summaryrefslogtreecommitdiff
path: root/drivers
diff options
context:
space:
mode:
Diffstat (limited to 'drivers')
-rw-r--r--drivers/dummy/rasterizer_dummy.h1
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp39
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.h3
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp52
-rw-r--r--drivers/gles2/rasterizer_gles2.h1
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp43
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp32
-rw-r--r--drivers/gles2/shaders/SCsub1
-rw-r--r--drivers/gles2/shaders/canvas.glsl7
-rw-r--r--drivers/gles2/shaders/lens_distorted.glsl62
-rw-r--r--drivers/gles2/shaders/scene.glsl189
-rw-r--r--drivers/gles2/shaders/stdlib.glsl10
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp34
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h3
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp22
-rw-r--r--drivers/gles3/rasterizer_gles3.h1
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp22
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h2
-rw-r--r--drivers/gles3/shaders/SCsub1
-rw-r--r--drivers/gles3/shaders/lens_distorted.glsl64
-rw-r--r--drivers/png/SCsub2
-rw-r--r--drivers/register_driver_types.cpp6
-rw-r--r--drivers/unix/os_unix.cpp2
23 files changed, 512 insertions, 87 deletions
diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h
index 9315026623..d109ef7b91 100644
--- a/drivers/dummy/rasterizer_dummy.h
+++ b/drivers/dummy/rasterizer_dummy.h
@@ -788,6 +788,7 @@ public:
void restore_render_target() {}
void clear_render_target(const Color &p_color) {}
void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) {}
+ void 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) {}
void end_frame(bool p_swap_buffers) {}
void finalize() {}
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 263f210fa2..30776091a4 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -1049,6 +1049,43 @@ void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, cons
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+ Vector2 half_size;
+ if (storage->frame.current_rt) {
+ half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
+ } else {
+ half_size = OS::get_singleton()->get_window_size();
+ }
+ half_size *= 0.5;
+ Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
+ Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
+
+ float aspect_ratio = p_rect.size.x / p_rect.size.y;
+
+ // setup our lens shader
+ state.lens_shader.bind();
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
+
+ // bind our quad buffer
+ _bind_quad_buffer();
+
+ // and draw
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ // and cleanup
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ for (int i = 0; i < VS::ARRAY_MAX; i++) {
+ glDisableVertexAttribArray(i);
+ }
+}
+
void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
}
@@ -1161,6 +1198,8 @@ void RasterizerCanvasGLES2::initialize() {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
state.canvas_shader.bind();
+
+ state.lens_shader.init();
}
void RasterizerCanvasGLES2::finalize() {
diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h
index cda3ec79e7..cf1c239b6e 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.h
+++ b/drivers/gles2/rasterizer_canvas_gles2.h
@@ -34,6 +34,7 @@
#include "servers/visual/rasterizer.h"
#include "shaders/canvas.glsl.gen.h"
+#include "shaders/lens_distorted.glsl.gen.h"
// #include "shaders/canvas_shadow.glsl.gen.h"
@@ -70,6 +71,7 @@ public:
bool canvas_texscreen_used;
CanvasShaderGLES2 canvas_shader;
// CanvasShadowShaderGLES3 canvas_shadow_shader;
+ LensDistortedShaderGLES2 lens_shader;
bool using_texture_rect;
bool using_ninepatch;
@@ -117,6 +119,7 @@ public:
void _bind_quad_buffer();
void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
+ void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void initialize();
void finalize();
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index bd03bd71f6..3fa31c32c4 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -32,7 +32,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "gl_context/context_gl.h"
+#include "drivers/gl_context/context_gl.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
@@ -64,6 +64,16 @@
#define GLAPIENTRY
#endif
+#ifndef GLES_OVER_GL
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <GLES2/gl2platform.h>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+
+#endif
+
static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
if (type == _EXT_DEBUG_TYPE_OTHER_ARB)
@@ -191,7 +201,7 @@ void RasterizerGLES2::initialize() {
print_verbose("Using GLES2 video driver");
#ifdef GLAD_ENABLED
- if (true || OS::get_singleton()->is_stdout_verbose()) {
+ if (OS::get_singleton()->is_stdout_verbose()) {
