diff options
Diffstat (limited to 'drivers')
94 files changed, 1448 insertions, 971 deletions
diff --git a/drivers/SCsub b/drivers/SCsub index 583973c025..d91d98a713 100644 --- a/drivers/SCsub +++ b/drivers/SCsub @@ -33,11 +33,6 @@ else: # Core dependencies SConscript("png/SCsub") -# Tools override -# FIXME: Should likely be integrated in the tools/ codebase -if env['tools']: - SConscript("convex_decomp/SCsub") - if env['vsproj']: import os path = os.getcwd() @@ -46,9 +41,7 @@ if env['vsproj']: env.AddToVSProject(env.drivers_sources) os.chdir(path) -if env.split_drivers: - env.split_lib("drivers") -else: - env.add_source_files(env.drivers_sources, "*.cpp") - lib = env.add_library("drivers", env.drivers_sources) - env.Prepend(LIBS=[lib]) +env.add_source_files(env.drivers_sources, "*.cpp") + +lib = env.add_library("drivers", env.drivers_sources) +env.Prepend(LIBS=[lib]) diff --git a/drivers/alsa/audio_driver_alsa.cpp b/drivers/alsa/audio_driver_alsa.cpp index 42899c0f76..fe6cd091b7 100644 --- a/drivers/alsa/audio_driver_alsa.cpp +++ b/drivers/alsa/audio_driver_alsa.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -204,7 +204,7 @@ void AudioDriverALSA::thread_func(void *p_udata) { } else { wrote = snd_pcm_recover(ad->pcm_handle, wrote, 0); if (wrote < 0) { - ERR_PRINTS("ALSA: Failed and can't recover: " + String(snd_strerror(wrote))); + ERR_PRINT("ALSA: Failed and can't recover: " + String(snd_strerror(wrote))); ad->active = false; ad->exit_thread = true; } diff --git a/drivers/alsa/audio_driver_alsa.h b/drivers/alsa/audio_driver_alsa.h index 0079ffb6d9..fb793df6cd 100644 --- a/drivers/alsa/audio_driver_alsa.h +++ b/drivers/alsa/audio_driver_alsa.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/alsamidi/midi_driver_alsamidi.cpp b/drivers/alsamidi/midi_driver_alsamidi.cpp index aae0ae0216..6121a44b36 100644 --- a/drivers/alsamidi/midi_driver_alsamidi.cpp +++ b/drivers/alsamidi/midi_driver_alsamidi.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -43,12 +43,30 @@ static int get_message_size(uint8_t message) { case 0x90: // note on case 0xA0: // aftertouch case 0xB0: // continuous controller + case 0xE0: // pitch bend + case 0xF2: // song position pointer return 3; case 0xC0: // patch change case 0xD0: // channel pressure - case 0xE0: // pitch bend + case 0xF1: // time code quarter frame + case 0xF3: // song select return 2; + + case 0xF0: // SysEx start + case 0xF4: // reserved + case 0xF5: // reserved + case 0xF6: // tune request + case 0xF7: // SysEx end + case 0xF8: // timing clock + case 0xF9: // reserved + case 0xFA: // start + case 0xFB: // continue + case 0xFC: // stop + case 0xFD: // reserved + case 0xFE: // active sensing + case 0xFF: // reset + return 1; } return 256; @@ -73,7 +91,7 @@ void MIDIDriverALSAMidi::thread_func(void *p_udata) { ret = snd_rawmidi_read(midi_in, &byte, 1); if (ret < 0) { if (ret != -EAGAIN) { - ERR_PRINTS("snd_rawmidi_read error: " + String(snd_strerror(ret))); + ERR_PRINT("snd_rawmidi_read error: " + String(snd_strerror(ret))); } } else { if (byte & 0x80) { @@ -83,6 +101,9 @@ void MIDIDriverALSAMidi::thread_func(void *p_udata) { bytes = 0; } expected_size = get_message_size(byte); + // After a SysEx start, all bytes are data until a SysEx end, so + // we're going to end the command at the SES, and let the common + // driver ignore the following data bytes. } if (bytes < 256) { @@ -128,6 +149,7 @@ Error MIDIDriverALSAMidi::open() { snd_device_name_free_hint(hints); mutex = Mutex::create(); + exit_thread = false; thread = Thread::create(MIDIDriverALSAMidi::thread_func, this); return OK; diff --git a/drivers/alsamidi/midi_driver_alsamidi.h b/drivers/alsamidi/midi_driver_alsamidi.h index b6956cc32f..354fcce147 100644 --- a/drivers/alsamidi/midi_driver_alsamidi.h +++ b/drivers/alsamidi/midi_driver_alsamidi.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/convex_decomp/SCsub b/drivers/convex_decomp/SCsub deleted file mode 100644 index 65ba5332b7..0000000000 --- a/drivers/convex_decomp/SCsub +++ /dev/null @@ -1,17 +0,0 @@ -#!/usr/bin/env python - -Import('env') - -env.add_source_files(env.drivers_sources, "*.cpp") - -# Thirdparty dependencies -thirdparty_dir = "#thirdparty/b2d_convexdecomp/" -thirdparty_sources = [ - "b2Polygon.cpp", - "b2Triangle.cpp", -] -thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] - -env_thirdparty = env.Clone() -env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.drivers_sources, thirdparty_sources) diff --git a/drivers/convex_decomp/b2d_decompose.cpp b/drivers/convex_decomp/b2d_decompose.cpp deleted file mode 100644 index 7b16b6e752..0000000000 --- a/drivers/convex_decomp/b2d_decompose.cpp +++ /dev/null @@ -1,162 +0,0 @@ -/*************************************************************************/ -/* b2d_decompose.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "b2d_decompose.h" - -#include "thirdparty/b2d_convexdecomp/b2Polygon.h" - -namespace b2ConvexDecomp { - -void add_to_res(Vector<Vector<Vector2> > &res, const b2Polygon &p_poly) { - - Vector<Vector2> arr; - for (int i = 0; i < p_poly.nVertices; i++) { - - arr.push_back(Vector2(p_poly.x[i], p_poly.y[i])); - } - - res.push_back(arr); -} - -static Vector<Vector<Vector2> > _b2d_decompose(const Vector<Vector2> &p_polygon) { - - Vector<Vector<Vector2> > res; - if (p_polygon.size() < 3) - return res; - - b2Vec2 *polys = memnew_arr(b2Vec2, p_polygon.size()); - for (int i = 0; i < p_polygon.size(); i++) - polys[i] = b2Vec2(p_polygon[i].x, p_polygon[i].y); - - b2Polygon *p = new b2Polygon(polys, p_polygon.size()); - b2Polygon *decomposed = new b2Polygon[p->nVertices - 2]; //maximum number of polys - - memdelete_arr(polys); - - int32 nPolys = DecomposeConvex(p, decomposed, p->nVertices - 2); - //int32 extra = 0; - for (int32 i = 0; i < nPolys; ++i) { - // b2FixtureDef* toAdd = &pdarray[i+extra]; - // *toAdd = *prototype; - //Hmm, shouldn't have to do all this... - b2Polygon curr = decomposed[i]; - //TODO ewjordan: move this triangle handling to a better place so that - //it happens even if this convenience function is not called. - if (curr.nVertices == 3) { - //Check here for near-parallel edges, since we can't - //handle this in merge routine - for (int j = 0; j < 3; ++j) { - int32 lower = (j == 0) ? (curr.nVertices - 1) : (j - 1); - int32 middle = j; - int32 upper = (j == curr.nVertices - 1) ? (0) : (j + 1); - float32 dx0 = curr.x[middle] - curr.x[lower]; - float32 dy0 = curr.y[middle] - curr.y[lower]; - float32 dx1 = curr.x[upper] - curr.x[middle]; - float32 dy1 = curr.y[upper] - curr.y[middle]; - float32 norm0 = sqrtf(dx0 * dx0 + dy0 * dy0); - float32 norm1 = sqrtf(dx1 * dx1 + dy1 * dy1); - if (!(norm0 > 0.0f && norm1 > 0.0f)) { - //Identical points, don't do anything! - goto Skip; - } - dx0 /= norm0; - dy0 /= norm0; - dx1 /= norm1; - dy1 /= norm1; - float32 cross = dx0 * dy1 - dx1 * dy0; - float32 dot = dx0 * dx1 + dy0 * dy1; - if (fabs(cross) < b2_angularSlop && dot > 0) { - //Angle too close, split the triangle across from this point. - //This is guaranteed to result in two triangles that satisfy - //the tolerance (one of the angles is 90 degrees) - float32 dx2 = curr.x[lower] - curr.x[upper]; - float32 dy2 = curr.y[lower] - curr.y[upper]; - float32 norm2 = sqrtf(dx2 * dx2 + dy2 * dy2); - if (norm2 == 0.0f) { - goto Skip; - } - dx2 /= norm2; - dy2 /= norm2; - float32 thisArea = curr.GetArea(); - float32 thisHeight = 2.0f * thisArea / norm2; - float32 buffer2 = dx2; - dx2 = dy2; - dy2 = -buffer2; - //Make two new polygons - //printf("dx2: %f, dy2: %f, thisHeight: %f, middle: %d\n",dx2,dy2,thisHeight,middle); - float32 newX1[3] = { curr.x[middle] + dx2 * thisHeight, curr.x[lower], curr.x[middle] }; - float32 newY1[3] = { curr.y[middle] + dy2 * thisHeight, curr.y[lower], curr.y[middle] }; - float32 newX2[3] = { newX1[0], curr.x[middle], curr.x[upper] }; - float32 newY2[3] = { newY1[0], curr.y[middle], curr.y[upper] }; - b2Polygon p1(newX1, newY1, 3); - b2Polygon p2(newX2, newY2, 3); - if (p1.IsUsable()) { - add_to_res(res, p1); - //++extra; - } else if (B2_POLYGON_REPORT_ERRORS) { - printf("Didn't add unusable polygon. Dumping vertices:\n"); - p1.print(); - } - if (p2.IsUsable()) { - add_to_res(res, p2); - - //p2.AddTo(pdarray[i+extra]); - - //bd->CreateFixture(toAdd); - } else if (B2_POLYGON_REPORT_ERRORS) { - printf("Didn't add unusable polygon. Dumping vertices:\n"); - p2.print(); - } - goto Skip; - } - } - } - if (decomposed[i].IsUsable()) { - add_to_res(res, decomposed[i]); - - //decomposed[i].AddTo(*toAdd); - //bd->CreateFixture((const b2FixtureDef*)toAdd); - } else if (B2_POLYGON_REPORT_ERRORS) { - printf("Didn't add unusable polygon. Dumping vertices:\n"); - decomposed[i].print(); - } - Skip:; - } - //delete[] pdarray; - delete[] decomposed; - delete p; - return res; // pdarray; //needs to be deleted after body is created -} -} // namespace b2ConvexDecomp - -Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon) { - - return b2ConvexDecomp::_b2d_decompose(p_polygon); -} diff --git a/drivers/convex_decomp/b2d_decompose.h b/drivers/convex_decomp/b2d_decompose.h deleted file mode 100644 index e79f692852..0000000000 --- a/drivers/convex_decomp/b2d_decompose.h +++ /dev/null @@ -1,39 +0,0 @@ -/*************************************************************************/ -/* b2d_decompose.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef B2D_DECOMPOSE_H -#define B2D_DECOMPOSE_H - -#include "core/math/vector2.h" -#include "core/vector.h" - -Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon); - -#endif // B2D_DECOMPOSE_H diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp index 9081fccd3a..d8229f7bf2 100644 --- a/drivers/coreaudio/audio_driver_coreaudio.cpp +++ b/drivers/coreaudio/audio_driver_coreaudio.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -233,15 +233,15 @@ OSStatus AudioDriverCoreAudio::input_callback(void *inRefCon, if (result == noErr) { for (unsigned int i = 0; i < inNumberFrames * ad->capture_channels; i++) { int32_t sample = ad->input_buf[i] << 16; - ad->capture_buffer_write(sample); + ad->input_buffer_write(sample); if (ad->capture_channels == 1) { - // In case capture device is single channel convert it to Stereo - ad->capture_buffer_write(sample); + // In case input device is single channel convert it to Stereo + ad->input_buffer_write(sample); } } } else { - ERR_PRINTS("AudioUnitRender failed, code: " + itos(result)); + ERR_PRINT("AudioUnitRender failed, code: " + itos(result)); } ad->unlock(); @@ -253,7 +253,7 @@ void AudioDriverCoreAudio::start() { if (!active) { OSStatus result = AudioOutputUnitStart(audio_unit); if (result != noErr) { - ERR_PRINTS("AudioOutputUnitStart failed, code: " + itos(result)); + ERR_PRINT("AudioOutputUnitStart failed, code: " + itos(result)); } else { active = true; } @@ -264,7 +264,7 @@ void AudioDriverCoreAudio::stop() { if (active) { OSStatus result = AudioOutputUnitStop(audio_unit); if (result != noErr) { - ERR_PRINTS("AudioOutputUnitStop failed, code: " + itos(result)); + ERR_PRINT("AudioOutputUnitStop failed, code: " + itos(result)); } else { active = false; } @@ -487,11 +487,11 @@ void AudioDriverCoreAudio::capture_finish() { Error AudioDriverCoreAudio::capture_start() { - capture_buffer_init(buffer_frames); + input_buffer_init(buffer_frames); OSStatus result = AudioOutputUnitStart(input_unit); if (result != noErr) { - ERR_PRINTS("AudioOutputUnitStart failed, code: " + itos(result)); + ERR_PRINT("AudioOutputUnitStart failed, code: " + itos(result)); } return OK; @@ -502,7 +502,7 @@ Error AudioDriverCoreAudio::capture_stop() { if (input_unit) { OSStatus result = AudioOutputUnitStop(input_unit); if (result != noErr) { - ERR_PRINTS("AudioOutputUnitStop failed, code: " + itos(result)); + ERR_PRINT("AudioOutputUnitStop failed, code: " + itos(result)); } } @@ -642,9 +642,9 @@ void AudioDriverCoreAudio::_set_device(const String &device, bool capture) { ERR_FAIL_COND(result != noErr); if (capture) { - // Reset audio capture to keep synchronisation. - capture_position = 0; - capture_size = 0; + // Reset audio input to keep synchronisation. + input_position = 0; + input_size = 0; } } } diff --git a/drivers/coreaudio/audio_driver_coreaudio.h b/drivers/coreaudio/audio_driver_coreaudio.h index f37d781cb6..05aa759078 100644 --- a/drivers/coreaudio/audio_driver_coreaudio.h +++ b/drivers/coreaudio/audio_driver_coreaudio.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/coremidi/midi_driver_coremidi.cpp b/drivers/coremidi/midi_driver_coremidi.cpp index 28665b5190..99628c7fe3 100644 --- a/drivers/coremidi/midi_driver_coremidi.cpp +++ b/drivers/coremidi/midi_driver_coremidi.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -51,13 +51,13 @@ Error MIDIDriverCoreMidi::open() { OSStatus result = MIDIClientCreate(name, NULL, NULL, &client); CFRelease(name); if (result != noErr) { - ERR_PRINTS("MIDIClientCreate failed, code: " + itos(result)); + ERR_PRINT("MIDIClientCreate failed, code: " + itos(result)); return ERR_CANT_OPEN; } result = MIDIInputPortCreate(client, CFSTR("Godot Input"), MIDIDriverCoreMidi::read, (void *)this, &port_in); if (result != noErr) { - ERR_PRINTS("MIDIInputPortCreate failed, code: " + itos(result)); + ERR_PRINT("MIDIInputPortCreate failed, code: " + itos(result)); return ERR_CANT_OPEN; } diff --git a/drivers/coremidi/midi_driver_coremidi.h b/drivers/coremidi/midi_driver_coremidi.h index 23c2a19812..f32644e80c 100644 --- a/drivers/coremidi/midi_driver_coremidi.h +++ b/drivers/coremidi/midi_driver_coremidi.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/dummy/audio_driver_dummy.h b/drivers/dummy/audio_driver_dummy.h index 4f4d7f9bc4..6e39df9e2f 100644 --- a/drivers/dummy/audio_driver_dummy.h +++ b/drivers/dummy/audio_driver_dummy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h index 8d5cf2ebea..00758a73a4 100644 --- a/drivers/dummy/rasterizer_dummy.h +++ b/drivers/dummy/rasterizer_dummy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -742,6 +742,8 @@ public: int get_captured_render_info(VS::RenderInfo p_info) { return 0; } int get_render_info(VS::RenderInfo p_info) { return 0; } + String get_video_adapter_name() const { return String(); } + String get_video_adapter_vendor() const { return String(); } static RasterizerStorage *base_singleton; diff --git a/drivers/dummy/texture_loader_dummy.cpp b/drivers/dummy/texture_loader_dummy.cpp index 88d11fef2c..2dfc0afe78 100644 --- a/drivers/dummy/texture_loader_dummy.cpp +++ b/drivers/dummy/texture_loader_dummy.