diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles1/rasterizer_gles1.cpp | 63 | ||||
-rw-r--r-- | drivers/gles1/rasterizer_gles1.h | 28 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 198 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 25 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 47 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.h | 9 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 24 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 75 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 60 |
10 files changed, 355 insertions, 178 deletions
diff --git a/drivers/gles1/rasterizer_gles1.cpp b/drivers/gles1/rasterizer_gles1.cpp index 9a6c928711..ad0c8e3c7f 100644 --- a/drivers/gles1/rasterizer_gles1.cpp +++ b/drivers/gles1/rasterizer_gles1.cpp @@ -891,6 +891,7 @@ RID RasterizerGLES1::shader_create(VS::ShaderMode p_mode) { shader->has_alpha=false; shader->fragment_line=0; shader->vertex_line=0; + shader->light_line=0; RID rid = shader_owner.make_rid(shader); shader_set_mode(rid,p_mode); // _shader_make_dirty(shader); @@ -921,19 +922,22 @@ VS::ShaderMode RasterizerGLES1::shader_get_mode(RID p_shader) const { -void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { +void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) { + Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); #ifdef DEBUG_ENABLED - if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment) + if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light) return; #endif shader->fragment_code=p_fragment; shader->vertex_code=p_vertex; + shader->light_code=p_light; shader->fragment_line=p_fragment_ofs; shader->vertex_line=p_vertex_ofs; + shader->light_line=p_light_ofs; } @@ -953,6 +957,13 @@ String RasterizerGLES1::shader_get_fragment_code(RID p_shader) const { } +String RasterizerGLES1::shader_get_light_code(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + return shader->light_code; + +} void RasterizerGLES1::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { @@ -1099,38 +1110,20 @@ bool RasterizerGLES1::material_get_flag(RID p_material,VS::MaterialFlag p_flag) } -void RasterizerGLES1::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) { +void RasterizerGLES1::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX); - material->hints[p_hint]=p_enabled; - + material->depth_draw_mode=p_mode; } -bool RasterizerGLES1::material_get_hint(RID p_material,VS::MaterialHint p_hint) const { +VS::MaterialDepthDrawMode RasterizerGLES1::material_get_depth_draw_mode(RID p_material) const{ - Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,false); - ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false); - return material->hints[p_hint]; - -} - -void RasterizerGLES1::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) { Material *material = material_owner.get(p_material); - ERR_FAIL_COND(!material); - material->shade_model=p_model; - -}; - -VS::MaterialShadeModel RasterizerGLES1::material_get_shade_model(RID p_material) const { - - Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT); - return material->shade_model; -}; + ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS); + return material->depth_draw_mode; +} void RasterizerGLES1::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { @@ -1223,20 +1216,6 @@ RID RasterizerGLES1::fixed_material_get_texture(RID p_material,VS::FixedMaterial return m->textures[p_parameter]; } -void RasterizerGLES1::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { - - Material *m=material_owner.get( p_material ); - ERR_FAIL_COND(!m); - - m->detail_blend_mode = p_mode; -} -VS::MaterialBlendMode RasterizerGLES1::fixed_material_get_detail_blend_mode(RID p_material) const { - - Material *m=material_owner.get( p_material ); - ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX); - - return m->detail_blend_mode; -} void RasterizerGLES1::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) { @@ -3395,7 +3374,7 @@ void RasterizerGLES1::_setup_material(const Geometry *p_geometry,const Material } - bool current_depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW]; + bool current_depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_ALWAYS; //broken bool current_depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP]; @@ -3460,7 +3439,7 @@ void RasterizerGLES1::_setup_light(LightInstance* p_instance, int p_idx) { glLightfv(glid , GL_DIFFUSE, diffuse_sdark); - Color amb_color = ld->colors[VS::LIGHT_COLOR_AMBIENT]; + Color amb_color = Color(0,0,0); GLfloat amb_stexsize[4]={ amb_color.r, amb_color.g, diff --git a/drivers/gles1/rasterizer_gles1.h b/drivers/gles1/rasterizer_gles1.h index 10b2d7694d..e7937f43c3 100644 --- a/drivers/gles1/rasterizer_gles1.h +++ b/drivers/gles1/rasterizer_gles1.h @@ -132,10 +132,12 @@ class RasterizerGLES1 : public Rasterizer { String vertex_code; String fragment_code; + String light_code; VS::ShaderMode mode; Map<StringName,Variant> params; int fragment_line; int vertex_line; + int light_line; bool valid; bool has_alpha; bool use_world_transform; @@ -149,15 +151,14 @@ class RasterizerGLES1 : public