if (GLAD_GL_ARB_debug_output) {
glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(_gl_debug_print, NULL);
@@ -204,7 +214,7 @@ void RasterizerGLES2::initialize() {
// For debugging
#ifdef GLES_OVER_GL
- if (GLAD_GL_ARB_debug_output) {
+ if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
@@ -217,6 +227,22 @@ void RasterizerGLES2::initialize() {
GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello");
*/
}
+#else
+ if (OS::get_singleton()->is_stdout_verbose()) {
+ DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");
+ if (!callback) {
+ callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");
+ }
+
+ if (callback) {
+
+ print_line("godot: ENABLING GL DEBUG");
+ glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+ callback(_gl_debug_print, NULL);
+ glEnable(_EXT_DEBUG_OUTPUT);
+ }
+ }
+
#endif
const GLubyte *renderer = glGetString(GL_RENDERER);
@@ -380,6 +406,26 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
canvas->canvas_end();
}
+void RasterizerGLES2::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) {
+ ERR_FAIL_COND(storage->frame.current_rt);
+
+ RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ glDisable(GL_BLEND);
+
+ // render to our framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+
+ // output our texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+
+ canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
void RasterizerGLES2::end_frame(bool p_swap_buffers) {
if (OS::get_singleton()->is_layered_allowed()) {
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index 45a9db73f2..97f8ee7c1c 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -59,6 +59,7 @@ public:
virtual void restore_render_target();
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
+ virtual void 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);
virtual void end_frame(bool p_swap_buffers);
virtual void finalize();
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 22cc45a0f6..15f1aa44be 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -42,6 +42,8 @@
#define glClearDepth glClearDepthf
#endif
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -461,7 +463,8 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
glGenFramebuffers(1, &rpi->fbo_blur);
glGenRenderbuffers(1, &rpi->depth);
- glGenTextures(1, &rpi->cubemap);
+ rpi->cubemap = 0;
+ //glGenTextures(1, &rpi->cubemap);
return rpi->self;
}
@@ -502,14 +505,37 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
int size = rpi->probe_ptr->resolution;
rpi->current_resolution = size;
- int lod = 0;
-
- GLenum internal_format = GL_RGBA;
- GLenum format = GL_RGBA;
+ GLenum internal_format = GL_RGB;
+ GLenum format = GL_RGB;
GLenum type = GL_UNSIGNED_BYTE;
glActiveTexture(GL_TEXTURE0);
+ if (rpi->cubemap != 0) {
+ glDeleteTextures(1, &rpi->cubemap);
+ }
+ 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
+ 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);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
+
+ for (int i = 0; i < 6; i++) {
+ 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);
+ }
+
+#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 later wont be used.
while (size >= 1) {
@@ -521,7 +547,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
#ifdef DEBUG_ENABLED
@@ -535,7 +561,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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);
@@ -2540,7 +2566,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
_render_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, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false);
- glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
//#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
@@ -2984,7 +3009,7 @@ void RasterizerSceneGLES2::initialize() {
glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
for (int i = 0; i < 6; i++) {
- glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
+ glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 043a5047ca..1c1e8c7436 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -54,6 +54,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
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);
@@ -899,26 +901,27 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
// attachements for it, so we can fill them by issuing draw calls.
GLuint tmp_fb;
- glGenFramebuffers(1, &tmp_fb);
- glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
-
int size = p_radiance_size;
int lod = 0;
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D);
-
- shaders.cubemap_filter.bind();
-
int mipmaps = 6;
int mm_level = mipmaps;
- GLenum internal_format = GL_RGBA;
- GLenum format = GL_RGBA;
- GLenum type = GL_UNSIGNED_BYTE; // This is suboptimal... TODO other format for FBO?
