diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 5 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 72 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 47 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 7 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 14 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 3 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 63 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 9 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 21 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 172 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 7 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 19 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 55 | ||||
-rw-r--r-- | drivers/unix/net_socket_posix.cpp | 2 | ||||
-rw-r--r-- | drivers/unix/os_unix.cpp | 6 |
17 files changed, 342 insertions, 164 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index c4b6c607a2..91280d966a 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1209,6 +1209,8 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); + state.current_main_tex = 0; + for (int i = 0; i < tc; i++) { glActiveTexture(GL_TEXTURE0 + i); @@ -1239,6 +1241,9 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m t = t->get_ptr(); glBindTexture(t->target, t->tex_id); + if (i == 0) { + state.current_main_tex = t->tex_id; + } } state.scene_shader.use_material((void *)p_material); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index d5865064cf..ff6216cf7a 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -613,8 +613,72 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) return Ref<Image>(img); #else - ERR_EXPLAIN("Sorry, It's not possible to obtain images back in OpenGL ES"); - ERR_FAIL_V(Ref<Image>()); + Image::Format real_format; + GLenum gl_format; + GLenum gl_internal_format; + GLenum gl_type; + bool compressed; + _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed); + + PoolVector<uint8_t> data; + + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); + + data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers + PoolVector<uint8_t>::Write wb = data.write(); + + GLuint temp_framebuffer; + glGenFramebuffers(1, &temp_framebuffer); + + GLuint temp_color_texture; + glGenTextures(1, &temp_color_texture); + + glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer); + + glBindTexture(GL_TEXTURE_2D, temp_color_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1, 1, 1, 1); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, texture->tex_id); + + glViewport(0, 0, texture->alloc_width, texture->alloc_height); + + shaders.copy.bind(); + + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + bind_quad_array(); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]); + + glDeleteTextures(1, &temp_color_texture); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteFramebuffers(1, &temp_framebuffer); + + wb = PoolVector<uint8_t>::Write(); + + data.resize(data_size); + + Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data)); + if (!texture->compressed) { + img->convert(real_format); + } + + return Ref<Image>(img); + #endif } @@ -1538,7 +1602,7 @@ void RasterizerStorageGLES2::_update_material(Material *p_material) { if (p_material->shader && p_material->shader->mode == VS::SHADER_SPATIAL) { if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && - (!p_material->shader->spatial.uses_alpha || (p_material->shader->spatial.uses_alpha && p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) { + (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) { can_cast_shadow = true; } @@ -4394,6 +4458,7 @@ void RasterizerStorageGLES2::initialize() { } } + config.keep_original_textures = false; config.shrink_textures_x2 = false; config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float"); @@ -4541,6 +4606,7 @@ void RasterizerStorageGLES2::initialize() { #endif config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); + config.use_fast_texture_filter = GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter"); } void RasterizerStorageGLES2::finalize() { diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index c928f753b1..c9731011fb 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -60,20 +60,12 @@ public: bool shrink_textures_x2; bool use_fast_texture_filter; - // bool use_anisotropic_filter; - - bool hdr_supported; - - bool use_rgba_2d_shadows; - - // float anisotropic_level; int max_texture_image_units; int max_texture_size; - bool generate_wireframes; - - bool use_texture_array_environment; + // TODO implement wireframe in GLES2 + // bool generate_wireframes; Set<String> extensions; @@ -83,7 +75,6 @@ public: bool keep_original_textures; - bool no_depth_prepass; bool force_vertex_shading; } config; @@ -272,31 +263,28 @@ public: void *detect_normal_ud; Texture() { - flags = 0; - width = 0; - height = 0; alloc_width = 0; alloc_height = 0; - format = Image::FORMAT_L8; - target = 0; - data_size = 0; - total_data_size = 0; + stored_cube_sides = 0; ignore_mipmaps = false; - - compressed = false; - - active = false; - + render_target = NULL; + flags = width = height = 0; tex_id = 0; - - stored_cube_sides = 0; - + data_size = 0; + format = Image::FORMAT_L8; + active = false; + compressed = false; + total_data_size = 0; + mipmaps = 0; + detect_3d = NULL; + detect_3d_ud = NULL; + detect_srgb = NULL; + detect_srgb_ud = NULL; + detect_normal = NULL; + detect_normal_ud = NULL; proxy = NULL; - - render_target = NULL; - redraw_if_visible = false; } @@ -429,6 +417,7 @@ public: int light_mode; */ + bool uses_screen_texture; bool uses_screen_uv; bool uses_time; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 082c520480..723c44f2f6 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -80,11 +80,8 @@ static String _opstr(SL::Operator p_op) { static String _mkid(const String &p_id) { - StringBuffer<> id; - id += "m_"; - id += p_id; - - return id.as_string(); + String id = "m_" + p_id; + return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl } static String f2sp0(float p_float) { diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 628a57c06d..c5a67d4e75 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -196,6 +196,12 @@ static void _display_error_with_code(const String &p_error, const Vector<const c ERR_PRINTS(p_error); } +static String _mkid(const String &p_id) { + + String id = "m_" + p_id; + return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl +} + ShaderGLES2::Version *ShaderGLES2::get_current_version() { Version *_v = version_map.getptr(conditional_version); @@ -492,15 +498,15 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() { if (cc) { // uniforms for (int i = 0; i < cc->custom_uniforms.size(); i++) { - StringName native_uniform_name = "m_" + cc->custom_uniforms[i]; - GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data()); + String native_uniform_name = _mkid(cc->custom_uniforms[i]); + GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data()); v.custom_uniform_locations[cc->custom_uniforms[i]] = location; } // textures for (int i = 0; i < cc->texture_uniforms.size(); i++) { - StringName native_uniform_name = "m_" + cc->texture_uniforms[i]; - GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data()); + String native_uniform_name = _mkid(cc->texture_uniforms[i]); + GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data()); v.custom_uniform_locations[cc->texture_uniforms[i]] = location; } } diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index b990384949..79d4eb2243 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -148,7 +148,10 @@ void main() { vec4 color = color_interp; +#if !defined(COLOR_USED) + //default behavior, texture by color color *= texture2D(color_texture, uv_interp); +#endif #ifdef SCREEN_UV_USED vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 2a781605d1..c2a4a2d4b3 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -247,7 +247,7 @@ void light_compute( float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float blinn = pow(cNdotH, shininess); - blinn *= (shininess + 8.0) / (8.0 * 3.141592654); + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); #endif @@ -1012,9 +1012,7 @@ float G_GGX_2cos(float cos_theta_m, float alpha) { // This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha) // See Filament docs, Specular G section. float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) { - float v = cos_theta_l * (cos_theta_v * (1.0 - alpha) + alpha); - float l = cos_theta_v * (cos_theta_l * (1.0 - alpha) + alpha); - return 0.5 / (v + l); + return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha); } float D_GGX(float cos_theta_m, float alpha) { @@ -1126,6 +1124,18 @@ LIGHT_SHADER_CODE float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + vec3 H = normalize(V + L); +#endif + +#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cNdotH = max(dot(N, H), 0.0); +#endif + +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cLdotH = max(dot(L, H), 0.0); +#endif + if (metallic < 1.0) { #if defined(DIFFUSE_OREN_NAYAR) vec3 diffuse_brdf_NL; @@ -1160,13 +1170,9 @@ LIGHT_SHADER_CODE #elif defined(DIFFUSE_BURLEY) { - - vec3 H = normalize(V + L); - float cLdotH = max(0.0, dot(L, H)); - - float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; - float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); - float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; + float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); + float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; /* float energyBias = mix(roughness, 0.0, 0.5); @@ -1209,13 +1215,9 @@ LIGHT_SHADER_CODE #if defined(SPECULAR_BLINN) //normalized blinn - vec3 H = normalize(V + L); - float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float blinn = pow(cNdotH, shininess); - blinn *= (shininess + 8.0) / (8.0 * 3.141592654); + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); #elif defined(SPECULAR_PHONG) @@ -1224,7 +1226,7 @@ LIGHT_SHADER_CODE float cRdotV = max(0.0, dot(R, V)); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float phong = pow(cRdotV, shininess); - phong *= (shininess + 8.0) / (8.0 * 3.141592654); + phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); #elif defined(SPECULAR_TOON) @@ -1240,11 +1242,6 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - vec3 H = normalize(V + L); - - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - #if defined(LIGHT_USE_ANISOTROPY) float alpha = roughness * roughness; float aspect = sqrt(1.0 - anisotropy * 0.9); @@ -1275,24 +1272,18 @@ LIGHT_SHADER_CODE specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #if defined(LIGHT_USE_CLEARCOAT) - if (clearcoat_gloss > 0.0) { -#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) - vec3 H = normalize(V + L); -#endif + #if !defined(SPECULAR_SCHLICK_GGX) - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - float cLdotH5 = SchlickFresnel(cLdotH); + float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); - float Fr = mix(.04, 1.0, cLdotH5); - //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float Gr = V_GGX(cNdotL, cNdotV, 