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-rw-r--r--drivers/gles2/shaders/canvas.glsl19
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp263
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h14
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp7
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp483
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h37
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp287
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h70
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/canvas.glsl87
-rw-r--r--drivers/gles3/shaders/particles.glsl3
-rw-r--r--drivers/gles3/shaders/scene.glsl24
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl47
-rw-r--r--drivers/gles3/shaders/ssao.glsl16
14 files changed, 766 insertions, 592 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 4bcebbd69d..4b8c553b60 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -30,10 +30,8 @@ uniform highp mat4 light_local_matrix;
uniform vec2 light_pos;
varying vec4 light_uv_interp;
-#if defined(NORMAL_USED)
varying vec4 local_rot;
uniform vec2 normal_flip;
-#endif
#ifdef USE_SHADOWS
varying highp vec2 pos;
@@ -86,10 +84,8 @@ VERTEX_SHADER_CODE
pos=outvec.xy;
#endif
-#if defined(NORMAL_USED)
local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
-#endif
#endif
@@ -107,6 +103,7 @@ precision mediump int;
uniform sampler2D texture; // texunit:0
+uniform sampler2D normal_texture; // texunit:0
varying vec2 uv_interp;
varying vec4 color_interp;
@@ -157,9 +154,7 @@ uniform float light_height;
varying vec4 light_uv_interp;
uniform float light_outside_alpha;
-#if defined(NORMAL_USED)
varying vec4 local_rot;
-#endif
#ifdef USE_SHADOWS
@@ -189,19 +184,19 @@ FRAGMENT_SHADER_GLOBALS
void main() {
vec4 color = color_interp;
-#if defined(NORMAL_USED)
- vec3 normal = vec3(0.0,0.0,1.0);
-#endif
#ifdef USE_DISTANCE_FIELD
const float smoothing = 1.0/32.0;
- float distance = texture2D(texture, uv_interp).a;
+ float distance = textureLod(texture, uv_interp,0.0).a;
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
#else
color *= texture2D( texture, uv_interp );
#endif
+ vec3 normal;
+ normal.xy = textureLod( normal_texture, uv_interp, 0.0 ).xy * 2.0 - 1.0;
+ normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
@@ -236,9 +231,7 @@ FRAGMENT_SHADER_CODE
vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
-#if defined(NORMAL_USED)
normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
-#endif
float att=1.0;
@@ -263,10 +256,8 @@ LIGHT_SHADER_CODE
#else
-#if defined(NORMAL_USED)
vec3 light_normal = normalize(vec3(light_vec,-light_height));
light*=max(dot(-light_normal,normal),0.0);
-#endif
color*=light;
/*
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 1121a07347..a8895f7bfc 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
+#include "global_config.h"
#include "os/os.h"
-
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
@@ -113,7 +113,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
- li->ubo_data.shadowpixel_size = 1.0 / p_light->shadow_buffer_size;
+ li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
li->ubo_data.light_height = p_light->height;
if (p_light->radius_cache == 0)
@@ -188,40 +188,74 @@ void RasterizerCanvasGLES3::canvas_end() {
state.using_texture_rect = false;
}
-RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture) {
+RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
- if (p_texture == state.current_tex) {
- return state.current_tex_ptr;
- }
+ RasterizerStorageGLES3::Texture *tex_return = NULL;
- if (p_texture.is_valid()) {
+ if (p_texture == state.current_tex) {
+ tex_return = state.current_tex_ptr;
+ } else if (p_texture.is_valid()) {
RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
if (!texture) {
state.current_tex = RID();
state.current_tex_ptr = NULL;
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- return NULL;
- }
- if (texture->render_target)
- texture->render_target->used_in_frame = true;
+ } else {
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
+ if (texture->render_target)
+ texture->render_target->used_in_frame = true;
- return texture;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+ state.current_tex = p_texture;
+ state.current_tex_ptr = texture;
+
+ tex_return = texture;
+ }
} else {
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
state.current_tex = RID();
state.current_tex_ptr = NULL;
}
- return NULL;
+ if (p_normal_map == state.current_normal) {
+ //do none
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
+
+ } else if (p_normal_map.is_valid()) {
+
+ RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
+
+ if (!normal_map) {
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
+
+ } else {
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ state.current_normal = p_normal_map;
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
+ }
+
+ } else {
+
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
+ }
+
+ return tex_return;
}
void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
@@ -247,113 +281,56 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
state.using_texture_rect = p_enable;
}
-void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) {
-
- bool do_colors = false;
- Color m;
- if (p_singlecolor) {
- m = *p_colors;
- glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
- } else if (!p_colors) {
+void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- } else
- do_colors = true;
+ glBindVertexArray(data.polygon_buffer_pointer_array);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
+ uint32_t buffer_ofs = 0;
-#ifndef GLES_NO_CLIENT_ARRAYS
+ //vertex
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices);
- if (do_colors) {
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(Vector2) * p_vertex_count;
+ //color
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
- } else {
+ if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
-
- if (texture && p_uvs) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
-
- if (p_indices) {
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices);
+ Color m = *p_colors;
+ glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+ } else if (!p_colors) {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
- glDrawArrays(GL_TRIANGLES, 0, p_vertex_count);
- }
-
-#else //WebGL specific impl.
- glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
- float *b = GlobalVertexBuffer;
- int ofs = 0;
- if (p_vertex_count > MAX_POLYGON_VERTICES) {
- print_line("Too many vertices to render");
- return;
- }
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
- for (int i = 0; i < p_vertex_count; i++) {
- b[ofs++] = p_vertices[i].x;
- b[ofs++] = p_vertices[i].y;
- }
-
- if (p_colors && do_colors) {
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs);
- for (int i = 0; i < p_vertex_count; i++) {
- b[ofs++] = p_colors[i].r;
- b[ofs++] = p_colors[i].g;
- b[ofs++] = p_colors[i].b;
- b[ofs++] = p_colors[i].a;
- }
-
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
- for (int i = 0; i < p_vertex_count; i++) {
- b[ofs++] = p_uvs[i].x;
- b[ofs++] = p_uvs[i].y;
- }
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
- glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
-
//bind the indices buffer.
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
-
- static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!!
- ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
- static uint16_t _draw_poly_indices[_max_draw_poly_indices];
- for (int i = 0; i < p_vertex_count; i++) {
- _draw_poly_indices[i] = p_indices[i];
- //OS::get_singleton()->print("ind: %d ", p_indices[i]);
- };
-
- //copy the data to GPU.
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
//draw the triangles.
