diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 3 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 61 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 33 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 151 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_gles3.cpp | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 1 | ||||
-rw-r--r-- | drivers/png/image_loader_png.cpp | 5 | ||||
-rw-r--r-- | drivers/unix/dir_access_unix.cpp | 2 |
9 files changed, 244 insertions, 19 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 30776091a4..18b5dd3483 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -1185,7 +1185,6 @@ void RasterizerCanvasGLES2::initialize() { _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2), _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1) }; - ; #undef _EIDX glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW); @@ -1200,6 +1199,8 @@ void RasterizerCanvasGLES2::initialize() { state.canvas_shader.bind(); state.lens_shader.init(); + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false)); } void RasterizerCanvasGLES2::finalize() { diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 15f1aa44be..fbcbebc88c 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -742,20 +742,38 @@ void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, } void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->fog_enabled = p_enable; + env->fog_color = p_color; + env->fog_sun_color = p_sun_color; + env->fog_sun_amount = p_sun_amount; } void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->fog_depth_enabled = p_enable; + env->fog_depth_begin = p_depth_begin; + env->fog_depth_curve = p_depth_curve; + env->fog_transmit_enabled = p_transmit; + env->fog_transmit_curve = p_transmit_curve; } void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); -} + env->fog_height_enabled = p_enable; + env->fog_height_min = p_min_height; + env->fog_height_max = p_max_height; + env->fog_height_curve = p_height_curve; +} bool RasterizerSceneGLES2::is_environment(RID p_env) { return environment_owner.owns(p_env); } @@ -2031,6 +2049,15 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glDisable(GL_BLEND); } + float fog_max_distance = 0; + bool using_fog = false; + if (p_env && !p_shadow && p_env->fog_enabled && (p_env->fog_depth_enabled || p_env->fog_height_enabled)) { + state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, p_env->fog_depth_enabled); + state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, p_env->fog_height_enabled); + fog_max_distance = p_projection.get_z_far(); + using_fog = true; + } + RasterizerStorageGLES2::Texture *prev_lightmap = NULL; float lightmap_energy = 1.0; bool prev_use_lightmap_capture = false; @@ -2142,7 +2169,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } //condition to enable vertex lighting on this object - bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded; + bool vertex_lit = (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && ((!unshaded && light) || using_fog); //fog forces vertex lighting because it still applies even if unshaded or no fog if (vertex_lit != prev_vertex_lit) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit); @@ -2268,10 +2295,34 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, rebind_light = true; rebind_reflection = true; rebind_lightmap = true; + + if (using_fog) { + + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_COLOR_BASE, p_env->fog_color); + Color sun_color_amount = p_env->fog_sun_color; + sun_color_amount.a = p_env->fog_sun_amount; + + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_SUN_COLOR_AMOUNT, sun_color_amount); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_ENABLED, p_env->fog_transmit_enabled); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_CURVE, p_env->fog_transmit_curve); + + if (p_env->fog_depth_enabled) { + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_BEGIN, p_env->fog_depth_begin); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_CURVE, p_env->fog_depth_curve); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_MAX_DISTANCE, fog_max_distance); + } + + if (p_env->fog_height_enabled) { + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MIN, p_env->fog_height_min); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_CURVE, p_env->fog_height_curve); + } + } } - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, view_transform_inverse); state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, projection_inverse); @@ -2328,6 +2379,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, false); 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); } void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) { diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 14b9116952..33ac99366d 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -353,6 +353,21 @@ public: int canvas_max_layer; + bool fog_enabled; + Color fog_color; + Color fog_sun_color; + float fog_sun_amount; + + bool fog_depth_enabled; + float fog_depth_begin; + float fog_depth_curve; + bool fog_transmit_enabled; + float fog_transmit_curve; + bool fog_height_enabled; + float fog_height_min; + float fog_height_max; + float fog_height_curve; + Environment() { bg_mode = VS::ENV_BG_CLEAR_COLOR; sky_custom_fov = 0.0; @@ -361,6 +376,24 @@ public: ambient_energy = 1.0; ambient_sky_contribution = 0.0; canvas_max_layer = 0; + + fog_enabled = false; + fog_color = Color(0.5, 0.5, 0.5); + fog_sun_color = Color(0.8, 0.8, 0.0); + fog_sun_amount = 0; + + fog_depth_enabled = true; + + fog_depth_begin = 10; + fog_depth_curve = 1; + + fog_transmit_enabled = true; + fog_transmit_curve = 1; + + fog_height_enabled = false; + fog_height_min = 0; + fog_height_max = 100; + fog_height_curve = 1; } }; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 3db60f7caa..b990384949 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -96,6 +96,10 @@ VERTEX_SHADER_CODE color_interp = color; +#ifdef USE_PIXEL_SNAP + outvec.xy = floor(outvec + 0.5).xy; +#endif + gl_Position = projection_matrix * outvec; } diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 42b50790b2..fae010b003 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -286,6 +286,33 @@ varying mediump vec3 refprobe2_ambient_normal; #endif //vertex lighting for refprobes +#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + +varying vec4 fog_interp; + +uniform mediump vec4 fog_color_base; +#ifdef LIGHT_MODE_DIRECTIONAL +uniform mediump vec4 fog_sun_color_amount; +#endif + +uniform bool fog_transmit_enabled; +uniform mediump float fog_transmit_curve; + +#ifdef FOG_DEPTH_ENABLED +uniform highp float fog_depth_begin; +uniform mediump float fog_depth_curve; +uniform mediump float fog_max_distance; +#endif + +#ifdef FOG_HEIGHT_ENABLED +uniform highp float fog_height_min; +uniform highp float fog_height_max; +uniform mediump float fog_height_curve; +#endif + + +#endif //fog + void main() { highp vec4 vertex = vertex_attrib; @@ -379,7 +406,7 @@ void main() { #endif - mat4 modelview = camera_matrix * world_matrix; + mat4 modelview = camera_inverse_matrix * world_matrix; float roughness = 1.0; #define world_transform world_matrix @@ -406,11 +433,11 @@ VERTEX_SHADER_CODE #endif #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - vertex = camera_matrix * vertex; - normal = normalize((camera_matrix * vec4(normal, 0.0)).xyz); + vertex = camera_inverse_matrix * vertex; + normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz); #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) - tangent = normalize((camera_matrix * vec4(tangent, 0.0)).xyz); - binormal = normalize((camera_matrix * vec4(binormal, 0.0)).xyz); + tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz); + binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz); #endif #endif @@ -583,6 +610,37 @@ VERTEX_SHADER_CODE #endif //USE_REFLECTION_PROBE2 +#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + + float fog_amount = 0.0; + +#ifdef LIGHT_MODE_DIRECTIONAL + + vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0)); +#else + vec3 fog_color = fog_color_base.rgb; +#endif + +#ifdef FOG_DEPTH_ENABLED + + { + + float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); + + fog_amount = pow(fog_z, fog_depth_curve); + } +#endif + +#ifdef FOG_HEIGHT_ENABLED + { + float y = (camera_matrix * vec4(vertex_interp, 1.0)).y; + fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); + } +#endif + fog_interp = vec4(fog_color,fog_amount); + +#endif //fog + #endif //use vertex lighting gl_Position = projection_matrix * vec4(vertex_interp, 1.0); } @@ -816,6 +874,8 @@ uniform float ambient_energy; varying highp vec3 diffuse_interp; varying highp vec3 specular_interp; +uniform vec3 light_direction; //may be used by fog, so leave here + #else //done in fragment // general