diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 127 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 40 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.h | 5 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 130 |
5 files changed, 301 insertions, 5 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 59f844904e..5617f5bd0b 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -1411,6 +1411,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) { case VS::SHADER_MATERIAL: { material_shader.free_custom_shader(shader->custom_code_id); } break; + case VS::SHADER_CANVAS_ITEM: { + canvas_shader.free_custom_shader(shader->custom_code_id); + } break; } shader->custom_code_id=0; @@ -1422,6 +1425,9 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) { case VS::SHADER_MATERIAL: { shader->custom_code_id=material_shader.create_custom_shader(); } break; + case VS::SHADER_CANVAS_ITEM: { + shader->custom_code_id=canvas_shader.create_custom_shader(); + } break; } _shader_make_dirty(shader); @@ -4518,7 +4524,33 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { } material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); - } else { + } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { + + Vector<const char*> enablers; + + if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { + enablers.push_back("#define USE_TIME\n"); + uses_time=true; + } + if (fragment_flags.uses_normal) { + enablers.push_back("#define NORMAL_USED\n"); + } + if (light_flags.uses_light) { + enablers.push_back("#define USE_LIGHT_SHADER_CODE\n"); + } + if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp) + enablers.push_back("#define ENABLE_VAR1_INTERP\n"); + if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp) + enablers.push_back("#define ENABLE_VAR2_INTERP\n"); + if (fragment_flags.uses_texscreen) { + enablers.push_back("#define ENABLE_TEXSCREEN\n"); + } + if (fragment_flags.uses_screen_uv) { + enablers.push_back("#define ENABLE_SCREEN_UV\n"); + } + + canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); + //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names); } @@ -4529,6 +4561,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { p_shader->has_texscreen=fragment_flags.uses_texscreen; p_shader->has_screen_uv=fragment_flags.uses_screen_uv; p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex; + p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal; p_shader->uses_time=uses_time; p_shader->version++; @@ -7722,6 +7755,7 @@ void RasterizerGLES2::canvas_begin() { canvas_tex=RID(); //material_shader.unbind(); canvas_shader.unbind(); + canvas_shader.set_custom_shader(0); canvas_shader.bind(); canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0); _set_color_attrib(Color(1,1,1)); @@ -8219,8 +8253,20 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { CanvasItem *current_clip=NULL; + RID last_shader; + + Transform canvas_transform; + canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f); + float csy = 1.0; + if (current_rt && current_rt_vflip) + csy = -1.0; + + canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) ); + canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); + while(p_item_list) { CanvasItem *ci=p_item_list; @@ -8231,6 +8277,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { } memdelete(ci->vp_render); ci->vp_render=NULL; + last_shader=RID(); } if (current_clip!=ci->final_clip_owner) { @@ -8248,10 +8295,86 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { glDisable(GL_SCISSOR_TEST); } } + + //begin rect + + if (ci->shader!=last_shader) { + + Shader *shader = NULL; + if (ci->shader.is_valid()) { + shader = shader_owner.get(ci->shader); + if (shader && !shader->valid) { + shader=NULL; + } + } + + if (shader) { + canvas_shader.set_custom_shader(shader->custom_code_id); + canvas_shader.bind(); + + if (ci->shader_version!