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-rw-r--r--drivers/dummy/rasterizer_dummy.h1
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp26
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp44
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h7
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp28
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h5
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp1
-rw-r--r--drivers/gles2/shaders/canvas.glsl2
-rw-r--r--drivers/gles2/shaders/scene.glsl81
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h1
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/scene.glsl229
-rw-r--r--drivers/unix/os_unix.cpp2
-rw-r--r--drivers/unix/os_unix.h2
16 files changed, 294 insertions, 142 deletions
diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h
index 3b31da1dd7..253936ca34 100644
--- a/drivers/dummy/rasterizer_dummy.h
+++ b/drivers/dummy/rasterizer_dummy.h
@@ -692,6 +692,7 @@ public:
/* RENDER TARGET */
RID render_target_create() { return RID(); }
+ void render_target_set_position(RID p_render_target, int p_x, int p_y) {}
void render_target_set_size(RID p_render_target, int p_width, int p_height) {}
RID render_target_get_texture(RID p_render_target) const { return RID(); }
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {}
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 7232d2d95a..ee722e9d6c 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -113,9 +113,22 @@ void RasterizerCanvasGLES2::canvas_begin() {
state.canvas_shader.bind();
state.using_transparent_rt = false;
+ int viewport_x, viewport_y, viewport_width, viewport_height;
+
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ // set Viewport and Scissor when rendering directly to screen
+ viewport_width = storage->frame.current_rt->width;
+ viewport_height = storage->frame.current_rt->height;
+ viewport_x = storage->frame.current_rt->x;
+ viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
}
if (storage->frame.clear_request) {
@@ -179,6 +192,14 @@ void RasterizerCanvasGLES2::canvas_end() {
glDisableVertexAttribArray(i);
}
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ //reset viewport to full window size
+ int viewport_width = OS::get_singleton()->get_window_size().width;
+ int viewport_height = OS::get_singleton()->get_window_size().height;
+ glViewport(0, 0, viewport_width, viewport_height);
+ glScissor(0, 0, viewport_width, viewport_height);
+ }
+
state.using_texture_rect = false;
state.using_skeleton = false;
state.using_ninepatch = false;
@@ -1192,6 +1213,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen");
+ return;
+ }
+
if (storage->frame.current_rt->copy_screen_effect.color == 0) {
ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
ERR_FAIL();
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 55257ab1c5..268b0f1c90 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -580,7 +580,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
//the approach below is fatal for powervr
- // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used.
+ // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
while (size >= 1) {
for (int i = 0; i < 6; i++) {
@@ -1011,7 +1011,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
has_alpha = false;
}
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
if (!e) {
return;
@@ -2469,6 +2469,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (p_env) {
state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, p_env->bg_color);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
@@ -2476,6 +2477,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
} else {
state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, state.default_bg);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
@@ -2578,7 +2580,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false);
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, false);
}
@@ -2694,6 +2695,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
Environment *env = NULL;
int viewport_width, viewport_height;
+ int viewport_x, viewport_y;
bool probe_interior = false;
bool reverse_cull = false;
@@ -2733,6 +2735,13 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
viewport_width = storage->frame.current_rt->width;
viewport_height = storage->frame.current_rt->height;
+ viewport_x = storage->frame.current_rt->x;
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ } else {
+ viewport_y = storage->frame.current_rt->y;
+ }
}
state.used_screen_texture = false;
@@ -2798,7 +2807,13 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// other stuff
glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
- glViewport(0, 0, viewport_width, viewport_height);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
@@ -2829,9 +2844,14 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
+ state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ glDisable(GL_SCISSOR_TEST);
+ }
+
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
glBlendEquation(GL_FUNC_ADD);
@@ -2858,22 +2878,24 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
}
