diff options
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 2 | ||||
| -rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 40 | ||||
| -rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 14 | ||||
| -rw-r--r-- | drivers/gles2/shaders/cubemap_filter.glsl | 13 | ||||
| -rw-r--r-- | drivers/gles2/shaders/scene.glsl | 349 | ||||
| -rw-r--r-- | drivers/gles2/shaders/stdlib.glsl | 11 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 2 | ||||
| -rw-r--r-- | drivers/png/SCsub | 2 | ||||
| -rw-r--r-- | drivers/register_driver_types.cpp | 6 | ||||
| -rw-r--r-- | drivers/unix/os_unix.cpp | 2 |
10 files changed, 312 insertions, 129 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index bd03bd71f6..1dd594cc20 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -32,7 +32,7 @@ #include "core/os/os.h" #include "core/project_settings.h" -#include "gl_context/context_gl.h" +#include "drivers/gl_context/context_gl.h" #define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 #define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index feefb74480..22cc45a0f6 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1804,8 +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)) { @@ -1858,8 +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]; @@ -2024,6 +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) { @@ -2059,6 +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 @@ -2142,6 +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(); @@ -2171,6 +2174,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glBindTexture(GL_TEXTURE_2D, lightmap->tex_id); } rebind = true; + rebind_lightmap = true; } } @@ -2223,6 +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); @@ -2233,17 +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); @@ -2257,6 +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 diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 0863e03b76..6314a69a90 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -54,6 +54,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define _DEPTH_COMPONENT24_OES 0x81A6 + void RasterizerStorageGLES2::bind_quad_array() const { glBindBuffer(GL_ARRAY_BUFFER, resources.quadie); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); @@ -948,6 +950,7 @@ 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); @@ -3914,7 +3917,7 @@ 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, _DEPTH_COMPONENT24_OES, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -4492,13 +4495,13 @@ 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 +4513,10 @@ 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); } 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 462aff8828..2b0b095ac9 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -15,6 +15,7 @@ precision highp int; #define M_PI 3.14159265359 + // // attributes // @@ -165,7 +166,7 @@ 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; @@ -285,7 +286,6 @@ varying mediump vec3 refprobe2_ambient_normal; #endif //vertex lighting for refprobes - void main() { highp vec4 vertex = vertex_attrib; @@ -463,10 +463,15 @@ 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) { - vec3 attenuation = vec3(omni_attenuation); - light_att = vec3(omni_attenuation); + float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation); + + vec3 attenuation = vec3(omni_attenuation); + light_att = vec3(omni_attenuation); + } else { + light_att = vec3(0.0); + } L = normalize(light_vec); @@ -478,17 +483,30 @@ 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_cutoff = light_spot_angle; + float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation); + vec3 spot_dir = light_direction; - 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)); + float spot_cutoff = light_spot_angle; - spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation); + float angle = dot(-normalize(light_rel_vec), spot_dir); + + 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); + + 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 @@ -528,7 +546,7 @@ 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)); @@ -536,7 +554,6 @@ 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 @@ -546,7 +563,6 @@ VERTEX_SHADER_CODE #endif //USE_REFLECTION_PROBE1 - #ifdef USE_REFLECTION_PROBE2 { vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp)); @@ -558,7 +574,6 @@ 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 @@ -679,18 +694,18 @@ 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; @@ -745,7 +760,6 @@ void reflection_process(samplerCube reflection_map, reflection_accum += reflection; - #ifndef USE_LIGHTMAP vec4 ambient_out; @@ -782,7 +796,6 @@ uniform bool lightmap_capture_sky; #ifdef USE_RADIANCE_MAP - uniform samplerCube radiance_map; // texunit:-2 uniform mat4 radiance_inverse_xform; @@ -814,7 +827,7 @@ uniform vec3 light_direction; // omni uniform vec3 light_position; -uniform vec4 light_attenuation; +uniform float light_attenuation; // spot uniform float light_spot_attenuation; @@ -891,8 +904,6 @@ 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 @@ -1204,14 +1215,17 @@ LIGHT_SHADER_CODE #ifdef USE_SHADOW #define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r) +#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r) float