=shader->version) { + //todo optimize uniforms + ci->shader_version=shader->version; + } + //this can be optimized.. + int tex_id=1; + int idx=0; + for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) { + + + Map<StringName,Variant>::Element *F=ci->shader_param.find(E->key()); + Variant &v=F?F->get():E->get().default_value; + if (v.get_type()==Variant::_RID || v.get_type()==Variant::OBJECT) { + int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic.. + + glActiveTexture(GL_TEXTURE0+tex_id); + RID tex = v; + Texture *t=texture_owner.get(tex); + if (!t) + glBindTexture(GL_TEXTURE_2D,white_tex); + else + glBindTexture(t->target,t->tex_id); + + glUniform1i(loc,tex_id); + tex_id++; + + } else { + canvas_shader.set_custom_uniform(idx,v); + } + + idx++; + } + + + if (shader->has_texscreen && framebuffer.active) { + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,tex_id); + glActiveTexture(GL_TEXTURE0+tex_id); + glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); + + } + if (shader->has_screen_uv) { + canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); + } + + if (shader->uses_time) { + canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0)); + draw_next_frame=true; + } + //if uses TIME - draw_next_frame=true + + } else { + canvas_shader.set_custom_shader(0); + } + + canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); + } + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); + bool reclip=false; if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) { @@ -8291,6 +8414,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) { int cc=ci->commands.size(); CanvasItem::Command **commands = ci->commands.ptr(); + canvas_opacity = ci->final_opacity; + for(int i=0;i<cc;i++) { CanvasItem::Command *c=commands[i]; diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index f97d112395..f0dae00b53 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -191,6 +191,7 @@ class RasterizerGLES2 : public Rasterizer { bool writes_vertex; bool uses_discard; bool uses_time; + bool uses_normal; Map<StringName,ShaderLanguage::Uniform> uniforms; StringName first_texture; @@ -214,6 +215,7 @@ class RasterizerGLES2 : public Rasterizer { writes_vertex=false; uses_discard=false; uses_time=false; + uses_normal=false; } @@ -1199,7 +1201,7 @@ class RasterizerGLES2 : public Rasterizer { RID overdraw_material; mutable MaterialShaderGLES2 material_shader; - CanvasShaderGLES2 canvas_shader; + mutable CanvasShaderGLES2 canvas_shader; BlurShaderGLES2 blur_shader; CopyShaderGLES2 copy_shader; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 8eed423b8a..204a81d193 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -181,6 +181,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a if (vnode->name==vname_normalmap) { uses_normalmap=true; } + if (vnode->name==vname_normal) { + uses_normal=true; + } if (vnode->name==vname_screen_uv) { uses_screen_uv=true; } @@ -552,6 +555,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT uses_light=false; uses_time=false; uses_normalmap=false; + uses_normal=false; vertex_code_writes_vertex=false; uniforms=r_uniforms; flags=&r_flags; @@ -562,6 +566,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT r_flags.use_var1_interp=false; r_flags.use_var2_interp=false; r_flags.uses_normalmap=false; + r_flags.uses_normal=false; String error; int errline,errcol; @@ -584,6 +589,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT r_flags.uses_light=uses_light; r_flags.uses_time=uses_time; r_flags.uses_normalmap=uses_normalmap; + r_flags.uses_normal=uses_normalmap; r_code_line=code; r_globals_line=global_code; @@ -721,6 +727,39 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { mode_replace_table[2]["POINT_COORD"]="gl_PointCoord"; mode_replace_table[2]["TIME"]="time"; + mode_replace_table[3]["SRC_VERTEX"]="src_vtx"; + mode_replace_table[3]["VERTEX"]="outvec.xy"; + mode_replace_table[3]["UV"]="uv_interp"; + mode_replace_table[3]["COLOR"]="color_interp"; + mode_replace_table[3]["VAR1"]="var1_interp"; + mode_replace_table[3]["VAR2"]="var2_interp"; + mode_replace_table[3]["POINT_SIZE"]="gl_PointSize"; + mode_replace_table[3]["WORLD_MATRIX"]="modelview_matrix"; + mode_replace_table[3]["PROJECTION_MATRIX"]="projection_matrix"; + mode_replace_table[3]["EXTRA_MATRIX"]="extra_matrix"; + mode_replace_table[3]["TIME"]="time"; + + mode_replace_table[4]["POSITION"]="gl_Position"; + mode_replace_table[4]["NORMAL"]="normal"; + mode_replace_table[4]["UV"]="uv_interp"; + mode_replace_table[4]["COLOR"]="color_interp"; + mode_replace_table[4]["TEXTURE"]="texture"; + mode_replace_table[4]["VAR1"]="var1_interp"; + mode_replace_table[4]["VAR2"]="var2_interp"; + mode_replace_table[4]["SCREEN_UV"]="screen_uv"; + mode_replace_table[4]["POINT_COORD"]="gl_PointCoord"; + mode_replace_table[4]["TIME"]="time"; + + mode_replace_table[5]["COLOR"]="color"; + mode_replace_table[5]["NORMAL"]="normal"; + mode_replace_table[5]["LIGHT_DIR"]="light_dir"; + mode_replace_table[5]["LIGHT_DISTANCE"]="light_distance"; + mode_replace_table[5]["LIGHT"]="light"; + mode_replace_table[5]["POINT_COORD"]="gl_PointCoord"; + mode_replace_table[5]["TIME"]="time"; + + + //mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS"; //mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; @@ -741,5 +780,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { vname_light="LIGHT"; vname_time="TIME"; vname_normalmap="NORMALMAP"; + vname_normal="NORMAL"; } diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index 5012414c8b..47ba4aa474 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -51,6 +51,7 @@ private: bool uses_time; bool uses_screen_uv; bool uses_normalmap; + bool uses_normal; bool vertex_code_writes_vertex; Flags *flags; @@ -68,6 +69,7 @@ private: StringName vname_light; StringName vname_time; StringName vname_normalmap; + StringName vname_normal; Map<StringName,ShaderLanguage::Uniform> *uniforms; @@ -79,7 +81,7 @@ private: String replace_string(const StringName& p_string); - Map<StringName,StringName> mode_replace_table[3]; + Map<StringName,StringName> mode_replace_table[9]; Map<StringName,StringName> replace_table; public: @@ -101,6 +103,7 @@ public: bool use_var2_interp; bool uses_light; bool uses_time; + bool uses_normal; }; Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL); diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index f36741d586..3e7e54e0fe 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -18,19 +18,56 @@ attribute highp vec2 uv_attrib; // attrib:4 varying vec2 uv_interp; varying vec4 color_interp; +#if defined(USE_TIME) +uniform float time; +#endif + + +#ifdef USE_LIGHTING + +uniform highp mat4 light_matrix; +varying vec4 light_tex_pos; + +#endif + +#if defined(ENABLE_VAR1_INTERP) +varying vec4 var1_interp; +#endif + +#if defined(ENABLE_VAR2_INTERP) +varying vec4 var2_interp; +#endif + //uniform bool snap_pixels; +VERTEX_SHADER_GLOBALS + void main() { color_interp = color_attrib; uv_interp = uv_attrib; highp vec4 outvec = vec4(vertex, 1.0); +{ + vec2 src_vtx=outvec.xy; +VERTEX_SHADER_CODE + +} outvec = extra_matrix * outvec; outvec = modelview_matrix * outvec; #ifdef USE_PIXEL_SNAP - outvec.xy=floor(outvec.xy+0.5); + outvec.xy=floor(outvec.xy+0.5); +#endif + + +#ifdef USE_LIGHTING + + light_tex_pos.xy = light_matrix * outvec; + light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong + #endif + + gl_Position = projection_matrix * outvec; } @@ -54,17 +91,106 @@ varying vec4 color_interp; #endif +#if defined(ENABLE_SCREEN_UV) + +uniform vec2 screen_uv_mult; + +#endif + +#if defined(ENABLE_TEXSCREEN) + +uniform vec2 texscreen_screen_mult; +uniform sampler2D texscreen_tex; + +#endif + + +#if defined(ENABLE_VAR1_INTERP) +varying vec4 var1_interp; +#endif + +#if defined(ENABLE_VAR2_INTERP) +varying vec4 var2_interp; +#endif + +#if defined(USE_TIME) +uniform float time; +#endif + + +#ifdef USE_LIGHTING + +uniform sampler2D light_texture; +varying vec4 light_tex_pos; + +#ifdef USE_SHADOWS + +uniform sampler2D shadow_texture; +uniform float shadow_attenuation; + +#endif + +#endif + +FRAGMENT_SHADER_GLOBALS + + void main() { vec4 color = color_interp; - +#if defined(NORMAL_USED) + vec3 normal = vec3(0,0,1); +#endif + color *= texture2D( texture, uv_interp ); +#if defined(ENABLE_SCREEN_UV) + vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; +#endif +{ +FRAGMENT_SHADER_CODE +} #ifdef DEBUG_ENCODED_32 highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); color = vec4(vec3(enc32),1.0); #endif +#ifdef USE_LIGHTING + + float att=1.0; + + vec3 light = texture2D(light_texture,light_tex_pos).rgb; +#ifdef USE_SHADOWS + //this might not be that great on mobile? + float light_dist = length(light_texture.zw); + float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5; + float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0)); + if (light_dist>shadow_dist) { + light*=shadow_attenuation; + } +//use shadows +#endif + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader +{ + vec2 light_dir = normalize(light_tex_pos.zw); + float light_distance = length(light_tex_pos.zw); +LIGHT_SHADER_CODE +} +#else + +#if defined(NORMAL_USED) + vec2 light_normal = normalize(light_tex_pos.zw); + light = color.rgb * light * max(dot(light_normal,normal),0); +#endif + + color.rgb=light; +//light shader code +#endif + +//use lighting +#endif // color.rgb*=color.a; gl_FragColor = color; |