- if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
-
- if (sky && sky->panorama.is_valid()) {
- _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
- }
- }
-
if (probe_interior) {
env_radiance_tex = 0; //do not use radiance texture on interiors
state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
+ state.default_bg = Color(0, 0, 0, 1); //black as default background for interior
}
// render opaque things first
render_list.sort_by_key(false);
_render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false);
+ // then draw the sky after
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
+
+ if (sky && sky->panorama.is_valid()) {
+ _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ }
+ }
+
if (storage->frame.current_rt && state.used_screen_texture) {
//copy screen texture
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index e5f0bbcbbb..bd1a61688c 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -104,6 +104,7 @@ public:
GLuint immediate_buffer;
Color default_ambient;
+ Color default_bg;
// ResolveShaderGLES3 resolve_shader;
// ScreenSpaceReflectionShaderGLES3 ssr_shader;
@@ -602,12 +603,10 @@ public:
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- if (layer_A == layer_B) {
+ if (A->priority == B->priority) {
return A->instance->depth > B->instance->depth;
} else {
- return layer_A < layer_B;
+ return A->priority < B->priority;
}
}
};
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index d709056709..c610f31bc1 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -4568,9 +4568,16 @@ void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerSc
void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
+ // do not allocate a render target with no size
if (rt->width <= 0 || rt->height <= 0)
return;
+ // do not allocate a render target that is attached to the screen
+ if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ rt->fbo = RasterizerStorageGLES2::system_fbo;
+ return;
+ }
+
GLuint color_internal_format;
GLuint color_format;
GLuint color_type = GL_UNSIGNED_BYTE;
@@ -4779,6 +4786,10 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
+ // there is nothing to clear when DIRECT_TO_SCREEN is used
+ if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN])
+ return;
+
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
@@ -4873,6 +4884,15 @@ RID RasterizerStorageGLES2::render_target_create() {
return render_target_owner.make_rid(rt);
}
+void RasterizerStorageGLES2::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->x = p_x;
+ rt->y = p_y;
+}
+
void RasterizerStorageGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
@@ -5002,6 +5022,14 @@ void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderT
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
+ // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
+ // those functions change how they operate depending on the value of DIRECT_TO_SCREEN
+ if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ _render_target_clear(rt);
+ rt->flags[p_flag] = p_value;
+ _render_target_allocate(rt);
+ }
+
rt->flags[p_flag] = p_value;
switch (p_flag) {
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index 3134082e2a..af57aa3d9b 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -1175,7 +1175,7 @@ public:
}
} external;
- int width, height;
+ int x, y, width, height;
bool flags[RENDER_TARGET_FLAG_MAX];
@@ -1192,6 +1192,8 @@ public:
multisample_color(0),
multisample_depth(0),
multisample_active(false),
+ x(0),
+ y(0),
width(0),
height(0),
used_in_frame(false),
@@ -1209,6 +1211,7 @@ public:
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index d00b03fb8a..6ba4004f20 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -934,6 +934,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
// No defines for particle shaders in GLES2, there are no GPU particles
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 7ba2856216..7dce784f52 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -347,7 +347,7 @@ void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
#ifdef USE_FORCE_REPEAT
- //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that dont support it
+ //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
uv = mod(uv, vec2(1.0, 1.0));
#endif
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 34f34f9961..2aef913ae8 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -914,6 +914,7 @@ uniform mat4 radiance_inverse_xform;
#endif
+uniform vec4 bg_color;
uniform float bg_energy;
uniform float ambient_sky_contribution;
@@ -1150,7 +1151,8 @@ void light_compute(
float clearcoat_gloss,
float anisotropy,
inout vec3 diffuse_light,
- inout vec3 specular_light) {
+ inout vec3 specular_light,
+ inout float alpha) {
//this makes lights behave closer to linear, but then addition of lights looks bad
//better left disabled
@@ -1305,10 +1307,10 @@ LIGHT_SHADER_CODE
// shlick+ggx as default
#if defined(LIGHT_USE_ANISOTROPY)
- float alpha = roughness * roughness;
+ float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha / aspect;
- float ay = alpha * aspect;
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