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-#endif
+ glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
storage->frame.canvas_draw_commands++;
+
+ glBindVertexArray(0);
}
void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
@@ -404,9 +381,9 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v
}
}
- glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
- glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
+ glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
glDrawArrays(prim[p_points], 0, p_points);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -429,7 +406,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
_set_texture_rect_mode(false);
- _bind_canvas_texture(RID());
+ _bind_canvas_texture(RID(), RID());
glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
@@ -460,7 +437,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
//set color
glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
if (texture) {
@@ -489,8 +466,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
+
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
@@ -500,8 +479,9 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} else {
- glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, 0, 0, 1, 1);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -517,7 +497,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
if (!texture) {
@@ -530,9 +510,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
-#define DSTRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(1, m_x, m_y, m_w, m_h)
-#define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y)
+#define DSTRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(m_x, m_y, m_w, m_h))
+#define SRCRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color((m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y))
//top left
DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
@@ -595,7 +576,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
ERR_CONTINUE(primitive->points.size() < 1);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
@@ -618,13 +599,13 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
_set_texture_rect_mode(false);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
- //_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
+ _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
} break;
case Item::Command::TYPE_CIRCLE: {
@@ -644,6 +625,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
indices[i * 3 + 1] = (i + 1) % numpoints;
indices[i * 3 + 2] = numpoints;
}
+
+ _bind_canvas_texture(RID(), RID());
+ _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
+
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
} break;
@@ -759,6 +744,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
state.current_tex = RID();
state.current_tex_ptr = NULL;
+ state.current_normal = RID();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -866,7 +852,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
for (int i = 0; i < tc; i++) {
- glActiveTexture(GL_TEXTURE1 + i);
+ glActiveTexture(GL_TEXTURE2 + i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
@@ -1165,7 +1151,6 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
state.canvas_shadow_shader.bind();
glViewport(0, 0, cls->size, cls->height);
@@ -1264,18 +1249,14 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
}
}
*/
- glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+ glBindVertexArray(cc->array_id);
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
- glDisableVertexAttribArray(VS::ARRAY_VERTEX);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
}
void RasterizerCanvasGLES3::reset_canvas() {
@@ -1299,9 +1280,6 @@ void RasterizerCanvasGLES3::reset_canvas() {
//glLineWidth(1.0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- for (int i = 0; i < VS::ARRAY_MAX; i++) {
- glDisableVertexAttribArray(i);
- }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -1327,9 +1305,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
state.vp = canvas_transform;
store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
- for (int i = 0; i < 4; i++) {
- state.canvas_item_ubo_data.time[i] = storage->frame.time[i];
- }
+ state.canvas_item_ubo_data.time = storage->frame.time[0];
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
@@ -1340,8 +1316,10 @@ void RasterizerCanvasGLES3::reset_canvas() {
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
- glVertexAttrib4f(1, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y);
- glVertexAttrib4f(2, p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
+
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -1376,15 +1354,19 @@ void RasterizerCanvasGLES3::initialize() {
{
- glGenBuffers(1, &data.primitive_quad_buffer);
- glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
- glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size
+ uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128);
+ poly_size *= 1024; //kb
+ poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
+ glGenBuffers(1, &data.polygon_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+ glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
glBindBuffer(GL_ARRAY_BUFFER, 0);
+ //quad arrays
for (int i = 0; i < 4; i++) {
- glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]);
- glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
- glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
+ glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
+ glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
int uv_ofs = 0;
int color_ofs = 0;
@@ -1415,6 +1397,15 @@ void RasterizerCanvasGLES3::initialize() {
glBindVertexArray(0);
}
+
+ glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
+
+ uint32_t index_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_index_buffer_size_kb", 128);
+ index_size *= 1024; //kb
+ glGenBuffers(1, &data.polygon_index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
@@ -1436,6 +1427,8 @@ void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
+
+ glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 95ef9ee443..4996f0a6b2 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -39,7 +39,7 @@ public:
struct CanvasItemUBO {
float projection_matrix[16];
- float time[4];
+ float time;
};
struct Data {
@@ -47,8 +47,11 @@ public:
GLuint canvas_quad_vertices;
GLuint canvas_quad_array;
- GLuint primitive_quad_buffer;
- GLuint primitive_quad_buffer_arrays[4];
+ GLuint polygon_buffer;
+ GLuint polygon_buffer_quad_arrays[4];
+ GLuint polygon_buffer_pointer_array;
+ GLuint polygon_index_buffer;
+ uint32_t polygon_buffer_size;
} data;
@@ -62,6 +65,7 @@ public:
bool using_texture_rect;
RID current_tex;
+ RID current_normal;
RasterizerStorageGLES3::Texture *current_tex_ptr;
Transform vp;
@@ -104,10 +108,10 @@ public:
virtual void canvas_end();
_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable);
- _FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture);
+ _FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
- _FORCE_INLINE_ void _draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor);
+ _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light);
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 2262580d9a..53df7e9c3d 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -212,11 +212,8 @@ void RasterizerGLES3::begin_frame() {
storage->update_dirty_resources();
- storage->info.render_object_count = 0;
- storage->info.render_material_switch_count = 0;
- storage->info.render_surface_switch_count = 0;
- storage->info.render_shader_rebind_count = 0;
- storage->info.render_vertices_count = 0;
+ storage->info.render_final = storage->info.render;
+ storage->info.render.reset();
scene->iteration();
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 7152b49d27..913aa62452 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -887,17 +887,16 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
}
-void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness) {
+void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ssr_enabled = p_enable;
env->ssr_max_steps = p_max_steps;
- env->ssr_accel = p_accel;
- env->ssr_fade = p_fade;
+ env->ssr_fade_in = p_fade_in;
+ env->ssr_fade_out = p_fade_out;
env->ssr_depth_tolerance = p_depth_tolerance;
- env->ssr_smooth = p_smooth;
env->ssr_roughness = p_roughness;
}
@@ -1004,7 +1003,7 @@ void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, co
light_instance->transform = p_transform;
}
-void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) {
+void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -1019,6 +1018,7 @@ void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_insta
light_instance->shadow_transform[p_pass].transform = p_transform;
light_instance->shadow_transform[p_pass].farplane = p_far;
light_instance->shadow_transform[p_pass].split = p_split;
+ light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
}
void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
@@ -1207,6 +1207,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
tex = storage->resources.normal_tex;
+
} break;
default: {
tex = storage->resources.white_tex;
@@ -1220,6 +1221,15 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
t->detect_3d(t->detect_3d_ud);
}
#endif
+
+#ifdef TOOLS_ENABLED
+ if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
+ t->detect_normal(t->detect_normal_ud);
+ }
+#endif
+ if (t->render_target)
+ t->render_target->used_in_frame = true;
+
if (storage->config.srgb_decode_supported) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb = false;
@@ -1290,8 +1300,11 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
storage->mesh_render_blend_shapes(s, e->instance->blend_values.ptr());
//rebind shader
state.scene_shader.bind();
+#ifdef DEBUG_ENABLED
+ } else if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+ glBindVertexArray(s->array_wireframe_id); // everything is so easy nowadays
+#endif
} else {
-
glBindVertexArray(s->array_id); // everything is so easy nowadays
}
@@ -1301,7 +1314,16 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner);
RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
- glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+#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 instancing array ID
+ } else
+#endif
+ {
+ glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ }
+
glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats) * 4;
@@ -1366,13 +1388,26 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
sorter.sort(particle_array, particles->amount);
glUnmapBuffer(GL_ARRAY_BUFFER);
+#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
+ } else
+#endif
+ {
- glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ }
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer
} else {
-
- glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+#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
+ } else
+#endif
+ {
+ glBindVertexArray(s->instancing_array_id); // use the instancing array ID
+ }
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //modify the buffer
}
@@ -1421,17 +1456,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
- if (s->index_array_len > 0) {
+#ifdef DEBUG_ENABLED
+
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElements(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0);
