diff options
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 157 | ||||
| -rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 6 | ||||
| -rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 21 | ||||
| -rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 16 | ||||
| -rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 6 | ||||
| -rw-r--r-- | drivers/gles2/shaders/cubemap_filter.glsl | 13 | ||||
| -rw-r--r-- | drivers/gles2/shaders/scene.glsl | 167 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 7 | ||||
| -rw-r--r-- | drivers/unix/os_unix.cpp | 45 | ||||
| -rw-r--r-- | drivers/unix/os_unix.h | 2 |
10 files changed, 255 insertions, 185 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 06d355802a..22cc45a0f6 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -913,6 +913,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G e->use_accum = false; e->light_index = RenderList::MAX_LIGHTS; e->use_accum_ptr = &e->use_accum; + e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0; if (e->geometry->last_pass != render_pass) { e->geometry->last_pass = render_pass; @@ -943,6 +944,8 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G int rpsize = e->instance->reflection_probe_instances.size(); if (rpsize > 0) { bool first = true; + rpsize = MIN(rpsize, 2); //more than 2 per object are not supported, this keeps it stable + for (int i = 0; i < rpsize; i++) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(e->instance->reflection_probe_instances[i]); if (rpi->last_pass != render_pass) { @@ -957,11 +960,11 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G } } - if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible - uint16_t tmp = e->refprobe_0_index; + /* if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible + uint64_t tmp = e->refprobe_0_index; e->refprobe_0_index = e->refprobe_1_index; e->refprobe_1_index = tmp; - } + }*/ } //add directional lights @@ -1219,7 +1222,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glDisableVertexAttribArray(i); switch (i) { case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1); + glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; case VS::ARRAY_COLOR: { glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); @@ -1342,27 +1345,23 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste //enable transform buffer and bind it glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); - glEnableVertexAttribArray(VS::ARRAY_MAX + 0); - glEnableVertexAttribArray(VS::ARRAY_MAX + 1); - glEnableVertexAttribArray(VS::ARRAY_MAX + 2); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 2); - glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0)); - glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1)); - glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2)); + glVertexAttribPointer(INSTANCE_BONE_BASE + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0)); + glVertexAttribPointer(INSTANCE_BONE_BASE + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1)); + glVertexAttribPointer(INSTANCE_BONE_BASE + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2)); clear_skeleton_buffer = false; } } if (clear_skeleton_buffer) { - // just to make sure - glDisableVertexAttribArray(VS::ARRAY_MAX + 0); - glDisableVertexAttribArray(VS::ARRAY_MAX + 1); - glDisableVertexAttribArray(VS::ARRAY_MAX + 2); - glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2); } } break; @@ -1384,7 +1383,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glDisableVertexAttribArray(i); switch (i) { case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1); + glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; case VS::ARRAY_COLOR: { glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); @@ -1395,16 +1394,15 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste } } - if (!storage->config.float_texture_supported) { - // just to make sure, clear skeleton buffer too - glDisableVertexAttribArray(VS::ARRAY_MAX + 0); - glDisableVertexAttribArray(VS::ARRAY_MAX + 1); - glDisableVertexAttribArray(VS::ARRAY_MAX + 2); - - glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0); - } + // prepare multimesh (disable) + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 0); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 1); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 2); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 3); + glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 4); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2); } break; @@ -1430,7 +1428,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } else { glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); } - + /* if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) { //clean up after skeleton glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); @@ -1443,7 +1441,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0); glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0); } - +*/ } break; case VS::INSTANCE_MULTIMESH: { @@ -1464,53 +1462,33 