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-rw-r--r--drivers/SCsub9
-rw-r--r--drivers/coreaudio/SCsub8
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.cpp315
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.h89
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp51
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h8
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp11
-rw-r--r--drivers/gles3/shaders/canvas.glsl12
-rw-r--r--drivers/gles3/shaders/scene.glsl41
-rw-r--r--drivers/png/SCsub2
10 files changed, 494 insertions, 52 deletions
diff --git a/drivers/SCsub b/drivers/SCsub
index b8bba91378..34d6254578 100644
--- a/drivers/SCsub
+++ b/drivers/SCsub
@@ -4,7 +4,7 @@ Import('env')
env.drivers_sources = []
-if ("builtin_zlib" in env and env["builtin_zlib"] == "yes"):
+if 'builtin_zlib' in env and env['builtin_zlib']:
SConscript("zlib/SCsub")
# OS drivers
@@ -13,11 +13,12 @@ SConscript('windows/SCsub')
# Sounds drivers
SConscript('alsa/SCsub')
+SConscript('coreaudio/SCsub')
SConscript('pulseaudio/SCsub')
if (env["platform"] == "windows"):
SConscript("rtaudio/SCsub")
SConscript("wasapi/SCsub")
-if (env["xaudio2"] == "yes"):
+if env['xaudio2']:
SConscript("xaudio2/SCsub")
# Graphics drivers
@@ -29,10 +30,10 @@ SConscript("png/SCsub")
# Tools override
# FIXME: Should likely be integrated in the tools/ codebase
-if (env["tools"] == "yes"):
+if env['tools']:
SConscript("convex_decomp/SCsub")
-if env['vsproj'] == "yes":
+if env['vsproj']:
env.AddToVSProject(env.drivers_sources)
if env.split_drivers:
diff --git a/drivers/coreaudio/SCsub b/drivers/coreaudio/SCsub
new file mode 100644
index 0000000000..233593b0f9
--- /dev/null
+++ b/drivers/coreaudio/SCsub
@@ -0,0 +1,8 @@
+#!/usr/bin/env python
+
+Import('env')
+
+# Driver source files
+env.add_source_files(env.drivers_sources, "*.cpp")
+
+Export('env')
diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp
new file mode 100644
index 0000000000..c531d6af9d
--- /dev/null
+++ b/drivers/coreaudio/audio_driver_coreaudio.cpp
@@ -0,0 +1,315 @@
+/*************************************************************************/
+/* audio_driver_coreaudio.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifdef COREAUDIO_ENABLED
+
+#include "audio_driver_coreaudio.h"
+#include "core/project_settings.h"
+#include "os/os.h"
+
+#define kOutputBus 0
+
+#ifdef OSX_ENABLED
+static OSStatus outputDeviceAddressCB(AudioObjectID inObjectID, UInt32 inNumberAddresses, const AudioObjectPropertyAddress *inAddresses, void *__nullable inClientData) {
+ AudioDriverCoreAudio *driver = (AudioDriverCoreAudio *)inClientData;
+
+ driver->reopen();
+
+ return noErr;
+}
+#endif
+
+Error AudioDriverCoreAudio::initDevice() {
+ AudioComponentDescription desc;
+ zeromem(&desc, sizeof(desc));
+ desc.componentType = kAudioUnitType_Output;
+#ifdef OSX_ENABLED
+ desc.componentSubType = kAudioUnitSubType_HALOutput;
+#else
+ desc.componentSubType = kAudioUnitSubType_RemoteIO;
+#endif
+ desc.componentManufacturer = kAudioUnitManufacturer_Apple;
+
+ AudioComponent comp = AudioComponentFindNext(NULL, &desc);
+ ERR_FAIL_COND_V(comp == NULL, FAILED);
+
+ OSStatus result = AudioComponentInstanceNew(comp, &audio_unit);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ AudioStreamBasicDescription strdesc;
+
+ zeromem(&strdesc, sizeof(strdesc));
+ UInt32 size = sizeof(strdesc);
+ result = AudioUnitGetProperty(audio_unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kOutputBus, &strdesc, &size);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ switch (strdesc.mChannelsPerFrame) {
+ case 2: // Stereo
+ case 4: // Surround 3.1
+ case 6: // Surround 5.1
+ case 8: // Surround 7.1
+ channels = strdesc.mChannelsPerFrame;
+ break;
+
+ default:
+ // Unknown number of channels, default to stereo
+ channels = 2;
+ break;
+ }
+
+ mix_rate = GLOBAL_DEF("audio/mix_rate", DEFAULT_MIX_RATE);
+
+ zeromem(&strdesc, sizeof(strdesc));
+ strdesc.mFormatID = kAudioFormatLinearPCM;
+ strdesc.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsPacked;
+ strdesc.mChannelsPerFrame = channels;
+ strdesc.mSampleRate = mix_rate;
+ strdesc.mFramesPerPacket = 1;
+ strdesc.mBitsPerChannel = 16;
+ strdesc.mBytesPerFrame = strdesc.mBitsPerChannel * strdesc.mChannelsPerFrame / 8;