+ storage->info.render.vertices_count += s->index_array_len;
+ } else
+#endif
+ if (s->index_array_len > 0) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- storage->info.render_vertices_count += s->index_array_len;
+ storage->info.render.vertices_count += s->index_array_len;
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- storage->info.render_vertices_count += s->array_len;
+ storage->info.render.vertices_count += s->array_len;
}
} break;
@@ -1442,17 +1485,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
int amount = MAX(multi_mesh->size, multi_mesh->visible_instances);
- if (s->index_array_len > 0) {
+#ifdef DEBUG_ENABLED
+
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount);
+ storage->info.render.vertices_count += s->index_array_len * amount;
+ } else
+#endif
+ if (s->index_array_len > 0) {
glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
- storage->info.render_vertices_count += s->index_array_len * amount;
+ storage->info.render.vertices_count += s->index_array_len * amount;
} else {
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
- storage->info.render_vertices_count += s->array_len * amount;
+ storage->info.render.vertices_count += s->array_len * amount;
}
} break;
@@ -1478,7 +1529,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
int vertices = c.vertices.size();
uint32_t buf_ofs = 0;
- storage->info.render_vertices_count += vertices;
+ storage->info.render.vertices_count += vertices;
if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {
@@ -1600,18 +1651,25 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);
+#ifdef DEBUG_ENABLED
- if (s->index_array_len > 0) {
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount - split);
+ storage->info.render.vertices_count += s->index_array_len * (amount - split);
+ } else
+#endif
+ if (s->index_array_len > 0) {
glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount - split);
- storage->info.render_vertices_count += s->index_array_len * (amount - split);
+ storage->info.render.vertices_count += s->index_array_len * (amount - split);
} else {
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount - split);
- storage->info.render_vertices_count += s->array_len * (amount - split);
+ storage->info.render.vertices_count += s->array_len * (amount - split);
}
}
@@ -1631,34 +1689,49 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);
+#ifdef DEBUG_ENABLED
- if (s->index_array_len > 0) {
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, split);
+ storage->info.render.vertices_count += s->index_array_len * split;
+ } else
+#endif
+ if (s->index_array_len > 0) {
glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, split);
- storage->info.render_vertices_count += s->index_array_len * split;
+ storage->info.render.vertices_count += s->index_array_len * split;
} else {
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, split);
- storage->info.render_vertices_count += s->array_len * split;
+ storage->info.render.vertices_count += s->array_len * split;
}
}
} else {
- if (s->index_array_len > 0) {
+#ifdef DEBUG_ENABLED
+
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
+
+ glDrawElementsInstanced(GL_LINES, s->index_wireframe_len, GL_UNSIGNED_INT, 0, amount);
+ storage->info.render.vertices_count += s->index_array_len * amount;
+ } else
+#endif
+ if (s->index_array_len > 0) {
glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
- storage->info.render_vertices_count += s->index_array_len * amount;
+ storage->info.render.vertices_count += s->index_array_len * amount;
} else {
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
- storage->info.render_vertices_count += s->array_len * amount;
+ storage->info.render.vertices_count += s->array_len * amount;
}
}
@@ -1827,7 +1900,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
bool first = true;
bool prev_use_instancing = false;
- storage->info.render_object_count += p_element_count;
+ storage->info.render.draw_call_count += p_element_count;
for (int i = 0; i < p_element_count; i++) {
@@ -1842,7 +1915,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (!p_shadow) {
if (p_directional_add) {
- if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) {
+ if (e->sort_key & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) {
continue;
}
@@ -1851,7 +1924,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (shading != prev_shading) {
- if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) {
+ if (e->sort_key & SORT_KEY_UNSHADED_FLAG) {
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false);
@@ -1880,7 +1953,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
- if (p_directional_add || (directional_light && (e->sort_key & RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
+ if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true);
if (p_directional_shadows && directional_light->light_ptr->shadow) {
@@ -1975,23 +2048,23 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (material != prev_material || rebind) {
- storage->info.render_material_switch_count++;
+ storage->info.render.material_switch_count++;
rebind = _setup_material(material, p_alpha_pass);
if (rebind) {
- storage->info.render_shader_rebind_count++;
+ storage->info.render.shader_rebind_count++;
}
}
- if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
+ if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
_setup_light(e, p_view_transform);
}
if (e->owner != prev_owner || prev_base_type != e->instance->base_type || prev_geometry != e->geometry) {
_setup_geometry(e, p_view_transform);
- storage->info.render_surface_switch_count++;
+ storage->info.render.surface_switch_count++;
}
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull);
@@ -2034,6 +2107,10 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
RasterizerStorageGLES3::Material *m = NULL;
RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material);
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ m_src = default_overdraw_material;
+ }
+
/*
#ifdef DEBUG_ENABLED
if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
@@ -2046,7 +2123,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
if (m_src.is_valid()) {
m = storage->material_owner.getornull(m_src);
- if (!m->shader) {
+ if (!m->shader || !m->shader->valid) {
m = NULL;
}
}
@@ -2109,7 +2186,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) {
- e->sort_key |= RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG;
+ e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG;
}
e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
@@ -2137,7 +2214,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
if (e->instance->gi_probe_instances.size()) {
- e->sort_key |= RenderList::SORT_KEY_GI_PROBES_FLAG;
+ e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
}
}
@@ -2152,9 +2229,9 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
//e->light_type=0xFF; // no lights!
- if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) {
+ if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG;
+ e->sort_key |= SORT_KEY_UNSHADED_FLAG;
}
}
@@ -2247,9 +2324,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix);
//time global variables
- for (int i = 0; i < 4; i++) {
- state.ubo_data.time[i] = storage->frame.time[i];
- }
+ state.ubo_data.time = storage->frame.time[0];
state.ubo_data.z_far = p_cam_projection.get_z_far();
//bg and ambient
@@ -3183,8 +3258,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//perform SSR
- state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL, env->ssr_accel > 0 && env->ssr_smooth);
- state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_accel > 0 && env->ssr_roughness);
+ state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness);
state.ssr_shader.bind();
@@ -3200,9 +3274,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass));
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size()));
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps);
- state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION, env->ssr_accel);
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance);
- state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
@@ -3745,6 +3819,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//fill up ubo
+ storage->info.render.object_count += p_cull_count;
+
Environment *env = environment_owner.getornull(p_environment);
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
@@ -3771,8 +3847,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
state.ubo_data.subsurface_scatter_width = subsurface_scatter_size;
- state.ubo_data.shadow_z_offset = 0;
- state.ubo_data.shadow_slope_scale = 0;
+ state.ubo_data.z_offset = 0;
+ state.ubo_data.z_slope_scale = 0;
state.ubo_data.shadow_dual_paraboloid_render_side = 0;
state.ubo_data.shadow_dual_paraboloid_render_zfar = 0;
@@ -3789,7 +3865,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
state.used_contact_shadows = true;
- if (storage->frame.current_rt && true) { //detect with state.used_contact_shadows too
+ if (storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too
//pre z pass
glDisable(GL_BLEND);
@@ -3880,6 +3956,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
//effects disabled and transparency also prevent using MRTs
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
+ use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@@ -3928,8 +4005,13 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
RasterizerStorageGLES3::Sky *sky = NULL;
GLuint env_radiance_tex = 0;
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+ } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+
} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
if (storage->frame.clear_request) {
@@ -3992,7 +4074,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDrawBuffers(1, &gldb);
}
- if (env && env->bg_mode == VS::ENV_BG_SKY && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ if (env && env->bg_mode == VS::ENV_BG_SKY && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
/*
if (use_mrt) {
@@ -4088,151 +4170,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
-
-#if 0
- if (use_fb) {
-
-
-
- for(int i=0;i<VS::ARRAY_MAX;i++) {
- glDisableVertexAttribArray(i);
- }
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_SCISSOR_TEST);
- glDepthMask(false);
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
- int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
- switch(hdr_tm) {
- case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
-
-
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
-
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
-
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
- } break;
- }
-
-
- _process_hdr();
- }
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- _process_glow_bloom();
- int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
- if (glow_transfer_mode==1)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
- if (glow_transfer_mode==2)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
-
- Size2 size;
- if (current_rt) {
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
- glViewport( 0,0,viewport.width,viewport.height);
- size=Size2(viewport.width,viewport.height);
- } else {
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
- size=Size2(viewport.width,viewport.height);
- }
-
- //time to copy!!!