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/dummy/texture_loader_dummy.h b/drivers/dummy/texture_loader_dummy.h index 0bc7fa226b..86c9a375a3 100644 --- a/drivers/dummy/texture_loader_dummy.h +++ b/drivers/dummy/texture_loader_dummy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index e34705f7b7..373d3989ce 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -291,6 +291,10 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con void RasterizerCanvasGLES2::_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, const float *p_weights, const int *p_bones) { glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif uint32_t buffer_ofs = 0; @@ -339,6 +343,11 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + if (storage->config.support_32_bits_indices) { //should check for glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); @@ -358,6 +367,10 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif uint32_t buffer_ofs = 0; @@ -393,6 +406,66 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count glBindBuffer(GL_ARRAY_BUFFER, 0); } +void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, 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) { + + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + uint32_t buffer_ofs = 0; + + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + 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 { + glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(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, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + if (storage->config.support_32_bits_indices) { //should check for + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + } else { + uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count); + for (int i = 0; i < p_index_count; i++) { + index16[i] = uint16_t(p_indices[i]); + } + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16); + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; @@ -435,6 +508,10 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v } glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); @@ -749,6 +826,10 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping."); continue; } + if (tex->width == 0 || tex->height == 0) { + WARN_PRINT("Cannot set empty texture to NinePatch."); + continue; + } Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); @@ -883,7 +964,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); @@ -952,7 +1033,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur #ifdef GLES_OVER_GL if (polygon->antialiased) { glEnable(GL_LINE_SMOOTH); - _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + if (polygon->antialiasing_use_indices) { + _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } else { + _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } glDisable(GL_LINE_SMOOTH); } #endif @@ -1809,7 +1894,7 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons while (instance) { - RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer); + RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer); if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) { instance = instance->next; @@ -1817,9 +1902,20 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons } state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache); - if (cull != instance->cull_cache) { - cull = instance->cull_cache; + VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; + + if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && + (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { + transformed_cull_cache = + transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? + VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : + VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; + } + + if (cull != transformed_cull_cache) { + + cull = transformed_cull_cache; switch (cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { @@ -2034,6 +2130,8 @@ void RasterizerCanvasGLES2::initialize() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + data.polygon_index_buffer_size = index_size; } // ninepatch buffers diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index ab636dca71..f6ae6a60c0 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -65,6 +65,7 @@ public: GLuint polygon_index_buffer; uint32_t polygon_buffer_size; + uint32_t polygon_index_buffer_size; GLuint ninepatch_vertices; GLuint ninepatch_elements; @@ -117,6 +118,7 @@ public: _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(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, const float *p_weights = NULL, const int *p_bones = NULL); _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + _FORCE_INLINE_ void _draw_generic_indices(GLuint p_primitive, 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, RasterizerStorageGLES2::Material *p_material); void _copy_screen(const Rect2 &p_rect); diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index cbd0e4a5d5..140617246c 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -130,7 +130,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; - ERR_PRINTS(output); + ERR_PRINT(output); } #endif // CAN_DEBUG @@ -263,8 +263,7 @@ void RasterizerGLES2::initialize() { #endif // GLES_OVER_GL #endif // CAN_DEBUG - const GLubyte *renderer = glGetString(GL_RENDERER); - print_line("OpenGL ES 2.0 Renderer: " + String((const char *)renderer)); + print_line("OpenGL ES 2.0 Renderer: " + VisualServer::get_singleton()->get_video_adapter_name()); storage->initialize(); canvas->initialize(); scene->initialize(); diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 4d0d961ae4..9a5501f13d 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index f712219a64..bb6a45e240 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -53,6 +53,11 @@ #endif #endif +#if !defined(GLES_OVER_GL) +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_3D 0x806F +#endif + static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, @@ -557,15 +562,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glGenTextures(1, &rpi->cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); -#if 1 - //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + + // Mobile hardware (PowerVR specially) prefers this approach, + // the previous approach with manual lod levels kills the game. for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - //Generate framebuffers for rendering + // Generate framebuffers for rendering for (int i = 0; i < 6; i++) { glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); glBindTexture(GL_TEXTURE_2D, rpi->color[i]); @@ -576,34 +582,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } -#else - int lod = 0; - - //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 they won't be used later. - while (size >= 1) { - - for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); - if (size == rpi->current_resolution) { - //adjust framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); - -#ifdef DEBUG_ENABLED - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); -#endif - } - } - - lod++; - - size >>= 1; - } -#endif glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -1169,7 +1147,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]); - if (li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) { + if (!li || li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) { continue; // too many or light_index did not correspond to the light instances to be rendered } @@ -1370,6 +1348,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m const Pair<StringName, RID> *textures = p_material->textures.ptr(); const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr(); + const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr(); state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); @@ -1383,22 +1362,66 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m if (!t) { - switch (texture_hints[i]) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + GLenum target = GL_TEXTURE_2D; + GLuint tex = 0; + switch (texture_types[i]) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + + switch (texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex = storage->resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex = storage->resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex = storage->resources.normal_tex; + } break; + default: { + tex = storage->resources.white_tex; + } break; + } + } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex); + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + // TODO } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + + target = GL_TEXTURE_3D; + tex = storage->resources.white_tex_3d; + + //switch (texture_hints[i]) { + // TODO + //} + } break; - default: { - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + + target = GL_TEXTURE_2D_ARRAY; + tex = storage->resources.white_tex_array; + + //switch (texture_hints[i]) { + // TODO + //} + } break; + + default: { + } } + glBindTexture(target, tex); continue; } @@ -1869,7 +1892,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false); if (!p_light) { //no light, return off return; @@ -1955,8 +1977,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Color color = light_ptr->color * sign * energy * Math_PI; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color); - Color shadow_color = light_ptr->shadow_color.to_linear(); - state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, shadow_color); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, light_ptr->shadow_color); //specific parameters @@ -2342,9 +2363,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (accum_pass) { //accum pass force pass blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD; - if (rebind_light && light && light->light_ptr->negative) { - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); + if (light && light->light_ptr->negative) { blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB; } } @@ -2689,14 +2708,14 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C }; if (!asymmetrical) { - float vw, vh, zn; - camera.get_viewport_size(vw, vh); + Vector2 vp_he = camera.get_viewport_half_extents(); + float zn; zn = p_projection.get_z_near(); for (int i = 0; i < 4; i++) { Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw; - uv.y = -(uv.y * 2.0 - 1.0) * vh; + uv.x = (uv.x * 2.0 - 1.0) * vp_he.x; + uv.y = -(uv.y * 2.0 - 1.0) * vp_he.y; uv.z = -zn; vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; @@ -2704,7 +2723,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C } glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); + glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW); // bind sky vertex array.... glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); @@ -2767,6 +2786,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p if (use_post_process) { next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo; + } else if (storage->frame.current_rt->external.fbo != 0) { + next_buffer = storage->frame.current_rt->external.fbo; } else { // set next_buffer to front buffer so multisample blit can happen if needed next_buffer = storage->frame.current_rt->fbo; @@ -2795,9 +2816,15 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p // In GLES2 Android Blit is not available, so just copy color texture manually _copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer); +#else + // TODO: any other platform not supported? this will fail.. maybe we should just call _copy_texture_to_buffer here as well? #endif } else if (use_post_process) { - _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); + if (storage->frame.current_rt->external.fbo != 0) { + _copy_texture_to_buffer(storage->frame.current_rt->external.color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); + } else { + _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); + } } if (!use_post_process) { @@ -3220,14 +3247,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const } else { state.render_no_shadows = false; - if (storage->frame.current_rt->external.fbo != 0) { + if (storage->frame.current_rt->multisample_active) { + current_fb = storage->frame.current_rt->multisample_fbo; + } else if (storage->frame.current_rt->external.fbo != 0) { current_fb = storage->frame.current_rt->external.fbo; } else { - if (storage->frame.current_rt->multisample_active) { - current_fb = storage->frame.current_rt->multisample_fbo; - } else { - current_fb = storage->frame.current_rt->fbo; - } + current_fb = storage->frame.current_rt->fbo; } env = environment_owner.getornull(p_environment); @@ -3323,6 +3348,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glDepthMask(GL_TRUE); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); + glClear(GL_DEPTH_BUFFER_BIT); // clear color @@ -3349,13 +3375,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (!env || env->bg_mode != VS::ENV_BG_KEEP) { glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a); + glClear(GL_COLOR_BUFFER_BIT); } 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); } diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 7babcfeed1..74adae05aa 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index b101a091fe..a1c5d20a14 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -85,7 +85,9 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; #define glClearDepth glClearDepthf // enable extensions manually for android and ios +#ifndef UWP_ENABLED #include <dlfcn.h> // needed to load extensions +#endif #ifdef IPHONE_ENABLED @@ -93,18 +95,36 @@ GLuint RasterizerStorageGLES2::system_fbo = 0; //void *glRenderbufferStorageMultisampleAPPLE; //void *glResolveMultisampleFramebufferAPPLE; #define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE -#elif ANDROID_ENABLED +#elif defined(ANDROID_ENABLED) #include <GLES2/gl2ext.h> PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT; PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT; #define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT #define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT + +PFNGLTEXIMAGE3DOESPROC glTexImage3DOES; +PFNGLTEXSUBIMAGE3DOESPROC glTexSubImage3DOES; +PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC glCompressedTexSubImage3DOES; +#define glTexImage3D glTexImage3DOES +#define glTexSubImage3D glTexSubImage3DOES +#define glCompressedTexSubImage3D glCompressedTexSubImage3DOES + +#elif defined(UWP_ENABLED) +#include <GLES2/gl2ext.h> +#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleANGLE +#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE #endif +#define GL_TEXTURE_3D 0x806F #define GL_MAX_SAMPLES 0x8D57 #endif //!GLES_OVER_GL +#if !defined(GLES_OVER_GL) +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_3D 0x806F +#endif + void RasterizerStorageGLES2::bind_quad_array() const { glBindBuffer(GL_ARRAY_BUFFER, resources.quadie); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); @@ -559,10 +579,22 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ texture->images.resize(6); } break; case VS::TEXTURE_TYPE_2D_ARRAY: { - texture->images.resize(p_depth_3d); + if (config.texture_array_supported) { + texture->target = GL_TEXTURE_2D_ARRAY; + texture->images.resize(p_depth_3d); + } else { + WARN_PRINT_ONCE("Texture Arrays not supported on this hardware."); + return; + } } break; case VS::TEXTURE_TYPE_3D: { - texture->images.resize(p_depth_3d); + if (config.texture_3d_supported) { + texture->target = GL_TEXTURE_3D; + texture->images.resize(p_depth_3d); + } else { + WARN_PRINT_ONCE("3D textures not supported on this hardware."); + return; + } } break; default: { ERR_PRINT("Unknown texture type!"); @@ -583,7 +615,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { //not supported - ERR_PRINTS("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled."); + ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled."); texture->flags &= ~(VS::TEXTURE_FLAG_REPEAT | VS::TEXTURE_FLAG_MIPMAPS); } else { texture->alloc_height = po2_height; @@ -607,7 +639,42 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { +#if defined(GLES_OVER_GL) || defined(ANDROID_ENABLED) + if ((p_type == VS::TEXTURE_TYPE_3D && config.texture_3d_supported) || (p_type == VS::TEXTURE_TYPE_2D_ARRAY && config.texture_array_supported)) { + + int width = p_width; + int height = p_height; + int depth = p_depth_3d; + + int mipmaps = 0; + + while (width > 0 || height > 0 || (p_type == VS::TEXTURE_TYPE_3D && depth > 0)) { + width = MAX(1, width); + height = MAX(1, height); + depth = MAX(1, depth); + + glTexImage3D(texture->target, mipmaps, internal_format, width, height, depth, 0, format, type, NULL); + + width /= 2; + height /= 2; + + if (p_type == VS::TEXTURE_TYPE_3D) { + depth /= 2; + } + + mipmaps++; + + if (!