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-rw-r--r--drivers/SCsub8
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp52
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h11
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp2
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp14
-rw-r--r--drivers/gles3/shaders/canvas.glsl12
-rw-r--r--drivers/gles3/shaders/scene.glsl66
-rw-r--r--drivers/png/SCsub2
-rw-r--r--drivers/rtaudio/audio_driver_rtaudio.cpp2
-rw-r--r--drivers/unix/dir_access_unix.cpp9
-rw-r--r--drivers/unix/file_access_unix.cpp11
-rw-r--r--drivers/unix/file_access_unix.h4
-rw-r--r--drivers/windows/file_access_windows.cpp6
-rw-r--r--drivers/windows/file_access_windows.h2
14 files changed, 128 insertions, 73 deletions
diff --git a/drivers/SCsub b/drivers/SCsub
index b8bba91378..195f7ec438 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
@@ -17,7 +17,7 @@ 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 +29,10 @@ 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/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 146a2359b6..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;
@@ -2404,6 +2416,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
//store camera into ubo
store_camera(p_cam_projection, state.ubo_data.projection_matrix);
+ store_camera(p_cam_projection.inverse(), state.ubo_data.inv_projection_matrix);
store_transform(p_cam_transform, state.ubo_data.camera_matrix);
store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix);
@@ -2521,9 +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
@@ -2661,9 +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);
@@ -2747,9 +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);
@@ -4257,7 +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 b3fd6fa2a0..28a5cef0ee 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -110,6 +110,7 @@ public:
struct SceneDataUBO {
//this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes
float projection_matrix[16];
+ float inv_projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
float ambient_light_color[4];
@@ -351,7 +352,7 @@ public:
VS::EnvironmentBG bg_mode;
RID sky;
- float sky_scale;
+ float sky_custom_fov;
Color bg_color;
float bg_energy;
@@ -434,7 +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;
@@ -519,7 +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);
@@ -806,11 +807,11 @@ public:
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
- _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_passs);
+ _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass);
_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/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index b99817fb12..ae41a936c6 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1564,6 +1564,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
p_shader->canvas_item.uses_screen_texture = false;
p_shader->canvas_item.uses_screen_uv = false;
+ p_shader->canvas_item.uses_time = false;
shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
@@ -1595,6 +1596,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->spatial.unshaded = false;
p_shader->spatial.no_depth_test = false;
p_shader->spatial.uses_sss = false;
+ p_shader->spatial.uses_time = false;
p_shader->spatial.uses_vertex_lighting = false;
p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_vertex = false;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 5401c8266a..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";
@@ -750,6 +750,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
@@ -786,6 +787,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
+ actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
@@ -796,6 +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";
@@ -805,6 +814,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\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 5f83033293..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:
@@ -61,6 +62,7 @@ layout(location=12) in highp vec4 instance_custom_data;
layout(std140) uniform SceneData { //ubo:0
highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
@@ -165,7 +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) {
@@ -588,7 +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;
@@ -643,6 +645,7 @@ FRAGMENT_SHADER_GLOBALS
layout(std140) uniform SceneData {
highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
@@ -887,11 +890,15 @@ float GTR1(float NdotH, float a)
-void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
+void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 attenuation,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
#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
@@ -914,6 +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);
@@ -922,10 +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)
@@ -939,13 +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);
@@ -958,13 +966,13 @@ 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);
+ diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(M_PI),transmission) * attenuation;
#else
- diffuse += light_color * diffuse_color * light_amount;
+ diffuse += light_color * diffuse_color * light_amount * attenuation;
#endif
@@ -985,14 +993,14 @@ LIGHT_SHADER_CODE
vec3 H = normalize(V + L);
float dotNH = max(dot(N,H), 0.0 );
float intensity = pow( dotNH, (1.0-roughness) * 256.0);
- specular += light_color * intensity * specular_blob_intensity;
+ specular += light_color * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L,N));
float dotNV = max(0.0,dot(R,V));
float intensity = pow( dotNV, (1.0-roughness) * 256.0);
- specular += light_color * intensity * specular_blob_intensity;
+ specular += light_color * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_TOON)
@@ -1001,7 +1009,7 @@ LIGHT_SHADER_CODE
float mid = 1.0-roughness;
mid*=mid;
float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV) * mid;
- diffuse += light_color * intensity * specular_blob_intensity; //write to diffuse, as in toon shading you generally want no reflection
+ diffuse += light_color * intensity * specular_blob_intensity * attenuation; //write to diffuse, as in toon shading you generally want no reflection
#elif defined(SPECULAR_DISABLED)
//none..