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
-
- copy_shader.bind();
- //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
-
- }
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
-
- }
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
-
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
-
- Vector3 bcs;
- bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
- bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
- bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
- copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, framebuffer.color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
-
- _copy_screen_quad();
-
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
-
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
-
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
- _debug_luminances();
- }
- }
-
- current_env=NULL;
- current_debug=VS::SCENARIO_DEBUG_DISABLED;
- if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
- _debug_shadows();
- }
- //_debug_luminances();
- //_debug_samplers();
-
- if (using_canvas_bg) {
- using_canvas_bg=false;
- glColorMask(1,1,1,1); //don't touch alpha
- }
-#endif
}
void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@@ -4322,8 +4259,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
zfar = light->param[VS::LIGHT_PARAM_RANGE];
- bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
- normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
fbo = directional_shadow.fbo;
vp_height = directional_shadow.size;
@@ -4441,8 +4378,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
- state.ubo_data.shadow_z_offset = bias;
- state.ubo_data.shadow_slope_scale = normal_bias;
+ state.ubo_data.z_offset = bias;
+ state.ubo_data.z_slope_scale = normal_bias;
state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction;
state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar;
@@ -4554,136 +4491,39 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
return true;
}
-// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
-static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) {
- bits = (bits << 16u) | (bits >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
-}
-
-static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) {
- return Vector2(float(i) / float(N), radicalInverse_VdC(i));
-}
-
-static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) {
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
- // Compute distribution direction
- float Phi = 2.0f * Math_PI * Xi.x;
- float CosTheta = Math::sqrt((float)(1.0f - Xi.y) / (1.0f + (a * a - 1.0f) * Xi.y));
- float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta));
-
- // Convert to spherical direction
- Vector3 H;
- H.x = SinTheta * Math::cos(Phi);
- H.y = SinTheta * Math::sin(Phi);
- H.z = CosTheta;
-
- Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0);
- Vector3 TangentX = UpVector.cross(N);
- TangentX.normalize();
- Vector3 TangentY = N.cross(TangentX);
-
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
-}
-
-static _FORCE_INLINE_ float GGX(float NdotV, float a) {
- float k = a / 2.0;
- return NdotV / (NdotV * (1.0 - k) + k);
-}
+void RasterizerSceneGLES3::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL) {
- return GGX(nDotL, a * a) * GGX(nDotV, a * a);
+ state.debug_draw = p_debug_draw;
}
-void RasterizerSceneGLES3::_generate_brdf() {
-
- int brdf_size = GLOBAL_DEF("rendering/gles3/brdf_texture_size", 64);
-
- PoolVector<uint8_t> brdf;
- brdf.resize(brdf_size * brdf_size * 2);
-
- PoolVector<uint8_t>::Write w = brdf.write();
-
- for (int i = 0; i < brdf_size; i++) {
- for (int j = 0; j < brdf_size; j++) {
-
- float Roughness = float(j) / (brdf_size - 1);
- float NoV = float(i + 1) / (brdf_size); //avoid storing nov0
-
- Vector3 V;
- V.x = Math::sqrt(1.0f - NoV * NoV);
- V.y = 0.0;
- V.z = NoV;
-
- Vector3 N = Vector3(0.0, 0.0, 1.0);
-
- float A = 0;
- float B = 0;
-
- for (int s = 0; s < 512; s++) {
-
- Vector2 xi = Hammersley(s, 512);
- Vector3 H = ImportanceSampleGGX(xi, Roughness, N);
- Vector3 L = 2.0 * V.dot(H) * H - V;
+void RasterizerSceneGLES3::initialize() {
- float NoL = CLAMP(L.z, 0.0, 1.0);
- float NoH = CLAMP(H.z, 0.0, 1.0);
- float VoH = CLAMP(V.dot(H), 0.0, 1.0);
+ render_pass = 0;
- if (NoL > 0.0) {
- float G = G_Smith(Roughness, NoV, NoL);
- float G_Vis = G * VoH / (NoH * NoV);
- float Fc = pow(1.0 - VoH, 5.0);
+ state.scene_shader.init();
- A += (1.0 - Fc) * G_Vis;
- B += Fc * G_Vis;
- }
- }
+ {
+ //default material and shader
- A /= 512.0;
- B /= 512.0;
+ default_shader = storage->shader_create();
+ storage->shader_set_code(default_shader, "shader_type spatial;\n");
+ default_material = storage->material_create();
+ storage->material_set_shader(default_material, default_shader);
- int tofs = ((brdf_size - j - 1) * brdf_size + i) * 2;
- w[tofs + 0] = CLAMP(A * 255, 0, 255);
- w[tofs + 1] = CLAMP(B * 255, 0, 255);
- }
+ default_shader_twosided = storage->shader_create();
+ default_material_twosided = storage->material_create();
+ storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n");
+ storage->material_set_shader(default_material_twosided, default_shader_twosided);
}
- //set up brdf texture
-
- glGenTextures(1, &state.brdf_texture);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, state.brdf_texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE, w.ptr());
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-void RasterizerSceneGLES3::initialize() {
-
- render_pass = 0;
-
- state.scene_shader.init();
-
- default_shader = storage->shader_create();
- storage->shader_set_code(default_shader, "shader_type spatial;\n");
- default_material = storage->material_create();
- storage->material_set_shader(default_material, default_shader);
+ {
+ //default material and shader
- default_shader_twosided = storage->shader_create();
- default_material_twosided = storage->material_create();
- storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n");
- storage->material_set_shader(default_material_twosided, default_shader_twosided);
+ default_overdraw_shader = storage->shader_create();
+ storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ default_overdraw_material = storage->material_create();
+ storage->material_set_shader(default_overdraw_material, default_overdraw_shader);
+ }
glGenBuffers(1, &state.scene_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
@@ -4721,7 +4561,6 @@ void RasterizerSceneGLES3::initialize() {
}
render_list.init();
state.cube_to_dp_shader.init();
- _generate_brdf();
shadow_atlas_realloc_tolerance_msec = 500;
@@ -4770,7 +4609,7 @@ void RasterizerSceneGLES3::initialize() {
{
//directional light shadow
directional_shadow.light_count = 0;
- directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 2048));
+ directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096));
glGenFramebuffers(1, &directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
glGenTextures(1, &directional_shadow.depth);
@@ -4968,6 +4807,8 @@ void RasterizerSceneGLES3::initialize() {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
}
+
+ state.debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
}
void RasterizerSceneGLES3::iteration() {