Rasterizer { bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX]; bool flags[VS::MATERIAL_FLAG_MAX]; - bool hints[VS::MATERIAL_HINT_MAX]; Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX]; RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX]; - VS::MaterialShadeModel shade_model; + VS::MaterialDepthDrawMode depth_draw_mode; + Transform uv_transform; VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX]; - VS::MaterialBlendMode detail_blend_mode; VS::MaterialBlendMode blend_mode; float line_width; @@ -179,8 +180,6 @@ class RasterizerGLES1 : public Rasterizer { for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++) flags[i]=false; flags[VS::MATERIAL_FLAG_VISIBLE]=true; - for(int i=0;i<VS::MATERIAL_HINT_MAX;i++) - hints[i]=false; parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8); parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12; @@ -188,7 +187,7 @@ class RasterizerGLES1 : public Rasterizer { for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) { texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV; }; - detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX; + depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY; line_width=1; has_alpha=false; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; @@ -433,7 +432,7 @@ class RasterizerGLES1 : public Rasterizer { vars[VS::LIGHT_PARAM_ENERGY]=1.0; vars[VS::LIGHT_PARAM_RADIUS]=1.0; vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05; - colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0); + colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); shadow_enabled=false; @@ -468,7 +467,7 @@ class RasterizerGLES1 : public Rasterizer { fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0; fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4; - fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0; + fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0; fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95; fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2; fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4; @@ -862,9 +861,10 @@ public: virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); virtual VS::ShaderMode shader_get_mode(RID p_shader) const; - virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0); + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0); virtual String shader_get_fragment_code(RID p_shader) const; virtual String shader_get_vertex_code(RID p_shader) const; + virtual String shader_get_light_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; @@ -881,11 +881,8 @@ public: virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled); virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const; - virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled); - virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const; - - virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model); - virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const; + virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); + virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; @@ -906,9 +903,6 @@ public: virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture); virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const; - virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); - virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; - virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode); virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const; diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index d660d02f6c..681a0e7265 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -1132,20 +1132,22 @@ VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const { } +void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) { -void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); #ifdef DEBUG_ENABLED - if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment) + if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light) return; #endif shader->fragment_code=p_fragment; shader->vertex_code=p_vertex; + shader->light_code=p_light; shader->fragment_line=p_fragment_ofs; shader->vertex_line=p_vertex_ofs; + shader->light_line=p_light_ofs; _shader_make_dirty(shader); } @@ -1166,6 +1168,14 @@ String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const { } +String RasterizerGLES2::shader_get_light_code(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + return shader->light_code; + +} + void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) { if (p_shader->dirty_list.in_list()) @@ -1334,38 +1344,22 @@ bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) } -void RasterizerGLES2::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) { +void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX); - material->hints[p_hint]=p_enabled; + material->depth_draw_mode=p_mode; } -bool RasterizerGLES2::material_get_hint(RID p_material,VS::MaterialHint p_hint) const { +VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const { Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,false); - ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false); - return material->hints[p_hint]; + ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS); + return material->depth_draw_mode; } -void RasterizerGLES2::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) { - - Material *material = material_owner.get(p_material); - ERR_FAIL_COND(!material); - material->shade_model=p_model; - -}; - -VS::MaterialShadeModel RasterizerGLES2::material_get_shade_model(RID p_material) const { - - Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT); - return material->shade_model; -}; void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { @@ -3455,14 +3449,21 @@ RID RasterizerGLES2::viewport_data_create() { glGenFramebuffers(1, &vd->lum_fbo); glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo); + GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA; + GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; + GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA; + glGenTextures(1, &vd->lum_color); glBindTexture(GL_TEXTURE_2D, vd->lum_color); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); + //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, + // GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0, + format_luminance_components, format_luminance_type, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, vd->lum_color, 0); @@ -3934,10 +3935,12 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { String vertex_code; String vertex_globals; - ShaderCompilerGLES2::Flags flags; + ShaderCompilerGLES2::Flags vertex_flags; + ShaderCompilerGLES2::Flags fragment_flags; + ShaderCompilerGLES2::Flags light_flags; if (p_shader->mode==VS::SHADER_MATERIAL) { - Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms); + Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms); if (err) { return; //invalid } @@ -3950,11 +3953,26 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { String fragment_code; String fragment_globals; - Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms); + Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms); if (err) { return; //invalid } + + String light_code; + String light_globals; + + if (p_shader->mode==VS::SHADER_MATERIAL) { + + Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms); + if (err) { + return; //invalid + } + } + + fragment_globals+=light_globals; //both fragment anyway + + //print_line("compiled fragment: "+fragment_code); // ("compiled fragment globals: "+fragment_globals); @@ -3975,40 +3993,43 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { if (p_shader->mode==VS::SHADER_MATERIAL) { //print_line("setting code to id.. "+itos(p_shader->custom_code_id)); Vector<const char*> enablers; - if (flags.use_color_interp) + if (fragment_flags.use_color_interp) enablers.push_back("#define ENABLE_COLOR_INTERP\n"); - if (flags.use_uv_interp) + if (fragment_flags.use_uv_interp) enablers.push_back("#define ENABLE_UV_INTERP\n"); - if (flags.use_uv2_interp) + if (fragment_flags.use_uv2_interp) enablers.push_back("#define ENABLE_UV2_INTERP\n"); - if (flags.use_tangent_interp) + if (fragment_flags.use_tangent_interp) enablers.push_back("#define ENABLE_TANGENT_INTERP\n"); - if (flags.use_var1_interp) + if (fragment_flags.use_var1_interp) enablers.push_back("#define ENABLE_VAR1_INTERP\n"); - if (flags.use_var2_interp) + if (fragment_flags.use_var2_interp) enablers.push_back("#define ENABLE_VAR2_INTERP\n"); - if (flags.uses_texscreen) { + if (fragment_flags.uses_texscreen) { enablers.push_back("#define ENABLE_TEXSCREEN\n"); } - if (flags.uses_screen_uv) { + if (fragment_flags.uses_screen_uv) { enablers.push_back("#define ENABLE_SCREEN_UV\n"); } - if (flags.uses_discard) { + if (fragment_flags.uses_discard) { enablers.push_back("#define ENABLE_DISCARD\n"); } + if (light_flags.uses_light) { + enablers.push_back("#define USE_LIGHT_SHADER_CODE\n"); + } - material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers); + material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); } else { //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names); } p_shader->valid=true; - p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen; - p_shader->writes_vertex=flags.vertex_code_writes_vertex; - p_shader->uses_discard=flags.uses_discard; - p_shader->has_texscreen=flags.uses_texscreen; - p_shader->has_screen_uv=flags.uses_screen_uv; - p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex; + p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen; + p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex; + p_shader->uses_discard=fragment_flags.uses_discard; + p_shader->has_texscreen=fragment_flags.uses_texscreen; + p_shader->has_screen_uv=fragment_flags.uses_screen_uv; + p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex; p_shader->version++; } @@ -4073,10 +4094,10 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD if (shadow) { - if (has_blend_alpha || (has_base_alpha && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS])) + if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) return; //bye - if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) { + if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) { //shader does not use discard and does not write a vertex position, use generic material m = shadow_mat_ptr; if (m->last_pass!