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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp17
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp104
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h4
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl13
-rw-r--r--drivers/gles3/shaders/scene.glsl58
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl6
-rw-r--r--drivers/gles3/shaders/ssao.glsl21
-rw-r--r--drivers/gles3/shaders/ssao_minify.glsl4
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl126
-rw-r--r--drivers/unix/dir_access_unix.cpp20
-rw-r--r--drivers/unix/file_access_unix.cpp6
-rw-r--r--drivers/unix/socket_helpers.h1
-rw-r--r--drivers/windows/file_access_windows.cpp3
13 files changed, 224 insertions, 159 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 2615f9c1b3..146a2359b6 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2599,7 +2599,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
}
}
- ubo_data.shadow_split_offsets[j] = 1.0 / li->shadow_transform[j].split;
+ ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split;
Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
@@ -3174,6 +3174,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
for (int i = 0; i < storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size(); i++) {
state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START, i == 0);
+ state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
state.ssao_minify_shader.bind();
state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
@@ -3203,6 +3204,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glDepthFunc(GL_GREATER);
// do SSAO!
state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2, env->ssao_radius2 > 0.001);
+ state.ssao_shader.set_conditional(SsaoShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
state.ssao_shader.bind();
state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
@@ -3312,6 +3314,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]);
glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_HIGH);
@@ -3366,6 +3369,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//perform SSR
state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness);
+ state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
state.ssr_shader.bind();
@@ -3519,6 +3523,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
int vp_h = storage->frame.current_rt->height;
int vp_w = storage->frame.current_rt->width;
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, true);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
@@ -3561,6 +3566,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, false);
composite_from = storage->frame.current_rt->effects.mip_maps[0].color;
}
@@ -3573,6 +3579,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
int vp_h = storage->frame.current_rt->height;
int vp_w = storage->frame.current_rt->width;
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR, true);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP, true);
@@ -3648,6 +3655,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_ORTHOGONAL_PROJECTION, false);
composite_from = storage->frame.current_rt->effects.mip_maps[0].color;
}
@@ -3739,6 +3747,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
SWAP(exposure_shrink[exposure_shrink.size() - 1].color, storage->frame.current_rt->exposure.color);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ VisualServerRaster::redraw_request(); //if using auto exposure, redraw must happen
}
int max_glow_level = -1;
@@ -4155,7 +4165,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
- } else if (env->bg_mode == VS::ENV_BG_SKY) {
+ } else if (env->bg_mode == VS::ENV_BG_SKY || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
sky = storage->sky_owner.getornull(env->sky);
@@ -4163,6 +4173,9 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
env_radiance_tex = sky->radiance;
}
storage->frame.clear_request = false;
+ if (env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+ clear_color = env->bg_color.to_linear();
+ }
} else {
storage->frame.clear_request = false;
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index a744abdfa8..b99817fb12 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -165,7 +165,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_RGB8: {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? GL_SRGB8 : GL_RGB8;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8 : GL_RGB8;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
srgb = true;
@@ -174,7 +174,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
srgb = true;