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 55d314a800..3e15da52ab 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -77,6 +77,9 @@ public:
RID default_shader;
RID default_shader_twosided;
+ RID default_overdraw_material;
+ RID default_overdraw_shader;
+
RasterizerStorageGLES3 *storage;
Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
@@ -108,7 +111,6 @@ public:
float projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
- float time[4];
float ambient_light_color[4];
float bg_color[4];
float fog_color_enabled[4];
@@ -116,14 +118,15 @@ public:
float ambient_energy;
float bg_energy;
- float shadow_z_offset;
- float shadow_slope_scale;
+ float z_offset;
+ float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
float screen_pixel_size[2];
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -152,8 +155,6 @@ public:
GLuint env_radiance_ubo;
- GLuint brdf_texture;
-
GLuint sky_verts;
GLuint sky_array;
@@ -187,6 +188,7 @@ public:
bool used_sss;
bool used_screen_texture;
+ VS::ViewportDebugDraw debug_draw;
} state;
/* SHADOW ATLAS API */
@@ -358,10 +360,9 @@ public:
bool ssr_enabled;
int ssr_max_steps;
- float ssr_accel;
- float ssr_fade;
+ float ssr_fade_in;
+ float ssr_fade_out;
float ssr_depth_tolerance;
- bool ssr_smooth;
bool ssr_roughness;
bool ssao_enabled;
@@ -437,10 +438,9 @@ public:
ssr_enabled = false;
ssr_max_steps = 64;
- ssr_accel = 0.04;
- ssr_fade = 2.0;
+ ssr_fade_in = 0.15;
+ ssr_fade_out = 2.0;
ssr_depth_tolerance = 0.2;
- ssr_smooth = true;
ssr_roughness = true;
ssao_enabled = false;
@@ -525,7 +525,7 @@ public:
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
- virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness);
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect, const Color &p_color, bool p_blur);
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
@@ -561,6 +561,7 @@ public:
Transform transform;
float farplane;
float split;
+ float bias_scale;
};
ShadowTransform shadow_transform[4];
@@ -596,7 +597,7 @@ public:
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass);
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
virtual void light_instance_mark_visible(RID p_light_instance);
/* REFLECTION INSTANCE */
@@ -635,9 +636,10 @@ public:
MAX_REFLECTIONS = 1024,
SORT_KEY_DEPTH_LAYER_SHIFT = 60,
- SORT_KEY_UNSHADED_FLAG = uint64_t(1) << 59,
- SORT_KEY_NO_DIRECTIONAL_FLAG = uint64_t(1) << 58,
- SORT_KEY_GI_PROBES_FLAG = uint64_t(1) << 57,
+//64 bits unsupported in MSVC
+#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59)
+#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58)
+#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57)
SORT_KEY_SHADING_SHIFT = 57,
SORT_KEY_SHADING_MASK = 7,
SORT_KEY_MATERIAL_INDEX_SHIFT = 40,
@@ -783,9 +785,8 @@ public:
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
virtual bool free(RID p_rid);
- void _generate_brdf();
-
virtual void set_scene_pass(uint64_t p_pass);
+ virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
void iteration();
void initialize();
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 1801260146..85331342e9 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1072,6 +1072,14 @@ void RasterizerStorageGLES3::texture_set_detect_srgb_callback(RID p_texture, Vis
texture->detect_srgb_ud = p_userdata;
}
+void RasterizerStorageGLES3::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *texture = texture_owner.get(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_normal = p_callback;
+ texture->detect_normal_ud = p_userdata;
+}
+
RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
Texture *texture = texture_owner.get(p_source);
@@ -1425,6 +1433,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
_shader_dirty_list.remove(&p_shader->dirty_list);
p_shader->valid = false;
+ p_shader->ubo_size = 0;
p_shader->uniforms.clear();
@@ -1547,7 +1556,11 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
- order[E->get().order] = E->key();
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
@@ -2244,6 +2257,10 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
if (material->shader && material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
+
+ if (material->shader && !material->shader->valid)
+ return;
+
//update caches
{
@@ -2658,6 +2675,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
surface->aabb = p_aabb;
surface->max_bone = p_bone_aabbs.size();
+ surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
if (surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0) {
@@ -2727,6 +2745,112 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+
+#ifdef DEBUG_ENABLED
+
+ if (config.generate_wireframes && p_primitive == VS::PRIMITIVE_TRIANGLES) {
+ //generate wireframes, this is used mostly by editor
+ PoolVector<uint32_t> wf_indices;
+ int index_count;
+
+ if (p_format & VS::ARRAY_FORMAT_INDEX) {
+
+ index_count = p_index_count * 2;
+ wf_indices.resize(index_count);
+
+ PoolVector<uint8_t>::Read ir = p_index_array.read();
+ PoolVector<uint32_t>::Write wr = wf_indices.write();
+
+ if (p_vertex_count < (1 << 16)) {
+ //read 16 bit indices
+ const uint16_t *src_idx = (const uint16_t *)ir.ptr();
+ for (int i = 0; i < index_count; i += 6) {
+
+ wr[i + 0] = src_idx[i / 2];
+ wr[i + 1] = src_idx[i / 2 + 1];
+ wr[i + 2] = src_idx[i / 2 + 1];
+ wr[i + 3] = src_idx[i / 2 + 2];
+ wr[i + 4] = src_idx[i / 2 + 2];
+ wr[i + 5] = src_idx[i / 2];
+ }
+
+ } else {
+
+ //read 16 bit indices
+ const uint32_t *src_idx = (const uint32_t *)ir.ptr();
+ for (int i = 0; i < index_count; i += 6) {
+
+ wr[i + 0] = src_idx[i / 2];
+ wr[i + 1] = src_idx[i / 2 + 1];
+ wr[i + 2] = src_idx[i / 2 + 1];
+ wr[i + 3] = src_idx[i / 2 + 2];
+ wr[i + 4] = src_idx[i / 2 + 2];
+ wr[i + 5] = src_idx[i / 2];
+ }
+ }
+
+ } else {
+
+ index_count = p_vertex_count * 2;
+ wf_indices.resize(index_count);
+ PoolVector<uint32_t>::Write wr = wf_indices.write();
+ for (int i = 0; i < index_count; i += 6) {
+
+ wr[i + 0] = i / 2;
+ wr[i + 1] = i / 2 + 1;
+ wr[i + 2] = i / 2 + 1;
+ wr[i + 3] = i / 2 + 2;
+ wr[i + 4] = i / 2 + 2;
+ wr[i + 5] = i / 2;
+ }
+ }
+ {
+ PoolVector<uint32_t>::Read ir = wf_indices.read();
+
+ glGenBuffers(1, &surface->index_wireframe_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(uint32_t), ir.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+
+ surface->index_wireframe_len = index_count;
+ }
+
+ for (int ai = 0; ai < 2; ai++) {
+
+ if (ai == 0) {
+ //for normal draw
+ glGenVertexArrays(1, &surface->array_wireframe_id);
+ glBindVertexArray(surface->array_wireframe_id);
+ glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
+ } else if (ai == 1) {
+ //for instancing draw (can be changed and no one cares)
+ glGenVertexArrays(1, &surface->instancing_array_wireframe_id);
+ glBindVertexArray(surface->instancing_array_wireframe_id);
+ glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+
+ if (!attribs[i].enabled)
+ continue;
+
+ if (attribs[i].integer) {
+ glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
+ } else {
+ glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
+ }
+ glEnableVertexAttribArray(attribs[i].index);
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
+
+#endif
}
{
@@ -2739,6 +2863,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read();
+ surface->total_data_size += array_size;