=frame) { @@ -4159,7 +4180,7 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD e->light_type=0xFF; // no lights! e->light=0xFFFF; - if (!shadow && !has_blend_alpha && has_alpha && m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) { + if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) { //if nothing exists, add this element as opaque too RenderList::Element *oe = opaque_render_list.add_element(); @@ -4411,7 +4432,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13); material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM); - if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) { + if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) { material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true); } else { @@ -4423,7 +4444,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material if (!shadow) { bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP]; - bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]); + bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS); + //bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]); if (current_depth_mask!=depth_write) { current_depth_mask=depth_write; @@ -4594,7 +4616,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { VL_LIGHT_DIR, VL_LIGHT_ATTENUATION, VL_LIGHT_SPOT_ATTENUATION, - VL_LIGHT_AMBIENT, VL_LIGHT_DIFFUSE, VL_LIGHT_SPECULAR, VL_LIGHT_MAX @@ -4605,7 +4626,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { MaterialShaderGLES2::LIGHT_DIRECTION, MaterialShaderGLES2::LIGHT_ATTENUATION, MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION, - MaterialShaderGLES2::LIGHT_AMBIENT, MaterialShaderGLES2::LIGHT_DIFFUSE, MaterialShaderGLES2::LIGHT_SPECULAR, }; @@ -4617,12 +4637,10 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { LightInstance *li=light_instances[p_light]; Light *l=li->base; - Color col_ambient=_convert_color(l->colors[VS::LIGHT_COLOR_AMBIENT]); Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]); Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]); for(int j=0;j<3;j++) { - light_data[VL_LIGHT_AMBIENT][j]=col_ambient[j]; light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j]; light_data[VL_LIGHT_SPECULAR][j]=col_specular[j]; } @@ -5761,6 +5779,17 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans //material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6); material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size); } + if (!shadow) { + + if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) { + Color ambcolor = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR]; + float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY]; + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg)); + } else { + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3()); + } + } + _rinfo.shader_change_count++; } @@ -5908,6 +5937,8 @@ void RasterizerGLES2::_process_glow_bloom() { glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); +// copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0); copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD])); copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE])); @@ -5987,7 +6018,7 @@ void RasterizerGLES2::_process_hdr() { _copy_screen_quad(); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false); - int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]; +// int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]; copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true); copy_shader.bind(); @@ -6351,6 +6382,28 @@ void RasterizerGLES2::end_scene() { glDepthMask(false); if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { + + int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]; + switch(hdr_tm) { + case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: { + + + } break; + case VS::ENV_FX_HDR_TONE_MAPPER_LOG: { + copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true); + + } break; + case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: { + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); + } break; + case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: { + + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true); + } break; + } + + _process_hdr(); } if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { @@ -6400,6 +6453,7 @@ void RasterizerGLES2::end_scene() { glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); } @@ -6430,6 +6484,9 @@ void RasterizerGLES2::end_scene() { copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false); material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false); @@ -6444,6 +6501,7 @@ void RasterizerGLES2::end_scene() { if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) { _debug_shadows(); } +// _debug_luminances(); } @@ -6813,7 +6871,7 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P void RasterizerGLES2::_debug_luminances() { - canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true); + canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb); canvas_begin(); glDisable(GL_BLEND); canvas_shader.bind(); @@ -6821,10 +6879,17 @@ void RasterizerGLES2::_debug_luminances() { Size2 debug_size(128,128); Size2 ofs; - for (int i=0;i<framebuffer.luminance.size();i++) { - _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size )); - ofs.x+=debug_size.x; + for (int i=0;i<=framebuffer.luminance.size();i++) { + + if (i==framebuffer.luminance.size()) { + if (!current_vd) + break; + _debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size )); + } else { + _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size )); + } + ofs.x+=debug_size.x/2; if ( (ofs.x+debug_size.x) > viewport.width ) { ofs.x=0; @@ -7936,9 +8001,14 @@ void RasterizerGLES2::_update_framebuffer() { GLuint format_rgba = GL_RGBA; GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB; GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE; - GLuint format_luminance = use_fp16_fb?_GL_RED_EXT:GL_RGBA; + /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA; + GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; + GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/ + + GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA; GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; - GLuint format_luminance_components = use_fp16_fb?_GL_RED_EXT:GL_RGBA; + GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA; + @@ -8082,8 +8152,8 @@ void RasterizerGLES2::_update_framebuffer() { glGenTextures(1, &lb.color); glBindTexture(GL_TEXTURE_2D, lb.color); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0, diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index cf4c8717e9..60a7731fea 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -163,8 +163,10 @@ class RasterizerGLES2 : public Rasterizer { String vertex_code; String fragment_code; + String light_code; int vertex_line; int fragment_line; + int light_line; VS::ShaderMode mode; uint32_t custom_code_id; @@ -193,6 +195,7 @@ class RasterizerGLES2 : public Rasterizer { version=1; vertex_line=0; fragment_line=0; + light_line=0; can_zpass=true; has_texscreen=false; has_screen_uv=false; @@ -211,10 +214,9 @@ class RasterizerGLES2 : public Rasterizer { struct Material { bool flags[VS::MATERIAL_FLAG_MAX]; - bool hints[VS::MATERIAL_HINT_MAX]; - VS::MaterialShadeModel shade_model; VS::MaterialBlendMode blend_mode; + VS::MaterialDepthDrawMode depth_draw_mode; float line_width; bool has_alpha; @@ -241,12 +243,10 @@ class RasterizerGLES2 : public Rasterizer { for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++) flags[i]=false; flags[VS::MATERIAL_FLAG_VISIBLE]=true; - for(int i=0;i<VS::MATERIAL_HINT_MAX;i++) - hints[i]=false; - hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]=true; line_width=1; has_alpha=false; + depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; last_pass = 0; shader_version=0; @@ -590,7 +590,6 @@ class RasterizerGLES2 : public Rasterizer { vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4; vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0; vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1; - colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0); colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); shadow_enabled=false; @@ -635,8 +634,9 @@ class RasterizerGLES2 : public Rasterizer { fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0; + fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR; fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4; - fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0; + fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0; fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95; fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2; fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4; @@ -1172,9 +1172,11 @@ public: virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); virtual VS::ShaderMode shader_get_mode(RID p_shader) const; - virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0); + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0); virtual String shader_get_fragment_code(RID p_shader) const; virtual String shader_get_vertex_code(RID p_shader) const; + virtual String shader_get_light_code(RID p_shader) const; + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; @@ -1192,11 +1194,8 @@ public: virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled); virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const; - virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled); - virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const; - - virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model); - virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const; + virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); + virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index db63c3aeba..dfab3ea3d1 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -182,6 +182,13 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a } } + if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT) { + + if (vnode->name==vname_light) { + uses_light=true; + } + + } code=replace_string(vnode->name); @@ -410,7 +417,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a } -void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) { +Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) { // feed the local replace table and global code global_code=""; @@ -423,8 +430,15 @@ void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) { for(Map<StringName,SL::Uniform>::Element *E=p_program->uniforms.front();E;E=E->next()) { String uline="uniform "+_typestr(E->get().type)+" _"+E->key().operator String()+";"ENDL; + global_code+=uline; if (uniforms) { + //if (uniforms->has(E->key())) { + // //repeated uniform, error + // ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key())); + // ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS); +// +// } SL::Uniform u = E->get(); u.order+=ubase; uniforms->insert(E->key(),u); @@ -474,12 +488,14 @@ void ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) { print_line(code); code=code.replace("\n",""); #endif + + return OK; } -void ShaderCompilerGLES2::create_glsl_120_code(void *p_str,SL::ProgramNode *p_program) { +Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str,SL::ProgramNode *p_program) { ShaderCompilerGLES2 *compiler=(ShaderCompilerGLES2*)p_str; - compiler->compile_node(p_program); + return compiler->compile_node(p_program); } @@ -505,6 +521,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT uses_alpha=false; uses_discard=false; uses_screen_uv=false; + uses_light=false; vertex_code_writes_vertex=false; uniforms=r_uniforms; flags=&r_flags; @@ -533,6 +550,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT r_flags.vertex_code_writes_vertex=vertex_code_writes_vertex; r_flags.uses_discard=uses_discard; r_flags.uses_screen_uv=uses_screen_uv; + r_flags.uses_light=uses_light; r_code_line=code; r_globals_line=global_code; return OK; @@ -577,6 +595,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { replace_table["clamp"]= "clamp"; replace_table["mix" ]= "mix"; replace_table["step" ]= "step"; + replace_table["smoothstep" ]= "smoothstep"; replace_table["length"]= "length"; replace_table["distance"]= "distance"; replace_table["dot" ]= "dot"; @@ -628,6 +647,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { mode_replace_table[1]["DIFFUSE_ALPHA"]="diffuse"; mode_replace_table[1]["SPECULAR"]="specular"; mode_replace_table[1]["EMISSION"]="emission"; + mode_replace_table[1]["SHADE_PARAM"]="shade_param"; mode_replace_table[1]["SPEC_EXP"]="specular_exp"; mode_replace_table[1]["GLOW"]="glow"; mode_replace_table[1]["DISCARD"]="discard_"; @@ -638,6 +658,26 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { //mode_replace_table[1]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; mode_replace_table[1]["TIME"]="time"; + ////////////// + + mode_replace_table[2]["NORMAL"]="normal"; + //mode_replace_table[2]["POSITION"]="IN_POSITION"; + mode_replace_table[2]["LIGHT_DIR"]="light_dir"; + mode_replace_table[2]["LIGHT_DIFFUSE"]="light_diffuse"; + mode_replace_table[2]["LIGHT_SPECULAR"]="light_specular"; + mode_replace_table[2]["EYE_VEC"]="eye_vec"; + mode_replace_table[2]["DIFFUSE"]="mdiffuse"; + mode_replace_table[2]["SPECULAR"]="specular"; + mode_replace_table[2]["SPECULAR_EXP"]="specular_exp"; + mode_replace_table[2]["SHADE_PARAM"]="shade_param"; + mode_replace_table[2]["LIGHT"]="light"; + mode_replace_table[2]["POINT_COORD"]="gl_PointCoord"; + mode_replace_table[2]["TIME"]="time"; + + //mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS"; + //mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; + + out_vertex_name="VERTEX"; vname_discard="DISCARD"; @@ -651,5 +691,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { vname_var1_interp="VAR1"; vname_var2_interp="VAR2"; vname_vertex="VERTEX"; + vname_light="LIGHT"; } diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index d683f5b4f3..d63915a2b6 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -39,10 +39,11 @@ private: ShaderLanguage::ProgramNode *program_node; String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false); - void compile_node(ShaderLanguage::ProgramNode *p_program); - static void create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program); + Error compile_node(ShaderLanguage::ProgramNode *p_program); + static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program); + bool uses_light; bool uses_texscreen; bool uses_texpos; bool uses_alpha; @@ -62,6 +63,7 @@ private: StringName vname_var1_interp; StringName vname_var2_interp; StringName vname_vertex; + StringName vname_light; Map<StringName,ShaderLanguage::Uniform> *uniforms; @@ -73,7 +75,7 @@ private: String replace_string(const StringName& p_string); - Map<StringName,StringName> mode_replace_table[2]; + Map<StringName,StringName> mode_replace_table[3]; Map<StringName,StringName> replace_table; public: @@ -92,6 +94,7 @@ public: bool use_tangent_interp; bool use_var1_interp; bool use_var2_interp; + bool uses_light; }; Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL); diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index