+ strdesc.mBytesPerPacket = strdesc.mBytesPerFrame * strdesc.mFramesPerPacket;
+
+ result = AudioUnitSetProperty(audio_unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, kOutputBus, &strdesc, sizeof(strdesc));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ int latency = GLOBAL_DEF("audio/output_latency", DEFAULT_OUTPUT_LATENCY);
+ // Sample rate is independent of channels (ref: https://stackoverflow.com/questions/11048825/audio-sample-frequency-rely-on-channels)
+ buffer_frames = closest_power_of_2(latency * mix_rate / 1000);
+
+#ifdef OSX_ENABLED
+ result = AudioUnitSetProperty(audio_unit, kAudioDevicePropertyBufferFrameSize, kAudioUnitScope_Global, kOutputBus, &buffer_frames, sizeof(UInt32));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+#endif
+
+ buffer_size = buffer_frames * channels;
+ samples_in.resize(buffer_size);
+
+ if (OS::get_singleton()->is_stdout_verbose()) {
+ print_line("CoreAudio: detected " + itos(channels) + " channels");
+ print_line("CoreAudio: audio buffer frames: " + itos(buffer_frames) + " calculated latency: " + itos(buffer_frames * 1000 / mix_rate) + "ms");
+ }
+
+ AURenderCallbackStruct callback;
+ zeromem(&callback, sizeof(AURenderCallbackStruct));
+ callback.inputProc = &AudioDriverCoreAudio::output_callback;
+ callback.inputProcRefCon = this;
+ result = AudioUnitSetProperty(audio_unit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, kOutputBus, &callback, sizeof(callback));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ result = AudioUnitInitialize(audio_unit);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ return OK;
+}
+
+Error AudioDriverCoreAudio::finishDevice() {
+ OSStatus result;
+
+ if (active) {
+ result = AudioOutputUnitStop(audio_unit);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ active = false;
+ }
+
+ result = AudioUnitUninitialize(audio_unit);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ return OK;
+}
+
+Error AudioDriverCoreAudio::init() {
+ OSStatus result;
+
+ mutex = Mutex::create();
+ active = false;
+ channels = 2;
+
+#ifdef OSX_ENABLED
+ outputDeviceAddress.mSelector = kAudioHardwarePropertyDefaultOutputDevice;
+ outputDeviceAddress.mScope = kAudioObjectPropertyScopeGlobal;
+ outputDeviceAddress.mElement = kAudioObjectPropertyElementMaster;
+
+ result = AudioObjectAddPropertyListener(kAudioObjectSystemObject, &outputDeviceAddress, &outputDeviceAddressCB, this);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+#endif
+
+ return initDevice();
+};
+
+Error AudioDriverCoreAudio::reopen() {
+ bool restart = false;
+
+ lock();
+
+ if (active) {
+ restart = true;
+ }
+
+ Error err = finishDevice();
+ if (err != OK) {
+ ERR_PRINT("finishDevice failed");
+ unlock();
+ return err;
+ }
+
+ err = initDevice();
+ if (err != OK) {
+ ERR_PRINT("initDevice failed");
+ unlock();
+ return err;
+ }
+
+ if (restart) {
+ start();
+ }
+
+ unlock();
+
+ return OK;
+}
+
+OSStatus AudioDriverCoreAudio::output_callback(void *inRefCon,
+ AudioUnitRenderActionFlags *ioActionFlags,
+ const AudioTimeStamp *inTimeStamp,
+ UInt32 inBusNumber, UInt32 inNumberFrames,
+ AudioBufferList *ioData) {
+
+ AudioDriverCoreAudio *ad = (AudioDriverCoreAudio *)inRefCon;
+
+ if (!ad->active || !ad->try_lock()) {
+ for (unsigned int i = 0; i < ioData->mNumberBuffers; i++) {
+ AudioBuffer *abuf = &ioData->mBuffers[i];
+ zeromem(abuf->mData, abuf->mDataByteSize);
+ };
+ return 0;
+ };
+
+ for (unsigned int i = 0; i < ioData->mNumberBuffers; i++) {
+
+ AudioBuffer *abuf = &ioData->mBuffers[i];
+ int frames_left = inNumberFrames;
+ int16_t *out = (int16_t *)abuf->mData;
+
+ while (frames_left) {
+
+ int frames = MIN(frames_left, ad->buffer_frames);
+ ad->audio_server_process(frames, ad->samples_in.ptr());
+
+ for (int j = 0; j < frames * ad->channels; j++) {
+
+ out[j] = ad->samples_in[j] >> 16;
+ }
+
+ frames_left -= frames;
+ out += frames * ad->channels;
+ };
+ };
+
+ ad->unlock();
+
+ return 0;
+};
+
+void AudioDriverCoreAudio::start() {
+ if (!active) {
+ OSStatus result = AudioOutputUnitStart(audio_unit);
+ if (result != noErr) {
+ ERR_PRINT("AudioOutputUnitStart failed");
+ } else {
+ active = true;
+ }
+ }
+};
+
+int AudioDriverCoreAudio::get_mix_rate() const {
+ return mix_rate;
+};
+
+AudioDriver::SpeakerMode AudioDriverCoreAudio::get_speaker_mode() const {