sample_shadow( - highp sampler2D shadow, - highp vec2 pos, - highp float depth) { + highp sampler2D shadow,highp vec4 spos) { #ifdef SHADOW_MODE_PCF_13 + spos.xyz/=spos.w; + vec2 pos = spos.xy; + float depth = spos.z; + float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); @@ -1230,6 +1244,10 @@ float sample_shadow( #ifdef SHADOW_MODE_PCF_5 + spos.xyz/=spos.w; + vec2 pos = spos.xy; + float depth = spos.z; + float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); @@ -1241,7 +1259,7 @@ float sample_shadow( #if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) - return SAMPLE_SHADOW_TEXEL(shadow, pos, depth); + return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos); #endif } @@ -1267,6 +1285,7 @@ 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; @@ -1310,8 +1329,8 @@ FRAGMENT_SHADER_CODE normalmap.xy = normalmap.xy * 2.0 - 1.0; normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); - // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; - normal = normalmap; + normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side; + //normal = normalmap; #endif normal = normalize(normal); @@ -1356,11 +1375,8 @@ FRAGMENT_SHADER_CODE ambient_light *= ambient_energy; - #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) - - vec4 ambient_accum = vec4(0.0); vec4 reflection_accum = vec4(0.0); @@ -1368,19 +1384,17 @@ FRAGMENT_SHADER_CODE 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 @@ -1388,17 +1402,17 @@ FRAGMENT_SHADER_CODE 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 @@ -1454,7 +1468,6 @@ FRAGMENT_SHADER_CODE } #endif - #endif //BASE PASS // @@ -1474,20 +1487,24 @@ 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 #ifdef USE_SHADOW { - highp vec3 splane = shadow_coord.xyz; - float shadow_len = length(splane); + highp vec4 splane = shadow_coord; + float shadow_len = length(splane.xyz); - splane = normalize(splane); + splane = normalize(splane.xyz); vec4 clamp_rect = light_clamp; @@ -1504,8 +1521,9 @@ FRAGMENT_SHADER_CODE splane.z = shadow_len / light_range; splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; + splane.w = 1.0; - float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z); + float shadow = sample_shadow(light_shadow_atlas, splane); light_att *= shadow; } @@ -1522,6 +1540,126 @@ FRAGMENT_SHADER_CODE float depth_z = -vertex.z; #ifdef USE_SHADOW + + +#ifdef USE_VERTEX_LIGHTING +//compute shadows in a mobile friendly way + +#ifdef LIGHT_USE_PSSM4 + //take advantage of prefetch + float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); + float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); + float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3); + float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4); + + + if (depth_z < light_split_offsets.w) { + float pssm_fade = 0.0; + float shadow_att = 1.0; +#ifdef LIGHT_USE_PSSM_BLEND + float shadow_att2 = 1.0; + float pssm_blend = 0.0; + bool use_blend = true; +#endif + if (depth_z < light_split_offsets.y) { + if (depth_z < light_split_offsets.x) { + shadow_att = shadow1; + +#ifdef LIGHT_USE_PSSM_BLEND + shadow_att2 = shadow2; + + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); +#endif + } else { + shadow_att = shadow2; + +#ifdef LIGHT_USE_PSSM_BLEND + shadow_att2 = shadow3; + + pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); +#endif + } + } else { + if (depth_z < light_split_offsets.z) { + + shadow_att = shadow3; + +#if defined(LIGHT_USE_PSSM_BLEND) + shadow_att2 = shadow4; + pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); +#endif + + } else { + + shadow_att = shadow4; + pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); + +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend = false; +#endif + } + } +#if defined(LIGHT_USE_PSSM_BLEND) + if (use_blend) { + shadow_att = mix(shadow_att, shadow_att2, pssm_blend); + } +#endif + light_att *= shadow_att; + + } + +#endif //LIGHT_USE_PSSM4 + +#ifdef LIGHT_USE_PSSM2 + + //take advantage of prefetch + float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); + float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); + + + + if (depth_z < light_split_offsets.y) { + float shadow_att = 1.0; + float pssm_fade = 0.0; + +#ifdef LIGHT_USE_PSSM_BLEND + float shadow_att2 = 1.0; + float pssm_blend = 0.0; + bool use_blend = true; +#endif + if (depth_z < light_split_offsets.x) { + float pssm_fade = 0.0; + shadow_att = shadow1; + +#ifdef LIGHT_USE_PSSM_BLEND + shadow_att2 = shadow2; + pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); +#endif + } else { + + shadow_att = shadow2; + pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); +#ifdef LIGHT_USE_PSSM_BLEND + use_blend = false; +#endif + } +#ifdef LIGHT_USE_PSSM_BLEND + if (use_blend) { + shadow_att = mix(shadow_att, shadow_att2, pssm_blend); + } +#endif + light_att *= shadow_att; + } + +#endif //LIGHT_USE_PSSM2 + +#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) + + light_att *= sample_shadow(light_directional_shadow, shadow_coord); +#endif //orthogonal + +#else //fragment version of pssm + { #ifdef LIGHT_USE_PSSM4 if (depth_z < light_split_offsets.w) { @@ -1531,34 +1669,32 @@ FRAGMENT_SHADER_CODE if (depth_z < light_split_offsets.x) { #endif //pssm2 - vec3 