diff options
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 165 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 11 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 198 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 28 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 29 | ||||
| -rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 2 | ||||
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 | ||||
| -rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 12 | ||||
| -rw-r--r-- | drivers/gles3/shaders/particles.glsl | 3 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 22 | ||||
| -rw-r--r-- | drivers/gles3/shaders/screen_space_reflection.glsl | 47 | ||||
| -rw-r--r-- | drivers/gles3/shaders/ssao.glsl | 16 |
12 files changed, 170 insertions, 364 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 1121a07347..aad132a92d 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -29,8 +29,8 @@ /*************************************************************************/ #include "rasterizer_canvas_gles3.h" +#include "global_config.h" #include "os/os.h" - #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif @@ -113,7 +113,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) { li->ubo_data.light_pos[0] = p_light->light_shader_pos.x; li->ubo_data.light_pos[1] = p_light->light_shader_pos.y; - li->ubo_data.shadowpixel_size = 1.0 / p_light->shadow_buffer_size; + li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth); li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0; li->ubo_data.light_height = p_light->height; if (p_light->radius_cache == 0) @@ -247,113 +247,56 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) { state.using_texture_rect = p_enable; } -void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) { +void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { - bool do_colors = false; - Color m; - if (p_singlecolor) { - m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { + glBindVertexArray(data.polygon_buffer_pointer_array); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else - do_colors = true; - - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture); + uint32_t buffer_ofs = 0; -#ifndef GLES_NO_CLIENT_ARRAYS + //vertex + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices); glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices); - if (do_colors) { + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + //color - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors); - } else { + if (p_singlecolor) { glDisableVertexAttribArray(VS::ARRAY_COLOR); - } - - if (texture && p_uvs) { - - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs); - } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } - - if (p_indices) { - glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices); + Color m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } else { - glDrawArrays(GL_TRIANGLES, 0, p_vertex_count); - } - -#else //WebGL specific impl. - glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); - float *b = GlobalVertexBuffer; - int ofs = 0; - if (p_vertex_count > MAX_POLYGON_VERTICES) { - print_line("Too many vertices to render"); - return; - } - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); - for (int i = 0; i < p_vertex_count; i++) { - b[ofs++] = p_vertices[i].x; - b[ofs++] = p_vertices[i].y; - } - - if (p_colors && do_colors) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs); - for (int i = 0; i < p_vertex_count; i++) { - b[ofs++] = p_colors[i].r; - b[ofs++] = p_colors[i].g; - b[ofs++] = p_colors[i].b; - b[ofs++] = p_colors[i].a; - } - - } else { - glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(Color) * p_vertex_count; } if (p_uvs) { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); - for (int i = 0; i < p_vertex_count; i++) { - b[ofs++] = p_uvs[i].x; - b[ofs++] = p_uvs[i].y; - } + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } - glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]); - //bind the indices buffer. - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); - - static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!! - ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); - static uint16_t _draw_poly_indices[_max_draw_poly_indices]; - for (int i = 0; i < p_vertex_count; i++) { - _draw_poly_indices[i] = p_indices[i]; - //OS::get_singleton()->print("ind: %d ", p_indices[i]); - }; - - //copy the data to GPU. - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); //draw the triangles. - glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -#endif + glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); storage->frame.canvas_draw_commands++; + + glBindVertexArray(0); } void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { @@ -404,9 +347,9 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v } } - glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]); - glBindVertexArray(data.primitive_quad_buffer_arrays[version]); + glBindVertexArray(data.polygon_buffer_quad_arrays[version]); glDrawArrays(prim[p_points], 0, p_points); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); @@ -624,7 +567,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); } - //_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); + _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); } break; case Item::Command::TYPE_CIRCLE: { @@ -644,6 +587,9 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur indices[i * 3 + 1] = (i + 1) % numpoints; indices[i * 3 + 2] = numpoints; } + + _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true); + //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); } break; @@ -1165,7 +1111,6 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); state.canvas_shadow_shader.bind(); glViewport(0, 0, cls->size, cls->height); @@ -1264,18 +1209,14 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons } } */ - glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); + glBindVertexArray(cc->array_id); glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0); instance = instance->next; } } - glDisableVertexAttribArray(VS::ARRAY_VERTEX); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindVertexArray(0); } void RasterizerCanvasGLES3::reset_canvas() { @@ -1299,9 +1240,6 @@ void RasterizerCanvasGLES3::reset_canvas() { //glLineWidth(1.0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - for (int i = 0; i < VS::ARRAY_MAX; i++) { - glDisableVertexAttribArray(i); - } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); @@ -1327,9 +1265,7 @@ void RasterizerCanvasGLES3::reset_canvas() { state.vp = canvas_transform; store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix); - for (int i = 0; i < 4; i++) { - state.canvas_item_ubo_data.time[i] = storage->frame.time[i]; - } + state.canvas_item_ubo_data.time = storage->frame.time[0]; glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data); @@ -1376,15 +1312,19 @@ void RasterizerCanvasGLES3::initialize() { { - glGenBuffers(1, &data.primitive_quad_buffer); - glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); - glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size + uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128); + poly_size *= 1024; //kb + poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); + glGenBuffers(1, &data.polygon_buffer); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size glBindBuffer(GL_ARRAY_BUFFER, 0); + //quad arrays for (int i = 0; i < 4; i++) { - glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]); - glBindVertexArray(data.primitive_quad_buffer_arrays[i]); - glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); + glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]); + glBindVertexArray(data.polygon_buffer_quad_arrays[i]); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); int uv_ofs = 0; int color_ofs = 0; @@ -1415,6 +1355,15 @@ void RasterizerCanvasGLES3::initialize() { glBindVertexArray(0); } + + glGenVertexArrays(1, &data.polygon_buffer_pointer_array); + + uint32_t index_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_index_buffer_size_kb", 128); + index_size *= 1024; //kb + glGenBuffers(1, &data.polygon_index_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix); @@ -1436,6 +1385,8 @@ void RasterizerCanvasGLES3::finalize() { glDeleteBuffers(1, &data.canvas_quad_vertices); glDeleteVertexArrays(1, &data.canvas_quad_array); + + glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array); } RasterizerCanvasGLES3::RasterizerCanvasGLES3() { diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index 95ef9ee443..b4f491285d 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -39,7 +39,7 @@ public: struct CanvasItemUBO { float projection_matrix[16]; - float time[4]; + float time; }; struct Data { @@ -47,8 +47,11 @@ public: GLuint canvas_quad_vertices; GLuint canvas_quad_array; - GLuint primitive_quad_buffer; - GLuint primitive_quad_buffer_arrays[4]; + GLuint polygon_buffer; + GLuint polygon_buffer_quad_arrays[4]; + GLuint polygon_buffer_pointer_array; + GLuint polygon_index_buffer; + uint32_t polygon_buffer_size; } data; @@ -107,7 +110,7 @@ public: _FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture); _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); - _FORCE_INLINE_ void _draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor); + _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip); virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 08f15a9b84..f7253c6b5b 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -887,17 +887,16 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_ void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { } -void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness) { +void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ssr_enabled = p_enable; env->ssr_max_steps = p_max_steps; - env->ssr_accel = p_accel; - env->ssr_fade = p_fade; + env->ssr_fade_in = p_fade_in; + env->ssr_fade_out = p_fade_out; env->ssr_depth_tolerance = p_depth_tolerance; - env->ssr_smooth = p_smooth; env->ssr_roughness = p_roughness; } @@ -1004,7 +1003,7 @@ void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, co light_instance->transform = p_transform; } -void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) { +void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); @@ -1019,6 +1018,7 @@ void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_insta light_instance->shadow_transform[p_pass].transform = p_transform; light_instance->shadow_transform[p_pass].farplane = p_far; light_instance->shadow_transform[p_pass].split = p_split; + light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale; } void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { @@ -1905,7 +1905,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (!p_shadow) { if (p_directional_add) { - if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) { + if (e->sort_key & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) { continue; } @@ -1914,7 +1914,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (shading != prev_shading) { - if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) { + if (e->sort_key & SORT_KEY_UNSHADED_FLAG) { state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false); @@ -1943,7 +1943,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); - if (p_directional_add || (directional_light && (e->sort_key & RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { + if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true); if (p_directional_shadows && directional_light->light_ptr->shadow) { @@ -2047,7 +2047,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } } - if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { + if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { _setup_light(e, p_view_transform); } @@ -2113,7 +2113,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo if (m_src.is_valid()) { m = storage->material_owner.getornull(m_src); - if (!m->shader) { + if (!m->shader || !m->shader->valid) { m = NULL; } } @@ -2176,7 +2176,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo } if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) { - e->sort_key |= RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG; + e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG; } e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; @@ -2204,7 +2204,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo } if (e->instance->gi_probe_instances.size()) { - e->sort_key |= RenderList::SORT_KEY_GI_PROBES_FLAG; + e->sort_key |= SORT_KEY_GI_PROBES_FLAG; } } @@ -2221,7 +2221,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG; + e->sort_key |= SORT_KEY_UNSHADED_FLAG; } } @@ -2314,9 +2314,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix); //time global variables - for (int i = 0; i < 4; i++) { - state.ubo_data.time[i] = storage->frame.time[i]; - } + state.ubo_data.time = storage->frame.time[0]; state.ubo_data.z_far = p_cam_projection.get_z_far(); //bg and ambient @@ -3250,8 +3248,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //perform SSR - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL, env->ssr_accel > 0 && env->ssr_smooth); - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_accel > 0 && env->ssr_roughness); + state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness); state.ssr_shader.bind(); @@ -3267,9 +3264,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass)); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size())); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION, env->ssr_accel); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); @@ -3840,8 +3837,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const state.ubo_data.subsurface_scatter_width = subsurface_scatter_size; - state.ubo_data.shadow_z_offset = 0; - state.ubo_data.shadow_slope_scale = 0; + state.ubo_data.z_offset = 0; + state.ubo_data.z_slope_scale = 0; state.ubo_data.shadow_dual_paraboloid_render_side = 0; state.ubo_data.shadow_dual_paraboloid_render_zfar = 0; @@ -4001,7 +3998,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { clear_color = Color(0, 0, 0, 0); storage->frame.clear_request = false; - } else if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { clear_color = Color(0, 0, 0, 0); } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) { @@ -4161,151 +4158,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindTexture(GL_TEXTURE_2D, env_radiance_tex); storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); } - -#if 0 - if (use_fb) { - - - - for(int i=0;i<VS::ARRAY_MAX;i++) { - glDisableVertexAttribArray(i); - } - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); - glDisable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glDisable(GL_SCISSOR_TEST); - glDepthMask(false); - - if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { - - int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]; - switch(hdr_tm) { - case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: { - - - } break; - case VS::ENV_FX_HDR_TONE_MAPPER_LOG: { - copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true); - - } break; - case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: { - copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); - } break; - case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: { - - copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); - copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true); - } break; - } - - - _process_hdr(); - } - if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { - _process_glow_bloom(); - int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; - if (glow_transfer_mode==1) - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true); - if (glow_transfer_mode==2) - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true); - } - - glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); - - Size2 size; - if (current_rt) { - glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo); - glViewport( 0,0,viewport.width,viewport.height); - size=Size2(viewport.width,viewport.height); - } else { - glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); - glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); - size=Size2(viewport.width,viewport.height); - } - - //time to copy!!! - copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); - copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); - copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); - copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); - - copy_shader.bind(); - //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); - - if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1); - - } - - if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { - - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); - copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); - copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); - - } - - if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]) - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y)); - - - if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) { - - Vector3 bcs; - bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]; - bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]; - bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; - copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs); - } - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, framebuffer.color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); - - _copy_screen_quad(); - - copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false); - - state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false); - - - if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) { - _debug_luminances(); - } - } - - current_env=NULL; - current_debug=VS::SCENARIO_DEBUG_DISABLED; - if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) { - _debug_shadows(); - } - //_debug_luminances(); - //_debug_samplers(); - - if (using_canvas_bg) { - using_canvas_bg=false; - glColorMask(1,1,1,1); //don't touch alpha - } -#endif } void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) { @@ -4395,8 +4247,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ } zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; - normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; + bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale; + normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale; fbo = directional_shadow.fbo; vp_height = directional_shadow.size; @@ -4514,8 +4366,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); - state.ubo_data.shadow_z_offset = bias; - state.ubo_data.shadow_slope_scale = normal_bias; + state.ubo_data.z_offset = bias; + state.ubo_data.z_slope_scale = normal_bias; state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction; state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar; @@ -4745,7 +4597,7 @@ void RasterizerSceneGLES3::initialize() { { //directional light shadow directional_shadow.light_count = 0; - directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 2048)); + directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096)); glGenFramebuffers(1, &directional_shadow.fbo); glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo); glGenTextures(1, &directional_shadow.depth); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 59b8e3fb35..3e15da52ab 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -111,7 +111,6 @@ public: float projection_matrix[16]; float camera_inverse_matrix[16]; float camera_matrix[16]; - float time[4]; float ambient_light_color[4]; float bg_color[4]; float fog_color_enabled[4]; @@ -119,14 +118,15 @@ public: float ambient_energy; float bg_energy; - float shadow_z_offset; - float shadow_slope_scale; + float z_offset; + float z_slope_scale; float shadow_dual_paraboloid_render_zfar; float shadow_dual_paraboloid_render_side; float screen_pixel_size[2]; float shadow_atlas_pixel_size[2]; float shadow_directional_pixel_size[2]; + float time; float z_far; float reflection_multiplier; float subsurface_scatter_width; @@ -360,10 +360,9 @@ public: bool ssr_enabled; int ssr_max_steps; - float ssr_accel; - float ssr_fade; + float ssr_fade_in; + float ssr_fade_out; float ssr_depth_tolerance; - bool ssr_smooth; bool ssr_roughness; bool ssao_enabled; @@ -439,10 +438,9 @@ public: ssr_enabled = false; ssr_max_steps = 64; - ssr_accel = 0.04; - ssr_fade = 2.0; + ssr_fade_in = 0.15; + ssr_fade_out = 2.0; ssr_depth_tolerance = 0.2; - ssr_smooth = true; ssr_roughness = true; ssao_enabled = false; @@ -527,7 +525,7 @@ public: virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale); virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture); - virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness); + virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness); virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect, const Color &p_color, bool p_blur); virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); @@ -563,6 +561,7 @@ public: Transform transform; float farplane; float split; + float bias_scale; }; ShadowTransform shadow_transform[4]; @@ -598,7 +597,7 @@ public: virtual RID light_instance_create(RID p_light); virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); - virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass); + virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0); virtual void light_instance_mark_visible(RID p_light_instance); /* REFLECTION INSTANCE */ @@ -637,9 +636,10 @@ public: MAX_REFLECTIONS = 1024, SORT_KEY_DEPTH_LAYER_SHIFT = 60, - SORT_KEY_UNSHADED_FLAG = uint64_t(1) << 59, - SORT_KEY_NO_DIRECTIONAL_FLAG = uint64_t(1) << 58, - SORT_KEY_GI_PROBES_FLAG = uint64_t(1) << 57, +//64 bits unsupported in MSVC +#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59) +#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58) +#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57) SORT_KEY_SHADING_SHIFT = 57, SORT_KEY_SHADING_MASK = 7, SORT_KEY_MATERIAL_INDEX_SHIFT = 40, diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 54e99eb622..ac2cbcbd54 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1425,6 +1425,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { _shader_dirty_list.remove(&p_shader->dirty_list); p_shader->valid = false; + p_shader->ubo_size = 0; p_shader->uniforms.clear(); @@ -2244,6 +2245,10 @@ void RasterizerStorageGLES3::_update_material(Material *material) { if (material->shader && material->shader->dirty_list.in_list()) { _update_shader(material->shader); } + + if (material->shader && !material->shader->valid) + return; + //update caches { @@ -3102,6 +3107,7 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) { } glDeleteVertexArrays(1, &surface->array_id); + glDeleteVertexArrays(1, &surface->instancing_array_id); for (int i = 0; i < surface->blend_shapes.size(); i++) { @@ -4268,7 +4274,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) { light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3; light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6; light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1; - light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1; light->color = Color(1, 1, 1, 1); light->shadow = false; @@ -4305,8 +4310,7 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: - case VS::LIGHT_PARAM_SHADOW_BIAS: - case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: { + case VS::LIGHT_PARAM_SHADOW_BIAS: { light->version++; light->instance_change_notify(); @@ -5377,7 +5381,7 @@ void RasterizerStorageGLES3::update_particles() { shaders.particles.bind(); shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, particles->amount); - shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, Color(frame.time[0], frame.time[1], frame.time[2], frame.time[3])); + shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, frame.time[0]); shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS, particles->explosiveness); shaders.particles.set_uniform(ParticlesShaderGLES3::LIFETIME, particles->lifetime); shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT, 0); @@ -5443,10 +5447,6 @@ void RasterizerStorageGLES3::update_particles() { } glDisable(GL_RASTERIZER_DISCARD); - - for (int i = 0; i < 6; i++) { - glDisableVertexAttribArray(i); - } } //////// @@ -6105,6 +6105,7 @@ RID RasterizerStorageGLES3::canvas_light_occluder_create() { co->index_id = 0; co->vertex_id = 0; co->len = 0; + glGenVertexArrays(1, &co->array_id); return canvas_occluder_owner.make_rid(co); } @@ -6176,7 +6177,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, if (!co->vertex_id) { glGenBuffers(1, &co->vertex_id); glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id); - glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_DYNAMIC_DRAW); } else { glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id); @@ -6189,7 +6190,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, glGenBuffers(1, &co->index_id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_STATIC_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id); @@ -6199,6 +6200,12 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind co->len = lc; + glBindVertexArray(co->array_id); + glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id); + glBindVertexArray(0); } } @@ -6427,6 +6434,8 @@ bool RasterizerStorageGLES3::free(RID p_rid) { if (co->vertex_id) glDeleteBuffers(1, &co->vertex_id); + glDeleteVertexArrays(1, &co->array_id); + canvas_occluder_owner.free(p_rid); memdelete(co); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 1357206bfa..e4bde96443 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -448,6 +448,7 @@ public: : dirty_list(this) { shader = NULL; + ubo_size = 0; valid = false; custom_code_id = 0; version = 1; @@ -1285,6 +1286,7 @@ public: struct CanvasOccluder : public RID_Data { + GLuint array_id; // 0 means, unconfigured GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured PoolVector<Vector2> lines; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index b1f7b4c9bd..3376f99112 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -668,6 +668,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time"; + actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass"; actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 017009015e..68660b657f 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -20,7 +20,7 @@ layout(location=4) in highp vec2 uv_attrib; layout(std140) uniform CanvasItemData { //ubo:0 highp mat4 projection_matrix; - highp vec4 time; + highp float time; }; uniform highp mat4 modelview_matrix; @@ -59,6 +59,9 @@ out vec4 local_rot; out highp vec2 pos; #endif +const bool at_light_pass = true; +#else +const bool at_light_pass = false; #endif @@ -155,7 +158,7 @@ uniform sampler2D screen_texture; // texunit:-3 layout(std140) uniform CanvasItemData { highp mat4 projection_matrix; - highp vec4 time; + highp float time; }; @@ -191,6 +194,9 @@ in highp vec2 pos; #endif +const bool at_light_pass = true; +#else +const bool at_light_pass = false; #endif uniform mediump vec4 final_modulate; @@ -381,7 +387,7 @@ FRAGMENT_SHADER_CODE #ifdef SHADOW_FILTER_NEAREST - SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su); #endif diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl index 5d8a532f87..7e7b083f73 100644 --- a/drivers/gles3/shaders/particles.glsl +++ b/drivers/gles3/shaders/particles.glsl @@ -28,7 +28,7 @@ uniform float prev_system_phase; uniform int total_particles; uniform float explosiveness; uniform float randomness; -uniform vec4 time; +uniform float time; uniform float delta; uniform int attractor_count; @@ -132,6 +132,7 @@ void main() { } uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID); + int index = int(gl_VertexID); if (restart) { shader_active=emitting; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 60efc953f9..fc38346baa 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -63,7 +63,6 @@ layout(std140) uniform SceneData { //ubo:0 highp mat4 projection_matrix; highp mat4 camera_inverse_matrix; highp mat4 camera_matrix; - highp vec4 time; highp vec4 ambient_light_color; highp vec4 bg_color; @@ -74,8 +73,8 @@ layout(std140) uniform SceneData { //ubo:0 float ambient_energy; float bg_energy; - float shadow_z_offset; - float shadow_z_slope_scale; + float z_offset; + float z_slope_scale; float shadow_dual_paraboloid_render_zfar; float shadow_dual_paraboloid_render_side; @@ -83,6 +82,7 @@ layout(std140) uniform SceneData { //ubo:0 vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; + float time; float z_far; float reflection_multiplier; float subsurface_scatter_width; @@ -245,7 +245,7 @@ void main() { normal = vec4(normal,0.0) * m; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent.xyz = vec4(tangent.xyz,0.0) * mn; + tangent.xyz = vec4(tangent.xyz,0.0) * m; #endif } #endif @@ -319,7 +319,7 @@ VERTEX_SHADER_CODE //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges - highp vec3 vtx = vertex_interp+normalize(vertex_interp)*shadow_z_offset; + highp vec3 vtx = vertex_interp+normalize(vertex_interp)*z_offset; highp float distance = length(vtx); vtx = normalize(vtx); vtx.xy/=1.0-vtx.z; @@ -332,8 +332,8 @@ VERTEX_SHADER_CODE #else - float z_ofs = shadow_z_offset; - z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale; + float z_ofs = z_offset; + z_ofs += (1.0-abs(normal_interp.z))*z_slope_scale; vertex_interp.z-=z_ofs; #endif //RENDER_DEPTH_DUAL_PARABOLOID @@ -435,7 +435,6 @@ layout(std140) uniform SceneData { highp mat4 projection_matrix; highp mat4 camera_inverse_matrix; highp mat4 camera_matrix; - highp vec4 time; highp vec4 ambient_light_color; highp vec4 bg_color; @@ -446,8 +445,8 @@ layout(std140) uniform SceneData { float ambient_energy; float bg_energy; - float shadow_z_offset; - float shadow_z_slope_scale; + float z_offset; + float z_slope_scale; float shadow_dual_paraboloid_render_zfar; float shadow_dual_paraboloid_render_side; @@ -455,6 +454,7 @@ layout(std140) uniform SceneData { vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; + float time; float z_far; float reflection_multiplier; float subsurface_scatter_width; @@ -1543,7 +1543,7 @@ FRAGMENT_SHADER_CODE #if defined(LIGHT_USE_PSSM_BLEND) if (use_blend) { - shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp)); + shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend); } #endif diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl index 8eec71ecb6..cc41d36c37 100644 --- a/drivers/gles3/shaders/screen_space_reflection.glsl +++ b/drivers/gles3/shaders/screen_space_reflection.glsl @@ -38,7 +38,8 @@ uniform mat4 projection; uniform int num_steps; uniform float depth_tolerance; uniform float distance_fade; -uniform float acceleration; +uniform float curve_fade_in; + layout(location = 0) out vec4 frag_color; @@ -148,8 +149,6 @@ void main() { bool found=false; - //if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area - float accel=1.0+acceleration; float steps_taken=0.0; for(int i=0;i<num_steps;i++) { @@ -177,9 +176,6 @@ void main() { steps_taken+=1.0; prev_pos=pos; - z_advance*=accel; - w_advance*=accel; - line_advance*=accel; } @@ -207,41 +203,14 @@ void main() { vec2 final_pos; float grad; + grad=steps_taken/float(num_steps); + float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in); + float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade; + final_pos=pos; -#ifdef SMOOTH_ACCEL - //if the distance between point and prev point is >1, then take some samples in the middle for smoothing out the image - vec2 blend_dir = pos - prev_pos; - float steps = min(8.0,length(blend_dir)); - if (steps>2.0) { - vec2 blend_step = blend_dir/steps; - float blend_z = (z_to-z_from)/steps; - vec2 new_pos; - float subgrad=0.0; - for(float i=0.0;i<steps;i++) { - - new_pos = (prev_pos+blend_step*i); - float z = z_from+blend_z*i; - - depth = texture(source_depth, new_pos*pixel_size).r * 2.0 - 1.0; - depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); - depth=-depth; - - subgrad=i/steps; - if (depth>z) - break; - } - final_pos = new_pos; - grad=(steps_taken+subgrad)/float(num_steps); - } else { -#endif - grad=steps_taken/float(num_steps); - final_pos=pos; -#ifdef SMOOTH_ACCEL - } -#endif @@ -327,10 +296,10 @@ void main() { final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0); } - frag_color = vec4(final_color.rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend); + frag_color = vec4(final_color.rgb,fade*margin_blend); #else - frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend); + frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend); #endif diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl index ba29ec52c7..d8302bd46e 100644 --- a/drivers/gles3/shaders/ssao.glsl +++ b/drivers/gles3/shaders/ssao.glsl @@ -12,7 +12,7 @@ void main() { [fragment] -#define NUM_SAMPLES (11) +#define NUM_SAMPLES (15) // If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower // miplevel to maintain reasonable spatial locality in the cache @@ -25,8 +25,20 @@ void main() { // This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent // taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9 -#define NUM_SPIRAL_TURNS (7) +const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2, +3, 3, 5, 5, 3, 4, 7, 5, 5, 7, +9, 8, 5, 5, 7, 7, 7, 8, 5, 8, +11, 12, 7, 10, 13, 8, 11, 8, 7, 14, +11, 11, 13, 12, 13, 19, 17, 13, 11, 18, +19, 11, 11, 14, 17, 21, 15, 16, 17, 18, +13, 17, 11, 17, 19, 18, 25, 18, 19, 19, +29, 21, 19, 27, 31, 29, 21, 18, 17, 29, +31, 31, 23, 18, 25, 26, 25, 23, 19, 34, +19, 27, 21, 25, 39, 29, 17, 21, 27 ); + +//#define NUM_SPIRAL_TURNS (7) +const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1]; uniform sampler2D source_depth; //texunit:0 uniform highp usampler2D source_depth_mipmaps; //texunit:1 |