+
glGenBuffers(1, &mt.vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
@@ -2770,6 +2896,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
mesh->surfaces.push_back(surface);
mesh->instance_change_notify();
+
+ info.vertex_mem += surface->total_data_size;
}
void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
@@ -2991,6 +3119,7 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) {
}
glDeleteVertexArrays(1, &surface->array_id);
+ glDeleteVertexArrays(1, &surface->instancing_array_id);
for (int i = 0; i < surface->blend_shapes.size(); i++) {
@@ -2998,6 +3127,14 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) {
glDeleteVertexArrays(1, &surface->blend_shapes[i].array_id);
}
+ if (surface->index_wireframe_id) {
+ glDeleteBuffers(1, &surface->index_wireframe_id);
+ glDeleteVertexArrays(1, &surface->array_wireframe_id);
+ glDeleteVertexArrays(1, &surface->instancing_array_wireframe_id);
+ }
+
+ info.vertex_mem -= surface->total_data_size;
+
mesh->instance_material_change_notify();
memdelete(surface);
@@ -4149,7 +4286,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
- light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
light->color = Color(1, 1, 1, 1);
light->shadow = false;
@@ -4186,8 +4322,7 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param
case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
- case VS::LIGHT_PARAM_SHADOW_BIAS:
- case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: {
+ case VS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
light->instance_change_notify();
@@ -5127,6 +5262,23 @@ void RasterizerStorageGLES3::particles_set_emission_transform(RID p_particles, c
particles->emission_transform = p_transform;
}
+int RasterizerStorageGLES3::particles_get_draw_passes(RID p_particles) const {
+
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->draw_passes.size();
+}
+
+RID RasterizerStorageGLES3::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+
+ return particles->draw_passes[p_pass];
+}
+
void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_delta) {
float new_phase = Math::fmod((float)particles->phase + (p_delta / particles->lifetime) * particles->speed_scale, (float)1.0);
@@ -5258,7 +5410,7 @@ void RasterizerStorageGLES3::update_particles() {
shaders.particles.bind();
shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, particles->amount);
- shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, Color(frame.time[0], frame.time[1], frame.time[2], frame.time[3]));
+ shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, frame.time[0]);
shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS, particles->explosiveness);
shaders.particles.set_uniform(ParticlesShaderGLES3::LIFETIME, particles->lifetime);
shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT, 0);
@@ -5321,13 +5473,11 @@ void RasterizerStorageGLES3::update_particles() {
particles->particle_valid_histories[0] = true;
}
+
+ particles->instance_change_notify(); //make sure shadows are updated
}
glDisable(GL_RASTERIZER_DISCARD);
-
- for (int i = 0; i < 6; i++) {
- glDisableVertexAttribArray(i);
- }
}
////////
@@ -5914,10 +6064,20 @@ void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderT
default: {}
}
}
+bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
-bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
- return false;
+ return rt->used_in_frame;
+}
+
+void RasterizerStorageGLES3::render_target_clear_used(RID p_render_target) {
+
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->used_in_frame = false;
}
void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {
@@ -5986,6 +6146,7 @@ RID RasterizerStorageGLES3::canvas_light_occluder_create() {
co->index_id = 0;
co->vertex_id = 0;
co->len = 0;
+ glGenVertexArrays(1, &co->array_id);
return canvas_occluder_owner.make_rid(co);
}
@@ -6057,7 +6218,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
if (!co->vertex_id) {
glGenBuffers(1, &co->vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
- glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_DYNAMIC_DRAW);
} else {
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
@@ -6070,7 +6231,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
glGenBuffers(1, &co->index_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
@@ -6080,6 +6241,12 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
co->len = lc;
+ glBindVertexArray(co->array_id);
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+ glBindVertexArray(0);
}
}
@@ -6308,6 +6475,8 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
if (co->vertex_id)
glDeleteBuffers(1, &co->vertex_id);
+ glDeleteVertexArrays(1, &co->array_id);
+
canvas_occluder_owner.free(p_rid);
memdelete(co);
@@ -6345,6 +6514,97 @@ bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
////////////////////////////////////////////
+void RasterizerStorageGLES3::set_debug_generate_wireframes(bool p_generate) {
+
+ config.generate_wireframes = p_generate;
+}
+
+void RasterizerStorageGLES3::render_info_begin_capture() {
+
+ info.snap = info.render;
+}
+
+void RasterizerStorageGLES3::render_info_end_capture() {
+
+ info.snap.object_count = info.render.object_count - info.snap.object_count;
+ info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
+ info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
+ info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
+ info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
+ info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
+}
+
+int RasterizerStorageGLES3::get_captured_render_info(VS::RenderInfo p_info) {
+
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME: {
+
+ return info.snap.object_count;
+ } break;
+ case VS::INFO_VERTICES_IN_FRAME: {
+
+ return info.snap.vertices_count;
+ } break;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+ return info.snap.material_switch_count;
+ } break;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+ return info.snap.shader_rebind_count;
+ } break;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+ return info.snap.surface_switch_count;
+ } break;
+ case VS::INFO_DRAW_CALLS_IN_FRAME: {
+ return info.snap.draw_call_count;
+ } break;
+ default: {
+ return get_render_info(p_info);
+ }
+ }
+}
+
+int RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) {
+
+ switch (p_info) {
+ case VS::INFO_OBJECTS_IN_FRAME: {
+
+ return info.render_final.object_count;
+ } break;
+ case VS::INFO_VERTICES_IN_FRAME: {
+
+ return info.render_final.vertices_count;
+ } break;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+ return info.render_final.material_switch_count;
+ } break;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+ return info.render_final.shader_rebind_count;
+ } break;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+ return info.render_final.surface_switch_count;
+ } break;
+ case VS::INFO_DRAW_CALLS_IN_FRAME: {
+ return info.render_final.draw_call_count;
+ } break;
+ case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
+
+ return 0; //no idea
+ } break;
+ case VS::INFO_VIDEO_MEM_USED: {
+
+ return info.vertex_mem + info.texture_mem;
+ } break;
+ case VS::INFO_TEXTURE_MEM_USED: {
+
+ return info.texture_mem;
+ } break;
+ case VS::INFO_VERTEX_MEM_USED: {
+
+ return info.vertex_mem;
