diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/dummy/rasterizer_dummy.h | 1 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 26 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 44 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 7 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 28 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 5 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 1 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 81 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 1 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 229 | ||||
-rw-r--r-- | drivers/unix/os_unix.cpp | 2 | ||||
-rw-r--r-- | drivers/unix/os_unix.h | 2 |
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; |