@@ -1316,10 +1318,10 @@ LIGHT_SHADER_CODE
float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
#else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- //float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
- float G = V_GGX(cNdotL, cNdotV, alpha);
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
#endif
// F
vec3 f0 = F0(metallic, specular, diffuse_color);
@@ -1349,6 +1351,10 @@ LIGHT_SHADER_CODE
#endif
}
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -1534,17 +1540,21 @@ FRAGMENT_SHADER_CODE
vec3 eye_position = view;
+#if !defined(USE_SHADOW_TO_OPACITY)
+
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
#ifdef USE_DEPTH_PREPASS
if (alpha < 0.99) {
discard;
}
-#endif
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
#ifdef BASE_PASS
//none
@@ -1561,7 +1571,6 @@ FRAGMENT_SHADER_CODE
ref_vec.z *= -1.0;
specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
-
{
vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
@@ -1572,6 +1581,7 @@ FRAGMENT_SHADER_CODE
#else
ambient_light = ambient_color.rgb;
+ specular_light = bg_color.rgb * bg_energy;
#endif
@@ -1631,6 +1641,19 @@ FRAGMENT_SHADER_CODE
#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment and reflection probes are added
+ //TODO: this curve is not really designed for gammaspace, should be adjusted
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+
#ifdef USE_LIGHTMAP
//ambient light will come entirely from lightmap is lightmap is used
ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
@@ -2047,13 +2070,32 @@ FRAGMENT_SHADER_CODE
clearcoat_gloss,
anisotropy,
diffuse_light,
- specular_light);
+ specular_light,
+ alpha);
#endif //vertex lighting
#endif //USE_LIGHTING
//compute and merge
+#ifdef USE_SHADOW_TO_OPACITY
+
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.99) {
+ discard;
+ }
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
#ifndef RENDER_DEPTH
#ifdef SHADELESS
@@ -2080,17 +2122,6 @@ FRAGMENT_SHADER_CODE
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
-#else
- //TODO: this curve is not really designed for gammaspace, should be adjusted
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
#endif
}
@@ -2102,8 +2133,6 @@ FRAGMENT_SHADER_CODE
#endif
// gl_FragColor = vec4(normal, 1.0);
-#endif //unshaded
-
//apply fog
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
@@ -2158,6 +2187,8 @@ FRAGMENT_SHADER_CODE
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+#endif //unshaded
+
#else // not RENDER_DEPTH
//depth render
#ifdef USE_RGBA_SHADOWS
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 9aec348291..4552fddfe8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2374,7 +2374,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
has_alpha = false;
}
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
if (!e)
return;
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 661be28e6b..247b30811e 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -7268,6 +7268,10 @@ RID RasterizerStorageGLES3::render_target_create() {
return render_target_owner.make_rid(rt);
}
+void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+ //only used in GLES2
+}
+
void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index a4cc84ef02..99aa34e1ce 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -1394,6 +1394,7 @@ public:
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index ad26294527..e8417900ea 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -944,6 +944,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
/* PARTICLES SHADER */
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 630e1c2089..f08d3f4d23 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -993,7 +993,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
#if defined(USE_LIGHT_SHADER_CODE)
// light is written by the light shader
@@ -1135,19 +1135,19 @@ LIGHT_SHADER_CODE
#if defined(LIGHT_USE_ANISOTROPY)
- float alpha = roughness * roughness;
+ float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha / aspect;
- float ay = alpha * aspect;
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
#else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
#endif
// F
vec3 f0 = F0(metallic, specular, diffuse_color);
@@ -1174,6 +1174,10 @@ LIGHT_SHADER_CODE
#endif
}
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -1250,7 +1254,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
}
#endif
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1304,10 +1308,10 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
#endif //SHADOWS_DISABLED
- light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1339,7 +1343,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
}
#endif //SHADOWS_DISABLED
- light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
@@ -1705,11 +1709,13 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
+#if !defined(USE_SHADOW_TO_OPACITY)
+
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
#ifdef USE_OPAQUE_PREPASS
@@ -1717,7 +1723,9 @@ FRAGMENT_SHADER_CODE
discard;
}
-#endif
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