0.25); + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + float Gr = V_GGX(cNdotL, cNdotV, 0.25); - float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; - specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - } + specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif } diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index f0932c2f80..0c6893d419 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -967,7 +967,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur //enable instancing state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); //reset shader and force rebind state.using_texture_rect = true; @@ -976,10 +975,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map); if (texture) { - Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames)); + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0)); } if (!particles->use_local_coords) { @@ -993,9 +990,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf); } - state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames); - state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames); - glBindVertexArray(data.particle_quad_array); //use particle quad array glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer @@ -1073,7 +1067,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false); state.using_texture_rect = true; _set_texture_rect_mode(false); diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 2f6a556773..41ce5e7c47 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -432,7 +432,6 @@ void RasterizerGLES3::make_current() { void RasterizerGLES3::register_config() { - GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false); GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/anisotropic_filter_level", PropertyInfo(Variant::INT, "rendering/quality/filters/anisotropic_filter_level", PROPERTY_HINT_RANGE, "1,16,1")); GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 0d4c83e0db..792e9eb238 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1428,7 +1428,16 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->particle_valid_histories[1]) { glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer, this was used 2 frames ago so it should be good enough for flushing - RasterizerGLES3Particle *particle_array = (RasterizerGLES3Particle *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); + RasterizerGLES3Particle *particle_array; +#ifndef __EMSCRIPTEN__ + particle_array = static_cast<RasterizerGLES3Particle *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)); +#else + PoolVector<RasterizerGLES3Particle> particle_vector; + particle_vector.resize(particles->amount); + PoolVector<RasterizerGLES3Particle>::Write w = particle_vector.write(); + particle_array = w.ptr(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), particle_array); +#endif SortArray<RasterizerGLES3Particle, RasterizerGLES3ParticleSort> sorter; @@ -1440,7 +1449,17 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo sorter.sort(particle_array, particles->amount); +#ifndef __EMSCRIPTEN__ glUnmapBuffer(GL_ARRAY_BUFFER); +#else + w = PoolVector<RasterizerGLES3Particle>::Write(); + particle_array = NULL; + { + PoolVector<RasterizerGLES3Particle>::Read r = particle_vector.read(); + glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), r.ptr()); + } + particle_vector = PoolVector<RasterizerGLES3Particle>(); +#endif #ifdef DEBUG_ENABLED if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) { glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 406ef6af78..649449a891 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -101,6 +101,28 @@ #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +#ifdef __EMSCRIPTEN__ +#include <emscripten/emscripten.h> + +void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) { + + /* clang-format off */ + EM_ASM({ + GLctx.getBufferSubData($0, $1, HEAPU8, $2, $3); + }, target, offset, data, size); + /* clang-format on */ +} + +void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) { + + /* clang-format off */ + EM_ASM({ + GLctx.bufferSubData($0, $1, HEAPU8, $2, $3); + }, target, offset, data, size); + /* clang-format on */ +} +#endif + void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) { #ifdef GLES_OVER_GL @@ -1094,8 +1116,78 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) return Ref<Image>(img); #else - ERR_EXPLAIN("Sorry, It's not possible to obtain images back in OpenGL ES"); - ERR_FAIL_V(Ref<Image>()); + Image::Format real_format; + GLenum gl_format; + GLenum gl_internal_format; + GLenum gl_type; + bool compressed; + bool srgb; + _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb); + + PoolVector<uint8_t> data; + + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); + + data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers + PoolVector<uint8_t>::Write wb = data.write(); + + GLuint temp_framebuffer; + glGenFramebuffers(1, &temp_framebuffer); + + GLuint temp_color_texture; + glGenTextures(1, &temp_color_texture); + + glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer); + + glBindTexture(GL_TEXTURE_2D, temp_color_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + print_line(itos(texture->alloc_width) + " xx " + itos(texture->alloc_height) + " -> " + itos(real_format)); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1, 1, 1, 1); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, texture->tex_id); + + glViewport(0, 0, texture->alloc_width, texture->alloc_height); + + shaders.copy.bind(); + + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb); + + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + glBindVertexArray(resources.quadie_array); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindVertexArray(0); + + glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]); + + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); + + glDeleteTextures(1, &temp_color_texture); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteFramebuffers(1, &temp_framebuffer); + + wb = PoolVector<uint8_t>::Write(); + + data.resize(data_size); + + Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data)); + if (!texture->compressed) { + img->convert(real_format); + } + + return Ref<Image>(img); #endif } @@ -2738,7 +2830,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) { if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) { if (material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && - (!material->shader->spatial.uses_alpha || (material->shader->spatial.uses_alpha && material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) { + (!material->shader->spatial.uses_alpha || material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) { can_cast_shadow = true; } @@ -3494,21 +3586,26 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, i Surface *surface = mesh->surfaces[p_surface]; - glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id); - void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, surface->array_byte_size, GL_MAP_READ_BIT); - - ERR_FAIL_COND_V(!data, PoolVector<uint8_t>()); - PoolVector<uint8_t> ret; ret.resize(surface->array_byte_size); + glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id); +#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__) + { + PoolVector<uint8_t>::Write w = ret.write(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, surface->array_byte_size, w.ptr()); + } +#else + void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, surface->array_byte_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, PoolVector<uint8_t>()); { - PoolVector<uint8_t>::Write w = ret.write(); copymem(w.ptr(), data, surface->array_byte_size); } glUnmapBuffer(GL_ARRAY_BUFFER); +#endif + glBindBuffer(GL_ARRAY_BUFFER, 0); return ret; } @@ -3521,22 +3618,26 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_m ERR_FAIL_COND_V(surface->index_array_len == 0, PoolVector<uint8_t>()); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id); - void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT); - - ERR_FAIL_COND_V(!data, PoolVector<uint8_t>()); - PoolVector<uint8_t> ret; ret.resize(surface->index_array_byte_size); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id); +#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__) + { + PoolVector<uint8_t>::Write w = ret.write(); + glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr()); + } +#else + void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT); + ERR_FAIL_NULL_V(data, PoolVector<uint8_t>()); { - PoolVector<uint8_t>::Write w = ret.write(); copymem(w.ptr(), data, surface->index_array_byte_size); } - glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); +#endif + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); return ret; } @@ -3577,23 +3678,26 @@ Vector<PoolVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shap for (int i = 0; i < mesh->surfaces[p_surface]->blend_shapes.size(); i++) { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->surfaces[p_surface]->blend_shapes[i].vertex_id); - void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, GL_MAP_READ_BIT); - - ERR_FAIL_COND_V(!data, Vector<PoolVector<uint8_t> >()); - PoolVector<uint8_t> ret; ret.resize(mesh->surfaces[p_surface]->array_byte_size); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->surfaces[p_surface]->blend_shapes[i].vertex_id); +#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__) + { + PoolVector<uint8_t>::Write w = ret.write(); + glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, w.ptr()); + } +#else + void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, GL_MAP_READ_BIT); + ERR_FAIL_COND_V(!data, Vector<PoolVector<uint8_t> >()); { - PoolVector<uint8_t>::Write w = ret.write(); copymem(w.ptr(), data, mesh->surfaces[p_surface]->array_byte_size); } + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); +#endif bsarr.push_back(ret); - - glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); } return bsarr; @@ -6001,9 +6105,21 @@ AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) { const Particles *particles = particles_owner.getornull(p_particles); ERR_FAIL_COND_V(!particles, AABB()); + const float *data; glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); - float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT); +#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__) + PoolVector<uint8_t> vector; + vector.resize(particles->amount * 16 * 6); + { + PoolVector<uint8_t>::Write w = vector.write(); + glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, w.ptr()); + } + PoolVector<uint8_t>::Read r = vector.read(); + data = reinterpret_cast<const float *>(r.ptr()); +#else + data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT); +#endif AABB aabb; Transform inv = particles->emission_transform.affine_inverse(); @@ -6020,7 +6136,13 @@ AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) { aabb.expand_to(pos); } +#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__) + r = PoolVector<uint8_t>::Read(); + vector = PoolVector<uint8_t>(); +#else glUnmapBuffer(GL_ARRAY_BUFFER); +#endif + glBindBuffer(GL_ARRAY_BUFFER, 0); float longest_axis = 0; diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 9a4798ac2a..773b149e0b 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -43,6 +43,12 @@ #include "shaders/cubemap_filter.glsl.gen.h" #include "shaders/particles.glsl.gen.h" +// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead. +#ifdef __EMSCRIPTEN__ +void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data); +void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); +#endif + class RasterizerCanvasGLES3; class RasterizerSceneGLES3; @@ -443,6 +449,7 @@ public: }; int light_mode; + bool uses_screen_texture; bool uses_screen_uv; bool uses_time; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index be36b41417..03619b941c 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -167,7 +167,8 @@ static String _opstr(SL::Operator p_op) { static String _mkid(const String &p_id) { - return "m_" + p_id; + String id = "m_" + p_id; + return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl } static String f2sp0(float p_float) { diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 8e8b693eb2..52746e0862 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -92,11 +92,6 @@ const bool at_light_pass = true; const bool at_light_pass = false; #endif -#ifdef USE_PARTICLES -uniform int h_frames; -uniform int v_frames; -#endif - #if defined(USE_MATERIAL) /* clang-format off */ @@ -143,20 +138,6 @@ void main() { highp vec4 outvec = vec4(vertex, 0.0, 1.0); #endif -#ifdef USE_PARTICLES - //scale by texture size - outvec.xy /= color_texpixel_size; - - //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.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); - uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames); - -#endif - #define extra_matrix extra_matrix_instance { diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 91ab34f775..66c0631cef 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -949,6 +949,18 @@ LIGHT_SHADER_CODE float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + vec3 H = normalize(V + L); +#endif + +#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cNdotH = max(dot(N, H), 0.0); +#endif + +#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) + float cLdotH = max(dot(L, H), 0.0); +#endif + if (metallic < 1.0) { #if defined(DIFFUSE_OREN_NAYAR) vec3 diffuse_brdf_NL; @@ -983,13 +995,9 @@ LIGHT_SHADER_CODE #elif defined(DIFFUSE_BURLEY) { - - vec3 H = normalize(V + L); - float cLdotH = max(0.0, dot(L, H)); - - float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; - float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); - float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; + float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); + float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL); diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; /* float energyBias = mix(roughness, 0.0, 0.5); @@ -1026,13 +1034,9 @@ LIGHT_SHADER_CODE #if defined(SPECULAR_BLINN) //normalized blinn - vec3 H = normalize(V + L); - float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float blinn = pow(cNdotH, shininess); - blinn *= (shininess + 8.0) / (8.0 * 3.141592654); + blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; @@ -1043,7 +1047,7 @@ LIGHT_SHADER_CODE float cRdotV = max(0.0, dot(R, V)); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float phong = pow(cRdotV, shininess); - phong *= (shininess + 8.0) / (8.0 * 3.141592654); + phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75); specular_light += light_color * intensity * specular_blob_intensity * attenuation; @@ -1063,11 +1067,6 @@ LIGHT_SHADER_CODE #elif defined(SPECULAR_SCHLICK_GGX) // shlick+ggx as default - vec3 H = normalize(V + L); - - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - #if defined(LIGHT_USE_ANISOTROPY) float alpha = roughness * roughness; @@ -1095,23 +1094,17 @@ LIGHT_SHADER_CODE #endif #if defined(LIGHT_USE_CLEARCOAT) - if (clearcoat_gloss > 0.0) { -#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) - vec3 H = normalize(V + L); -#endif + #if !defined(SPECULAR_SCHLICK_GGX) - float cNdotH = max(dot(N, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); - float cLdotH5 = SchlickFresnel(cLdotH); + float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); - float Fr = mix(.04, 1.0, cLdotH5); - float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; - specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; - } + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; #endif } diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp index 2cc2032cbb..f981be66ce 100644 --- a/drivers/unix/net_socket_posix.cpp +++ b/drivers/unix/net_socket_posix.cpp @@ -55,7 +55,7 @@ #include <netinet/tcp.h> -#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) +#if defined(__APPLE__) #define MSG_NOSIGNAL SO_NOSIGPIPE #endif diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index 7ff27be501..279274734f 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -288,6 +288,11 @@ uint64_t OS_Unix::get_ticks_usec() const { Error OS_Unix::execute(const String &p_path, const List<String> &p_arguments, bool p_blocking, ProcessID *r_child_id, String *r_pipe, int *r_exitcode, bool read_stderr) { +#ifdef __EMSCRIPTEN__ + // Don't compile this code at all to avoid undefined references. + // Actual virtual call goes to OS_JavaScript. + ERR_FAIL_V(ERR_BUG); +#else if (p_blocking && r_pipe) { String argss; @@ -354,6 +359,7 @@ Error OS_Unix::execute(const String &p_path, const List<String> &p_arguments, bo } return OK; +#endif } Error OS_Unix::kill(const ProcessID &p_pid) { |