pssm_coord; + highp vec4 pssm_coord; float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND float pssm_blend; - vec3 pssm_coord2; + highp vec4 pssm_coord2; bool use_blend = true; #endif #ifdef LIGHT_USE_PSSM4 + + if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { - highp vec4 splane = shadow_coord; - pssm_coord = splane.xyz / splane.w; + if (depth_z < light_split_offsets.x) { + pssm_coord = shadow_coord; -#ifdef LIGHT_USE_PSSM_BLEND - splane = shadow_coord2; - pssm_coord2 = splane.xyz / splane.w; +#ifdef LIGHT_USE_PSSM_BLEND + pssm_coord2 = shadow_coord2; pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { - highp vec4 splane = shadow_coord2; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord2; #ifdef LIGHT_USE_PSSM_BLEND - splane = shadow_coord3; - pssm_coord2 = splane.xyz / splane.w; + pssm_coord2 = shadow_coord3; pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #endif @@ -1566,19 +1702,16 @@ FRAGMENT_SHADER_CODE } else { if (depth_z < light_split_offsets.z) { - highp vec4 splane = shadow_coord3; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord3; #if defined(LIGHT_USE_PSSM_BLEND) - splane = shadow_coord4; - pssm_coord2 = splane.xyz / splane.w; + pssm_coord2 = shadow_coord4; pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); #endif } else { - highp vec4 splane = shadow_coord4; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord4; pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) @@ -1592,17 +1725,15 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_USE_PSSM2 if (depth_z < light_split_offsets.x) { - highp vec4 splane = shadow_coord; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord; #ifdef LIGHT_USE_PSSM_BLEND - splane = shadow_coord2; - pssm_coord2 = splane.xyz / splane.w; + pssm_coord2 = shadow_coord2; pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); #endif } else { - highp vec4 splane = shadow_coord2; - pssm_coord = splane.xyz / splane.w; + + pssm_coord = shadow_coord2; pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND use_blend = false; @@ -1613,22 +1744,23 @@ FRAGMENT_SHADER_CODE #if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) { - highp vec4 splane = shadow_coord; - pssm_coord = splane.xyz / splane.w; + pssm_coord = shadow_coord; } #endif - float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z); + float shadow = sample_shadow(light_directional_shadow, pssm_coord); #ifdef LIGHT_USE_PSSM_BLEND if (use_blend) { - shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend); + shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend); } #endif light_att *= shadow; } } +#endif //use vertex lighting + #endif //use shadow #endif @@ -1643,17 +1775,25 @@ 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); @@ -1726,8 +1866,13 @@ 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; @@ -1737,9 +1882,15 @@ 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/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl index 6bc81a22d8..8662dcfe53 100644 --- a/drivers/gles2/shaders/stdlib.glsl +++ b/drivers/gles2/shaders/stdlib.glsl @@ -35,3 +35,14 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) { return texture2DLod(tex, vec2(x_coord, y_coord), 0.0); } + +#ifndef USE_GLES_OVER_GL +highp mat4 transpose(highp mat4 src) { + return mat4( + vec4( src[0].x, src[1].x, src[2].x, src[3].x ), + vec4( src[0].y, src[1].y, src[2].y, src[3].y ), + vec4( src[0].z, src[1].z, src[2].z, src[3].z ), + vec4( src[0].w, src[1].w, src[2].w, src[3].w ) + ); +} +#endif diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index d3f6dcd497..6f13df621f 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -32,7 +32,7 @@ #include "core/os/os.h" #include "core/project_settings.h" -#include "gl_context/context_gl.h" +#include "drivers/gl_context/context_gl.h" RasterizerStorage *RasterizerGLES3::get_storage() { diff --git a/drivers/png/SCsub b/drivers/png/SCsub index 986c36c67c..22fb1817d1 100644 --- a/drivers/png/SCsub +++ b/drivers/png/SCsub @@ -27,6 +27,8 @@ if env['builtin_libpng']: thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] env_png.Append(CPPPATH=[thirdparty_dir]) + # Needed for drivers includes and in platform/javascript + env.Append(CPPPATH=[thirdparty_dir]) # Currently .ASM filter_neon.S does not compile on NT. import os diff --git a/drivers/register_driver_types.cpp b/drivers/register_driver_types.cpp index c6d36a5749..9f5d9c1abf 100644 --- a/drivers/register_driver_types.cpp +++ b/drivers/register_driver_types.cpp @@ -31,11 +31,11 @@ #include "register_driver_types.h" #include "core/math/geometry.h" -#include "png/image_loader_png.h" -#include "png/resource_saver_png.h" +#include "drivers/png/image_loader_png.h" +#include "drivers/png/resource_saver_png.h" #ifdef TOOLS_ENABLED -#include "convex_decomp/b2d_decompose.h" +#include "drivers/convex_decomp/b2d_decompose.h" #endif #ifdef TOOLS_ENABLED diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index 7d3e6b412c..6c70934bc6 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -74,7 +74,7 @@ static void _setup_clock() { 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; + _clock_scale = ((double)info.numer / (double)info.denom) / 1000.0; _clock_start = mach_absolute_time() * _clock_scale; } #else |