bcd3e6ad4b..dc68ee489a 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -285,6 +285,7 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() { //keep them around during the function CharString code_string; + CharString code_string2; CharString code_globals; @@ -437,6 +438,14 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() { } strings.push_back(fragment_code2.get_data()); + + if (cc) { + code_string2=cc->light.ascii(); + strings.push_back(code_string2.get_data()); + } + + strings.push_back(fragment_code3.get_data()); + #ifdef DEBUG_SHADER DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data())); for(int i=0;i<strings.size();i++) { @@ -630,6 +639,7 @@ void ShaderGLES2::setup(const char** p_conditional_defines, int p_conditional_co { String globals_tag="\nFRAGMENT_SHADER_GLOBALS"; String code_tag="\nFRAGMENT_SHADER_CODE"; + String light_code_tag="\nLIGHT_SHADER_CODE"; String code = fragment_code; int cpos = code.find(globals_tag); if (cpos==-1) { @@ -645,7 +655,16 @@ void ShaderGLES2::setup(const char** p_conditional_defines, int p_conditional_co } else { fragment_code1=code.substr(0,cpos).ascii(); - fragment_code2=code.substr(cpos+code_tag.length(),code.length()).ascii(); + String code2 = code.substr(cpos+code_tag.length(),code.length()); + + cpos = code2.find(light_code_tag); + if (cpos==-1) { + fragment_code2=code2.ascii(); + } else { + + fragment_code2=code2.substr(0,cpos).ascii(); + fragment_code3 = code2.substr(cpos+light_code_tag.length(),code2.length()).ascii(); + } } } } @@ -696,7 +715,7 @@ uint32_t ShaderGLES2::create_custom_shader() { return last_custom_code++; } -void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals,const String& p_fragment, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) { +void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_light, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) { ERR_FAIL_COND(!custom_code_map.has(p_code_id)); CustomCode *cc=&custom_code_map[p_code_id]; @@ -705,6 +724,7 @@ void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_ver cc->vertex_globals=p_vertex_globals; cc->fragment=p_fragment; cc->fragment_globals=p_fragment_globals; + cc->light=p_light; cc->custom_uniforms=p_uniforms; cc->custom_defines=p_custom_defines; cc->version++; diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 17d893e349..9cd6142eb0 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -98,6 +98,7 @@ private: String vertex_globals; String fragment; String fragment_globals; + String light; uint32_t version; Vector<StringName> custom_uniforms; Vector<const char*> custom_defines; @@ -157,6 +158,7 @@ private: CharString fragment_code0; CharString fragment_code1; CharString fragment_code2; + CharString fragment_code3; CharString vertex_code0; CharString vertex_code1; @@ -292,7 +294,7 @@ public: void clear_caches(); uint32_t create_custom_shader(); - void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines); + void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines); void set_custom_shader(uint32_t p_id); void free_custom_shader(uint32_t p_id); diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index f96ec1d1bd..d8fb03f3a3 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -78,7 +78,7 @@ uniform highp float hdr_glow_scale; uniform sampler2D hdr_source; uniform highp float tonemap_exposure; - +uniform highp float tonemap_white; #endif #ifdef USE_BCS @@ -318,6 +318,7 @@ void main() { #ifdef USE_HDR + highp float white_mult = 1.0; #ifdef USE_8BIT_HDR highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1); @@ -325,11 +326,37 @@ void main() { color.rgb*=LUM_RANGE; hdr_lum*=LUM_RANGE; //restore to full range #else - highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r; + + highp vec2 lv = texture2D( hdr_source, vec2(0.0) ).rg; + highp float hdr_lum = lv.r; +#ifdef USE_AUTOWHITE + white_mult=lv.g; +#endif + #endif +#ifdef USE_REINHARDT_TONEMAPPER + float src_lum = dot(color.rgb,vec3(0.3, 0.58, 0.12)); + float lp = tonemap_exposure/hdr_lum*src_lum; + float white = tonemap_white; +#ifdef USE_AUTOWHITE + white_mult = (white_mult + 1.0 * white_mult); + white_mult*=white_mult; + white*=white_mult; +#endif + lp = ( lp * ( 1.0 + ( lp / ( white) ) ) ) / ( 1.0 + lp ); + color.rgb*=lp; + +#else + +#ifdef USE_LOG_TONEMAPPER + color.rgb = tonemap_exposure * log(color.rgb+1.0)/log(hdr_lum+1.0); +#else highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported color.rgb*=tone_scale; +#endif + +#endif #endif @@ -393,7 +420,11 @@ void main() { #ifdef USE_HDR_COPY //highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0)); - highp float lum = max(color.r,max(color.g,color.b)); + //highp float lum = max(color.r,max(color.g,color.b)); + highp float lum = dot(color.rgb,vec3(0.3, 0.58, 0.12)); + + //lum=log(lum+0.0001); //everyone does it + #ifdef USE_8BIT_HDR highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); @@ -422,21 +453,33 @@ void main() { #else highp float lum_accum = color.r; - lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ).r; - lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ).r; - lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ).r; - lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ).r; + highp