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { // drawing + const float *base_buffer = multi_mesh->data.ptr(); + for (int i = 0; i < amount; i++) { - float *buffer = &multi_mesh->data.write[i * stride]; + const float *buffer = base_buffer + i * stride; { - // inline of multimesh_get_transform since it's such a pain - // to get a RID from here... - Transform transform; - - transform.basis.elements[0][0] = buffer[0]; - transform.basis.elements[0][1] = buffer[1]; - transform.basis.elements[0][2] = buffer[2]; - transform.origin.x = buffer[3]; - transform.basis.elements[1][0] = buffer[4]; - transform.basis.elements[1][1] = buffer[5]; - transform.basis.elements[1][2] = buffer[6]; - transform.origin.y = buffer[7]; - transform.basis.elements[2][0] = buffer[8]; - transform.basis.elements[2][1] = buffer[9]; - transform.basis.elements[2][2] = buffer[10]; - transform.origin.z = buffer[11]; - - float row[3][4] = { - { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] }, - { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] }, - { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] }, - }; - - glVertexAttrib4fv(VS::ARRAY_MAX + 0, row[0]); - glVertexAttrib4fv(VS::ARRAY_MAX + 1, row[1]); - glVertexAttrib4fv(VS::ARRAY_MAX + 2, row[2]); + + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]); } if (multi_mesh->color_floats) { if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) { uint8_t *color_data = (uint8_t *)(buffer + color_ofs); - glVertexAttrib4f(VS::ARRAY_MAX + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0); + glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0); } else { - glVertexAttrib4fv(VS::ARRAY_MAX + 3, buffer + color_ofs); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs); } } if (multi_mesh->custom_data_floats) { if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs); - glVertexAttrib4f(VS::ARRAY_MAX + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0); + glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0); } else { - glVertexAttrib4fv(VS::ARRAY_MAX + 4, buffer + custom_data_ofs); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs); } } @@ -1826,8 +1804,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); - Color attenuation = Color(0.0, 0.0, 0.0, 0.0); - attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { @@ -1880,8 +1857,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized(); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction); - Color attenuation = Color(0.0, 0.0, 0.0, 0.0); - attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]; @@ -2010,6 +1986,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, RasterizerStorageGLES2::Material *prev_material = NULL; RasterizerStorageGLES2::Geometry *prev_geometry = NULL; RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL; + RasterizerStorageGLES2::GeometryOwner *prev_owner = NULL; Transform view_transform_inverse = p_view_transform.inverse(); CameraMatrix projection_inverse = p_projection.inverse(); @@ -2045,6 +2022,9 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, ReflectionProbeInstance *refprobe_2 = NULL; RasterizerStorageGLES2::Texture *lightmap = NULL; bool use_lightmap_capture = false; + bool rebind_light = false; + bool rebind_reflection = false; + bool rebind_lightmap = false; if (!p_shadow) { @@ -2080,6 +2060,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _setup_light_type(light, shadow_atlas); rebind = true; + rebind_light = true; } int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix @@ -2143,9 +2124,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) { + ERR_FAIL_INDEX(e->refprobe_0_index, reflection_probe_count); refprobe_1 = reflection_probe_instances[e->refprobe_0_index]; } if (!unshaded && !accum_pass && e->refprobe_1_index != RenderList::MAX_REFLECTION_PROBES) { + ERR_FAIL_INDEX(e->refprobe_1_index, reflection_probe_count); refprobe_2 = reflection_probe_instances[e->refprobe_1_index]; } @@ -2161,6 +2144,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap); } rebind = true; + rebind_reflection = true; } use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty(); @@ -2190,10 +2174,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glBindTexture(GL_TEXTURE_2D, lightmap->tex_id); } rebind = true; + rebind_lightmap = true; } } - bool instancing = e->instancing; + bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH; if (instancing != prev_instancing) { @@ -2206,7 +2191,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (skeleton != prev_skeleton) { if (skeleton) { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, skeleton != NULL); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported); } else { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); @@ -2216,7 +2201,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, rebind = true; } - if (e->geometry != prev_geometry || skeleton != prev_skeleton) { + if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) { _setup_geometry(e, skeleton); } @@ -2225,7 +2210,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); } - if (i == 0 || shader_rebind) { //first time must rebindmakin + if (i == 0 || shader_rebind) { //first time must rebind if (p_shadow) { state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias); @@ -2242,6 +2227,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (p_env) { state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution); + state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color); state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy); @@ -2252,17 +2238,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0); } - if (light) { - _setup_light(light, shadow_atlas, p_view_transform); - } - - if (refprobe_1 || refprobe_2) { - _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env); - } - - if (lightmap) { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy); - } + //rebind all these + rebind_light = true; + rebind_reflection = true; + rebind_lightmap = true; } state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse); @@ -2276,6 +2255,18 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? } + if (rebind_light && light) { + _setup_light(light, shadow_atlas, p_view_transform); + } + + if (rebind_reflection && (refprobe_1 || refprobe_2)) { + _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env); + } + + if (rebind_lightmap && lightmap) { + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy); + } + state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); if (use_lightmap_capture) { //this is per instance, must be set always if present @@ -2286,6 +2277,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, _render_geometry(e); prev_geometry = e->geometry; + prev_owner = e->owner; prev_material = material; prev_skeleton = skeleton; prev_instancing = instancing; @@ -2297,8 +2289,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } _setup_light_type(NULL, NULL); //clear light stuff + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false); state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false); @@ -2467,7 +2461,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (p_reflection_probe_cull_count) { reflection_probe_instances = (ReflectionProbeInstance **)alloca(sizeof(ReflectionProbeInstance *) * p_reflection_probe_cull_count); - + reflection_probe_count = p_reflection_probe_cull_count; for (int i = 0; i < p_reflection_probe_cull_count; i++) { ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]); ERR_CONTINUE(!rpi); @@ -2478,6 +2472,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const } else { reflection_probe_instances = NULL; + reflection_probe_count = 0; } // render list stuff diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 9e3483fcd7..14b9116952 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -59,6 +59,11 @@ public: SHADOW_FILTER_PCF13, }; + enum { + INSTANCE_ATTRIB_BASE = 8, + INSTANCE_BONE_BASE = 13, + }; + ShadowFilterMode shadow_filter_mode; RID default_material; @@ -320,6 +325,7 @@ public: mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner; ReflectionProbeInstance **reflection_probe_instances; + int reflection_probe_count; virtual RID reflection_probe_instance_create(RID p_probe); virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index bf51fcc027..043a5047ca 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -948,6 +948,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i); float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1; + roughness = MIN(1.0, roughness); //keep max at 1 shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -2624,10 +2625,10 @@ void RasterizerStorageGLES2::update_dirty_multimeshes() { if (multimesh->mesh.is_valid()) { mesh_aabb = mesh_get_aabb(multimesh->mesh, RID()); - } else { - mesh_aabb.size += Vector3(0.001, 0.001, 0.001); } + mesh_aabb.size += Vector3(0.001, 0.001, 0.001); //in case mesh is empty in one of the sides + int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; int count = multimesh->data.size(); float *data = multimesh->data.ptrw(); @@ -3781,7 +3782,7 @@ void RasterizerStorageGLES2::instance_remove_skeleton(RID p_skeleton, Rasterizer void RasterizerStorageGLES2::instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) { - Instanciable *inst = NULL; + Instantiable *inst = NULL; switch (p_instance->base_type) { case VS::INSTANCE_MESH: { inst = mesh_owner.getornull(p_base); @@ -3827,7 +3828,7 @@ void RasterizerStorageGLES2::instance_add_dependency(RID p_base, RasterizerScene void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) { - Instanciable *inst = NULL; + Instantiable *inst = NULL; switch (p_instance->base_type) { case VS::INSTANCE_MESH: { @@ -3914,7 +3915,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -4492,13 +4493,13 @@ void RasterizerStorageGLES2::initialize() { // radical inverse vdc cache texture // used for cubemap filtering - if (config.float_texture_supported) { + if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere glGenTextures(1, &resources.radical_inverse_vdc_cache_tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex); - float