(p_flags & VS::TEXTURE_FLAG_MIPMAPS)) + break; + } +#ifdef GLES_OVER_GL + glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1); +#endif + + } else +#endif + if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { //prealloc if video glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL); } @@ -619,6 +686,9 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); + if ((texture->type == VS::TEXTURE_TYPE_2D_ARRAY && !config.texture_array_supported) || (texture->type == VS::TEXTURE_TYPE_3D && !config.texture_3d_supported)) { + return; + } ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(texture->format != p_image->get_format()); @@ -638,7 +708,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p if (texture->resize_to_po2) { if (p_image->is_compressed()) { - ERR_PRINTS("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage."); + ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage."); } if (img == p_image) { @@ -661,7 +731,23 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p } } - GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D; + GLenum blit_target = GL_TEXTURE_2D; + + switch (texture->type) { + case VS::TEXTURE_TYPE_2D: { + blit_target = GL_TEXTURE_2D; + } break; + case VS::TEXTURE_TYPE_CUBEMAP: { + ERR_FAIL_INDEX(p_layer, 6); + blit_target = _cube_side_enum[p_layer]; + } break; + case VS::TEXTURE_TYPE_2D_ARRAY: { + blit_target = GL_TEXTURE_2D_ARRAY; + } break; + case VS::TEXTURE_TYPE_3D: { + blit_target = GL_TEXTURE_3D; + } break; + } texture->data_size = img->get_data().size(); PoolVector<uint8_t>::Read read = img->get_data().read(); @@ -718,23 +804,41 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p int size, ofs; img->get_mipmap_offset_and_size(i, ofs, size); + if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) { - if (compressed) { - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + if (compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - int bw = w; - int bh = h; + int bw = w; + int bh = h; - glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); - } else { + glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]); + } else { + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); + } else { + glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); + } + } + } +#if defined(GLES_OVER_GL) || defined(ANDROID_ENABLED) + else { + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { - glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); + int bw = w; + int bh = h; + + glCompressedTexSubImage3D(blit_target, i, 0, 0, p_layer, bw, bh, 1, internal_format, size, &read[ofs]); } else { - glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glTexSubImage3D(blit_target, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]); } } +#endif tsize += size; @@ -1194,32 +1298,21 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra GLenum type = GL_UNSIGNED_BYTE; // Set the initial (empty) mipmaps -#if 1 - //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + // Mobile hardware (PowerVR specially) prefers this approach, + // the previous approach with manual lod levels kills the game. for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - //no filters for now + + // No filters for now glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -#else - while (size >= 1) { - - for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); - } - - lod++; - - size >>= 1; - } -#endif - //framebuffer + // Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo); @@ -1491,6 +1584,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const { p_shader->texture_count = gen_code.texture_uniforms.size(); p_shader->texture_hints = gen_code.texture_hints; + p_shader->texture_types = gen_code.texture_types; p_shader->uses_vertex_time = gen_code.uses_vertex_time; p_shader->uses_fragment_time = gen_code.uses_fragment_time; @@ -1638,11 +1732,19 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn case ShaderLanguage::TYPE_SAMPLER2DARRAY: case ShaderLanguage::TYPE_ISAMPLER2DARRAY: - case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: { + + pi.type = Variant::OBJECT; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "TextureArray"; + } break; + case ShaderLanguage::TYPE_SAMPLER3D: case ShaderLanguage::TYPE_ISAMPLER3D: case ShaderLanguage::TYPE_USAMPLER3D: { - // Not implemented in GLES2 + pi.type = Variant::OBJECT; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "Texture3D"; } break; } @@ -2428,22 +2530,10 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: if (surface->blend_shape_data.size()) { ERR_PRINT_ONCE("Blend shapes are not supported in OpenGL ES 2.0"); } - surface->data = array; - surface->index_data = p_index_array; -#else - // Even on non-tools builds, a copy of the surface->data is needed in certain circumstances. - // Rigged meshes using the USE_SKELETON_SOFTWARE path need to read bone data - // from surface->data. - - // if USE_SKELETON_SOFTWARE is active - if (config.use_skeleton_software) { - // if this geometry is used specifically for skinning - if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS)) - surface->data = array; - } - // An alternative is to always make a copy of surface->data. #endif + surface->data = array; + surface->index_data = p_index_array; surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size; for (int i = 0; i < surface->skeleton_bone_used.size(); i++) { @@ -2703,6 +2793,7 @@ void RasterizerStorageGLES2::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb ERR_FAIL_COND(!mesh); mesh->custom_aabb = p_aabb; + mesh->instance_change_notify(true, false); } AABB RasterizerStorageGLES2::mesh_get_custom_aabb(RID p_mesh) const { @@ -2867,20 +2958,20 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances multimesh->xform_floats = 12; } - if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) { - multimesh->color_floats = 0; - } else if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { multimesh->color_floats = 1; } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { multimesh->color_floats = 4; + } else { + multimesh->color_floats = 0; } - if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE) { - multimesh->custom_data_floats = 0; - } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { multimesh->custom_data_floats = 1; } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { multimesh->custom_data_floats = 4; + } else { + multimesh->custom_data_floats = 0; } int format_floats = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; @@ -3056,6 +3147,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_color(RID p_multimesh, int p ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE); + ERR_FAIL_INDEX(multimesh->color_format, VS::MULTIMESH_COLOR_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; @@ -3088,6 +3180,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_custom_data(RID p_multimesh, ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE); + ERR_FAIL_INDEX(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; @@ -3175,6 +3268,7 @@ Color RasterizerStorageGLES2::multimesh_instance_get_color(RID p_multimesh, int ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->color_format, VS::MULTIMESH_COLOR_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; @@ -3207,6 +3301,7 @@ Color RasterizerStorageGLES2::multimesh_instance_get_custom_data(RID p_multimesh ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; @@ -4583,13 +4678,24 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { GLuint color_internal_format; GLuint color_format; GLuint color_type = GL_UNSIGNED_BYTE; + Image::Format image_format; if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { +#ifdef GLES_OVER_GL + color_internal_format = GL_RGBA8; +#else color_internal_format = GL_RGBA; +#endif color_format = GL_RGBA; + image_format = Image::FORMAT_RGBA8; } else { +#ifdef GLES_OVER_GL + color_internal_format = GL_RGB8; +#else color_internal_format = GL_RGB; +#endif color_format = GL_RGB; + image_format = Image::FORMAT_RGB8; } rt->used_dof_blur_near = false; @@ -4646,7 +4752,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); - glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } @@ -4676,10 +4782,10 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { return; } - texture->format = Image::FORMAT_RGBA8; - texture->gl_format_cache = GL_RGBA; + texture->format = image_format; + texture->gl_format_cache = color_format; texture->gl_type_cache = GL_UNSIGNED_BYTE; - texture->gl_internal_format_cache = GL_RGBA; + texture->gl_internal_format_cache = color_internal_format; texture->tex_id = rt->color; texture->width = rt->width; texture->alloc_width = rt->width; @@ -4694,7 +4800,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { /* For MSAA */ #ifndef JAVASCRIPT_ENABLED - if (rt->msaa != VS::VIEWPORT_MSAA_DISABLED && config.multisample_supported) { + if (rt->msaa >= VS::VIEWPORT_MSAA_2X && rt->msaa <= VS::VIEWPORT_MSAA_16X && config.multisample_supported) { rt->multisample_active = true; @@ -4704,7 +4810,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { int max_samples = 0; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); if (msaa > max_samples) { - WARN_PRINTS("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); + WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); msaa = max_samples; } @@ -4714,7 +4820,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->multisample_depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); @@ -4896,7 +5002,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { bool used_depth = false; if (j == 0 && i == 0) { //use always - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + if (config.support_depth_texture) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + } else { + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + } used_depth = true; } @@ -5090,6 +5200,11 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar // free this glDeleteFramebuffers(1, &rt->external.fbo); + // and this + if (rt->external.depth != 0) { + glDeleteRenderbuffers(1, &rt->external.depth); + } + // clean up our texture Texture *t = texture_owner.get(rt->external.texture); t->alloc_height = 0; @@ -5102,6 +5217,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar rt->external.fbo = 0; rt->external.color = 0; + rt->external.depth = 0; } } else { Texture *t; @@ -5136,6 +5252,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar t->render_target = rt; rt->external.texture = texture_owner.make_rid(t); + } else { // bind our frame buffer glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); @@ -5154,19 +5271,33 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar t->alloc_height = rt->width; t->alloc_width = rt->height; - // is there a point to setting the internal formats? we don't know them.. + // Switch our texture on our frame buffer +#if ANDROID_ENABLED + if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) { + // This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature + // of the GPU we can do a single render pass by rendering directly into our texture chains + // texture and apply MSAA as we render. + + // On any other hardware these two modes are ignored and we do not have any MSAA, + // the normal MSAA modes need to be used to enable our two pass approach + + static const int msaa_value[] = { 2, 4 }; + int msaa = msaa_value[rt->msaa - VS::VIEWPORT_MSAA_EXT_2X]; + + if (rt->external.depth == 0) { + // create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created.. + glGenRenderbuffers(1, &rt->external.depth); + glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth); + } - // check if MSAA is active to set the correct depth buffer and target texture for android - if (rt->multisample_active) { -#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED) - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, p_texture_id); -#elif ANDROID_ENABLED - static const int msaa_value[] = { 0, 2, 4, 8, 16 }; - int msaa = msaa_value[rt->msaa]; + // and set our external texture as the texture... glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa); + + } else #endif - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); - } else { + { // set our texture as the destination for our framebuffer glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0); @@ -5270,7 +5401,7 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) { glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); - glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, cls->size, cls->height); + glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, cls->size, cls->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); glGenTextures(1, &cls->distance); @@ -5735,6 +5866,16 @@ int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) { } } +String RasterizerStorageGLES2::get_video_adapter_name() const { + + return (const char *)glGetString(GL_RENDERER); +} + +String RasterizerStorageGLES2::get_video_adapter_vendor() const { + + return (const char *)glGetString(GL_VENDOR); +} + void RasterizerStorageGLES2::initialize() { RasterizerStorageGLES2::system_fbo = 0; @@ -5751,30 +5892,45 @@ void RasterizerStorageGLES2::initialize() { config.keep_original_textures = false; config.shrink_textures_x2 = false; + config.depth_internalformat = GL_DEPTH_COMPONENT; + config.depth_type = GL_UNSIGNED_INT; #ifdef GLES_OVER_GL + config.texture_3d_supported = true; + config.texture_array_supported = config.extensions.has("GL_EXT_texture_array"); config.float_texture_supported = true; config.s3tc_supported = true; config.pvrtc_supported = false; config.etc1_supported = false; config.support_npot_repeat_mipmap = true; - config.depth_internalformat = GL_DEPTH_COMPONENT; - config.depth_type = GL_UNSIGNED_INT; + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT24; #else + config.texture_3d_supported = config.extensions.has("GL_OES_texture_3D"); + config.texture_array_supported = false; config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float"); config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1"); config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc"); config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot"); - // on mobile check for 24 bit depth support + +#ifdef JAVASCRIPT_ENABLED + // RenderBuffer internal format must be 16 bits in WebGL, + // but depth_texture should default to 32 always + // if the implementation doesn't support 32, it should just quietly use 16 instead + // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16; + config.depth_type = GL_UNSIGNED_INT; +#else + // on mobile check for 24 bit depth support for RenderBufferStorage if (config.extensions.has("GL_OES_depth24")) { - config.depth_internalformat = _DEPTH_COMPONENT24_OES; + config.depth_buffer_internalformat = _DEPTH_COMPONENT24_OES; config.depth_type = GL_UNSIGNED_INT; } else { - config.depth_internalformat = GL_DEPTH_COMPONENT16; + config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16; config.depth_type = GL_UNSIGNED_SHORT; } #endif +#endif #ifndef GLES_OVER_GL //Manually load extensions for android and ios @@ -5789,6 +5945,9 @@ void RasterizerStorageGLES2::initialize() { void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY); glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT"); glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glFramebufferTexture2DMultisampleEXT"); + glTexImage3DOES = (PFNGLTEXIMAGE3DOESPROC)dlsym(gles2_lib, "glTexImage3DOES"); + glTexSubImage3DOES = (PFNGLTEXSUBIMAGE3DOESPROC)dlsym(gles2_lib, "glTexSubImage3DOES"); + glCompressedTexSubImage3DOES = (PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC)dlsym(gles2_lib, "glCompressedTexSubImage3DOES"); #endif #endif @@ -5850,7 +6009,7 @@ void RasterizerStorageGLES2::initialize() { GLuint depth; glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); - glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, config.depth_internalformat, config.depth_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -5869,8 +6028,12 @@ void RasterizerStorageGLES2::initialize() { if (status != GL_FRAMEBUFFER_COMPLETE) { // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT - +#ifdef GLES_OVER_GL config.depth_internalformat = GL_DEPTH_COMPONENT16; +#else + // OES_depth_texture extension only specifies GL_DEPTH_COMPONENT. + config.depth_internalformat = GL_DEPTH_COMPONENT; +#endif config.depth_type = GL_UNSIGNED_SHORT; glGenFramebuffers(1, &fbo); @@ -5878,7 +6041,7 @@ void RasterizerStorageGLES2::initialize() { glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 32, 32, 0, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -6007,6 +6170,26 @@ void RasterizerStorageGLES2::initialize() { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); + +#if defined(GLES_OVER_GL) || defined(ANDROID_ENABLED) + glGenTextures(1, &resources.white_tex_3d); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_3D, resources.white_tex_3d); + glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, 2, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); + +#ifdef GLES_OVER_GL + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); +#endif + + glGenTextures(1, &resources.white_tex_array); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D_ARRAY, resources.white_tex_array); + glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 8, 8, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); + glGenerateMipmap(GL_TEXTURE_2D_ARRAY); + glBindTexture(GL_TEXTURE_2D, 0); +#endif } // skeleton buffer diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index 27f06074ed..d006d2e7f4 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -71,6 +71,8 @@ public: Set<String> extensions; + bool texture_3d_supported; + bool texture_array_supported; bool float_texture_supported; bool s3tc_supported; bool etc1_supported; @@ -99,6 +101,7 @@ public: GLuint depth_internalformat; GLuint depth_type; + GLuint depth_buffer_internalformat; } config; @@ -108,6 +111,8 @@ public: GLuint black_tex; GLuint normal_tex; GLuint aniso_tex; + GLuint white_tex_3d; + GLuint white_tex_array; GLuint mipmap_blur_fbo; GLuint mipmap_blur_color; @@ -413,6 +418,7 @@ public: Map<StringName, RID> default_textures; + Vector<ShaderLanguage::DataType> texture_types; Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; bool valid; @@ -1182,10 +1188,13 @@ public: struct External { GLuint fbo; GLuint color; + GLuint depth; RID texture; External() : - fbo(0) { + fbo(0), + color(0), + depth(0) { } } external; @@ -1303,6 +1312,8 @@ public: virtual int get_captured_render_info(VS::RenderInfo p_info); virtual int get_render_info(VS::RenderInfo p_info); + virtual String get_video_adapter_name() const; + virtual String get_video_adapter_vendor() const; RasterizerStorageGLES2(); }; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 7e9b6fdb82..b4b9b70abc 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -80,7 +80,7 @@ static String _opstr(SL::Operator p_op) { static String _mkid(const String &p_id) { - String id = "m_" + p_id; + String id = "m_" + p_id.replace("__", "_dus_"); return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl } @@ -305,6 +305,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.texture_uniforms.resize(max_texture_uniforms); r_gen_code.texture_hints.resize(max_texture_uniforms); + r_gen_code.texture_types.resize(max_texture_uniforms); r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms); @@ -332,6 +333,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener if (SL::is_sampler_type(E->get().type)) { r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key(); r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint; + r_gen_code.texture_types.write[E->get().texture_order] = E->get().type; } else { r_gen_code.uniforms.write[E->get().order] = E->key(); } @@ -522,9 +524,6 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node; StringBuffer<> declaration; - if (arr_dec_node->is_const) { - declaration += "const "; - } declaration += _prestr(arr_dec_node->precision); declaration += _typestr(arr_dec_node->datatype); @@ -540,22 +539,6 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener declaration += "["; declaration += itos(arr_dec_node->declarations[i].size); declaration += "]"; - int sz = arr_dec_node->declarations[i].initializer.size(); - if (sz > 0) { - declaration += "="; - declaration += _typestr(arr_dec_node->datatype); - declaration += "["; - declaration += itos(sz); - declaration += "]"; - declaration += "("; - for (int j = 0; j < sz; j++) { - declaration += _dump_node_code(arr_dec_node->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (j != sz - 1) { - declaration += ", "; - } - } - declaration += ")"; - } } code += declaration.as_string(); @@ -679,6 +662,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener code += "texture2D"; } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { code += "textureCube"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER3D) { + code += "texture3D"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2DARRAY) { + code += "texture2DArray"; } } else if (var_node->name == "textureLod") { @@ -688,6 +675,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener code += "texture2DLod"; } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) { code += "textureCubeLod"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER3D) { + code += "texture3DLod"; + } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2DARRAY) { + code += "texture2DArrayLod"; } } else if (var_node->name == "mix") { @@ -888,6 +879,7 @@ Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, r_gen_code.uniforms.clear(); r_gen_code.texture_uniforms.clear(); r_gen_code.texture_hints.clear(); + r_gen_code.texture_types.clear(); r_gen_code.vertex = String(); r_gen_code.vertex_global = String(); r_gen_code.fragment = String(); @@ -911,7 +903,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; @@ -986,7 +978,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; - actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size"; // gl_InstanceID is not available in OpenGL ES 2.0 actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index b8f50d6d1f..15cfac9f03 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -54,6 +54,7 @@ public: Vector<CharString> custom_defines; Vector<StringName> uniforms; Vector<StringName> texture_uniforms; + Vector<ShaderLanguage::DataType> texture_types; Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; String vertex_global; diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 58eff791ca..f03f1ffa4f 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -126,7 +126,7 @@ static void _display_error_with_code(const String &p_error, const Vector<const c line++; } - ERR_PRINTS(p_error); + ERR_PRINT(p_error); } static String _mkid(const String &p_id) { diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 2456a83d35..f2953c9ae8 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -118,9 +118,12 @@ private: uint32_t code_version; bool ok; Version() { + id = 0; + vert_id = 0; + frag_id = 0; + uniform_location = NULL; code_version = 0; ok = false; - uniform_location = NULL; } }; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 08548ded17..3b685b3f0b 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -10,6 +10,12 @@ precision highp float; precision highp int; #endif +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + uniform highp mat4 projection_matrix; /* clang-format on */ @@ -149,6 +155,8 @@ void main() { uv = uv_attrib; #endif + float point_size = 1.0; + { vec2 src_vtx = outvec.xy; /* clang-format off */ @@ -158,6 +166,8 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; + #if !defined(SKIP_TRANSFORM_USED) outvec = extra_matrix_instance * outvec; outvec = modelview_matrix * outvec; @@ -225,6 +235,12 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index e36e776881..84aadcbbc3 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -10,6 +10,12 @@ precision highp float; precision highp int; #endif +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + /* clang-format on */ #include "stdlib.glsl" /* clang-format off */ @@ -251,12 +257,10 @@ void light_compute( //normalized blinn always unless disabled vec3 H = normalize(V + L); float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #endif SRGB_APPROX(specular_brdf_NL) @@ -425,6 +429,8 @@ void main() { #define projection_matrix local_projection_matrix #define world_transform world_matrix + float point_size = 1.0; + { /* clang-format off */ @@ -433,6 +439,7 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; vec4 outvec = vertex; // use local coordinates @@ -671,6 +678,12 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] +#ifndef USE_GLES_OVER_GL +#extension GL_OES_texture_3D : enable +#else +#extension GL_EXT_texture_array : enable +#endif + // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the vertex section. #ifndef USE_GLES_OVER_GL @@ -1270,9 +1283,9 @@ LIGHT_SHADER_CODE //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #elif defined(SPECULAR_PHONG) @@ -1547,7 +1560,11 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY #ifdef BASE_PASS - //none + + // IBL precalculations + float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); #ifdef AMBIENT_LIGHT_DISABLED ambient_light = vec3(0.0, 0.0, 0.0); @@ -1561,12 +1578,15 @@ FRAGMENT_SHADER_CODE ref_vec.z *= -1.0; specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; +#ifndef USE_LIGHTMAP { 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; + vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; + env_ambient *= 1.0 - F; ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); } +#endif #else @@ -1574,7 +1594,6 @@ FRAGMENT_SHADER_CODE specular_light = bg_color.rgb * bg_energy; #endif - #endif // AMBIENT_LIGHT_DISABLED ambient_light *= ambient_energy; @@ -1632,7 +1651,6 @@ FRAGMENT_SHADER_CODE #endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) // environment BRDF approximation - { #if defined(DIFFUSE_TOON) @@ -1646,12 +1664,9 @@ FRAGMENT_SHADER_CODE 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; + specular_light *= env.x * F + env.y; #endif } @@ -1663,19 +1678,19 @@ FRAGMENT_SHADER_CODE #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 cone_dirs[12]; + cone_dirs[0] = vec3(0.0, 0.0, 1.0); + cone_dirs[1] = vec3(0.866025, 0.0, 0.5); + cone_dirs[2] = vec3(0.267617, 0.823639, 0.5); + cone_dirs[3] = vec3(-0.700629, 0.509037, 0.5); + cone_dirs[4] = vec3(-0.700629, -0.509037, 0.5); + cone_dirs[5] = vec3(0.267617, -0.823639, 0.5); + cone_dirs[6] = vec3(0.0, 0.0, -1.0); + cone_dirs[7] = vec3(0.866025, 0.0, -0.5); + cone_dirs[8] = vec3(0.267617, 0.823639, -0.5); + cone_dirs[9] = vec3(-0.700629, 0.509037, -0.5); + cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5); + cone_dirs[11] = vec3(0.267617, -0.823639, -0.5); vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; vec4 captured = vec4(0.0); @@ -2050,17 +2065,6 @@ FRAGMENT_SHADER_CODE specular_light += specular_interp * specular_blob_intensity * light_att; diffuse_light += diffuse_interp * albedo * light_att; - // Same as above, needed for VERTEX_LIGHTING or else lights are too bright - 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; - #else //fragment lighting light_compute( diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index edffe852a2..b7b31c66aa 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -128,7 +128,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) { li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1); glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data); + glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } @@ -326,6 +326,11 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun glBindVertexArray(data.polygon_buffer_pointer_array); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + uint32_t buffer_ofs = 0; //vertex @@ -396,6 +401,10 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun //bind the indices buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); //draw the triangles. @@ -410,6 +419,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun } glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { @@ -417,6 +427,11 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count glBindVertexArray(data.polygon_buffer_pointer_array); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + uint32_t buffer_ofs = 0; //vertex @@ -457,6 +472,80 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count storage->frame.canvas_draw_commands++; glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES3::_draw_generic_indices(GLuint p_primitive, 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) { + + glBindVertexArray(data.polygon_buffer_pointer_array); + glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + + uint32_t buffer_ofs = 0; + + //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), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + //color +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); +#endif + + if (p_singlecolor) { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + 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 { + + 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(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Color) * p_vertex_count; + } + +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); +#endif + + 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(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + buffer_ofs += sizeof(Vector2) * p_vertex_count; + + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + +#ifdef DEBUG_ENABLED + ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); +#endif + + //bind the indices buffer. + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + + //draw the triangles. + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + + storage->frame.canvas_draw_commands++; + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { @@ -508,6 +597,11 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v } glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); +#ifndef GLES_OVER_GL + // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData + glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); +#endif + //TODO the below call may need to be replaced with: glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), &b[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]); glBindVertexArray(data.polygon_buffer_quad_arrays[version]); glDrawArrays(prim[p_points], 0, p_points); @@ -807,7 +901,11 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur #ifdef GLES_OVER_GL if (polygon->antialiased) { glEnable(GL_LINE_SMOOTH); - _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + if (polygon->antialiasing_use_indices) { + _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } else { + _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } glDisable(GL_LINE_SMOOTH); } #endif @@ -914,6 +1012,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur switch (multi_mesh->color_format) { + case VS::MULTIMESH_COLOR_MAX: case VS::MULTIMESH_COLOR_NONE: { glDisableVertexAttribArray(11); glVertexAttrib4f(11, 1, 1, 1, 1); @@ -935,6 +1034,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur switch (multi_mesh->custom_data_format) { + case VS::MULTIMESH_CUSTOM_DATA_MAX: case VS::MULTIMESH_CUSTOM_DATA_NONE: { glDisableVertexAttribArray(12); glVertexAttrib4f(12, 1, 1, 1, 1); @@ -1319,11 +1419,9 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons } if (skeleton) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); glBindTexture(GL_TEXTURE_2D, skeleton->texture); state.using_skeleton = true; - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); } else { state.using_skeleton = false; } @@ -1510,6 +1608,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons state.final_transform = ci->final_transform; state.extra_matrix = Transform2D(); + if (state.using_skeleton) { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); + } + state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); @@ -1580,7 +1683,6 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons bool light_rebind = state.canvas_shader.bind(); if (light_rebind) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D()); @@ -1589,6 +1691,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons } else { state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); } + if (state.using_skeleton) { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); + } } glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo); @@ -1785,7 +1891,7 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons while (instance) { - RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer); + RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer); if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) { instance = instance->next; @@ -1793,9 +1899,20 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons } state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache); - if (cull != instance->cull_cache) { - cull = instance->cull_cache; + VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; + + if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && + (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { + transformed_cull_cache = + transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? + VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : + VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; + } + + if (cull != transformed_cull_cache) { + + cull = transformed_cull_cache; switch (cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { @@ -1882,7 +1999,7 @@ void RasterizerCanvasGLES3::reset_canvas() { 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); + glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); state.canvas_texscreen_used = false; @@ -2109,6 +2226,8 @@ void RasterizerCanvasGLES3::initialize() { 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); + + data.polygon_index_buffer_size = index_size; } store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix); diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index bf5ef30820..929867337d 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -64,6 +64,7 @@ public: GLuint particle_quad_array; uint32_t polygon_buffer_size; + uint32_t polygon_index_buffer_size; } data; @@ -131,6 +132,7 @@ public: _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(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, const int *p_bones, const float *p_weights); _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + _FORCE_INLINE_ void _draw_generic_indices(GLuint p_primitive, 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); _FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect); diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index ea15a278d6..e06cc55423 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -120,7 +120,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL String output = String() + "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; - ERR_PRINTS(output); + ERR_PRINT(output); } #endif // GLAD_ENABLED @@ -186,8 +186,7 @@ void RasterizerGLES3::initialize() { } */ - const GLubyte *renderer = glGetString(GL_RENDERER); - print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer)); + print_line("OpenGL ES 3.0 Renderer: " + VisualServer::get_singleton()->get_video_adapter_name()); storage->initialize(); canvas->initialize(); scene->initialize(); @@ -340,8 +339,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); -#if 1 - Size2 win_size = OS::get_singleton()->get_window_size(); if (rt->external.fbo != 0) { glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo); @@ -351,21 +348,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); - -#else - canvas->canvas_begin(); - glDisable(GL_BLEND); - glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, rt->color); - //glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); - - canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1)); - glBindTexture(GL_TEXTURE_2D, 0); - canvas->canvas_end(); -#endif } void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) { diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h index 8fa208a1aa..de7c1ab7e1 100644 --- a/drivers/gles3/rasterizer_gles3.h +++ b/drivers/gles3/rasterizer_gles3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 519fdf2b3b..27173d317b 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1146,47 +1146,6 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m state.current_depth_draw = p_material->shader->spatial.depth_draw_mode; } -#if 0 - //blend mode - if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) { - - switch(p_material->shader->spatial.blend_mode) { - - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { - - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); - - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { - - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - - } break; - } - - state.current_blend_mode=p_material->shader->spatial.blend_mode; - - } -#endif //material parameters state.scene_shader.set_custom_shader(p_material->shader->custom_code_id); @@ -1416,6 +1375,7 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo switch (multi_mesh->color_format) { + case VS::MULTIMESH_COLOR_MAX: case VS::MULTIMESH_COLOR_NONE: { glDisableVertexAttribArray(11); glVertexAttrib4f(11, 1, 1, 1, 1); @@ -1437,6 +1397,7 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo switch (multi_mesh->custom_data_format) { + case VS::MULTIMESH_CUSTOM_DATA_MAX: case VS::MULTIMESH_CUSTOM_DATA_NONE: { glDisableVertexAttribArray(12); glVertexAttrib4f(12, 1, 1, 1, 1); @@ -1887,17 +1848,17 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform const RID *lights = e->instance->light_instances.ptr(); for (int i = 0; i < lc; i++) { - LightInstance *li = light_instance_owner.getptr(lights[i]); - if (li->last_pass != render_pass) //not visible + LightInstance *li = light_instance_owner.getornull(lights[i]); + if (!li || li->last_pass != render_pass) //not visible continue; - if (li->light_ptr->type == VS::LIGHT_OMNI) { + if (li && li->light_ptr->type == VS::LIGHT_OMNI) { if (omni_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { omni_indices[omni_count++] = li->light_index; } } - if (li->light_ptr->type == VS::LIGHT_SPOT) { + if (li && li->light_ptr->type == VS::LIGHT_SPOT) { if (spot_count < maxobj && e->instance->layer_mask & li->light_ptr->cull_mask) { spot_indices[spot_count++] = li->light_index; } @@ -2011,7 +1972,7 @@ void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_rever } } -void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { +void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo @@ -2019,14 +1980,15 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (!p_shadow && !p_directional_add) { glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info - if (p_base_env) { + if (p_sky != NULL) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); if (storage->config.use_texture_array_environment) { - glBindTexture(GL_TEXTURE_2D_ARRAY, p_base_env); + glBindTexture(GL_TEXTURE_2D_ARRAY, p_sky->radiance); } else { - glBindTexture(GL_TEXTURE_2D, p_base_env); + glBindTexture(GL_TEXTURE_2D, p_sky->radiance); } - + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glBindTexture(GL_TEXTURE_2D, p_sky->irradiance); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment); use_radiance_map = true; @@ -2535,14 +2497,14 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C }; if (!asymmetrical) { - float vw, vh, zn; - camera.get_viewport_size(vw, vh); + Vector2 vp_he = camera.get_viewport_half_extents(); + float zn; zn = p_projection.get_z_near(); for (int i = 0; i < 4; i++) { Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw; - uv.y = -(uv.y * 2.0 - 1.0) * vh; + uv.x = (uv.x * 2.0 - 1.0) * vp_he.x; + uv.y = -(uv.y * 2.0 - 1.0) * vp_he.y; uv.z = -zn; vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; @@ -2550,7 +2512,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C } glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices); + glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glBindVertexArray(state.sky_array); @@ -2690,7 +2652,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr } glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data); + glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); //fill up environment @@ -2698,7 +2660,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform); glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data); + glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } @@ -2808,7 +2770,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform } glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data); + glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), &ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); directional_light = li; @@ -3004,16 +2966,6 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c li->light_index = state.spot_light_count; copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size); state.spot_light_count++; - -#if 0 - if (li->light_ptr->shadow_enabled) { - CameraMatrix bias; - bias.set_light_bias(); - Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); - li->shadow_projection[0] = bias * li->projection * modelview; - lights_use_shadow=true; - } -#endif } break; } @@ -4146,7 +4098,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); - if (shadow_atlas && shadow_atlas->size) { + bool use_shadows = shadow_atlas && shadow_atlas->size; + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SHADOW, use_shadows); + + if (use_shadows) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); @@ -4174,11 +4130,15 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const state.ubo_data.shadow_dual_paraboloid_render_zfar = 0; state.ubo_data.opaque_prepass_threshold = 0.99; - p_cam_projection.get_viewport_size(state.ubo_data.viewport_size[0], state.ubo_data.viewport_size[1]); - if (storage->frame.current_rt) { - state.ubo_data.screen_pixel_size[0] = 1.0 / storage->frame.current_rt->width; - state.ubo_data.screen_pixel_size[1] = 1.0 / storage->frame.current_rt->height; + int viewport_width_pixels = storage->frame.current_rt->width; + int viewport_height_pixels = storage->frame.current_rt->height; + + state.ubo_data.viewport_size[0] = viewport_width_pixels; + state.ubo_data.viewport_size[1] = viewport_height_pixels; + + state.ubo_data.screen_pixel_size[0] = 1.0 / viewport_width_pixels; + state.ubo_data.screen_pixel_size[1] = 1.0 / viewport_height_pixels; } _setup_environment(env, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid()); @@ -4231,7 +4191,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const _fill_render_list(p_cull_result, p_cull_count, true, false); render_list.sort_by_key(false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, NULL, false, false, true, false, false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); glColorMask(1, 1, 1, 1); @@ -4355,7 +4315,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const RasterizerStorageGLES3::Sky *sky = NULL; Ref<CameraFeed> feed; - GLuint env_radiance_tex = 0; if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { clear_color = Color(0, 0, 0, 0); @@ -4409,9 +4368,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const sky = storage->sky_owner.getornull(env->sky); - if (sky) { - env_radiance_tex = sky->radiance; - } break; case VS::ENV_BG_CANVAS: //copy canvas to 3d buffer and convert it to linear @@ -4505,7 +4461,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (probe && probe->probe_ptr->interior) { - env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used. + sky = NULL; //for rendering probe interiors, radiance must not be used. } state.texscreen_copied = false; @@ -4524,15 +4480,15 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.directional_light_count == 0) { directional_light = NULL; - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, false, use_shadows); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; if (i > 0) { glEnable(GL_BLEND); } - _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL); + _setup_directional_light(i, p_cam_transform.affine_inverse(), use_shadows); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, i > 0, use_shadows); } } @@ -4610,12 +4566,12 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.directional_light_count == 0) { directional_light = NULL; - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, false, use_shadows); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; - _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL); + _setup_directional_light(i, p_cam_transform.affine_inverse(), use_shadows); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, i > 0, use_shadows); } } @@ -4898,7 +4854,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ if (light->reverse_cull) { flip_facing = !flip_facing; } - _render_list(render_list.elements, render_list.element_count, light_transform, light_projection, 0, flip_facing, false, true, false, false); + _render_list(render_list.elements, render_list.element_count, light_transform, light_projection, NULL, flip_facing, false, true, false, false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, false); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index e6d2449653..7885d7c1b7 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -837,7 +837,7 @@ public: _FORCE_INLINE_ void _render_geometry(RenderList::Element *e); _FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform); - void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); + void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index f94020b918..e5a7fcce07 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1757,6 +1757,7 @@ RID RasterizerStorageGLES3::sky_create() { Sky *sky = memnew(Sky); sky->radiance = 0; + sky->irradiance = 0; return sky_owner.make_rid(sky); } @@ -1768,7 +1769,9 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra if (sky->panorama.is_valid()) { sky->panorama = RID(); glDeleteTextures(1, &sky->radiance); + glDeleteTextures(1, &sky->irradiance); sky->radiance = 0; + sky->irradiance = 0; } sky->panorama = p_panorama; @@ -1791,10 +1794,22 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling + glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0); +#ifdef GLES_OVER_GL + glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, int(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f)))); + glGenerateMipmap(texture->target); +#else + glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0); +#endif + // Need Mipmaps regardless of whether they are set in import by user + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT); +#ifdef GLES_OVER_GL + glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); +#else + glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); +#endif + glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { @@ -1808,6 +1823,107 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra #endif } + { + //Irradiance map + glActiveTexture(GL_TEXTURE1); + glGenTextures(1, &sky->irradiance); + glBindTexture(GL_TEXTURE_2D, sky->irradiance); + + GLuint tmp_fb; + + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + int size = 32; + + bool use_float = config.framebuffer_half_float_supported; + + GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; + + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->irradiance, 0); + + int irradiance_size = GLOBAL_GET("rendering/quality/reflections/irradiance_max_size"); + int upscale_size = MIN(int(previous_power_of_2(irradiance_size)), p_radiance_size); + + GLuint tmp_fb2; + GLuint tmp_tex; + { + //generate another one for rendering, as can't read and write from a single texarray it seems + glGenFramebuffers(1, &tmp_fb2); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); + glGenTextures(1, &tmp_tex); + glBindTexture(GL_TEXTURE_2D, tmp_tex); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, upscale_size, 2.0 * upscale_size, 0, format, type, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); +#endif + } + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, true); + shaders.cubemap_filter.bind(); + + // Very large Panoramas require way too much effort to compute irradiance so use a mipmap + // level that corresponds to a panorama of 1024x512 + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, MAX(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f)) - 10.0f, 0.0f)); + + // Compute Irradiance for a large texture, specified by radiance size and then pull out a low mipmap corresponding to 32x32 + for (int i = 0; i < 2; i++) { + glViewport(0, i * upscale_size, upscale_size, upscale_size); + glBindVertexArray(resources.quadie_array); + + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindVertexArray(0); + } + glGenerateMipmap(GL_TEXTURE_2D); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, tmp_tex); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, false); + + shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, true); + shaders.copy.bind(); + shaders.copy.set_uniform(CopyShaderGLES3::MIP_LEVEL, MAX(Math::floor(Math::log(float(upscale_size)) / Math::log(2.0f)) - 5.0f, 0.0f)); // Mip level that corresponds to a 32x32 texture + + glViewport(0, 0, size, size * 2.0); + glBindVertexArray(resources.quadie_array); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindVertexArray(0); + + shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, false); + + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + glDeleteFramebuffers(1, &tmp_fb); + glDeleteFramebuffers(1, &tmp_fb2); + glDeleteTextures(1, &tmp_tex); + } + + // Now compute radiance + glActiveTexture(GL_TEXTURE1); glGenTextures(1, &sky->radiance); @@ -1833,8 +1949,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); GLuint tmp_fb2; GLuint tmp_tex; @@ -1846,8 +1962,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindTexture(GL_TEXTURE_2D, tmp_tex); glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); @@ -1858,21 +1974,24 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); +#ifdef GLES_OVER_GL + if (j < 3) { +#else if (j == 0) { +#endif shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, true); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false); shaders.cubemap_filter.bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4)); } else { shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); shaders.cubemap_filter.bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance); @@ -1902,7 +2021,6 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); //restore ranges glActiveTexture(GL_TEXTURE0); @@ -1947,23 +2065,67 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + GLuint tmp_fb2; + GLuint tmp_tex; + { + // Need a temporary framebuffer for rendering so we can read from previous iterations + glGenFramebuffers(1, &tmp_fb2); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); + glGenTextures(1, &tmp_tex); + glBindTexture(GL_TEXTURE_2D, tmp_tex); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); +#endif + } lod = 0; mm_level = mipmaps; size = p_radiance_size; - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); - shaders.cubemap_filter.bind(); - while (mm_level) { - + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod); + #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); #endif + glBindTexture(GL_TEXTURE_2D, tmp_tex); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); +#ifdef GLES_OVER_GL + if (lod < 3) { +#else + if (lod == 0) { +#endif + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, false); + shaders.cubemap_filter.bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4)); + } else { + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, sky->radiance); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, float(lod - 1)); //read from previous to ensure better blur + } for (int i = 0; i < 2; i++) { glViewport(0, i * size, size, size); @@ -1976,6 +2138,14 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindVertexArray(0); } + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb); + glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, lod); + glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + if (size > 1) size >>= 1; lod++; @@ -1995,6 +2165,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glDeleteFramebuffers(1, &tmp_fb); + glDeleteFramebuffers(1, &tmp_fb2); + glDeleteTextures(1, &tmp_tex); } } @@ -3099,7 +3271,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) { } glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id); - glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo); + glBufferData(GL_UNIFORM_BUFFER, material->ubo_size, local_ubo, GL_STATIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } @@ -4321,6 +4493,7 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances if (multimesh->buffer) { glDeleteBuffers(1, &multimesh->buffer); multimesh->data.resize(0); + multimesh->buffer = 0; } multimesh->size = p_instances; @@ -4336,20 +4509,20 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances multimesh->xform_floats = 12; } - if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) { - multimesh->color_floats = 0; - } else if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { multimesh->color_floats = 1; } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { multimesh->color_floats = 4; + } else { + multimesh->color_floats = 0; } - if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE) { - multimesh->custom_data_floats = 0; - } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { multimesh->custom_data_floats = 1; } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { multimesh->custom_data_floats = 4; + } else { + multimesh->custom_data_floats = 0; } int format_floats = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; @@ -4545,6 +4718,7 @@ void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh, int p ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE); + ERR_FAIL_INDEX(multimesh->color_format, VS::MULTIMESH_COLOR_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; @@ -4578,6 +4752,7 @@ void RasterizerStorageGLES3::multimesh_instance_set_custom_data(RID p_multimesh, ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE); + ERR_FAIL_INDEX(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; @@ -4666,6 +4841,7 @@ Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh, int ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->color_format, VS::MULTIMESH_COLOR_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; @@ -4699,6 +4875,7 @@ Color RasterizerStorageGLES3::multimesh_instance_get_custom_data(RID p_multimesh ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; @@ -6961,13 +7138,13 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { rt->buffers.active = true; - static const int msaa_value[] = { 0, 2, 4, 8, 16 }; + static const int msaa_value[] = { 0, 2, 4, 8, 16, 4, 16 }; // MSAA_EXT_nX is a GLES2 temporary hack ignored in GLES3 for now... int msaa = msaa_value[rt->msaa]; int max_samples = 0; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); if (msaa > max_samples) { - WARN_PRINTS("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); + WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); msaa = max_samples; } @@ -7961,6 +8138,16 @@ int RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) { } } +String RasterizerStorageGLES3::get_video_adapter_name() const { + + return (const char *)glGetString(GL_RENDERER); +} + +String RasterizerStorageGLES3::get_video_adapter_vendor() const { + + return (const char *)glGetString(GL_VENDOR); +} + void RasterizerStorageGLES3::initialize() { RasterizerStorageGLES3::system_fbo = 0; diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 3b1021d0e1..bd853852fe 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -388,6 +388,7 @@ public: RID panorama; GLuint radiance; + GLuint irradiance; int radiance_size; }; @@ -1466,6 +1467,8 @@ public: virtual int get_captured_render_info(VS::RenderInfo p_info); virtual int get_render_info(VS::RenderInfo p_info); + virtual String get_video_adapter_name() const; + virtual String get_video_adapter_vendor() const; RasterizerStorageGLES3(); }; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 7499962da3..4e4d896bd7 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -166,7 +166,7 @@ static String _opstr(SL::Operator p_op) { static String _mkid(const String &p_id) { - String id = "m_" + p_id; + String id = "m_" + p_id.replace("__", "_dus_"); return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl } @@ -400,7 +400,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener for (int i = 0; i < max_uniforms; i++) { r_gen_code.uniforms += uniform_defines[i]; } -#if 1 + // add up int offset = 0; for (int i = 0; i < uniform_sizes.size(); i++) { @@ -420,45 +420,6 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16 r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16; } -#else - // add up - for (int i = 0; i < uniform_sizes.size(); i++) { - - if (i > 0) { - - int align = uniform_sizes[i - 1] % uniform_alignments[i]; - if (align != 0) { - uniform_sizes[i - 1] += uniform_alignments[i] - align; - } - - uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1]; - } - } - //offset - r_gen_code.uniform_offsets.resize(uniform_sizes.size()); - for (int i = 0; i < uniform_sizes.size(); i++) { - - if (i > 0) - r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1]; - else - r_gen_code.uniform_offsets[i] = 0; - } - /* - for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { - - if (SL::is_sampler_type(E->get().type)) { - continue; - } - - } - -*/ - if (uniform_sizes.size()) { - r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1]; - } else { - r_gen_code.uniform_total_size = 0; - } -#endif for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) { @@ -913,7 +874,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; @@ -970,7 +931,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; - actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; + actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size"; actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID"; //builtins diff --git a/drivers/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h index 79f5c50f88..08e08241d1 100644 --- a/drivers/gles3/shader_compiler_gles3.h +++ b/drivers/gles3/shader_compiler_gles3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index ac911993be..69f42c4d6d 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -161,7 +161,7 @@ static void _display_error_with_code(const String &p_error, const Vector<const c line++; } - ERR_PRINTS(p_error); + ERR_PRINT(p_error); } ShaderGLES3::Version *ShaderGLES3::get_current_version() { diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index d8d49868f4..2bfe72fbc0 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 7255b0425c..07ee9cd010 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -55,7 +55,7 @@ out highp vec2 pixel_size_interp; #endif #ifdef USE_SKELETON -uniform mediump sampler2D skeleton_texture; // texunit:-1 +uniform mediump sampler2D skeleton_texture; // texunit:-4 uniform highp mat4 skeleton_transform; uniform highp mat4 skeleton_transform_inverse; #endif @@ -150,6 +150,7 @@ void main() { #define extra_matrix extra_matrix_instance + float point_size = 1.0; //for compatibility with the fragment shader we need to use uv here vec2 uv = uv_interp; { @@ -160,6 +161,7 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; uv_interp = uv; #ifdef USE_NINEPATCH @@ -395,26 +397,29 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo draw_center--; } - if (np_repeat == 0) { //stretch - //convert to ratio + // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum. + if (np_repeat == 0) { // Stretch. + // Convert to ratio. float ratio = (pixel - screen_margin_begin) / (draw_size - screen_margin_begin - screen_margin_end); - //scale to source texture + // Scale to source texture. return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size; - } else if (np_repeat == 1) { //tile - //convert to ratio + } else if (np_repeat == 1) { // Tile. + // Convert to offset. float ofs = mod((pixel - screen_margin_begin), tex_size - margin_begin - margin_end); - //scale to source texture + // Scale to source texture. return (margin_begin + ofs) * tex_pixel_size; - } else if (np_repeat == 2) { //tile fit - //convert to ratio + } else if (np_repeat == 2) { // Tile Fit. + // Calculate scale. float src_area = draw_size - screen_margin_begin - screen_margin_end; float dst_area = tex_size - margin_begin - margin_end; float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5)); - - //convert to ratio + // Convert to ratio. float ratio = (pixel - screen_margin_begin) / src_area; ratio = mod(ratio * scale, 1.0); + // Scale to source texture. return (margin_begin + ratio * dst_area) * tex_pixel_size; + } else { // Shouldn't happen, but silences compiler warning. + return 0.0; } } } diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index 1952e201aa..a3cdb3a543 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -104,6 +104,10 @@ uniform sampler2D CbCr; //texunit:1 /* clang-format on */ +#ifdef USE_LOD +uniform float mip_level; +#endif + #if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY) uniform float layer; #endif @@ -190,8 +194,12 @@ void main() { color.gb = textureLod(CbCr, uv_interp, 0.0).rg - vec2(0.5, 0.5); color.a = 1.0; #else +#ifdef USE_LOD + vec4 color = textureLod(source, uv_interp, mip_level); +#else vec4 color = textureLod(source, uv_interp, 0.0); #endif +#endif #ifdef LINEAR_TO_SRGB // regular Linear -> SRGB conversion diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 619e29b130..e1872eb433 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -23,6 +23,7 @@ precision highp int; #ifdef USE_SOURCE_PANORAMA uniform sampler2D source_panorama; //texunit:0 +uniform float source_resolution; #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY @@ -30,12 +31,21 @@ uniform sampler2DArray source_dual_paraboloid_array; //texunit:0 uniform int source_array_index; #endif -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) +#ifdef USE_SOURCE_DUAL_PARABOLOID +uniform sampler2D source_dual_paraboloid; //texunit:0 +#endif + +#if defined(USE_SOURCE_DUAL_PARABOLOID) || defined(COMPUTE_IRRADIANCE) +uniform float source_mip_level; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) uniform samplerCube source_cube; //texunit:0 #endif uniform int face_id; uniform float roughness; + in highp vec2 uv_interp; layout(location = 0) out vec4 frag_color; @@ -133,6 +143,19 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { return TangentX * H.x + TangentY * H.y + N * H.z; } +float DistributionGGX(vec3 N, vec3 H, float roughness) { + float a = roughness * roughness; + float a2 = a * a; + float NdotH = max(dot(N, H), 0.0); + float NdotH2 = NdotH * NdotH; + + float nom = a2; + float denom = (NdotH2 * (a2 - 1.0) + 1.0); + denom = M_PI * denom * denom; + + return nom / denom; +} + // http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html float GGX(float NdotV, float a) { float k = a / 2.0; @@ -160,10 +183,12 @@ vec2 Hammersley(uint i, uint N) { #ifdef LOW_QUALITY #define SAMPLE_COUNT 64u +#define SAMPLE_DELTA 0.1 #else -#define SAMPLE_COUNT 1024u +#define SAMPLE_COUNT 512u +#define SAMPLE_DELTA 0.03 #endif @@ -171,7 +196,7 @@ uniform bool z_flip; #ifdef USE_SOURCE_PANORAMA -vec4 texturePanorama(vec3 normal, sampler2D pano) { +vec4 texturePanorama(vec3 normal, sampler2D pano, float mipLevel) { vec2 st = vec2( atan(normal.x, normal.z), @@ -182,7 +207,7 @@ vec4 texturePanorama(vec3 normal, sampler2D pano) { st /= vec2(M_PI * 2.0, M_PI); - return textureLod(pano, st, 0.0); + return textureLod(pano, st, mipLevel); } #endif @@ -202,6 +227,20 @@ vec4 textureDualParaboloidArray(vec3 normal) { #endif +#ifdef USE_SOURCE_DUAL_PARABOLOID +vec4 textureDualParaboloid(vec3 normal) { + + vec3 norm = normalize(normal); + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); + if (norm.z < 0.0) { + norm.y = 0.5 - norm.y + 0.5; + } + return textureLod(source_dual_paraboloid, norm.xy, source_mip_level); +} + +#endif + void main() { #ifdef USE_DUAL_PARABOLOID @@ -225,7 +264,7 @@ void main() { #ifdef USE_SOURCE_PANORAMA - frag_color = vec4(texturePanorama(N, source_panorama).rgb, 1.0); + frag_color = vec4(texturePanorama(N, source_panorama, 0.0).rgb, 1.0); #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY @@ -233,12 +272,51 @@ void main() { frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0); #endif -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) +#ifdef USE_SOURCE_DUAL_PARABOLOID + + frag_color = vec4(textureDualParaboloid(N).rgb, 1.0); +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) N.y = -N.y; frag_color = vec4(texture(N, source_cube).rgb, 1.0); #endif +#else // USE_DIRECT_WRITE + +#ifdef COMPUTE_IRRADIANCE + + vec3 irradiance = vec3(0.0); + + // tangent space calculation from origin point + vec3 UpVector = vec3(0.0, 1.0, 0.0); + vec3 TangentX = cross(UpVector, N); + vec3 TangentY = cross(N, TangentX); + + float num_samples = 0.0f; + + for (float phi = 0.0; phi < 2.0 * M_PI; phi += SAMPLE_DELTA) { + for (float theta = 0.0; theta < 0.5 * M_PI; theta += SAMPLE_DELTA) { + // Calculate sample positions + vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); + // Find world vector of sample position + vec3 H = tangentSample.x * TangentX + tangentSample.y * TangentY + tangentSample.z * N; + + vec2 st = vec2(atan(H.x, H.z), acos(H.y)); + if (st.x < 0.0) { + st.x += M_PI * 2.0; + } + st /= vec2(M_PI * 2.0, M_PI); + + irradiance += textureLod(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta); + num_samples++; + } + } + irradiance = M_PI * irradiance * (1.0 / float(num_samples)); + + frag_color = vec4(irradiance, 1.0); + #else vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); @@ -246,23 +324,37 @@ void main() { for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) { vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT); - vec3 H = ImportanceSampleGGX(xi, roughness, N); + vec3 H = normalize(ImportanceSampleGGX(xi, roughness, N)); vec3 V = N; - vec3 L = (2.0 * dot(V, H) * H - V); + vec3 L = normalize(2.0 * dot(V, H) * H - V); - float ndotl = clamp(dot(N, L), 0.0, 1.0); + float ndotl = max(dot(N, L), 0.0); if (ndotl > 0.0) { + #ifdef USE_SOURCE_PANORAMA - sum.rgb += texturePanorama(L, source_panorama).rgb * ndotl; + float D = DistributionGGX(N, H, roughness); + float ndoth = max(dot(N, H), 0.0); + float hdotv = max(dot(H, V), 0.0); + float pdf = D * ndoth / (4.0 * hdotv) + 0.0001; + + float saTexel = 4.0 * M_PI / (6.0 * source_resolution * source_resolution); + float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001); + + float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel); + + sum.rgb += texturePanorama(L, source_panorama, mipLevel).rgb * ndotl; #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY - sum.rgb += textureDualParaboloidArray(L).rgb * ndotl; #endif -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) +#ifdef USE_SOURCE_DUAL_PARABOLOID + sum.rgb += textureDualParaboloid(L).rgb * ndotl; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) L.y = -L.y; sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl; #endif @@ -273,5 +365,6 @@ void main() { frag_color = vec4(sum.rgb, 1.0); -#endif +#endif // COMPUTE_IRRADIANCE +#endif // USE_DIRECT_WRITE } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 403de25dd0..a45ac2eb8a 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -213,12 +213,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in //normalized blinn always unless disabled vec3 H = normalize(V + L); float cNdotH = max(dot(N, H), 0.0); - float cVdotH = max(dot(V, H), 0.0); - float cLdotH = max(dot(L, H), 0.0); float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + specular_brdf_NL = blinn; #endif specular += specular_brdf_NL * light_color * (1.0 / M_PI); @@ -434,6 +432,8 @@ void main() { } #endif + float point_size = 1.0; + highp mat4 modelview = camera_inverse_matrix * world_matrix; { /* clang-format off */ @@ -443,6 +443,8 @@ VERTEX_SHADER_CODE /* clang-format on */ } + gl_PointSize = point_size; + // using local coordinates (default) #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) @@ -627,6 +629,8 @@ layout(std140) uniform Radiance { // ubo:2 #define RADIANCE_MAX_LOD 5.0 +uniform sampler2D irradiance_map; // texunit:-6 + #ifdef USE_RADIANCE_MAP_ARRAY uniform sampler2DArray radiance_map; // texunit:-2 @@ -893,18 +897,22 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { bias += incr * 2.0; vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5; - float depth = texture(depth_buffer, uv_depth.xy).r; - - if (depth < uv_depth.z) { - if (depth > (bias.z / bias.w) * 0.5 + 0.5) { - return min(pow(ratio, 4.0), 1.0); - } else { - return 1.0; + if (uv_depth.x > 0.0 && uv_depth.x < 1.0 && uv_depth.y > 0.0 && uv_depth.y < 1.0) { + float depth = texture(depth_buffer, uv_depth.xy).r; + + if (depth < uv_depth.z) { + if (depth > (bias.z / bias.w) * 0.5 + 0.5) { + return min(pow(ratio, 4.0), 1.0); + } else { + return 1.0; + } } - } - ratio += ratio_incr; - steps -= 1.0; + ratio += ratio_incr; + steps -= 1.0; + } else { + return 1.0; + } } return 1.0; @@ -1092,9 +1100,9 @@ LIGHT_SHADER_CODE //normalized blinn float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; - float blinn = pow(cNdotH, shininess); + float blinn = pow(cNdotH, shininess) * cNdotL; blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); - float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75); + float intensity = blinn; specular_light += light_color * intensity * specular_blob_intensity * attenuation; @@ -1216,44 +1224,21 @@ in highp float dp_clip; #endif -#if 0 -// need to save texture depth for this -vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) { - - float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width; - float d = scale * distance; - - /** - * Armed with the thickness, we can now calculate the color by means of the - * precalculated transmittance profile. - * (It can be precomputed into a texture, for maximum performance): - */ - float dd = -d * d; - vec3 profile = - vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + - vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + - vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + - vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + - vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + - vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); - - /** - * Using the profile, we finally approximate the transmitted lighting from - * the back of the object: - */ - return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0); -} -#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, inout float alpha) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex; float light_length = length(light_rel_vec); float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w; - float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w); + float omni_attenuation; + if (normalized_distance < 1.0) { + omni_attenuation = pow(1.0 - normalized_distance, omni_lights[idx].light_direction_attenuation.w); + } else { + omni_attenuation = 0.0; + } vec3 light_attenuation = vec3(omni_attenuation); #if !defined(SHADOWS_DISABLED) +#ifdef USE_SHADOW if (omni_lights[idx].light_params.w > 0.5) { // there is a shadowmap @@ -1298,6 +1283,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi #endif light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); } +#endif //USE_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, alpha); } @@ -1307,7 +1293,12 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex; float light_length = length(light_rel_vec); float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w; - float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w); + float spot_attenuation; + if (normalized_distance < 1.0) { + spot_attenuation = pow(1.0 - normalized_distance, spot_lights[idx].light_direction_attenuation.w); + } else { + spot_attenuation = 0.0; + } vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; float spot_cutoff = spot_lights[idx].light_params.y; float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff); @@ -1316,6 +1307,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_attenuation = vec3(spot_attenuation); #if !defined(SHADOWS_DISABLED) +#ifdef USE_SHADOW if (spot_lights[idx].light_params.w > 0.5) { //there is a shadowmap highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0)); @@ -1332,6 +1324,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi #endif light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow); } +#endif //USE_SHADOW #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, alpha); @@ -1766,6 +1759,11 @@ FRAGMENT_SHADER_CODE vec3 eye_vec = view; + // IBL precalculations + float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); + #ifdef USE_RADIANCE_MAP #ifdef AMBIENT_LIGHT_DISABLED @@ -1775,22 +1773,27 @@ FRAGMENT_SHADER_CODE { //read radiance from dual paraboloid - vec3 ref_vec = reflect(-eye_vec, normal); //2.0 * ndotv * normal - view; // reflect(v, n); + vec3 ref_vec = reflect(-eye_vec, normal); ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy; env_reflection_light = radiance; } - //no longer a cubemap - //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); } #ifndef USE_LIGHTMAP { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureDualParaboloid(radiance_map, ambient_dir, 1.0) * bg_energy; + vec3 norm = normal; + norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz); + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); + if (norm.z > 0.0) { + norm.y = 0.5 - norm.y + 0.5; + } + + vec3 env_ambient = texture(irradiance_map, norm.xy).rgb * bg_energy; + env_ambient *= 1.0 - F; ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution); - //ambient_light=vec3(0.0,0.0,0.0); } #endif #endif //AMBIENT_LIGHT_DISABLED @@ -1892,12 +1895,9 @@ FRAGMENT_SHADER_CODE 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; + specular_light *= env.x * F + env.y; #endif } diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp index f257fafd93..eb7d196e1d 100644 --- a/drivers/png/image_loader_png.cpp +++ b/drivers/png/image_loader_png.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/png/image_loader_png.h b/drivers/png/image_loader_png.h index c910c31f1e..57f8aa314d 100644 --- a/drivers/png/image_loader_png.h +++ b/drivers/png/image_loader_png.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/png/png_driver_common.cpp b/drivers/png/png_driver_common.cpp index 7deac1d118..f4dbf135bb 100644 --- a/drivers/png/png_driver_common.cpp +++ b/drivers/png/png_driver_common.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -43,7 +43,6 @@ namespace PNGDriverCommon { static bool check_error(const png_image &image) { const png_uint_32 failed = PNG_IMAGE_FAILED(image); if (failed & PNG_IMAGE_ERROR) { - ERR_EXPLAINC(image.message); return true; } else if (failed) { #ifdef TOOLS_ENABLED @@ -67,7 +66,7 @@ Error png_to_image(const uint8_t *p_source, size_t p_size, Ref<Image> p_image) { // fetch image properties int success = png_image_begin_read_from_memory(&png_img, p_source, p_size); - ERR_FAIL_COND_V(check_error(png_img), ERR_FILE_CORRUPT); + ERR_FAIL_COND_V_MSG(check_error(png_img), ERR_FILE_CORRUPT, png_img.message); ERR_FAIL_COND_V(!success, ERR_FILE_CORRUPT); // flags to be masked out of input format to give target format @@ -112,7 +111,7 @@ Error png_to_image(const uint8_t *p_source, size_t p_size, Ref<Image> p_image) { // read image data to buffer and release libpng resources success = png_image_finish_read(&png_img, NULL, writer.ptr(), stride, NULL); - ERR_FAIL_COND_V(check_error(png_img), ERR_FILE_CORRUPT); + ERR_FAIL_COND_V_MSG(check_error(png_img), ERR_FILE_CORRUPT, png_img.message); ERR_FAIL_COND_V(!success, ERR_FILE_CORRUPT); p_image->create(png_img.width, png_img.height, 0, dest_format, buffer); @@ -176,7 +175,7 @@ Error image_to_png(const Ref<Image> &p_image, PoolVector<uint8_t> &p_buffer) { PoolVector<uint8_t>::Write writer = p_buffer.write(); success = png_image_write_to_memory(&png_img, &writer[buffer_offset], &compressed_size, 0, reader.ptr(), 0, NULL); - ERR_FAIL_COND_V(check_error(png_img), FAILED); + ERR_FAIL_COND_V_MSG(check_error(png_img), FAILED, png_img.message); } if (!success) { @@ -190,7 +189,7 @@ Error image_to_png(const Ref<Image> &p_image, PoolVector<uint8_t> &p_buffer) { PoolVector<uint8_t>::Write writer = p_buffer.write(); success = png_image_write_to_memory(&png_img, &writer[buffer_offset], &compressed_size, 0, reader.ptr(), 0, NULL); - ERR_FAIL_COND_V(check_error(png_img), FAILED); + ERR_FAIL_COND_V_MSG(check_error(png_img), FAILED, png_img.message); ERR_FAIL_COND_V(!success, FAILED); } diff --git a/drivers/png/png_driver_common.h b/drivers/png/png_driver_common.h index 3ff87759fb..ee1d32ce68 100644 --- a/drivers/png/png_driver_common.h +++ b/drivers/png/png_driver_common.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/png/resource_saver_png.cpp b/drivers/png/resource_saver_png.cpp index 3b3f1506dc..b15a84d3b9 100644 --- a/drivers/png/resource_saver_png.cpp +++ b/drivers/png/resource_saver_png.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/png/resource_saver_png.h b/drivers/png/resource_saver_png.h index 9267f2d678..6eb1db2004 100644 --- a/drivers/png/resource_saver_png.h +++ b/drivers/png/resource_saver_png.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.cpp b/drivers/pulseaudio/audio_driver_pulseaudio.cpp index 7ba2175652..df9303fbec 100644 --- a/drivers/pulseaudio/audio_driver_pulseaudio.cpp +++ b/drivers/pulseaudio/audio_driver_pulseaudio.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -78,6 +78,8 @@ void AudioDriverPulseAudio::pa_source_info_cb(pa_context *c, const pa_source_inf } void AudioDriverPulseAudio::pa_server_info_cb(pa_context *c, const pa_server_info *i, void *userdata) { + + ERR_FAIL_COND_MSG(!i, "PulseAudio server info is null."); AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)userdata; ad->capture_default_device = i->default_source_name; @@ -174,7 +176,7 @@ Error AudioDriverPulseAudio::init_device() { break; default: - WARN_PRINTS("PulseAudio: Unsupported number of channels: " + itos(pa_map.channels)); + WARN_PRINT("PulseAudio: Unsupported number of channels: " + itos(pa_map.channels)); pa_channel_map_init_stereo(&pa_map); channels = 2; break; @@ -202,7 +204,7 @@ Error AudioDriverPulseAudio::init_device() { pa_str = pa_stream_new(pa_ctx, "Sound", &spec, &pa_map); if (pa_str == NULL) { - ERR_PRINTS("PulseAudio: pa_stream_new error: " + String(pa_strerror(pa_context_errno(pa_ctx)))); + ERR_PRINT("PulseAudio: pa_stream_new error: " + String(pa_strerror(pa_context_errno(pa_ctx)))); ERR_FAIL_V(ERR_CANT_OPEN); } @@ -227,8 +229,8 @@ Error AudioDriverPulseAudio::init_device() { samples_out.resize(pa_buffer_size); // Reset audio input to keep synchronisation. - capture_position = 0; - capture_size = 0; + input_position = 0; + input_size = 0; return OK; } @@ -386,7 +388,7 @@ void AudioDriverPulseAudio::thread_func(void *p_udata) { const void *ptr = ad->samples_out.ptr(); ret = pa_stream_write(ad->pa_str, (char *)ptr + write_ofs, bytes_to_write, NULL, 0LL, PA_SEEK_RELATIVE); if (ret != 0) { - ERR_PRINTS("PulseAudio: pa_stream_write error: " + String(pa_strerror(ret))); + ERR_PRINT("PulseAudio: pa_stream_write error: " + String(pa_strerror(ret))); } else { avail_bytes -= bytes_to_write; write_ofs += bytes_to_write; @@ -463,7 +465,7 @@ void AudioDriverPulseAudio::thread_func(void *p_udata) { size_t bytes = pa_stream_readable_size(ad->pa_rec_str); if (bytes > 0) { const void *ptr = NULL; - size_t maxbytes = ad->capture_buffer.size() * sizeof(int16_t); + size_t maxbytes = ad->input_buffer.size() * sizeof(int16_t); bytes = MIN(bytes, maxbytes); ret = pa_stream_peek(ad->pa_rec_str, &ptr, &bytes); @@ -473,11 +475,11 @@ void AudioDriverPulseAudio::thread_func(void *p_udata) { int16_t *srcptr = (int16_t *)ptr; for (size_t i = bytes >> 1; i > 0; i--) { int32_t sample = int32_t(*srcptr++) << 16; - ad->capture_buffer_write(sample); + ad->input_buffer_write(sample); if (ad->pa_rec_map.channels == 1) { - // In case capture device is single channel convert it to Stereo - ad->capture_buffer_write(sample); + // In case input device is single channel convert it to Stereo + ad->input_buffer_write(sample); } } @@ -664,7 +666,7 @@ Error AudioDriverPulseAudio::capture_init_device() { break; default: - WARN_PRINTS("PulseAudio: Unsupported number of capture channels: " + itos(pa_rec_map.channels)); + WARN_PRINT("PulseAudio: Unsupported number of input channels: " + itos(pa_rec_map.channels)); pa_channel_map_init_stereo(&pa_rec_map); break; } @@ -684,7 +686,7 @@ Error AudioDriverPulseAudio::capture_init_device() { pa_rec_str = pa_stream_new(pa_ctx, "Record", &spec, &pa_rec_map); if (pa_rec_str == NULL) { - ERR_PRINTS("PulseAudio: pa_stream_new error: " + String(pa_strerror(pa_context_errno(pa_ctx)))); + ERR_PRINT("PulseAudio: pa_stream_new error: " + String(pa_strerror(pa_context_errno(pa_ctx)))); ERR_FAIL_V(ERR_CANT_OPEN); } @@ -692,14 +694,14 @@ Error AudioDriverPulseAudio::capture_init_device() { pa_stream_flags flags = pa_stream_flags(PA_STREAM_INTERPOLATE_TIMING | PA_STREAM_ADJUST_LATENCY | PA_STREAM_AUTO_TIMING_UPDATE); int error_code = pa_stream_connect_record(pa_rec_str, dev, &attr, flags); if (error_code < 0) { - ERR_PRINTS("PulseAudio: pa_stream_connect_record error: " + String(pa_strerror(error_code))); + ERR_PRINT("PulseAudio: pa_stream_connect_record error: " + String(pa_strerror(error_code))); ERR_FAIL_V(ERR_CANT_OPEN); } - capture_buffer_init(input_buffer_frames); + input_buffer_init(input_buffer_frames); - print_verbose("PulseAudio: detected " + itos(pa_rec_map.channels) + " capture channels"); - print_verbose("PulseAudio: capture buffer frames: " + itos(input_buffer_frames) + " calculated latency: " + itos(input_buffer_frames * 1000 / mix_rate) + "ms"); + print_verbose("PulseAudio: detected " + itos(pa_rec_map.channels) + " input channels"); + print_verbose("PulseAudio: input buffer frames: " + itos(input_buffer_frames) + " calculated latency: " + itos(input_buffer_frames * 1000 / mix_rate) + "ms"); return OK; } @@ -709,7 +711,7 @@ void AudioDriverPulseAudio::capture_finish_device() { if (pa_rec_str) { int ret = pa_stream_disconnect(pa_rec_str); if (ret != 0) { - ERR_PRINTS("PulseAudio: pa_stream_disconnect error: " + String(pa_strerror(ret))); + ERR_PRINT("PulseAudio: pa_stream_disconnect error: " + String(pa_strerror(ret))); } pa_stream_unref(pa_rec_str); pa_rec_str = NULL; diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.h b/drivers/pulseaudio/audio_driver_pulseaudio.h index caa09d6020..15948fa763 100644 --- a/drivers/pulseaudio/audio_driver_pulseaudio.h +++ b/drivers/pulseaudio/audio_driver_pulseaudio.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/register_driver_types.cpp b/drivers/register_driver_types.cpp index 20556d98af..dcc7a5c14d 100644 --- a/drivers/register_driver_types.cpp +++ b/drivers/register_driver_types.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -30,18 +30,9 @@ #include "register_driver_types.h" -#include "core/math/geometry.h" #include "drivers/png/image_loader_png.h" #include "drivers/png/resource_saver_png.h" -#ifdef TOOLS_ENABLED -#include "drivers/convex_decomp/b2d_decompose.h" -#endif - -#ifdef TOOLS_ENABLED -#include "platform/windows/export/export.h" -#endif - static ImageLoaderPNG *image_loader_png; static Ref<ResourceSaverPNG> resource_saver_png; @@ -64,10 +55,6 @@ void unregister_core_driver_types() { } void register_driver_types() { - -#ifdef TOOLS_ENABLED - Geometry::_decompose_func = b2d_decompose; -#endif } void unregister_driver_types() { diff --git a/drivers/register_driver_types.h b/drivers/register_driver_types.h index a3398964dd..c8dbdbb22d 100644 --- a/drivers/register_driver_types.h +++ b/drivers/register_driver_types.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp index 6817137a94..02cb4fa956 100644 --- a/drivers/unix/dir_access_unix.cpp +++ b/drivers/unix/dir_access_unix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/dir_access_unix.h b/drivers/unix/dir_access_unix.h index 88674d2769..32ddc76638 100644 --- a/drivers/unix/dir_access_unix.h +++ b/drivers/unix/dir_access_unix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp index e3026f9fd9..91164dc3f9 100644 --- a/drivers/unix/file_access_unix.cpp +++ b/drivers/unix/file_access_unix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/file_access_unix.h b/drivers/unix/file_access_unix.h index e26591e3e8..8116f72345 100644 --- a/drivers/unix/file_access_unix.h +++ b/drivers/unix/file_access_unix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/ip_unix.cpp b/drivers/unix/ip_unix.cpp index cf47cdc7e8..08c099f771 100644 --- a/drivers/unix/ip_unix.cpp +++ b/drivers/unix/ip_unix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/ip_unix.h b/drivers/unix/ip_unix.h index f9bb626cc4..0580facac2 100644 --- a/drivers/unix/ip_unix.h +++ b/drivers/unix/ip_unix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/mutex_posix.cpp b/drivers/unix/mutex_posix.cpp index 0640b57305..a9fc12fb06 100644 --- a/drivers/unix/mutex_posix.cpp +++ b/drivers/unix/mutex_posix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/mutex_posix.h b/drivers/unix/mutex_posix.h index ee01ee629d..bd67106836 100644 --- a/drivers/unix/mutex_posix.h +++ b/drivers/unix/mutex_posix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp index 5f99a40c79..cab5513e0a 100644 --- a/drivers/unix/net_socket_posix.cpp +++ b/drivers/unix/net_socket_posix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -189,7 +189,7 @@ NetSocketPosix::~NetSocketPosix() { #pragma GCC diagnostic ignored "-Wlogical-op" #endif -NetSocketPosix::NetError NetSocketPosix::_get_socket_error() { +NetSocketPosix::NetError NetSocketPosix::_get_socket_error() const { #if defined(WINDOWS_ENABLED) int err = WSAGetLastError(); @@ -199,7 +199,7 @@ NetSocketPosix::NetError NetSocketPosix::_get_socket_error() { return ERR_NET_IN_PROGRESS; if (err == WSAEWOULDBLOCK) return ERR_NET_WOULD_BLOCK; - ERR_PRINTS("Socket error: " + itos(err)); + print_verbose("Socket error: " + itos(err)); return ERR_NET_OTHER; #else if (errno == EISCONN) @@ -208,7 +208,7 @@ NetSocketPosix::NetError NetSocketPosix::_get_socket_error() { return ERR_NET_IN_PROGRESS; if (errno == EAGAIN || errno == EWOULDBLOCK) return ERR_NET_WOULD_BLOCK; - ERR_PRINTS("Socket error: " + itos(errno)); + print_verbose("Socket error: " + itos(errno)); return ERR_NET_OTHER; #endif } @@ -333,9 +333,10 @@ Error NetSocketPosix::open(Type p_sock_type, IP::Type &ip_type) { set_ipv6_only_enabled(ip_type != IP::TYPE_ANY); } - if (protocol == IPPROTO_UDP && ip_type != IP::TYPE_IPV6) { - // Enable broadcasting for UDP sockets if it's not IPv6 only (IPv6 has no broadcast option). - set_broadcasting_enabled(true); + if (protocol == IPPROTO_UDP) { + // Make sure to disable broadcasting for UDP sockets. + // Depending on the OS, this option might or might not be enabled by default. Let's normalize it. + set_broadcasting_enabled(false); } _is_stream = p_sock_type == TYPE_TCP; @@ -386,8 +387,10 @@ Error NetSocketPosix::bind(IP_Address p_addr, uint16_t p_port) { size_t addr_size = _set_addr_storage(&addr, p_addr, p_port, _ip_type); if (::bind(_sock, (struct sockaddr *)&addr, addr_size) != 0) { + _get_socket_error(); + print_verbose("Failed to bind socket."); close(); - ERR_FAIL_V(ERR_UNAVAILABLE); + return ERR_UNAVAILABLE; } return OK; @@ -397,9 +400,10 @@ Error NetSocketPosix::listen(int p_max_pending) { ERR_FAIL_COND_V(!is_open(), ERR_UNCONFIGURED); if (::listen(_sock, p_max_pending) != 0) { - + _get_socket_error(); + print_verbose("Failed to listen from socket."); close(); - ERR_FAIL_V(FAILED); + return FAILED; }; return OK; @@ -426,7 +430,7 @@ Error NetSocketPosix::connect_to_host(IP_Address p_host, uint16_t p_port) { case ERR_NET_IN_PROGRESS: return ERR_BUSY; default: - ERR_PRINT("Connection to remote host failed!"); + print_verbose("Connection to remote host failed!"); close(); return FAILED; } @@ -473,12 +477,18 @@ Error NetSocketPosix::poll(PollType p_type, int p_timeout) const { } int ret = select(1, rdp, wrp, &ex, tp); - ERR_FAIL_COND_V(ret == SOCKET_ERROR, FAILED); + if (ret == SOCKET_ERROR) { + return FAILED; + } if (ret == 0) return ERR_BUSY; - ERR_FAIL_COND_V(FD_ISSET(_sock, &ex), FAILED); + if (FD_ISSET(_sock, &ex)) { + _get_socket_error(); + print_verbose("Exception when polling socket."); + return FAILED; + } if (rdp && FD_ISSET(_sock, rdp)) ready = true; @@ -505,8 +515,11 @@ Error NetSocketPosix::poll(PollType p_type, int p_timeout) const { int ret = ::poll(&pfd, 1, p_timeout); - ERR_FAIL_COND_V(ret < 0, FAILED); - ERR_FAIL_COND_V(pfd.revents & POLLERR, FAILED); + if (ret < 0 || pfd.revents & POLLERR) { + _get_socket_error(); + print_verbose("Error when polling socket."); + return FAILED; + } if (ret == 0) return ERR_BUSY; @@ -603,15 +616,18 @@ Error NetSocketPosix::sendto(const uint8_t *p_buffer, int p_len, int &r_sent, IP return OK; } -void NetSocketPosix::set_broadcasting_enabled(bool p_enabled) { - ERR_FAIL_COND(!is_open()); +Error NetSocketPosix::set_broadcasting_enabled(bool p_enabled) { + ERR_FAIL_COND_V(!is_open(), ERR_UNCONFIGURED); // IPv6 has no broadcast support. - ERR_FAIL_COND(_ip_type == IP::TYPE_IPV6); + if (_ip_type == IP::TYPE_IPV6) + return ERR_UNAVAILABLE; int par = p_enabled ? 1 : 0; if (setsockopt(_sock, SOL_SOCKET, SO_BROADCAST, SOCK_CBUF(&par), sizeof(int)) != 0) { WARN_PRINT("Unable to change broadcast setting"); + return FAILED; } + return OK; } void NetSocketPosix::set_blocking_enabled(bool p_enabled) { @@ -681,11 +697,15 @@ bool NetSocketPosix::is_open() const { int NetSocketPosix::get_available_bytes() const { - ERR_FAIL_COND_V(_sock == SOCK_EMPTY, -1); + ERR_FAIL_COND_V(!is_open(), -1); unsigned long len; int ret = SOCK_IOCTL(_sock, FIONREAD, &len); - ERR_FAIL_COND_V(ret == -1, 0); + if (ret == -1) { + _get_socket_error(); + print_verbose("Error when checking available bytes on socket."); + return -1; + } return len; } @@ -697,7 +717,11 @@ Ref<NetSocket> NetSocketPosix::accept(IP_Address &r_ip, uint16_t &r_port) { struct sockaddr_storage their_addr; socklen_t size = sizeof(their_addr); SOCKET_TYPE fd = ::accept(_sock, (struct sockaddr *)&their_addr, &size); - ERR_FAIL_COND_V(fd == SOCK_EMPTY, out); + if (fd == SOCK_EMPTY) { + _get_socket_error(); + print_verbose("Error when accepting socket connection."); + return out; + } _set_ip_port(&their_addr, r_ip, r_port); diff --git a/drivers/unix/net_socket_posix.h b/drivers/unix/net_socket_posix.h index e549ea1d6a..25ac6e2e56 100644 --- a/drivers/unix/net_socket_posix.h +++ b/drivers/unix/net_socket_posix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -58,7 +58,7 @@ private: ERR_NET_OTHER }; - NetError _get_socket_error(); + NetError _get_socket_error() const; void _set_socket(SOCKET_TYPE p_sock, IP::Type p_ip_type, bool p_is_stream); _FORCE_INLINE_ Error _change_multicast_group(IP_Address p_ip, String p_if_name, bool p_add); _FORCE_INLINE_ void _set_close_exec_enabled(bool p_enabled); @@ -89,7 +89,7 @@ public: virtual bool is_open() const; virtual int get_available_bytes() const; - virtual void set_broadcasting_enabled(bool p_enabled); + virtual Error set_broadcasting_enabled(bool p_enabled); virtual void set_blocking_enabled(bool p_enabled); virtual void set_ipv6_only_enabled(bool p_enabled); virtual void set_tcp_no_delay_enabled(bool p_enabled); diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index 25dee6aedb..c5eb343cc8 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -59,6 +59,7 @@ #include <poll.h> #include <signal.h> #include <stdarg.h> +#include <stdio.h> #include <stdlib.h> #include <string.h> #include <sys/time.h> @@ -554,23 +555,38 @@ void UnixTerminalLogger::log_error(const char *p_function, const char *p_file, i else err_details = p_code; + // Disable color codes if stdout is not a TTY. + // This prevents Godot from writing ANSI escape codes when redirecting + // stdout and stderr to a file. + const bool tty = isatty(fileno(stdout)); + const char *red = tty ? "\E[0;31m" : ""; + const char *red_bold = tty ? "\E[1;31m" : ""; + const char *yellow = tty ? "\E[0;33m" : ""; + const char *yellow_bold = tty ? "\E[1;33m" : ""; + const char *magenta = tty ? "\E[0;35m" : ""; + const char *magenta_bold = tty ? "\E[1;35m" : ""; + const char *cyan = tty ? "\E[0;36m" : ""; + const char *cyan_bold = tty ? "\E[1;36m" : ""; + const char *reset = tty ? "\E[0m" : ""; + const char *bold = tty ? "\E[1m" : ""; + switch (p_type) { case ERR_WARNING: - logf_error("\E[1;33mWARNING: %s: \E[0m\E[1m%s\n", p_function, err_details); - logf_error("\E[0;33m At: %s:%i.\E[0m\n", p_file, p_line); + logf_error("%sWARNING: %s: %s%s%s\n", yellow_bold, p_function, reset, bold, err_details); + logf_error("%s At: %s:%i.%s\n", yellow, p_file, p_line, reset); break; case ERR_SCRIPT: - logf_error("\E[1;35mSCRIPT ERROR: %s: \E[0m\E[1m%s\n", p_function, err_details); - logf_error("\E[0;35m At: %s:%i.\E[0m\n", p_file, p_line); + logf_error("%sSCRIPT ERROR: %s: %s%s%s\n", magenta_bold, p_function, reset, bold, err_details); + logf_error("%s At: %s:%i.%s\n", magenta, p_file, p_line, reset); break; case ERR_SHADER: - logf_error("\E[1;36mSHADER ERROR: %s: \E[0m\E[1m%s\n", p_function, err_details); - logf_error("\E[0;36m At: %s:%i.\E[0m\n", p_file, p_line); + logf_error("%sSHADER ERROR: %s: %s%s%s\n", cyan_bold, p_function, reset, bold, err_details); + logf_error("%s At: %s:%i.%s\n", cyan, p_file, p_line, reset); break; case ERR_ERROR: default: - logf_error("\E[1;31mERROR: %s: \E[0m\E[1m%s\n", p_function, err_details); - logf_error("\E[0;31m At: %s:%i.\E[0m\n", p_file, p_line); + logf_error("%sERROR: %s: %s%s%s\n", red_bold, p_function, reset, bold, err_details); + logf_error("%s At: %s:%i.%s\n", red, p_file, p_line, reset); break; } } diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h index a263147e23..c381890834 100644 --- a/drivers/unix/os_unix.h +++ b/drivers/unix/os_unix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -85,7 +85,7 @@ public: virtual void delay_usec(uint32_t p_usec) const; virtual uint64_t get_ticks_usec() const; - virtual Error execute(const String &p_path, const List<String> &p_arguments, bool p_blocking, ProcessID *r_child_id = NULL, String *r_pipe = NULL, int *r_exitcode = NULL, bool read_stderr = false, Mutex *p_pipe_mutex = NULL); + virtual Error execute(const String &p_path, const List<String> &p_arguments, bool p_blocking = true, ProcessID *r_child_id = NULL, String *r_pipe = NULL, int *r_exitcode = NULL, bool read_stderr = false, Mutex *p_pipe_mutex = NULL); virtual Error kill(const ProcessID &p_pid); virtual int get_process_id() const; diff --git a/drivers/unix/rw_lock_posix.cpp b/drivers/unix/rw_lock_posix.cpp index c146061704..bb3eebd267 100644 --- a/drivers/unix/rw_lock_posix.cpp +++ b/drivers/unix/rw_lock_posix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/rw_lock_posix.h b/drivers/unix/rw_lock_posix.h index 7cbe5c992f..b12d373db5 100644 --- a/drivers/unix/rw_lock_posix.h +++ b/drivers/unix/rw_lock_posix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/semaphore_posix.cpp b/drivers/unix/semaphore_posix.cpp index fc2d5b0dfe..5f412adea1 100644 --- a/drivers/unix/semaphore_posix.cpp +++ b/drivers/unix/semaphore_posix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/semaphore_posix.h b/drivers/unix/semaphore_posix.h index 8aff01fc27..e06f6316db 100644 --- a/drivers/unix/semaphore_posix.h +++ b/drivers/unix/semaphore_posix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/syslog_logger.cpp b/drivers/unix/syslog_logger.cpp index 6e3a3c5f9a..59001f057d 100644 --- a/drivers/unix/syslog_logger.cpp +++ b/drivers/unix/syslog_logger.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/syslog_logger.h b/drivers/unix/syslog_logger.h index 49a34dacc3..52da12481f 100644 --- a/drivers/unix/syslog_logger.h +++ b/drivers/unix/syslog_logger.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/thread_posix.cpp b/drivers/unix/thread_posix.cpp index ef3f5fb49c..21f49a7e38 100644 --- a/drivers/unix/thread_posix.cpp +++ b/drivers/unix/thread_posix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/unix/thread_posix.h b/drivers/unix/thread_posix.h index 5edacd3a0c..e852dcf3d5 100644 --- a/drivers/unix/thread_posix.h +++ b/drivers/unix/thread_posix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp index 336d5c5814..8aa6fb96c9 100644 --- a/drivers/wasapi/audio_driver_wasapi.cpp +++ b/drivers/wasapi/audio_driver_wasapi.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -327,7 +327,7 @@ Error AudioDriverWASAPI::init_render_device(bool reinit) { break; default: - WARN_PRINTS("WASAPI: Unsupported number of channels: " + itos(audio_output.channels)); + WARN_PRINT("WASAPI: Unsupported number of channels: " + itos(audio_output.channels)); channels = 2; break; } @@ -342,8 +342,8 @@ Error AudioDriverWASAPI::init_render_device(bool reinit) { // Sample rate is independent of channels (ref: https://stackoverflow.com/questions/11048825/audio-sample-frequency-rely-on-channels) samples_in.resize(buffer_frames * channels); - capture_position = 0; - capture_size = 0; + input_position = 0; + input_size = 0; print_verbose("WASAPI: detected " + itos(channels) + " channels"); print_verbose("WASAPI: audio buffer frames: " + itos(buffer_frames) + " calculated latency: " + itos(buffer_frames * 1000 / mix_rate) + "ms"); @@ -362,7 +362,7 @@ Error AudioDriverWASAPI::init_capture_device(bool reinit) { HRESULT hr = audio_input.audio_client->GetBufferSize(&max_frames); ERR_FAIL_COND_V(hr != S_OK, ERR_CANT_OPEN); - capture_buffer_init(max_frames); + input_buffer_init(max_frames); return OK; } @@ -715,8 +715,8 @@ void AudioDriverWASAPI::thread_func(void *p_udata) { } } - ad->capture_buffer_write(l); - ad->capture_buffer_write(r); + ad->input_buffer_write(l); + ad->input_buffer_write(r); } read_frames += num_frames_available; diff --git a/drivers/wasapi/audio_driver_wasapi.h b/drivers/wasapi/audio_driver_wasapi.h index 05a2c6faef..ebceedd431 100644 --- a/drivers/wasapi/audio_driver_wasapi.h +++ b/drivers/wasapi/audio_driver_wasapi.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/dir_access_windows.cpp b/drivers/windows/dir_access_windows.cpp index 9eac15f774..8e0eac6986 100644 --- a/drivers/windows/dir_access_windows.cpp +++ b/drivers/windows/dir_access_windows.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/dir_access_windows.h b/drivers/windows/dir_access_windows.h index 10eee07f0c..43951c0be9 100644 --- a/drivers/windows/dir_access_windows.h +++ b/drivers/windows/dir_access_windows.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp index fb21c0c5a1..01d2b8716f 100644 --- a/drivers/windows/file_access_windows.cpp +++ b/drivers/windows/file_access_windows.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -96,13 +96,13 @@ Error FileAccessWindows::_open(const String &p_path, int p_mode_flags) { if (p_mode_flags == READ) { WIN32_FIND_DATAW d; HANDLE f = FindFirstFileW(path.c_str(), &d); - if (f) { + if (f != INVALID_HANDLE_VALUE) { String fname = d.cFileName; if (fname != String()) { String base_file = path.get_file(); if (base_file != fname && base_file.findn(fname) == 0) { - WARN_PRINTS("Case mismatch opening requested file '" + base_file + "', stored as '" + fname + "' in the filesystem. This file will not open when exported to other case-sensitive platforms."); + WARN_PRINT("Case mismatch opening requested file '" + base_file + "', stored as '" + fname + "' in the filesystem. This file will not open when exported to other case-sensitive platforms."); } } FindClose(f); diff --git a/drivers/windows/file_access_windows.h b/drivers/windows/file_access_windows.h index e7f9fc690d..28d4375878 100644 --- a/drivers/windows/file_access_windows.h +++ b/drivers/windows/file_access_windows.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/mutex_windows.cpp b/drivers/windows/mutex_windows.cpp index cfb72293aa..1f14adb48f 100644 --- a/drivers/windows/mutex_windows.cpp +++ b/drivers/windows/mutex_windows.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/mutex_windows.h b/drivers/windows/mutex_windows.h index 582d26029c..28b97540b7 100644 --- a/drivers/windows/mutex_windows.h +++ b/drivers/windows/mutex_windows.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/rw_lock_windows.cpp b/drivers/windows/rw_lock_windows.cpp index 40e424c4af..438f4bf10d 100644 --- a/drivers/windows/rw_lock_windows.cpp +++ b/drivers/windows/rw_lock_windows.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/rw_lock_windows.h b/drivers/windows/rw_lock_windows.h index 1e768728a0..3705c1eb38 100644 --- a/drivers/windows/rw_lock_windows.h +++ b/drivers/windows/rw_lock_windows.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/semaphore_windows.cpp b/drivers/windows/semaphore_windows.cpp index 55b47e45eb..ea8032ffe2 100644 --- a/drivers/windows/semaphore_windows.cpp +++ b/drivers/windows/semaphore_windows.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/semaphore_windows.h b/drivers/windows/semaphore_windows.h index cfd33d033a..01712b6778 100644 --- a/drivers/windows/semaphore_windows.h +++ b/drivers/windows/semaphore_windows.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/thread_windows.cpp b/drivers/windows/thread_windows.cpp index 8a2992e0c2..a7f34b64ca 100644 --- a/drivers/windows/thread_windows.cpp +++ b/drivers/windows/thread_windows.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/windows/thread_windows.h b/drivers/windows/thread_windows.h index b47452838c..669956cd32 100644 --- a/drivers/windows/thread_windows.h +++ b/drivers/windows/thread_windows.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/winmidi/midi_driver_winmidi.cpp b/drivers/winmidi/midi_driver_winmidi.cpp index 65676b629a..01c194b7d8 100644 --- a/drivers/winmidi/midi_driver_winmidi.cpp +++ b/drivers/winmidi/midi_driver_winmidi.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -53,12 +53,12 @@ Error MIDIDriverWinMidi::open() { } else { char err[256]; midiInGetErrorText(res, err, 256); - ERR_PRINTS("midiInOpen error: " + String(err)); + ERR_PRINT("midiInOpen error: " + String(err)); MIDIINCAPS caps; res = midiInGetDevCaps(i, &caps, sizeof(MIDIINCAPS)); if (res == MMSYSERR_NOERROR) { - ERR_PRINTS("Can't open MIDI device \"" + String(caps.szPname) + "\", is it being used by another application?"); + ERR_PRINT("Can't open MIDI device \"" + String(caps.szPname) + "\", is it being used by another application?"); } } } diff --git a/drivers/winmidi/midi_driver_winmidi.h b/drivers/winmidi/midi_driver_winmidi.h index 2eaa70ef8d..a689d3a500 100644 --- a/drivers/winmidi/midi_driver_winmidi.h +++ b/drivers/winmidi/midi_driver_winmidi.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/xaudio2/audio_driver_xaudio2.cpp b/drivers/xaudio2/audio_driver_xaudio2.cpp index 6d729c50ab..85e505009b 100644 --- a/drivers/xaudio2/audio_driver_xaudio2.cpp +++ b/drivers/xaudio2/audio_driver_xaudio2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/drivers/xaudio2/audio_driver_xaudio2.h b/drivers/xaudio2/audio_driver_xaudio2.h index f2fdf63cde..98950851d0 100644 --- a/drivers/xaudio2/audio_driver_xaudio2.h +++ b/drivers/xaudio2/audio_driver_xaudio2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ |