diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 49 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 89 | ||||
-rw-r--r-- | drivers/unix/ip_unix.cpp | 2 |
3 files changed, 137 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 74a82e1a5c..91b82d1999 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -1042,8 +1042,8 @@ void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->render_target); - ERR_FAIL_COND(p_width<=0 || p_width>4096); - ERR_FAIL_COND(p_height<=0 || p_height>4096); + ERR_FAIL_COND(p_width<=0 || p_width>16384); + ERR_FAIL_COND(p_height<=0 || p_height>16384); //real texture size is in alloc width and height texture->width=p_width; texture->height=p_height; @@ -5471,6 +5471,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL const Skeleton *prev_skeleton =NULL; uint8_t prev_sort_flags=0xFF; + const BakedLightData *prev_baked_light=NULL; Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID; @@ -5486,6 +5487,9 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false); +// material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false); + } @@ -5503,8 +5507,10 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans uint8_t sort_flags= e->sort_flags; const Skeleton *skeleton = e->skeleton; const Geometry *geometry_cmp = e->geometry_cmp; + const BakedLightData *baked_light = e->instance->baked_light; bool rebind=false; + bool bind_baked_light_octree=false; bool additive=false; @@ -5622,6 +5628,32 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans current_blend_mode=desired_blend_mode; } + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false); +// material_shader.set_conditional(MaterialShaderGLES2::USE_AMBIENT_TEXTURE,false); + + if (!additive && baked_light) { + + if (baked_light->mode==VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) { + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,true); + bind_baked_light_octree=true; + if (prev_baked_light!=baked_light) { + Texture *tex=texture_owner.get(baked_light->octree_texture); + if (tex) { + + glActiveTexture(GL_TEXTURE5); + glBindTexture(tex->target,tex->tex_id); //bind the texture + } + + } + } else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) { + + //material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,true); + } + } + + if (int(prev_baked_light!=NULL) ^ int(baked_light!=NULL)) { + rebind=true; + } } if (sort_flags!=prev_sort_flags) { @@ -5672,6 +5704,18 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans } } + if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) { + + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,5); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size); + + + } + _set_cull(e->mirror,p_reverse_cull); @@ -5726,6 +5770,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans prev_light=e->light; prev_light_type=e->light_type; prev_sort_flags=sort_flags; + prev_baked_light=baked_light; // prev_geometry_type=geometry->type; } diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index a919e3b1e2..7ed59ae9cd 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -93,6 +93,13 @@ varying vec3 tangent_interp; varying vec3 binormal_interp; #endif +#ifdef ENABLE_AMBIENT_OCTREE + +uniform highp mat4 ambient_octree_inverse_transform; +varying highp vec3 ambient_octree_coords; + +#endif + #ifdef USE_FOG varying vec4 fog_interp; @@ -173,12 +180,19 @@ void main() { #ifdef USE_UNIFORM_INSTANCING highp mat4 modelview = (camera_inverse_transform * (world_transform * instance_transform)); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * instance_transform)); +#endif + #else #ifdef USE_ATTRIBUTE_INSTANCING highp mat4 minst=mat4(instance_row0,instance_row1,instance_row2,instance_row3); highp mat4 modelview = (camera_inverse_transform * (world_transform * minst)); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst)); +#endif #else @@ -201,9 +215,16 @@ void main() { );*/ highp mat4 modelview = (camera_inverse_transform * (world_transform * minst)); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst)); +#endif #else highp mat4 modelview = (camera_inverse_transform * world_transform); +#ifdef ENABLE_AMBIENT_OCTREE + highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * world_transform); +#endif + #endif #endif @@ -233,6 +254,11 @@ void main() { #endif +#ifdef ENABLE_AMBIENT_OCTREE + + ambient_octree_coords = (ambient_octree_transform * vertex_in).xyz; +#endif + vertex_interp = (modelview * vertex_in).xyz; normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz); @@ -515,6 +541,16 @@ vec3 process_shade(in vec3 normal, in vec3 light_dir, in vec3 eye_vec, in vec3 d uniform float const_light_mult; uniform float time; +#ifdef ENABLE_AMBIENT_OCTREE + +varying highp vec3 ambient_octree_coords; +uniform highp float ambient_octree_lattice_size; +uniform highp vec2 ambient_octree_pix_size; +uniform highp float ambient_octree_lattice_divide; +uniform highp sampler2D ambient_octree_tex; +uniform int ambient_octree_steps; + +#endif FRAGMENT_SHADER_GLOBALS @@ -745,10 +781,57 @@ FRAGMENT_SHADER_CODE } #endif +#ifdef ENABLE_AMBIENT_OCTREE + + vec3 ambientmap_color = vec3(0.0,0.0,0.0); + + + { + + //read position from initial lattice grid + highp vec3 lattice_pos = floor(ambient_octree_coords*ambient_octree_lattice_size); + highp vec2 octant_uv = highp vec2(lattice_pos.x+ambient_octree_lattice_size*lattice_pos.z,lattice_pos.y); + octant_uv=(octant_uv*highp vec2(2.0,4.0)+highp vec2(0.0,4.0)); + highp float ld = 1.0/ambient_octree_lattice_size; + + + //go down the octree + + for(int i=0;i<ambient_octree_steps;i++) { + + + highp vec3 sub=mod(ambient_octree_coords,ld); + ld*=0.5; + highp vec3 s = step(ld,sub); + octant_uv+=s.xy; + octant_uv.y+=s.z*2.0; + octant_uv=(octant_uv+0.5)*ambient_octree_pix_size; + highp vec4 new_uv = texture2D(ambient_octree_tex,octant_uv); + octant_uv=floor(highp vec2( dot(new_uv.xy,highp vec2(65280.0,255.0)), dot(new_uv.zw,highp vec2(65280.0,255.0)) )+0.5);//+ambient_octree_pix_size*0.5; + + } + + //sample color + octant_uv=(octant_uv+0.5)*ambient_octree_pix_size; + highp vec3 sub=(mod(ambient_octree_coords,ld)/ld); + octant_uv.xy+=sub.xy*ambient_octree_pix_size.xy; + vec3 col_up=texture2D(ambient_octree_tex,octant_uv).rgb; + octant_uv.y+=ambient_octree_pix_size.y*2.0; + vec3 col_down=texture2D(ambient_octree_tex,octant_uv).rgb; + ambientmap_color=mix(col_down,col_up,1.0-sub.z); + + ambientmap_color*=diffuse.rgb; + + } + +#endif float shadow_attenuation = 1.0; + + + #ifdef LIGHT_USE_SHADOW #ifdef LIGHT_TYPE_DIRECTIONAL @@ -921,6 +1004,8 @@ FRAGMENT_SHADER_CODE #endif + + #ifdef USE_VERTEX_LIGHTING vec3 ambient = light_ambient*diffuse.rgb; @@ -933,11 +1018,13 @@ FRAGMENT_SHADER_CODE diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient; diffuse.rgb+=emission * const_light_mult; - #endif +#ifdef ENABLE_AMBIENT_OCTREE + diffuse.rgb+=ambientmap_color; +#endif #ifdef USE_SHADOW_PASS diff --git a/drivers/unix/ip_unix.cpp b/drivers/unix/ip_unix.cpp index 18b19ca095..24b18a14f7 100644 --- a/drivers/unix/ip_unix.cpp +++ b/drivers/unix/ip_unix.cpp @@ -130,6 +130,8 @@ void IP_Unix::get_local_addresses(List<IP_Address> *r_addresses) const { getifaddrs(&ifAddrStruct); for (ifa = ifAddrStruct; ifa != NULL; ifa = ifa->ifa_next) { + if (!ifa->ifa_addr) + continue; if (ifa ->ifa_addr->sa_family==AF_INET) { // check it is IP4 // is a valid IP4 Address |