radical_inverse[512]; + uint8_t radical_inverse[512]; for (uint32_t i = 0; i < 512; i++) { uint32_t bits = i; @@ -4510,11 +4511,10 @@ void RasterizerStorageGLES2::initialize() { bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8); float value = float(bits) * 2.3283064365386963e-10; - - radical_inverse[i] = value; + radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255)); } - glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_FLOAT, radical_inverse); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse); glBindTexture(GL_TEXTURE_2D, 0); } @@ -4542,6 +4542,7 @@ void RasterizerStorageGLES2::update_dirty_resources() { update_dirty_shaders(); update_dirty_materials(); update_dirty_skeletons(); + update_dirty_multimeshes(); } RasterizerStorageGLES2::RasterizerStorageGLES2() { diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index da7e200c96..b42e2dfb1f 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -157,7 +157,7 @@ public: //////////////////////////////////DATA/////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// - struct Instanciable : public RID_Data { + struct Instantiable : public RID_Data { SelfList<RasterizerScene::InstanceBase>::List instance_list; _FORCE_INLINE_ void instance_change_notify() { @@ -187,15 +187,15 @@ public: } } - Instanciable() {} + Instantiable() {} - virtual ~Instanciable() {} + virtual ~Instantiable() {} }; - struct GeometryOwner : public Instanciable { + struct GeometryOwner : public Instantiable { }; - struct Geometry : public Instanciable { + struct Geometry : public Instantiable { enum Type { GEOMETRY_INVALID, @@ -893,7 +893,7 @@ public: /* Light API */ - struct Light : Instanciable { + struct Light : Instantiable { VS::LightType type; float param[VS::LIGHT_PARAM_MAX]; @@ -956,7 +956,7 @@ public: /* PROBE API */ - struct ReflectionProbe : Instanciable { + struct ReflectionProbe : Instantiable { VS::ReflectionProbeUpdateMode update_mode; float intensity; @@ -1046,7 +1046,7 @@ public: /* LIGHTMAP */ - struct LightmapCapture : public Instanciable { + struct LightmapCapture : public Instantiable { PoolVector<LightmapCaptureOctree> octree; AABB bounds; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index bedcfbb798..082c520480 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -643,11 +643,11 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener case SL::OP_MOD: { - code += "mod("; + code += "mod(float("; code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += ", "; + code += "), float("; code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - code += ")"; + code += "))"; } break; default: { diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 67b937984e..b1553c7cd5 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -167,17 +167,21 @@ void main() { vec3 H = ImportanceSampleGGX(xi, roughness, N); vec3 V = N; - vec3 L = normalize(2.0 * dot(V, H) * H - V); + vec3 L = (2.0 * dot(V, H) * H - V); float NdotL = clamp(dot(N, L), 0.0, 1.0); if (NdotL > 0.0) { #ifdef USE_SOURCE_PANORAMA - sum.rgb += texturePanorama(source_panorama, L).rgb * NdotL; + vec3 val = texturePanorama(source_panorama, L).rgb; #else - sum.rgb += textureCubeLod(source_cube, L, 0.0).rgb * NdotL; + vec3 val = textureCubeLod(source_cube, L, 0.0).rgb; #endif + //mix using Linear, to approximate high end back-end + val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045)))); + + sum.rgb += val * NdotL; sum.a += NdotL; } @@ -185,5 +189,8 @@ void main() { sum /= sum.a; + vec3 a = vec3(0.055); + sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308)))); + gl_FragColor = vec4(sum.rgb, 1.0); } diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index b27bf0d12b..cc3bae060f 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -43,9 +43,9 @@ attribute vec2 uv2_attrib; // attrib:5 #ifdef USE_SKELETON_SOFTWARE -attribute highp vec4 bone_transform_row_0; // attrib:8 -attribute highp vec4 bone_transform_row_1; // attrib:9 -attribute highp vec4 bone_transform_row_2; // attrib:10 +attribute highp vec4 bone_transform_row_0; // attrib:13 +attribute highp vec4 bone_transform_row_1; // attrib:14 +attribute highp vec4 bone_transform_row_2; // attrib:15 #else @@ -130,11 +130,6 @@ uniform highp float shadow_dual_paraboloid_render_side; #if defined(USE_SHADOW) && defined(USE_LIGHTING) -#ifdef LIGHT_MODE_DIRECTIONAL -uniform highp sampler2D light_directional_shadow; // texunit:-3 -uniform highp vec4 light_split_offsets; -#endif - uniform highp mat4 light_shadow_matrix; varying highp vec4 shadow_coord; @@ -170,7 +165,7 @@ uniform vec3 light_direction; uniform vec3 light_position; uniform float light_range; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -290,7 +285,6 @@ varying mediump vec3 refprobe2_ambient_normal; #endif //vertex lighting for refprobes - void main() { highp vec4 vertex = vertex_attrib; @@ -306,6 +300,7 @@ void main() { vec4(0.0, 0.0, 0.0, 1.0)); world_matrix = world_matrix * transpose(m); } + #endif vec3 normal = normal_attrib * normal_mult; @@ -467,10 +462,15 @@ VERTEX_SHADER_CODE float normalized_distance = light_length / light_range; - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + if (normalized_distance < 1.0) { + + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - vec3 attenuation = vec3(omni_attenuation); - light_att = vec3(omni_attenuation); + vec3 attenuation = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); @@ -482,17 +482,30 @@ VERTEX_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; + if (normalized_distance < 1.0) { + + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; + + float spot_cutoff = light_spot_angle; - float spot_cutoff = light_spot_angle; + float angle = dot(-normalize(light_rel_vec), spot_dir); - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + if (angle > spot_cutoff) { - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + + light_att = vec3(spot_attenuation); + } else { + light_att = vec3(0.0); + } + } else { + light_att = vec3(0.0); + } - light_att = vec3(spot_attenuation); L = normalize(light_rel_vec); #endif @@ -532,7 +545,7 @@ VERTEX_SHADER_CODE #ifdef USE_REFLECTION_PROBE1 { vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); - vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz; + vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz; vec3 inner_pos = abs(local_pos / refprobe1_box_extents); float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z)); @@ -540,7 +553,6 @@ VERTEX_SHADER_CODE vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz; refprobe1_reflection_normal_blend.xyz = local_ref_vec; refprobe1_reflection_normal_blend.a = blend; - } #ifndef USE_LIGHTMAP @@ -550,7 +562,6 @@ VERTEX_SHADER_CODE #endif //USE_REFLECTION_PROBE1 - #ifdef USE_REFLECTION_PROBE2 { vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); @@ -562,7 +573,6 @@ VERTEX_SHADER_CODE vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz; refprobe2_reflection_normal_blend.xyz = local_ref_vec; refprobe2_reflection_normal_blend.a = blend; - } #ifndef USE_LIGHTMAP @@ -683,18 +693,18 @@ uniform vec4 refprobe2_ambient; void reflection_process(samplerCube reflection_map, #ifdef USE_VERTEX_LIGHTING - vec3 ref_normal, + vec3 ref_normal, #ifndef USE_LIGHTMAP - vec3 amb_normal, + vec3 amb_normal, #endif - float ref_blend, + float ref_blend, #else //no vertex lighting - vec3 normal, vec3 vertex, - mat4 local_matrix, - bool use_box_project, vec3 box_extents, vec3 box_offset, + vec3 normal, vec3 vertex, + mat4 local_matrix, + bool use_box_project, vec3 box_extents, vec3 box_offset, #endif //vertex lighting - bool exterior,float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { + bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) { vec4 reflection; @@ -749,7 +759,6 @@ void reflection_process(samplerCube reflection_map, reflection_accum += reflection; - #ifndef USE_LIGHTMAP vec4 ambient_out; @@ -759,12 +768,12 @@ void reflection_process(samplerCube reflection_map, #endif ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb; - ambient_out.a = blend; ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a); if (exterior) { ambient_out.rgb = mix(ambient, ambient_out.rgb, blend); } + ambient_out.a = blend; ambient_out.rgb *= blend; ambient_accum += ambient_out; @@ -786,7 +795,6 @@ uniform bool lightmap_capture_sky; #ifdef USE_RADIANCE_MAP - uniform samplerCube radiance_map; // texunit:-2 uniform mat4 radiance_inverse_xform; @@ -818,7 +826,7 @@ uniform vec3 light_direction; // omni uniform vec3 light_position; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -895,8 +903,6 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, metallic); // TODO: reference? } - - /* clang-format off */ FRAGMENT_SHADER_GLOBALS @@ -1271,6 +1277,7 @@ void main() { float clearcoat_gloss = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); + float sss_strength = 0.0; //unused float alpha = 1.0; float side = 1.0; @@ -1360,44 +1367,44 @@ FRAGMENT_SHADER_CODE ambient_light *= ambient_energy; - - -#ifdef USE_REFLECTION_PROBE1 +#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) vec4 ambient_accum = vec4(0.0); vec4 reflection_accum = vec4(0.0); +#ifdef USE_REFLECTION_PROBE1 reflection_process(reflection_probe1, #ifdef USE_VERTEX_LIGHTING - refprobe1_reflection_normal_blend.rgb, -#ifndef USE_LIGHTMAP - refprobe1_ambient_normal, -#endif - refprobe1_reflection_normal_blend.a, + refprobe1_reflection_normal_blend.rgb, +#ifndef USE_LIGHTMAP + refprobe1_ambient_normal, +#endif + 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, #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 @@ -1411,7 +1418,7 @@ FRAGMENT_SHADER_CODE } #endif -#endif //use reflection probe 1 +#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) #ifdef USE_LIGHTMAP //ambient light will come entirely from lightmap is lightmap is used @@ -1453,7 +1460,6 @@ FRAGMENT_SHADER_CODE } #endif - #endif //BASE PASS // @@ -1473,10 +1479,14 @@ FRAGMENT_SHADER_CODE float light_length = length(light_vec); float normalized_distance = light_length / light_range; + if (normalized_distance < 1.0) { - float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); - light_att = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); #endif @@ -1642,17 +1652,25 @@ FRAGMENT_SHADER_CODE float light_length = length(light_rel_vec); float normalized_distance = light_length / light_range; - float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w); - vec3 spot_dir = light_direction; + if (normalized_distance < 1.0) { + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; - float spot_cutoff = light_spot_angle; + float spot_cutoff = light_spot_angle; + float angle = dot(-normalize(light_rel_vec), spot_dir); - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + if (angle > spot_cutoff) { + float scos = max(angle, spot_cutoff); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff)); + spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); - - light_att = vec3(spot_attenuation); + light_att = vec3(spot_attenuation); + } else { + light_att = vec3(0.0); + } + } else { + light_att = vec3(0.0); + } L = normalize(light_rel_vec); @@ -1725,8 +1743,13 @@ FRAGMENT_SHADER_CODE // environment BRDF approximation - // TODO shadeless { + +#if defined(DIFFUSE_TOON) + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; +#else + //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; @@ -1736,9 +1759,15 @@ FRAGMENT_SHADER_CODE vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo); specular_light *= AB.x * specular_color + AB.y; +#endif } gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha); + + //add emission if in base pass +#ifdef BASE_PASS + gl_FragColor.rgb += emission; +#endif // gl_FragColor = vec4(normal, 1.0); #endif //unshaded diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 7da20dfa00..bcaf4a57a8 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1136,8 +1136,9 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0)); avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0)); return avg * (1.0 / 13.0); +#endif -#elif defined(SHADOW_MODE_PCF_5) +#ifdef SHADOW_MODE_PCF_5 float avg = textureProj(shadow, vec4(pos, depth, 1.0)); avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0)); @@ -1146,7 +1147,9 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0)); return avg * (1.0 / 5.0); -#else +#endif + +#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) return textureProj(shadow, vec4(pos, depth, 1.0)); diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index 9936c95cf9..6c70934bc6 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -45,6 +45,7 @@ #ifdef __APPLE__ #include <mach-o/dyld.h> +#include <mach/mach_time.h> #endif #if defined(__FreeBSD__) || defined(__OpenBSD__) @@ -64,6 +65,32 @@ #include <sys/wait.h> #include <unistd.h> +/// Clock Setup function (used by get_ticks_usec) +static uint64_t _clock_start = 0; +#if defined(__APPLE__) +static double _clock_scale = 0; +static void _setup_clock() { + mach_timebase_info_data_t info; + kern_return_t ret = mach_timebase_info(&info); + ERR_EXPLAIN("OS CLOCK IS NOT WORKING!"); + ERR_FAIL_COND(ret != 0); + _clock_scale = ((double)info.numer / (double)info.denom) / 1000.0; + _clock_start = mach_absolute_time() * _clock_scale; +} +#else +#if defined(CLOCK_MONOTONIC_RAW) && !defined(JAVASCRIPT_ENABLED) // This is a better clock on Linux. +#define GODOT_CLOCK CLOCK_MONOTONIC_RAW +#else +#define GODOT_CLOCK CLOCK_MONOTONIC +#endif +static void _setup_clock() { + struct timespec tv_now = { 0, 0 }; + ERR_EXPLAIN("OS CLOCK IS NOT WORKING!"); + ERR_FAIL_COND(clock_gettime(GODOT_CLOCK, &tv_now) != 0); + _clock_start = ((uint64_t)tv_now.tv_nsec / 1000L) + (uint64_t)tv_now.tv_sec * 1000000L; +} +#endif + void OS_Unix::debug_break() { assert(false); @@ -126,8 +153,7 @@ void OS_Unix::initialize_core() { IP_Unix::make_default(); #endif - ticks_start = 0; - ticks_start = get_ticks_usec(); + _setup_clock(); struct sigaction sa; sa.sa_handler = &handle_sigchld; @@ -246,11 +272,16 @@ void OS_Unix::delay_usec(uint32_t p_usec) const { } uint64_t OS_Unix::get_ticks_usec() const { - struct timeval tv_now; - gettimeofday(&tv_now, NULL); - - uint64_t longtime = (uint64_t)tv_now.tv_usec + (uint64_t)tv_now.tv_sec * 1000000L; - longtime -= ticks_start; +#if defined(__APPLE__) + uint64_t longtime = mach_absolute_time() * _clock_scale; +#else + // Unchecked return. Static analyzers might complain. + // If _setup_clock() succeded, we assume clock_gettime() works. + struct timespec tv_now = { 0, 0 }; + clock_gettime(GODOT_CLOCK, &tv_now); + uint64_t longtime = ((uint64_t)tv_now.tv_nsec / 1000L) + (uint64_t)tv_now.tv_sec * 1000000L; +#endif + longtime -= _clock_start; return longtime; } diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h index f4abfa2dd4..b702454603 100644 --- a/drivers/unix/os_unix.h +++ b/drivers/unix/os_unix.h @@ -42,8 +42,6 @@ class OS_Unix : public OS { - uint64_t ticks_start; - protected: // UNIX only handles the core functions. // inheriting platforms under unix (eg. X11) should handle the rest |