+ } break;
+ }
+}
+
void RasterizerStorageGLES3::initialize() {
RasterizerStorageGLES3::system_fbo = 0;
@@ -6526,6 +6786,7 @@ void RasterizerStorageGLES3::initialize() {
frame.delta = 0;
frame.current_rt = NULL;
config.keep_original_textures = false;
+ config.generate_wireframes = false;
}
void RasterizerStorageGLES3::finalize() {
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 9af342301c..ca0194bd5e 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -84,6 +84,8 @@ public:
int max_texture_image_units;
int max_texture_size;
+ bool generate_wireframes;
+
Set<String> extensions;
bool keep_original_textures;
@@ -124,12 +126,33 @@ public:
struct Info {
uint64_t texture_mem;
+ uint64_t vertex_mem;
+
+ struct Render {
+ uint32_t object_count;
+ uint32_t draw_call_count;
+ uint32_t material_switch_count;
+ uint32_t surface_switch_count;
+ uint32_t shader_rebind_count;
+ uint32_t vertices_count;
+
+ void reset() {
+ object_count = 0;
+ draw_call_count = 0;
+ material_switch_count = 0;
+ surface_switch_count = 0;
+ shader_rebind_count = 0;
+ vertices_count = 0;
+ }
+ } render, render_final, snap;
- uint32_t render_object_count;
- uint32_t render_material_switch_count;
- uint32_t render_surface_switch_count;
- uint32_t render_shader_rebind_count;
- uint32_t render_vertices_count;
+ Info() {
+
+ texture_mem = 0;
+ vertex_mem = 0;
+ render.reset();
+ render_final.reset();
+ }
} info;
@@ -247,6 +270,9 @@ public:
VisualServer::TextureDetectCallback detect_srgb;
void *detect_srgb_ud;
+ VisualServer::TextureDetectCallback detect_normal;
+ void *detect_normal_ud;
+
Texture() {
using_srgb = false;
@@ -266,6 +292,8 @@ public:
detect_3d_ud = NULL;
detect_srgb = NULL;
detect_srgb_ud = NULL;
+ detect_normal = NULL;
+ detect_normal_ud = NULL;
}
~Texture() {
@@ -306,6 +334,7 @@ public:
virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
+ virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
/* SKY API */
@@ -425,6 +454,7 @@ public:
: dirty_list(this) {
shader = NULL;
+ ubo_size = 0;
valid = false;
custom_code_id = 0;
version = 1;
@@ -537,6 +567,11 @@ public:
GLuint vertex_id;
GLuint index_id;
+ GLuint index_wireframe_id;
+ GLuint array_wireframe_id;
+ GLuint instancing_array_wireframe_id;
+ int index_wireframe_len;
+
Vector<Rect3> skeleton_bone_aabb;
Vector<bool> skeleton_bone_used;
@@ -567,6 +602,8 @@ public:
mesh->update_multimeshes();
}
+ int total_data_size;
+
Surface() {
array_byte_size = 0;
@@ -581,6 +618,13 @@ public:
primitive = VS::PRIMITIVE_POINTS;
index_array_len = 0;
active = false;
+
+ total_data_size = 0;
+
+ index_wireframe_id = 0;
+ array_wireframe_id = 0;
+ instancing_array_wireframe_id = 0;
+ index_wireframe_len = 0;
}
~Surface() {
@@ -1105,6 +1149,9 @@ public:
virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
void _particles_process(Particles *p_particles, float p_delta);
+ virtual int particles_get_draw_passes(RID p_particles) const;
+ virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
+
/* INSTANCE */
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
@@ -1226,7 +1273,8 @@ public:
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
- virtual bool render_target_renedered_in_frame(RID p_render_target);
+ virtual bool render_target_was_used(RID p_render_target);
+ virtual void render_target_clear_used(RID p_render_target);
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
/* CANVAS SHADOW */
@@ -1248,6 +1296,7 @@ public:
struct CanvasOccluder : public RID_Data {
+ GLuint array_id; // 0 means, unconfigured
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
PoolVector<Vector2> lines;
@@ -1274,6 +1323,7 @@ public:
float delta;
uint64_t prev_tick;
uint64_t count;
+
} frame;
void initialize();
@@ -1283,6 +1333,14 @@ public:
virtual void update_dirty_resources();
+ virtual void set_debug_generate_wireframes(bool p_generate);
+
+ virtual void render_info_begin_capture();
+ virtual void render_info_end_capture();
+ virtual int get_captured_render_info(VS::RenderInfo p_info);
+
+ virtual int get_render_info(VS::RenderInfo p_info);
+
RasterizerStorageGLES3();
};
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index b1f7b4c9bd..3376f99112 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -668,6 +668,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
+ actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 017009015e..7be6ee857a 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -6,8 +6,8 @@ layout(location=3) in vec4 color_attrib;
#ifdef USE_TEXTURE_RECT
-layout(location=1) in highp vec4 dst_rect;
-layout(location=2) in highp vec4 src_rect;
+uniform vec4 dst_rect;
+uniform vec4 src_rect;
#else
@@ -20,7 +20,7 @@ layout(location=4) in highp vec2 uv_attrib;
layout(std140) uniform CanvasItemData { //ubo:0
highp mat4 projection_matrix;
- highp vec4 time;
+ highp float time;
};
uniform highp mat4 modelview_matrix;
@@ -51,17 +51,21 @@ layout(std140) uniform LightData { //ubo:1
out vec4 light_uv_interp;
-#if defined(NORMAL_USED)
+
out vec4 local_rot;
-#endif
+
#ifdef USE_SHADOWS
out highp vec2 pos;
#endif
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
#endif
+
VERTEX_SHADER_GLOBALS
#if defined(USE_MATERIAL)
@@ -121,7 +125,7 @@ VERTEX_SHADER_CODE
pos=outvec.xy;
#endif
-#if defined(NORMAL_USED)
+
local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy );
local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy );
#ifdef USE_TEXTURE_RECT
@@ -129,7 +133,7 @@ VERTEX_SHADER_CODE
local_rot.zw*=sign(src_rect.w);
#endif
-#endif
+
#endif
@@ -141,6 +145,7 @@ VERTEX_SHADER_CODE
uniform mediump sampler2D color_texture; // texunit:0
uniform highp vec2 color_texpixel_size;
+uniform mediump sampler2D normal_texture; // texunit:1
in mediump vec2 uv_interp;
in mediump vec4 color_interp;
@@ -155,7 +160,7 @@ uniform sampler2D screen_texture; // texunit:-3
layout(std140) uniform CanvasItemData {
highp mat4 projection_matrix;
- highp vec4 time;
+ highp float time;
};
@@ -180,9 +185,8 @@ uniform lowp sampler2D light_texture; // texunit:-1
in vec4 light_uv_interp;
-#if defined(NORMAL_USED)
in vec4 local_rot;
-#endif
+
#ifdef USE_SHADOWS
@@ -191,6 +195,9 @@ in highp vec2 pos;
#endif
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
#endif
uniform mediump vec4 final_modulate;
@@ -222,12 +229,28 @@ LIGHT_SHADER_CODE
}
+#ifdef USE_TEXTURE_RECT
+
+uniform vec4 dst_rect;
+uniform vec4 src_rect;
+uniform bool clip_rect_uv;
+
+#endif
+
+uniform bool use_default_normal;
void main() {
vec4 color = color_interp;
-#if defined(NORMAL_USED)
- vec3 normal = vec3(0.0,0.0,1.0);
+ vec2 uv = uv_interp;
+
+#ifdef USE_TEXTURE_RECT
+ if (clip_rect_uv) {
+
+ vec2 half_texpixel = color_texpixel_size * 0.5;
+ uv = clamp(uv,src_rect.xy+half_texpixel,src_rect.xy+abs(src_rect.zw)-color_texpixel_size);
+ }
+
#endif
#if !defined(COLOR_USED)
@@ -235,15 +258,34 @@ void main() {
#ifdef USE_DISTANCE_FIELD
const float smoothing = 1.0/32.0;
- float distance = texture(color_texture, uv_interp).a;
+ float distance = textureLod(color_texture, uv,0.0).a;
color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
#else
- color *= texture( color_texture, uv_interp );
+ color *= texture( color_texture, uv );
#endif
#endif
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (use_default_normal) {