#if defined(ENABLE_NORMALMAP)
@@ -1802,6 +1810,7 @@ FRAGMENT_SHADER_CODE
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light = ambient_light_color.rgb;
+ env_reflection_light = bg_color.rgb * bg_energy;
#endif //AMBIENT_LIGHT_DISABLED
#endif
@@ -1809,10 +1818,98 @@ FRAGMENT_SHADER_CODE
ambient_light *= ambient_energy;
float specular_blob_intensity = 1.0;
+
#if defined(SPECULAR_TOON)
specular_blob_intensity *= specular * 2.0;
#endif
+#ifdef USE_GI_PROBES
+ gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
+
+#endif
+
+#ifdef USE_LIGHTMAP
+ ambient_light = texture(lightmap, uv2).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[](
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
+ vec3(0.267617, 0.823639, -0.5),
+ vec3(-0.700629, 0.509037, -0.5),
+ vec3(-0.700629, -0.509037, -0.5),
+ vec3(0.267617, -0.823639, -0.5));
+
+ vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for (int i = 0; i < 12; i++) {
+ float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i] * amount;
+ sum += amount;
+ }
+
+ captured /= sum;
+
+ if (lightmap_capture_sky) {
+ ambient_light = mix(ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
+ }
+ }
+#endif
+
+#ifdef USE_FORWARD_LIGHTING
+
+ highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ for (int i = 0; i < reflection_count; i++) {
+ reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
+ }
+
+ if (reflection_accum.a > 0.0) {
+ specular_light += reflection_accum.rgb / reflection_accum.a;
+ } else {
+ specular_light += env_reflection_light;
+ }
+#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+#endif
+
+ {
+
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
#if defined(USE_LIGHT_DIRECTIONAL)
vec3 light_attenuation = vec3(1.0);
@@ -1955,91 +2052,49 @@ FRAGMENT_SHADER_CODE
specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a);
#else
- light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
#endif
#endif //#USE_LIGHT_DIRECTIONAL
-#ifdef USE_GI_PROBES
- gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
-
-#endif
-
-#ifdef USE_LIGHTMAP
- ambient_light = texture(lightmap, uv2).rgb * lightmap_energy;
-#endif
-
-#ifdef USE_LIGHTMAP_CAPTURE
- {
- vec3 cone_dirs[12] = vec3[](
- vec3(0.0, 0.0, 1.0),
- vec3(0.866025, 0.0, 0.5),
- vec3(0.267617, 0.823639, 0.5),
- vec3(-0.700629, 0.509037, 0.5),
- vec3(-0.700629, -0.509037, 0.5),
- vec3(0.267617, -0.823639, 0.5),
- vec3(0.0, 0.0, -1.0),
- vec3(0.866025, 0.0, -0.5),
- vec3(0.267617, 0.823639, -0.5),
- vec3(-0.700629, 0.509037, -0.5),
- vec3(-0.700629, -0.509037, -0.5),
- vec3(0.267617, -0.823639, -0.5));
-
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
- vec4 captured = vec4(0.0);
- float sum = 0.0;
- for (int i = 0; i < 12; i++) {
- float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
- captured += lightmap_captures[i] * amount;
- sum += amount;
- }
-
- captured /= sum;
-
- if (lightmap_capture_sky) {
- ambient_light = mix(ambient_light, captured.rgb, captured.a);
- } else {
- ambient_light = captured.rgb;
- }
- }
-#endif
-
#ifdef USE_FORWARD_LIGHTING
- highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
- highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
- for (int i = 0; i < reflection_count; i++) {
- reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
- }
-
- if (reflection_accum.a > 0.0) {
- specular_light += reflection_accum.rgb / reflection_accum.a;
- } else {
- specular_light += env_reflection_light;
- }
-#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
- if (ambient_accum.a > 0.0) {
- ambient_light = ambient_accum.rgb / ambient_accum.a;
- }
-#endif
-
#ifdef USE_VERTEX_LIGHTING
diffuse_light *= albedo;
#else
for (int i = 0; i < omni_light_count; i++) {
- light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
for (int i = 0; i < spot_light_count; i++) {
- light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
#endif //USE_VERTEX_LIGHTING
#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
#ifdef RENDER_DEPTH
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
@@ -2058,26 +2113,6 @@ FRAGMENT_SHADER_CODE
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0 - metallic;
- {
-
-#if defined(DIFFUSE_TOON)
- //simplify for toon, as
- specular_light *= specular * metallic * albedo * 2.0;
-#else
- // Environment brdf approximation (Lazarov 2013)
- // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
-#endif
- }
-
if (fog_color_enabled.a > 0.5) {
float fog_amount = 0.0;
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 25cdc8d8a0..4de910ee1c 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -170,7 +170,7 @@ String OS_Unix::get_stdin_string(bool p_block) {
return "";
}
-String OS_Unix::get_name() {
+String OS_Unix::get_name() const {
return "Unix";
}
diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h
index 6a05877a8c..53446a6b6f 100644
--- a/drivers/unix/os_unix.h
+++ b/drivers/unix/os_unix.h
@@ -76,7 +76,7 @@ public:
virtual Error set_cwd(const String &p_cwd);
- virtual String get_name();
+ virtual String get_name() const;
virtual Date get_date(bool utc) const;
virtual Time get_time(bool utc) const;