light=vec3(0.0);
- out_spec = vec4(irr_light*blend,blend);
+ out_spec += vec4(irr_light*blend,blend);
+
}
@@ -1281,11 +1313,11 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
out_specular = vec3(0.0);
- gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,gi_probe_bias1,spec_accum,diff_accum);
+ gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,gi_probe_bias1,gi_probe_normal_bias1,spec_accum,diff_accum);
if (gi_probe2_enabled) {
- gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,gi_probe_bias2,spec_accum,diff_accum);
+ gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,gi_probe_bias2,gi_probe_normal_bias2,spec_accum,diff_accum);
}
if (diff_accum.a>0.0) {
@@ -1431,6 +1463,7 @@ FRAGMENT_SHADER_CODE
vec3 specular_light = vec3(0.0,0.0,0.0);
vec3 ambient_light;
vec3 diffuse_light = vec3(0.0,0.0,0.0);
+ vec3 env_reflection_light = vec3(0.0,0.0,0.0);
vec3 eye_vec = -normalize( vertex_interp );
@@ -1448,7 +1481,7 @@ FRAGMENT_SHADER_CODE
vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy;
- specular_light = radiance;
+ env_reflection_light = radiance;
}
//no longer a cubemap
@@ -1477,6 +1510,11 @@ FRAGMENT_SHADER_CODE
ambient_light*=ambient_energy;
+ float specular_blob_intensity=1.0;
+#if defined(SPECULAR_TOON)
+ specular_blob_intensity*=specular * 2.0;
+#endif
+
#ifdef USE_LIGHT_DIRECTIONAL
vec3 light_attenuation=vec3(1.0);
@@ -1616,13 +1654,13 @@ FRAGMENT_SHADER_CODE
#endif //LIGHT_DIRECTIONAL_SHADOW
- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
#endif //#USE_LIGHT_DIRECTIONAL
#ifdef USE_GI_PROBES
- gi_probes_compute(vertex,normal,roughness,specular_light,ambient_light);
+ gi_probes_compute(vertex,normal,roughness,env_reflection_light,ambient_light);
#endif
@@ -1632,25 +1670,26 @@ FRAGMENT_SHADER_CODE
highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0);
highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0);
-
-
for(int i=0;i<reflection_count;i++) {
- reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum);
+ reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,env_reflection_light,reflection_accum,ambient_accum);
}
if (reflection_accum.a>0.0) {
specular_light+=reflection_accum.rgb/reflection_accum.a;
+ } else {
+ specular_light+=env_reflection_light;
}
+
if (ambient_accum.a>0.0) {
ambient_light+=ambient_accum.rgb/ambient_accum.a;
}
for(int i=0;i<omni_light_count;i++) {
- light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
}
for(int i=0;i<spot_light_count;i++) {
- light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
}
@@ -1682,11 +1721,15 @@ FRAGMENT_SHADER_CODE
diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
ambient_light=mix(ambient_light,vec3(0.0),metallic);
{
+
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
//brdf approximation (Lazarov 2013)
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
-
+ vec3 dielectric = vec3(0.034) * specular * 2.0;
//energy conservation
- vec3 dielectric = vec3(0.034) * 0.5 * 2.0;
vec3 f0 = mix(dielectric, albedo, metallic);
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
@@ -1695,6 +1738,8 @@ FRAGMENT_SHADER_CODE
vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
+#endif
+
}
if (fog_color_enabled.a > 0.5) {
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 75f40cacca..479d97e563 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -50,7 +50,7 @@
#include <mach-o/dyld.h>
#endif
-#ifdef __FreeBSD__
+#if defined(__FreeBSD__) || defined(__OpenBSD__)
#include <sys/param.h>
#endif
#include "global_config.h"
@@ -532,7 +532,7 @@ String OS_Unix::get_executable_path() const {
return OS::get_executable_path();
}
return b;
-#elif defined(__FreeBSD__)
+#elif defined(__FreeBSD__) || defined(__OpenBSD__)
char resolved_path[MAXPATHLEN];
realpath(OS::get_executable_path().utf8().get_data(), resolved_path);