@@ -1045,7 +1053,7 @@ LIGHT_SHADER_CODE
float speci = dotNL * D * F * vis;
- specular += speci * light_color * specular_blob_intensity;
+ specular += speci * light_color * specular_blob_intensity * attenuation;
#endif
#if defined(LIGHT_USE_CLEARCOAT)
@@ -1191,7 +1199,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
@@ -1225,7 +1233,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
@@ -1534,6 +1542,7 @@ void main() {
#if defined(ENABLE_AO)
float ao=1.0;
+ float ao_light_affect=0.0;
#endif
float alpha = 1.0;
@@ -1857,7 +1866,7 @@ FRAGMENT_SHADER_CODE
specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a);
#else
- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb,light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
#endif
@@ -1918,9 +1927,13 @@ FRAGMENT_SHADER_CODE
#if defined(ENABLE_AO)
ambient_light*=ao;
+ ao_light_affect = mix(1.0,ao,ao_light_affect);
+ specular_light*=ao_light_affect;
+ diffuse_light*=ao_light_affect;
#endif
+
//energu conservation
diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
ambient_light=mix(ambient_light,vec3(0.0),metallic);
@@ -1932,18 +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",
diff --git a/drivers/rtaudio/audio_driver_rtaudio.cpp b/drivers/rtaudio/audio_driver_rtaudio.cpp
index ae5fdd28b6..a184c9e9cf 100644
--- a/drivers/rtaudio/audio_driver_rtaudio.cpp
+++ b/drivers/rtaudio/audio_driver_rtaudio.cpp
@@ -143,7 +143,7 @@ Error AudioDriverRtAudio::init() {
}
}
- return OK;
+ return active ? OK : ERR_UNAVAILABLE;
}
int AudioDriverRtAudio::get_mix_rate() const {
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index 45ea654bad..e7054e11a3 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -183,17 +183,18 @@ void DirAccessUnix::list_dir_end() {
_cisdir = false;
}
-#ifdef HAVE_MNTENT
+#if defined(HAVE_MNTENT) && defined(X11_ENABLED)
static bool _filter_drive(struct mntent *mnt) {
// Ignore devices that don't point to /dev
if (strncmp(mnt->mnt_fsname, "/dev", 4) != 0) {
return false;
}
- // Accept devices mounted at /media, /mnt or /home
+ // Accept devices mounted at common locations
if (strncmp(mnt->mnt_dir, "/media", 6) == 0 ||
strncmp(mnt->mnt_dir, "/mnt", 4) == 0 ||
- strncmp(mnt->mnt_dir, "/home", 5) == 0) {
+ strncmp(mnt->mnt_dir, "/home", 5) == 0 ||
+ strncmp(mnt->mnt_dir, "/run/media", 10) == 0) {
return true;
}
@@ -204,7 +205,7 @@ static bool _filter_drive(struct mntent *mnt) {
static void _get_drives(List<String> *list) {
-#ifdef HAVE_MNTENT
+#if defined(HAVE_MNTENT) && defined(X11_ENABLED)
// Check /etc/mtab for the list of mounted partitions
FILE *mtab = setmntent("/etc/mtab", "r");
if (mtab) {
diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp
index 80565c5b02..649f874cf4 100644
--- a/drivers/unix/file_access_unix.cpp
+++ b/drivers/unix/file_access_unix.cpp
@@ -168,7 +168,7 @@ void FileAccessUnix::seek_end(int64_t p_position) {
check_errors();
}
-size_t FileAccessUnix::get_pos() const {
+size_t FileAccessUnix::get_position() const {
ERR_FAIL_COND_V(!f, 0);
@@ -274,6 +274,15 @@ uint64_t FileAccessUnix::_get_modified_time(const String &p_file) {
};
}
+Error FileAccessUnix::_chmod(const String &p_path, int p_mod) {
+ int err = chmod(p_path.utf8().get_data(), p_mod);
+ if (!err) {
+ return OK;
+ }
+
+ return FAILED;
+}
+
FileAccess *FileAccessUnix::create_libc() {
return memnew(FileAccessUnix);
diff --git a/drivers/unix/file_access_unix.h b/drivers/unix/file_access_unix.h
index 6e5110431f..e2848e4128 100644
--- a/drivers/unix/file_access_unix.h
+++ b/drivers/unix/file_access_unix.h
@@ -62,7 +62,7 @@ public:
virtual void seek(size_t p_position); ///< seek to a given position
virtual void seek_end(int64_t p_position = 0); ///< seek from the end of file
- virtual size_t get_pos() const; ///< get position in the file
+ virtual size_t get_position() const; ///< get position in the file
virtual size_t get_len() const; ///< get size of the file
virtual bool eof_reached() const; ///< reading passed EOF
@@ -78,6 +78,8 @@ public:
virtual uint64_t _get_modified_time(const String &p_file);
+ virtual Error _chmod(const String &p_path, int p_mod);
+
FileAccessUnix();
virtual ~FileAccessUnix();
};
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index fe2069089c..d128b58244 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -156,7 +156,7 @@ void FileAccessWindows::seek_end(int64_t p_position) {
if (fseek(f, p_position, SEEK_END))
check_errors();
}
-size_t FileAccessWindows::get_pos() const {
+size_t FileAccessWindows::get_position() const {
size_t aux_position = 0;
aux_position = ftell(f);
@@ -169,9 +169,9 @@ size_t FileAccessWindows::get_len() const {
ERR_FAIL_COND_V(!f, 0);
- size_t pos = get_pos();
+ size_t pos = get_position();
fseek(f, 0, SEEK_END);
- int size = get_pos();
+ int size = get_position();
fseek(f, pos, SEEK_SET);
return size;
diff --git a/drivers/windows/file_access_windows.h b/drivers/windows/file_access_windows.h
index 6956e7855a..15cbdca739 100644
--- a/drivers/windows/file_access_windows.h
+++ b/drivers/windows/file_access_windows.h
@@ -54,7 +54,7 @@ public:
virtual void seek(size_t p_position); ///< seek to a given position
virtual void seek_end(int64_t p_position = 0); ///< seek from the end of file
- virtual size_t get_pos() const; ///< get position in the file
+ virtual size_t get_position() const; ///< get position in the file
virtual size_t get_len() const; ///< get size of the file
virtual bool eof_reached() const; ///< reading passed EOF