diff options
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 6 | ||||
| -rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 4 | ||||
| -rw-r--r-- | drivers/gles2/shaders/copy.glsl | 11 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 45 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 41 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 39 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 7 | ||||
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 6 | ||||
| -rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 6 | ||||
| -rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 7 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 129 | ||||
| -rw-r--r-- | drivers/unix/os_unix.cpp | 4 |
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); |