@@ -254,7 +254,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.s3tc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -270,7 +270,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.s3tc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -286,7 +286,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.s3tc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -331,7 +331,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.bptc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : _EXT_COMPRESSED_RGBA_BPTC_UNORM;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : _EXT_COMPRESSED_RGBA_BPTC_UNORM;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -371,7 +371,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.pvrtc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -386,7 +386,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.pvrtc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -402,7 +402,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.pvrtc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -418,7 +418,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.pvrtc_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -503,7 +503,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.etc2_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB8_ETC2 : _EXT_COMPRESSED_RGB8_ETC2;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_ETC2 : _EXT_COMPRESSED_RGB8_ETC2;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -518,7 +518,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.etc2_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : _EXT_COMPRESSED_RGBA8_ETC2_EAC;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : _EXT_COMPRESSED_RGBA8_ETC2_EAC;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -533,7 +533,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
if (config.etc2_supported) {
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
@@ -560,7 +560,7 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
}
r_gl_format = GL_RGBA;
- r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
+ r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = false;
srgb = true;
@@ -595,7 +595,6 @@ RID RasterizerStorageGLES3::texture_create() {
void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) {
- int components;
GLenum format;
GLenum internal_format;
GLenum type;
@@ -686,7 +685,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
texture->ignore_mipmaps = compressed && !img->has_mipmaps();
- if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
+ if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps)
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
else {
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
@@ -717,7 +716,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
}
- if ((texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
+ if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
@@ -770,15 +769,13 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
}
}
- int mipmaps = (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
+ int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
int w = img->get_width();
int h = img->get_height();
int tsize = 0;
- int block = Image::get_format_block_size(img->get_format());
-
for (int i = 0; i < mipmaps; i++) {
int size, ofs;
@@ -789,10 +786,6 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- //this is not needed, as compressed takes the regular size, even if blocks extend it
- //int bw = (w % block != 0) ? w + (block - w % block) : w;
- //int bh = (h % block != 0) ? h + (block - h % block) : h;
-
int bw = w;
int bh = h;
@@ -820,7 +813,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
texture->stored_cube_sides |= (1 << p_cube_side);
- if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && mipmaps == 1 && !texture->ignore_mipmaps && (!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides == (1 << 6) - 1)) {
+ if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides == (1 << 6) - 1)) {
//generate mipmaps if they were requested and the image does not contain them
glGenerateMipmap(texture->target);
} else if (mipmaps > 1) {
@@ -912,7 +905,7 @@ void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags)
uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
texture->flags = p_flags | cube; // can't remove a cube from being a cube
- if ((texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
+ if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
@@ -937,7 +930,7 @@ void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags)
}
}
- if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) {
+ if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
if (!had_mipmaps && texture->mipmaps == 1) {
glGenerateMipmap(texture->target);
}
@@ -3360,7 +3353,7 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
for (int i = 0; i < mesh->surfaces.size(); i++) {
Rect3 laabb;
- if (mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
+ if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
const Rect3 *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
@@ -4473,6 +4466,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
light->directional_blend_splits = false;
+ light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
light->reverse_cull = false;
light->version = 0;
@@ -4625,6 +4619,22 @@ VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_sha
return light->directional_shadow_mode;
}
+void RasterizerStorageGLES3::light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {
+
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_range_mode = p_range_mode;
+}
+
+VS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES3::light_directional_get_shadow_depth_range_mode(RID p_light) const {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
+
+ return light->directional_range_mode;
+}
+
VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
@@ -6847,42 +6857,28 @@ int RasterizerStorageGLES3::get_captured_render_info(VS::RenderInfo p_info) {
int RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) {
switch (p_info) {
- case VS::INFO_OBJECTS_IN_FRAME: {
-
+ case VS::INFO_OBJECTS_IN_FRAME:
return info.render_final.object_count;
- } break;
- case VS::INFO_VERTICES_IN_FRAME: {
-
+ case VS::INFO_VERTICES_IN_FRAME:
return info.render_final.vertices_count;
- } break;
- case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME:
return info.render_final.material_switch_count;
- } break;
- case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+ case VS::INFO_SHADER_CHANGES_IN_FRAME:
return info.render_final.shader_rebind_count;
- } break;
- case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME:
return info.render_final.surface_switch_count;
- } break;
- case VS::INFO_DRAW_CALLS_IN_FRAME: {
+ case VS::INFO_DRAW_CALLS_IN_FRAME:
return info.render_final.draw_call_count;
- } break;
- case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
-
+ case VS::INFO_USAGE_VIDEO_MEM_TOTAL:
return 0; //no idea
- } break;
- case VS::INFO_VIDEO_MEM_USED: {
-
+ case VS::INFO_VIDEO_MEM_USED:
return info.vertex_mem + info.texture_mem;
- } break;
- case VS::INFO_TEXTURE_MEM_USED: {
-
+ case VS::INFO_TEXTURE_MEM_USED:
return info.texture_mem;
- } break;
- case VS::INFO_VERTEX_MEM_USED: {
-
+ case VS::INFO_VERTEX_MEM_USED:
return info.vertex_mem;
- } break;
+ default:
+ return 0; //no idea either
}
}
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index b26032dbc4..6abc22b643 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -879,6 +879,7 @@ public:
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightOmniShadowDetail omni_shadow_detail;
VS::LightDirectionalShadowMode directional_shadow_mode;
+ VS::LightDirectionalShadowDepthRangeMode directional_range_mode;
bool directional_blend_splits;
uint64_t version;
};
@@ -906,6 +907,9 @@ public:
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
+ virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
+ virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
+
virtual bool light_has_shadow(RID p_light) const;
virtual VS::LightType light_get_type(RID p_light) const;
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index 09e522866c..b5f98a1244 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -168,7 +168,11 @@ void main() {
float depth = textureLod( dof_source_depth, uv_interp, 0.0).r;
depth = depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+#endif
float amount = smoothstep(dof_begin,dof_end,depth);
float k_accum=0.0;
@@ -182,8 +186,11 @@ void main() {
float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
-
+#endif
float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0);
tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect
@@ -221,7 +228,11 @@ void main() {
float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r;
tap_depth = tap_depth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ tap_depth = ((tap_depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near));
+#endif
float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth);
tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 977cee5fcb..5f83033293 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -484,7 +484,7 @@ VERTEX_SHADER_CODE
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
- light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular);
+ light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular);
float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333));
float diff_dir_avg = dot(directional_diffuse,vec3(0.33333));
@@ -935,17 +935,26 @@ LIGHT_SHADER_CODE
#elif defined(DIFFUSE_BURLEY)
{
- float NdotL = dot(L, N);
- float NdotV = dot(N, V);
- float VdotH = dot(N, normalize(L+V));
+
+
+ vec3 H = normalize(V + L);
+ float NoL = max(0.0,dot(N, L));
+ float VoH = 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 energyBias = mix(roughness, 0.0, 0.5);
float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VdotH * VdotH * roughness;
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0);
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NoL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NoV, 5.0);
- light_amount = lightScatter * viewScatter * energyFactor;
+ light_amount = lightScatter * viewScatter * energyFactor;*/
}
#else
//lambert
@@ -1697,9 +1706,16 @@ FRAGMENT_SHADER_CODE
vec3 light_attenuation=vec3(1.0);
+ float depth_z = -vertex.z;
#ifdef LIGHT_DIRECTIONAL_SHADOW
- if (gl_FragCoord.w > shadow_split_offsets.w) {
+#ifdef LIGHT_USE_PSSM4
+ if (depth_z < shadow_split_offsets.w) {
+#elif defined(LIGHT_USE_PSSM2)
+ if (depth_z < shadow_split_offsets.y) {
+#else
+ if (depth_z < shadow_split_offsets.x) {
+#endif //LIGHT_USE_PSSM4
vec3 pssm_coord;
float pssm_fade=0.0;
@@ -1708,17 +1724,15 @@ FRAGMENT_SHADER_CODE
float pssm_blend;
vec3 pssm_coord2;
bool use_blend=true;
- vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz;
- float w_inv = 1.0/gl_FragCoord.w;
#endif
#ifdef LIGHT_USE_PSSM4
- if (gl_FragCoord.w > shadow_split_offsets.y) {
+ if (depth_z < shadow_split_offsets.y) {
- if (gl_FragCoord.w > shadow_split_offsets.x) {
+ if (depth_z < shadow_split_offsets.x) {
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1728,7 +1742,7 @@ FRAGMENT_SHADER_CODE
splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
+ pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
#endif
} else {
@@ -1739,14 +1753,14 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
+ pssm_blend=smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
#endif
}
} else {
- if (gl_FragCoord.w > shadow_split_offsets.z) {
+ if (depth_z < shadow_split_offsets.z) {
highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1754,13 +1768,14 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
splane=(shadow_matrix4 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
+ pssm_blend=smoothstep(shadow_split_offsets.y,shadow_split_offsets.z,depth_z);
#endif
} else {
+
highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,gl_FragCoord.w);
+ pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend=false;
@@ -1776,7 +1791,7 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM2
- if (gl_FragCoord.w > shadow_split_offsets.x) {
+ if (depth_z < shadow_split_offsets.x) {
highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
@@ -1786,13 +1801,13 @@ FRAGMENT_SHADER_CODE
splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord2=splane.xyz/splane.w;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
+ pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z);
#endif
} else {
highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
pssm_coord=splane.xyz/splane.w;
- pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,gl_FragCoord.w);
+ pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
use_blend=false;
@@ -1834,6 +1849,7 @@ FRAGMENT_SHADER_CODE
}
+
#endif //LIGHT_DIRECTIONAL_SHADOW
#ifdef USE_VERTEX_LIGHTING
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index cc41d36c37..b2e6f7a736 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -56,7 +56,6 @@ vec2 view_to_screen(vec3 view_pos,out float w) {
#define M_PI 3.14159265359
-
void main() {
@@ -158,8 +157,13 @@ void main() {
w+=w_advance;
//convert to linear depth
+
depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+#endif
depth=-depth;
z_from = z_to;
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index 0e8fc89d6c..c668e63745 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -65,7 +65,12 @@ layout(location = 0) out float visibility;
uniform vec4 proj_info;
vec3 reconstructCSPosition(vec2 S, float z) {
- return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z);
+#ifdef USE_ORTHOGONAL_PROJECTION
+ return vec3((S.xy * proj_info.xy + proj_info.zw), z);
+#else
+ return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z);
+
+#endif
}
vec3 getPosition(ivec2 ssP) {
@@ -73,7 +78,11 @@ vec3 getPosition(ivec2 ssP) {
P.z = texelFetch(source_depth, ssP, 0).r;
P.z = P.z * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
+#endif
P.z = -P.z;
// Offset to pixel center
@@ -118,7 +127,12 @@ vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) {
//read from depth buffer
P.z = texelFetch(source_depth, mipP, 0).r;
P.z = P.z * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ P.z = ((P.z + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near));
+
+#endif
P.z = -P.z;
} else {
@@ -214,8 +228,11 @@ void main() {
// Choose the screen-space sample radius
// proportional to the projected area of the sphere
+#ifdef USE_ORTHOGONAL_PROJECTION
+ float ssDiskRadius = -proj_scale * radius;
+#else
float ssDiskRadius = -proj_scale * radius / C.z;
-
+#endif
float sum = 0.0;
for (int i = 0; i < NUM_SAMPLES; ++i) {
sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle);
diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl
index 6e46a1842c..647c762438 100644
--- a/drivers/gles3/shaders/ssao_minify.glsl
+++ b/drivers/gles3/shaders/ssao_minify.glsl
@@ -41,7 +41,11 @@ void main() {
#ifdef MINIFY_START
float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
fdepth = fdepth * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ fdepth = ((fdepth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
+#endif
fdepth /= camera_z_far;
depth = uint(clamp(fdepth*65535.0,0.0,65535.0));
diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl
index 8873443727..20c3b7473f 100644
--- a/drivers/gles3/shaders/subsurf_scattering.glsl
+++ b/drivers/gles3/shaders/subsurf_scattering.glsl
@@ -17,36 +17,36 @@ void main() {
//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
#define QUALIFIER const
+
#ifdef USE_25_SAMPLES
const int kernel_size=25;
-
QUALIFIER vec2 kernel[25] = vec2[] (
-vec2(0.099654,0.0),
-vec2(0.001133,-3.0),
-vec2(0.002316,-2.52083),
-vec2(0.00445,-2.08333),
-vec2(0.008033,-1.6875),
-vec2(0.013627,-1.33333),
-vec2(0.021724,-1.02083),
-vec2(0.032542,-0.75),
-vec2(0.04581,-0.520833),
-vec2(0.0606,-0.333333),
-vec2(0.075333,-0.1875),
-vec2(0.088001,-0.0833333),
-vec2(0.096603,-0.0208333),
-vec2(0.096603,0.0208333),
-vec2(0.088001,0.0833333),
-vec2(0.075333,0.1875),
-vec2(0.0606,0.333333),
-vec2(0.04581,0.520833),
-vec2(0.032542,0.75),
-vec2(0.021724,1.02083),
-vec2(0.013627,1.33333),
-vec2(0.008033,1.6875),
-vec2(0.00445,2.08333),
-vec2(0.002316,2.52),
-vec2(0.001133,3.0)
+ vec2(0.530605, 0.0),
+ vec2(0.000973794, -3.0),
+ vec2(0.00333804, -2.52083),
+ vec2(0.00500364, -2.08333),
+ vec2(0.00700976, -1.6875),
+ vec2(0.0094389, -1.33333),
+ vec2(0.0128496, -1.02083),
+ vec2(0.017924, -0.75),
+ vec2(0.0263642, -0.520833),
+ vec2(0.0410172, -0.333333),
+ vec2(0.0493588, -0.1875),
+ vec2(0.0402784, -0.0833333),
+ vec2(0.0211412, -0.0208333),
+ vec2(0.0211412, 0.0208333),
+ vec2(0.0402784, 0.0833333),
+ vec2(0.0493588, 0.1875),
+ vec2(0.0410172, 0.333333),
+ vec2(0.0263642, 0.520833),
+ vec2(0.017924, 0.75),
+ vec2(0.0128496, 1.02083),
+ vec2(0.0094389, 1.33333),
+ vec2(0.00700976, 1.6875),
+ vec2(0.00500364, 2.08333),
+ vec2(0.00333804, 2.52083),
+ vec2(0.000973794, 3.0)
);
#endif //USE_25_SAMPLES
@@ -56,23 +56,23 @@ vec2(0.001133,3.0)
const int kernel_size=17;
QUALIFIER vec2 kernel[17] = vec2[](
-vec2(0.197417,0.0),
-vec2(0.000078,-2.0),
-vec2(0.000489,-1.53125),
-vec2(0.002403,-1.125),
-vec2(0.009245,-0.78125),
-vec2(0.027835,-0.5),
-vec2(0.065592,-0.28125),
-vec2(0.12098,-0.125),
-vec2(0.17467,-0.03125),
-vec2(0.17467,0.03125),
-vec2(0.12098,0.125),
-vec2(0.065592,0.28125),
-vec2(0.027835,0.5),
-vec2(0.009245,0.78125),
-vec2(0.002403,1.125),
-vec2(0.000489,1.53125),
-vec2(0.000078,2.0)
+ vec2(0.536343, 0.0),
+ vec2(0.00317394, -2.0),
+ vec2(0.0100386, -1.53125),
+ vec2(0.0144609, -1.125),
+ vec2(0.0216301, -0.78125),
+ vec2(0.0347317, -0.5),
+ vec2(0.0571056, -0.28125),
+ vec2(0.0582416, -0.125),
+ vec2(0.0324462, -0.03125),
+ vec2(0.0324462, 0.03125),
+ vec2(0.0582416, 0.125),
+ vec2(0.0571056, 0.28125),
+ vec2(0.0347317, 0.5),
+ vec2(0.0216301, 0.78125),
+ vec2(0.0144609, 1.125),
+ vec2(0.0100386, 1.53125),
+ vec2(0.00317394,2.0)
);
#endif //USE_17_SAMPLES
@@ -82,23 +82,24 @@ vec2(0.000078,2.0)
const int kernel_size=11;
-QUALIFIER vec2 kernel[kernel_size] = vec2[](
-vec2(0.198596,0.0),
-vec2(0.0093,-2.0),
-vec2(0.028002,-1.28),
-vec2(0.065984,-0.72),
-vec2(0.121703,-0.32),
-vec2(0.175713,-0.08),
-vec2(0.175713,0.08),
-vec2(0.121703,0.32),
-vec2(0.065984,0.72),
-vec2(0.028002,1.28),
-vec2(0.0093,2.0)
+QUALIFIER vec4 kernel[11] = vec4[](
+ vec4(0.560479, 0.0),
+ vec4(0.00471691, -2.0),
+ vec4(0.0192831, -1.28),
+ vec4(0.03639, -0.72),
+ vec4(0.0821904, -0.32),
+ vec4(0.0771802, -0.08),
+ vec4(0.0771802, 0.08),
+ vec4(0.0821904, 0.32),
+ vec4(0.03639, 0.72),
+ vec4(0.0192831, 1.28),
+ vec4(0.00471691,2.0)
);
#endif //USE_11_SAMPLES
+
uniform float max_radius;
uniform float camera_z_far;
uniform float camera_z_near;
@@ -126,12 +127,16 @@ void main() {
// Fetch linear depth of current pixel:
float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0;
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth = ((depth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+ float scale = unit_size; //remember depth is negative by default in OpenGL
+#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
+ float scale = unit_size / depth; //remember depth is negative by default in OpenGL
+#endif
- float scale = unit_size / depth; //remember depth is negative by default in OpenGL
-
// Calculate the final step to fetch the surrounding pixels:
vec2 step = max_radius * scale * dir;
step *= strength; // Modulate it using the alpha channel.
@@ -153,9 +158,14 @@ void main() {
#ifdef ENABLE_FOLLOW_SURFACE
// If the difference in depth is huge, we lerp color back to "colorM":
float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0;
+
+#ifdef USE_ORTHOGONAL_PROJECTION
+ depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
+#else
depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
+#endif
- float s = clamp(300.0f * distance *
+ float s = clamp(300.0f * scale *
max_radius * abs(depth - depth_cmp),0.0,1.0);
color = mix(color, base_color.rgb, s);
#endif
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index b85a63a44a..6b8038c3ef 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -221,37 +221,24 @@ Error DirAccessUnix::change_dir(String p_dir) {
if (prev_dir.parse_utf8(real_current_dir_name))
prev_dir = real_current_dir_name; //no utf8, maybe latin?
- //print_line("directory we are changing out of (prev_dir): " + prev_dir);
-
// try_dir is the directory we are trying to change into
String try_dir = "";
if (p_dir.is_rel_path()) {
String next_dir = current_dir + "/" + p_dir;
- //print_line("p_dir is relative: " + p_dir + " about to simplfy: " + next_dir);
next_dir = next_dir.simplify_path();
try_dir = next_dir;
} else {
try_dir = p_dir;
- //print_line("p_dir is absolute: " + p_dir);
- }
-
- // if try_dir is nothing, it is not changing directory so change it to a "." otherwise chdir will fail
- if (try_dir == "") {
- try_dir = ".";
}
- //print_line("directory we are changing in to (try_dir): " + try_dir);
-
bool worked = (chdir(try_dir.utf8().get_data()) == 0); // we can only give this utf8
if (!worked) {
- //print_line("directory does not exist");
return ERR_INVALID_PARAMETER;
}
// the directory exists, so set current_dir to try_dir
current_dir = try_dir;
chdir(prev_dir.utf8().get_data());
- //print_line("directory exists, setting current_dir to: " + current_dir);
return OK;
}
@@ -319,11 +306,16 @@ size_t DirAccessUnix::get_space_left() {
DirAccessUnix::DirAccessUnix() {
dir_stream = 0;
- current_dir = ".";
_cisdir = false;
/* determine drive count */
+ // set current directory to an absolute path of the current directory
+ char real_current_dir_name[2048];
+ getcwd(real_current_dir_name, 2048);
+ if (current_dir.parse_utf8(real_current_dir_name))
+ current_dir = real_current_dir_name;
+
change_dir(current_dir);
}
diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp
index db06cce644..80565c5b02 100644
--- a/drivers/unix/file_access_unix.cpp
+++ b/drivers/unix/file_access_unix.cpp
@@ -164,7 +164,6 @@ void FileAccessUnix::seek_end(int64_t p_position) {
ERR_FAIL_COND(!f);
- last_error = OK;
if (fseek(f, p_position, SEEK_END))
check_errors();
}
@@ -173,7 +172,6 @@ size_t FileAccessUnix::get_pos() const {
ERR_FAIL_COND_V(!f, 0);
- last_error = OK;
int pos = ftell(f);
if (pos < 0) {
check_errors();
@@ -207,8 +205,8 @@ uint8_t FileAccessUnix::get_8() const {
uint8_t b;
if (fread(&b, 1, 1, f) == 0) {
check_errors();
- };
-
+ b = '\0';
+ }
return b;
}
diff --git a/drivers/unix/socket_helpers.h b/drivers/unix/socket_helpers.h
index 3fc0144294..0995e5236f 100644
--- a/drivers/unix/socket_helpers.h
+++ b/drivers/unix/socket_helpers.h
@@ -64,7 +64,6 @@ static size_t _set_sockaddr(struct sockaddr_storage *p_addr, const IP_Address &p
// IPv4 socket with IPv6 address
ERR_FAIL_COND_V(!p_ip.is_ipv4(), 0);
- uint32_t ipv4 = *((uint32_t *)p_ip.get_ipv4());
struct sockaddr_in *addr4 = (struct sockaddr_in *)p_addr;
addr4->sin_family = AF_INET;
addr4->sin_port = htons(p_port); // short, network byte order
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index 30c8332fa3..fe2069089c 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -159,7 +159,8 @@ void FileAccessWindows::seek_end(int64_t p_position) {
size_t FileAccessWindows::get_pos() const {
size_t aux_position = 0;
- if (!(aux_position = ftell(f))) {
+ aux_position = ftell(f);
+ if (!aux_position) {
check_errors();
};
return aux_position;