+ return get_speaker_mode_by_total_channels(channels);
+};
+
+void AudioDriverCoreAudio::lock() {
+ if (mutex)
+ mutex->lock();
+};
+
+void AudioDriverCoreAudio::unlock() {
+ if (mutex)
+ mutex->unlock();
+};
+
+bool AudioDriverCoreAudio::try_lock() {
+ if (mutex)
+ return mutex->try_lock() == OK;
+ return true;
+}
+
+void AudioDriverCoreAudio::finish() {
+ OSStatus result;
+
+ finishDevice();
+
+#ifdef OSX_ENABLED
+ result = AudioObjectRemovePropertyListener(kAudioObjectSystemObject, &outputDeviceAddress, &outputDeviceAddressCB, this);
+ if (result != noErr) {
+ ERR_PRINT("AudioObjectRemovePropertyListener failed");
+ }
+#endif
+
+ AURenderCallbackStruct callback;
+ zeromem(&callback, sizeof(AURenderCallbackStruct));
+ result = AudioUnitSetProperty(audio_unit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, kOutputBus, &callback, sizeof(callback));
+ if (result != noErr) {
+ ERR_PRINT("AudioUnitSetProperty failed");
+ }
+
+ if (mutex) {
+ memdelete(mutex);
+ mutex = NULL;
+ }
+};
+
+AudioDriverCoreAudio::AudioDriverCoreAudio() {
+ active = false;
+ mutex = NULL;
+
+ mix_rate = 0;
+ channels = 2;
+
+ buffer_size = 0;
+ buffer_frames = 0;
+
+ samples_in.clear();
+};
+
+AudioDriverCoreAudio::~AudioDriverCoreAudio(){};
+
+#endif
diff --git a/drivers/coreaudio/audio_driver_coreaudio.h b/drivers/coreaudio/audio_driver_coreaudio.h
new file mode 100644
index 0000000000..33b3ba93ec
--- /dev/null
+++ b/drivers/coreaudio/audio_driver_coreaudio.h
@@ -0,0 +1,89 @@
+/*************************************************************************/
+/* audio_driver_coreaudio.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifdef COREAUDIO_ENABLED
+
+#ifndef AUDIO_DRIVER_COREAUDIO_H
+#define AUDIO_DRIVER_COREAUDIO_H
+
+#include "servers/audio_server.h"
+
+#include <AudioUnit/AudioUnit.h>
+#ifdef OSX_ENABLED
+#include <CoreAudio/AudioHardware.h>
+#endif
+
+class AudioDriverCoreAudio : public AudioDriver {
+
+ AudioComponentInstance audio_unit;
+#ifdef OSX_ENABLED
+ AudioObjectPropertyAddress outputDeviceAddress;
+#endif
+ bool active;
+ Mutex *mutex;
+
+ int mix_rate;
+ unsigned int channels;
+ unsigned int buffer_frames;
+ unsigned int buffer_size;
+
+ Vector<int32_t> samples_in;
+
+ static OSStatus output_callback(void *inRefCon,
+ AudioUnitRenderActionFlags *ioActionFlags,
+ const AudioTimeStamp *inTimeStamp,
+ UInt32 inBusNumber, UInt32 inNumberFrames,
+ AudioBufferList *ioData);
+
+ Error initDevice();
+ Error finishDevice();
+
+public:
+ const char *get_name() const {
+ return "CoreAudio";
+ };
+
+ virtual Error init();
+ virtual void start();
+ virtual int get_mix_rate() const;
+ virtual SpeakerMode get_speaker_mode() const;
+ virtual void lock();
+ virtual void unlock();
+ virtual void finish();
+
+ bool try_lock();
+ Error reopen();
+
+ AudioDriverCoreAudio();
+ ~AudioDriverCoreAudio();
+};
+
+#endif
+
+#endif
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 98a9211d0c..eaf0b06664 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
-
+#include "math_funcs.h"
#include "os/os.h"
#include "project_settings.h"
#include "rasterizer_canvas_gles3.h"
@@ -799,12 +799,12 @@ void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
env->sky = p_sky;
}
-void RasterizerSceneGLES3::environment_set_sky_scale(RID p_env, float p_scale) {
+void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
- env->sky_scale = p_scale;
+ env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
@@ -2319,7 +2319,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
}
}
-void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) {
+void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
if (!p_sky)
return;
@@ -2365,16 +2365,28 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
//sky uv vectors
float vw, vh, zn;
- p_projection.get_viewport_size(vw, vh);
- zn = p_projection.get_z_near();
+ CameraMatrix camera;
+
+ if (p_custom_fov) {
+
+ float near_plane = p_projection.get_z_near();
+ float far_plane = p_projection.get_z_far();
+ float aspect = p_projection.get_aspect();
+
+ camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane);
- float scale = p_scale;
+ } else {
+ camera = p_projection;
+ }
+
+ camera.get_viewport_size(vw, vh);
+ zn = p_projection.get_z_near();
for (int i = 0; i < 4; i++) {
Vector3 uv = vertices[i * 2 + 1];
- uv.x = (uv.x * 2.0 - 1.0) * vw * scale;
- uv.y = -(uv.y * 2.0 - 1.0) * vh * scale;
+ uv.x = (uv.x * 2.0 - 1.0) * vw;
+ uv.y = -(uv.y * 2.0 - 1.0) * vh;
uv.z = -zn;
vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
@@ -2522,9 +2534,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ //compensate normalized diffuse range by multiplying by PI
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
//omni, keep at 0
@@ -2662,9 +2675,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -2748,9 +2761,9 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
float sign = li->light_ptr->negative ? -1 : 1;
Color linear_col = li->light_ptr->color.to_linear();
- ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ ubo_data.light_color_energy[0] = linear_col.r * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[1] = linear_col.g * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
+ ubo_data.light_color_energy[2] = linear_col.b * sign * li->light_ptr->param[VS::LIGHT_PARAM_ENERGY] * Math_PI;
ubo_data.light_color_energy[3] = 0;
Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin);
@@ -4258,7 +4271,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters
*/
- _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_scale, env->bg_energy);
+ _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy);
}
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 04cb3597da..28a5cef0ee 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -352,7 +352,7 @@ public:
VS::EnvironmentBG bg_mode;
RID sky;
- float sky_scale;
+ float sky_custom_fov;
Color bg_color;
float bg_energy;
@@ -435,7 +435,7 @@ public:
Environment() {
bg_mode = VS::ENV_BG_CLEAR_COLOR;
- sky_scale = 1.0;
+ sky_custom_fov = 0.0;
bg_energy = 1.0;
sky_ambient = 0;
ambient_energy = 1.0;
@@ -520,7 +520,7 @@ public:
virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
virtual void environment_set_sky(RID p_env, RID p_sky);
- virtual void environment_set_sky_scale(RID p_env, float p_scale);
+ virtual void environment_set_sky_custom_fov(RID p_env, float p_scale);
virtual void environment_set_bg_color(RID p_env, const Color &p_color);
virtual void environment_set_bg_energy(RID p_env, float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
@@ -811,7 +811,7 @@ public:
_FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass);
- 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 _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy);
void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);
void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 9a5b53c84b..91159e3381 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -700,9 +700,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
/** CANVAS ITEM SHADER **/
- actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"] = "vertex";
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
- actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color";
actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
@@ -711,6 +709,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
+ actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
@@ -720,6 +719,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
+ actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
@@ -798,6 +798,13 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
+ //for light
+ actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
+ actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
+ actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
+ actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
+
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index bf8eaf601d..731d6968ce 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -105,13 +105,16 @@ VERTEX_SHADER_GLOBALS
void main() {
- vec4 vertex_color = color_attrib;
+ vec4 color = color_attrib;
#ifdef USE_INSTANCING
mat4 extra_matrix2 = extra_matrix * transpose(mat4(instance_xform0,instance_xform1,instance_xform2,vec4(0.0,0.0,0.0,1.0)));
- vertex_color*=instance_color;
+ color*=instance_color;
+ vec4 instance_custom = instance_custom_data;
+
#else
mat4 extra_matrix2 = extra_matrix;
+ vec4 instance_custom = vec4(0.0);
#endif
#ifdef USE_TEXTURE_RECT
@@ -135,7 +138,7 @@ void main() {
//compute h and v frames and adjust UV interp for animation
int total_frames = h_frames * v_frames;
- int frame = min(int(float(total_frames) *instance_custom_data.z),total_frames-1);
+ int frame = min(int(float(total_frames) *instance_custom.z),total_frames-1);
float frame_w = 1.0/float(h_frames);
float frame_h = 1.0/float(v_frames);
uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
@@ -146,7 +149,6 @@ void main() {
#define extra_matrix extra_matrix2
{
- vec2 src_vtx=outvec.xy;
VERTEX_SHADER_CODE
@@ -165,7 +167,7 @@ VERTEX_SHADER_CODE
#undef extra_matrix
- color_interp = vertex_color;
+ color_interp = color;
#ifdef USE_PIXEL_SNAP
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 25115bc18a..41d5ef5bc9 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1,5 +1,6 @@
[vertex]
+#define M_PI 3.14159265359
/*
from VisualServer:
@@ -166,7 +167,7 @@ out vec4 specular_light_interp;
void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) {
float dotNL = max(dot(N,L), 0.0 );
- diffuse += dotNL * light_color;
+ diffuse += dotNL * light_color / M_PI;
if (roughness > 0.0) {
@@ -589,7 +590,7 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) {
norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
// we need to lie the derivatives (normg) and assume that DP side is always the same
- // to get proper texure filtering
+ // to get proper texture filtering
vec2 normg=norm.xy;
if (norm.z>0.0) {
norm.y=0.5-norm.y+0.5;
@@ -894,6 +895,10 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 at
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
+ vec3 normal = N;
+ vec3 albedo = diffuse_color;
+ vec3 light = L;
+ vec3 view = V;
LIGHT_SHADER_CODE
@@ -916,6 +921,7 @@ LIGHT_SHADER_CODE
#elif defined(DIFFUSE_OREN_NAYAR)
{
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
float LdotV = dot(L, V);
float NdotL = dot(L, N);
float NdotV = dot(N, V);
@@ -924,10 +930,10 @@ LIGHT_SHADER_CODE
float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
float sigma2 = roughness * roughness;
- vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33));
+ vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) );
float B = 0.45 * sigma2 / (sigma2 + 0.09);
- light_amount = max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
+ light_amount = dotNL * (A + vec3(B) * s / t) / M_PI;
}
#elif defined(DIFFUSE_TOON)
@@ -941,13 +947,13 @@ LIGHT_SHADER_CODE
vec3 H = normalize(V + L);
float NoL = max(0.0,dot(N, L));
- float VoH = max(0.0,dot(L, H));
+ float LoH = max(0.0,dot(L, H));
float NoV = max(0.0,dot(N, V));
- float FD90 = 0.5 + 2.0 * VoH * VoH * roughness;
- float FdV = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoV, 5.0 );
- float FdL = 1.0 + (FD90 - 1.0) * pow( 1.0 - NoL, 5.0 );
- light_amount = ( (1.0 / M_PI) * FdV * FdL );
+ float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
+ float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
+ float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
+ light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
@@ -960,11 +966,11 @@ LIGHT_SHADER_CODE
}
#else
//lambert
- light_amount = dotNL;
+ light_amount = dotNL / M_PI;
#endif
#if defined(TRANSMISSION_USED)
- diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission) * attenuation;
+ diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(M_PI),transmission) * attenuation;
#else
diffuse += light_color * diffuse_color * light_amount * attenuation;
#endif
@@ -1939,18 +1945,19 @@ FRAGMENT_SHADER_CODE
//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 f0 = mix(dielectric, albedo, metallic);
+ vec3 dielectric = vec3(0.034) * specular * 2.0;
+ vec3 specular_color = mix(dielectric, albedo, metallic);
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y;
- vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
+ vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;
- specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
+ specular_light *= AB.x * specular_color + AB.y;
#endif
}
diff --git a/drivers/png/SCsub b/drivers/png/SCsub
index 6684e36b20..39480351a6 100644
--- a/drivers/png/SCsub
+++ b/drivers/png/SCsub
@@ -5,7 +5,7 @@ Import('env')
env_png = env.Clone()
# Thirdparty source files
-if (env['builtin_libpng'] != 'no'):
+if env['builtin_libpng']:
thirdparty_dir = "#thirdparty/libpng/"
thirdparty_sources = [
"png.c",