float lum_max = color.g; + +#define LUM_REDUCE(m_uv) \ + {\ + vec2 val = texture2D( source, uv_interp+m_uv ).rg;\ + lum_accum+=val.x;\ + lum_max=max(val.y,lum_max);\ + } + + LUM_REDUCE( vec2(-pixel_size.x,-pixel_size.y) ); + LUM_REDUCE( vec2(0.0,-pixel_size.y) ); + LUM_REDUCE( vec2(pixel_size.x,-pixel_size.y) ); + LUM_REDUCE( vec2(-pixel_size.x,0.0) ); + LUM_REDUCE( vec2(pixel_size.x,0.0) ); + LUM_REDUCE( vec2(-pixel_size.x,pixel_size.y) ); + LUM_REDUCE( vec2(0.0,pixel_size.y) ); + LUM_REDUCE( vec2(pixel_size.x,pixel_size.y) ); lum_accum/=9.0; #endif #ifdef USE_HDR_STORE -#ifdef USE_8BIT_HDR + //lum_accum=exp(lum_accum); + +#ifdef USE_8BIT_HDR + highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv ); lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE)); #else @@ -451,12 +494,20 @@ void main() { comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); color=comp; #else +#ifdef USE_AUTOWHITE + color.r=lum_accum; + color.g=lum_max; +#else color.rgb=vec3(lum_accum); #endif #endif +#endif + + + #ifdef USE_RGBE color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0)); diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index 8e7d321fe7..602620a04b 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -115,7 +115,6 @@ uniform vec3 light_pos; uniform vec3 light_direction; uniform vec3 light_attenuation; uniform vec3 light_spot_attenuation; -uniform vec3 light_ambient; uniform vec3 light_diffuse; uniform vec3 light_specular; @@ -132,6 +131,7 @@ varying vec3 specular_interp; uniform float time; uniform float instance_id; +uniform vec3 ambient_light; #if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS) @@ -404,7 +404,7 @@ VERTEX_SHADER_CODE float NdotL = max(0.0,dot( normal_interp, light_dir )); vec3 half_vec = normalize(light_dir + eye_vec); float eye_light = max(dot(normal_interp, half_vec),0.0); - diffuse_interp.rgb=light_diffuse * NdotL * attenuation;// + light_ambient; + diffuse_interp.rgb=light_diffuse * NdotL * attenuation; diffuse_interp.a=attenuation; if (NdotL > 0.0) { specular_interp=light_specular * pow( eye_light, vertex_specular_exp ) * attenuation; @@ -510,27 +510,15 @@ uniform vec3 light_pos; uniform vec3 light_direction; uniform vec3 light_attenuation; uniform vec3 light_spot_attenuation; -uniform vec3 light_ambient; uniform vec3 light_diffuse; uniform vec3 light_specular; - -#ifdef USE_FRAGMENT_LIGHTING +uniform vec3 ambient_light; +#ifdef USE_FRAGMENT_LIGHTING -vec3 process_shade(in vec3 normal, in vec3 light_dir, in vec3 eye_vec, in vec3 diffuse, in vec3 specular, in float specular_exp, in float attenuation) { - float NdotL = max(0.0,dot( normal, light_dir )); - vec3 half_vec = normalize(light_dir + eye_vec); - float eye_light = max(dot(normal, half_vec),0.0); - - vec3 ret = light_ambient *diffuse + light_diffuse * diffuse * NdotL * attenuation; - if (NdotL > 0.0) { - ret+=light_specular * specular * pow( eye_light, specular_exp ) * attenuation; - } - return ret; -} # ifdef USE_DEPTH_SHADOWS # else @@ -770,9 +758,12 @@ void main() { bool discard_=false; #endif +{ + FRAGMENT_SHADER_CODE +} #if defined(ENABLE_DISCARD) if (discard_) { @@ -1009,9 +1000,8 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_TYPE_DIRECTIONAL vec3 light_dir = -light_direction; - float light_attenuation = light_attenuation.r; + float attenuation = light_attenuation.r; - diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*light_attenuation; #endif @@ -1023,7 +1013,6 @@ FRAGMENT_SHADER_CODE light_dir=normalize(light_dir); float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r; - diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*attenuation; #endif @@ -1040,10 +1029,39 @@ FRAGMENT_SHADER_CODE float rim = (1.0 - scos) / (1.0 - spot_cutoff); attenuation *= 1.0 - pow( rim, light_spot_attenuation.g); - diffuse.rgb=process_shade(normal,light_dir,eye_vec,diffuse.rgb,specular,specular_exp,shadow_attenuation)*attenuation; +#endif + +# if defined(LIGHT_TYPE_DIRECTIONAL) || defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT) + + { + + vec3 mdiffuse = diffuse.rgb; + vec3 light; + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader +{ + +LIGHT_SHADER_CODE + +} +#else +//traditional lambert + blinn + float NdotL = max(0.0,dot( normal, light_dir )); + vec3 half_vec = normalize(light_dir + eye_vec); + float eye_light = max(dot(normal, half_vec),0.0); + light = light_diffuse * mdiffuse * NdotL; + if (NdotL > 0.0) { + light+=specular * light_specular * pow( eye_light, specular_exp ); + } #endif + diffuse.rgb = ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation; + + } + +# endif # if !defined(LIGHT_TYPE_DIRECTIONAL) && !defined(LIGHT_TYPE_OMNI) && !defined (LIGHT_TYPE_SPOT) //none @@ -1062,7 +1080,7 @@ FRAGMENT_SHADER_CODE #ifdef USE_VERTEX_LIGHTING - vec3 ambient = light_ambient*diffuse.rgb; + vec3 ambient = ambient_light*diffuse.rgb; # if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT) ambient*=diffuse_interp.a; //attenuation affects ambient too # endif |