for all lights @@ -1191,8 +1251,8 @@ LIGHT_SHADER_CODE float aspect = sqrt(1.0 - anisotropy * 0.9); float ax = alpha / aspect; float ay = alpha * aspect; - //float XdotH = dot(T, H); - //float YdotH = dot(B, H); + float XdotH = dot(T, H); + float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH); //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL)) @@ -1296,6 +1356,36 @@ float sample_shadow( #endif +#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + +#if defined(USE_VERTEX_LIGHTING) + +varying vec4 fog_interp; + +#else +uniform mediump vec4 fog_color_base; +#ifdef LIGHT_MODE_DIRECTIONAL +uniform mediump vec4 fog_sun_color_amount; +#endif + +uniform bool fog_transmit_enabled; +uniform mediump float fog_transmit_curve; + +#ifdef FOG_DEPTH_ENABLED +uniform highp float fog_depth_begin; +uniform mediump float fog_depth_curve; +uniform mediump float fog_max_distance; +#endif + +#ifdef FOG_HEIGHT_ENABLED +uniform highp float fog_height_min; +uniform highp float fog_height_max; +uniform mediump float fog_height_curve; +#endif + +#endif //vertex lit +#endif //fog + void main() { #ifdef RENDER_DEPTH_DUAL_PARABOLOID @@ -1540,7 +1630,7 @@ FRAGMENT_SHADER_CODE highp vec4 splane = shadow_coord; float shadow_len = length(splane.xyz); - splane = normalize(splane.xyz); + splane.xyz = normalize(splane.xyz); vec4 clamp_rect = light_clamp; @@ -1926,5 +2016,50 @@ FRAGMENT_SHADER_CODE #endif //unshaded +//apply fog +#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + +#if defined(USE_VERTEX_LIGHTING) + + gl_FragColor.rgb = mix(gl_FragColor.rgb,fog_interp.rgb,fog_interp.a); +#else //pixel based fog + float fog_amount = 0.0; + +#ifdef LIGHT_MODE_DIRECTIONAL + + vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0)); +#else + vec3 fog_color = fog_color_base.rgb; +#endif + +#ifdef FOG_DEPTH_ENABLED + + { + + float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); + + fog_amount = pow(fog_z, fog_depth_curve); + + if (fog_transmit_enabled) { + vec3 total_light = gl_FragColor.rgb; + float transmit = pow(fog_z, fog_transmit_curve); + fog_color = mix(max(total_light, fog_color), fog_color, transmit); + } + } +#endif + +#ifdef FOG_HEIGHT_ENABLED + { + float y = (camera_matrix * vec4(vertex, 1.0)).y; + fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve)); + } +#endif + + gl_FragColor.rgb = mix(gl_FragColor.rgb,fog_color,fog_amount); + +#endif //use vertex lit + +#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED) + #endif // not RENDER_DEPTH } diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index a97cd32faa..2b3be9d0bd 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -73,6 +73,8 @@ RasterizerScene *RasterizerGLES3::get_scene() { #define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148 #define _EXT_DEBUG_OUTPUT 0x92E0 +#ifdef GLAD_ENABLED +// Restricting to GLAD as only used in initialize() with GLAD_GL_ARB_debug_output #if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED) #define GLAPIENTRY APIENTRY #else @@ -123,6 +125,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL ERR_PRINTS(output); } +#endif // GLAD_ENABLED typedef void (*DEBUGPROCARB)(GLenum source, GLenum type, diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 5203f53fa2..8e8b693eb2 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -182,7 +182,6 @@ VERTEX_SHADER_CODE color_interp = color; #ifdef USE_PIXEL_SNAP - outvec.xy = floor(outvec + 0.5).xy; #endif diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp index 04acb9387e..a4ea889d3b 100644 --- a/drivers/png/image_loader_png.cpp +++ b/drivers/png/image_loader_png.cpp @@ -227,10 +227,7 @@ static void user_read_data(png_structp png_ptr, png_bytep data, png_size_t p_len PNGReadStatus *rstatus; rstatus = (PNGReadStatus *)png_get_io_ptr(png_ptr); - png_size_t to_read = p_length; - if (rstatus->size >= 0) { - to_read = MIN(p_length, rstatus->size - rstatus->offset); - } + png_size_t to_read = MIN(p_length, rstatus->size - rstatus->offset); memcpy(data, &rstatus->image[rstatus->offset], to_read); rstatus->offset += to_read; diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp index a5a9258c4a..48b4369b7e 100644 --- a/drivers/unix/dir_access_unix.cpp +++ b/drivers/unix/dir_access_unix.cpp @@ -391,7 +391,7 @@ size_t DirAccessUnix::get_space_left() { return vfs.f_bfree * vfs.f_bsize; #else -#warning THIS IS BROKEN + // FIXME: Implement this. return 0; #endif }; |