+ normal.xy = textureLod(normal_texture, uv,0.0).xy * 2.0 - 1.0;
+ normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
+ normal_used=true;
+ } else {
+ normal = vec3(0.0,0.0,1.0);
+ }
+
+
+
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
#endif
@@ -278,9 +320,9 @@ FRAGMENT_SHADER_CODE
vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
-#if defined(NORMAL_USED)
- normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
-#endif
+ if (normal_used) {
+ normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
+ }
float att=1.0;
@@ -301,10 +343,11 @@ FRAGMENT_SHADER_CODE
#else
-#if defined(NORMAL_USED)
- vec3 light_normal = normalize(vec3(light_vec,-light_height));
- light*=max(dot(-light_normal,normal),0.0);
-#endif
+ if (normal_used) {
+
+ vec3 light_normal = normalize(vec3(light_vec,-light_height));
+ light*=max(dot(-light_normal,normal),0.0);
+ }
color*=light;
/*
@@ -381,7 +424,7 @@ FRAGMENT_SHADER_CODE
#ifdef SHADOW_FILTER_NEAREST
- SHADOW_TEST(su+shadowpixel_size);
+ SHADOW_TEST(su);
#endif
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index 5d8a532f87..7e7b083f73 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -28,7 +28,7 @@ uniform float prev_system_phase;
uniform int total_particles;
uniform float explosiveness;
uniform float randomness;
-uniform vec4 time;
+uniform float time;
uniform float delta;
uniform int attractor_count;
@@ -132,6 +132,7 @@ void main() {
}
uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID);
+ int index = int(gl_VertexID);
if (restart) {
shader_active=emitting;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 60efc953f9..a047e693cb 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -63,7 +63,6 @@ layout(std140) uniform SceneData { //ubo:0
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
- highp vec4 time;
highp vec4 ambient_light_color;
highp vec4 bg_color;
@@ -74,8 +73,8 @@ layout(std140) uniform SceneData { //ubo:0
float ambient_energy;
float bg_energy;
- float shadow_z_offset;
- float shadow_z_slope_scale;
+ float z_offset;
+ float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
@@ -83,6 +82,7 @@ layout(std140) uniform SceneData { //ubo:0
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -245,7 +245,7 @@ void main() {
normal = vec4(normal,0.0) * m;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- tangent.xyz = vec4(tangent.xyz,0.0) * mn;
+ tangent.xyz = vec4(tangent.xyz,0.0) * m;
#endif
}
#endif
@@ -319,7 +319,7 @@ VERTEX_SHADER_CODE
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
- highp vec3 vtx = vertex_interp+normalize(vertex_interp)*shadow_z_offset;
+ highp vec3 vtx = vertex_interp+normalize(vertex_interp)*z_offset;
highp float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy/=1.0-vtx.z;
@@ -332,8 +332,8 @@ VERTEX_SHADER_CODE
#else
- float z_ofs = shadow_z_offset;
- z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
+ float z_ofs = z_offset;
+ z_ofs += (1.0-abs(normal_interp.z))*z_slope_scale;
vertex_interp.z-=z_ofs;
#endif //RENDER_DEPTH_DUAL_PARABOLOID
@@ -368,6 +368,8 @@ VERTEX_SHADER_CODE
*/
+uniform highp mat4 world_transform;
+
#define M_PI 3.14159265359
/* Varyings */
@@ -435,7 +437,6 @@ layout(std140) uniform SceneData {
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
- highp vec4 time;
highp vec4 ambient_light_color;
highp vec4 bg_color;
@@ -446,8 +447,8 @@ layout(std140) uniform SceneData {
float ambient_energy;
float bg_energy;
- float shadow_z_offset;
- float shadow_z_slope_scale;
+ float z_offset;
+ float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
@@ -455,6 +456,7 @@ layout(std140) uniform SceneData {
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -1543,7 +1545,7 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
if (use_blend) {
- shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp));
+ shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend);
}
#endif
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 8eec71ecb6..cc41d36c37 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -38,7 +38,8 @@ uniform mat4 projection;
uniform int num_steps;
uniform float depth_tolerance;
uniform float distance_fade;
-uniform float acceleration;
+uniform float curve_fade_in;
+
layout(location = 0) out vec4 frag_color;
@@ -148,8 +149,6 @@ void main() {
bool found=false;
- //if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area
- float accel=1.0+acceleration;
float steps_taken=0.0;
for(int i=0;i<num_steps;i++) {
@@ -177,9 +176,6 @@ void main() {
steps_taken+=1.0;
prev_pos=pos;
- z_advance*=accel;
- w_advance*=accel;
- line_advance*=accel;
}
@@ -207,41 +203,14 @@ void main() {
vec2 final_pos;
float grad;
+ grad=steps_taken/float(num_steps);
+ float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in);
+ float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade;
+ final_pos=pos;
-#ifdef SMOOTH_ACCEL
- //if the distance between point and prev point is >1, then take some samples in the middle for smoothing out the image
- vec2 blend_dir = pos - prev_pos;
- float steps = min(8.0,length(blend_dir));
- if (steps>2.0) {
- vec2 blend_step = blend_dir/steps;
- float blend_z = (z_to-z_from)/steps;
- vec2 new_pos;
- float subgrad=0.0;
- for(float i=0.0;i<steps;i++) {
-
- new_pos = (prev_pos+blend_step*i);
- float z = z_from+blend_z*i;
-
- depth = texture(source_depth, new_pos*pixel_size).r * 2.0 - 1.0;
- depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
- depth=-depth;
-
- subgrad=i/steps;
- if (depth>z)
- break;
- }
- final_pos = new_pos;
- grad=(steps_taken+subgrad)/float(num_steps);
- } else {
-#endif
- grad=steps_taken/float(num_steps);
- final_pos=pos;
-#ifdef SMOOTH_ACCEL
- }
-#endif
@@ -327,10 +296,10 @@ void main() {
final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0);
}
- frag_color = vec4(final_color.rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+ frag_color = vec4(final_color.rgb,fade*margin_blend);
#else
- frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+ frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend);
#endif
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index ba29ec52c7..d8302bd46e 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -12,7 +12,7 @@ void main() {
[fragment]
-#define NUM_SAMPLES (11)
+#define NUM_SAMPLES (15)
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
// miplevel to maintain reasonable spatial locality in the cache
@@ -25,8 +25,20 @@ void main() {
// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
-#define NUM_SPIRAL_TURNS (7)
+const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2,
+3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
+9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
+11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
+11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
+19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
+13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
+29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
+31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
+19, 27, 21, 25, 39, 29, 17, 21, 27 );
+
+//#define NUM_SPIRAL_TURNS (7)
+const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1];
uniform sampler2D source_depth; //texunit:0
uniform highp usampler2D source_depth_mipmaps; //texunit:1