+ GLenum internal_format = GL_RGB;
+ GLenum format = GL_RGB;
+ 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
+ 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);
+#else
while (size >= 1) {
for (int i = 0; i < 6; i++) {
@@ -929,7 +932,14 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
size >>= 1;
}
+#endif
+ //framebuffer
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D);
+ shaders.cubemap_filter.bind();
lod = 0;
mm_level = mipmaps;
@@ -3915,7 +3925,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, rt->width, rt->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
index acb93fff8f..d959d3f740 100644
--- a/drivers/gles2/shaders/SCsub
+++ b/drivers/gles2/shaders/SCsub
@@ -20,3 +20,4 @@ if 'GLES2_GLSL' in env['BUILDERS']:
# env.GLES2_GLSL('exposure.glsl');
# env.GLES2_GLSL('tonemap.glsl');
# env.GLES2_GLSL('particles.glsl');
+ env.GLES2_GLSL('lens_distorted.glsl');
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index ba69ca9b6e..3db60f7caa 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -89,9 +89,14 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+#if !defined(SKIP_TRANSFORM_USED)
+ outvec = extra_matrix * outvec;
+ outvec = modelview_matrix * outvec;
+#endif
+
color_interp = color;
- gl_Position = projection_matrix * modelview_matrix * outvec;
+ gl_Position = projection_matrix * outvec;
}
/* clang-format off */
diff --git a/drivers/gles2/shaders/lens_distorted.glsl b/drivers/gles2/shaders/lens_distorted.glsl
new file mode 100644
index 0000000000..d541db9bf9
--- /dev/null
+++ b/drivers/gles2/shaders/lens_distorted.glsl
@@ -0,0 +1,62 @@
+/* clang-format off */
+[vertex]
+
+attribute highp vec2 vertex; // attrib:0
+/* clang-format on */
+
+uniform vec2 offset;
+uniform vec2 scale;
+
+varying vec2 uv_interp;
+
+void main() {
+
+ uv_interp = vertex.xy * 2.0 - 1.0;
+
+ vec2 v = vertex.xy * scale + offset;
+ gl_Position = vec4(v, 0.0, 1.0);
+}
+
+/* clang-format off */
+[fragment]
+
+uniform sampler2D source; //texunit:0
+/* clang-format on */
+
+uniform vec2 eye_center;
+uniform float k1;
+uniform float k2;
+uniform float upscale;
+uniform float aspect_ratio;
+
+varying vec2 uv_interp;
+
+void main() {
+ vec2 coords = uv_interp;
+ vec2 offset = coords - eye_center;
+
+ // take aspect ratio into account
+ offset.y /= aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + eye_center;
+ coords /= upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ gl_FragColor = texture2D(source, coords);
+ }
+}
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index f84f3367f8..42b50790b2 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -15,6 +15,7 @@ precision highp int;
#define M_PI 3.14159265359
+
//
// attributes
//
@@ -1245,14 +1246,17 @@ LIGHT_SHADER_CODE
#ifdef USE_SHADOW
#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
float sample_shadow(
- highp sampler2D shadow,
- highp vec2 pos,
- highp float depth) {
+ highp sampler2D shadow, highp vec4 spos) {
#ifdef SHADOW_MODE_PCF_13
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
@@ -1271,6 +1275,10 @@ float sample_shadow(
#ifdef SHADOW_MODE_PCF_5
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
@@ -1282,7 +1290,7 @@ float sample_shadow(
#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
- return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
#endif
}
@@ -1357,8 +1365,8 @@ FRAGMENT_SHADER_CODE
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
- // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
- normal = normalmap;
+ normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ //normal = normalmap;
#endif
normal = normalize(normal);
@@ -1529,10 +1537,10 @@ FRAGMENT_SHADER_CODE
#ifdef USE_SHADOW
{
- highp vec3 splane = shadow_coord.xyz;
- float shadow_len = length(splane);
+ highp vec4 splane = shadow_coord;
+ float shadow_len = length(splane.xyz);
- splane = normalize(splane);
+ splane = normalize(splane.xyz);
vec4 clamp_rect = light_clamp;
@@ -1549,8 +1557,9 @@ FRAGMENT_SHADER_CODE
splane.z = shadow_len / light_range;
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0;
- float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
+ float shadow = sample_shadow(light_shadow_atlas, splane);
light_att *= shadow;
}
@@ -1567,6 +1576,121 @@ FRAGMENT_SHADER_CODE
float depth_z = -vertex.z;
#ifdef USE_SHADOW
+
+#ifdef USE_VERTEX_LIGHTING
+ //compute shadows in a mobile friendly way
+
+#ifdef LIGHT_USE_PSSM4
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+ float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
+ float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
+
+ if (depth_z < light_split_offsets.w) {
+ float pssm_fade = 0.0;
+ float shadow_att = 1.0;
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+ shadow_att = shadow2;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow3;
+
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#endif
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
+
+ shadow_att = shadow3;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ shadow_att2 = shadow4;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+#endif
+
+ } else {
+
+ shadow_att = shadow4;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+#endif
+ }
+ }
+#if defined(LIGHT_USE_PSSM_BLEND)
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= shadow_att;
+ }
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
+
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+
+ if (depth_z < light_split_offsets.y) {
+ float shadow_att = 1.0;
+ float pssm_fade = 0.0;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.x) {
+ float pssm_fade = 0.0;
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+
+ shadow_att = shadow2;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#ifdef LIGHT_USE_PSSM_BLEND
+ use_blend = false;
+#endif
+ }
+#ifdef LIGHT_USE_PSSM_BLEND
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= shadow_att;
+ }
+
+#endif //LIGHT_USE_PSSM2
+
+#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
+
+ light_att *= sample_shadow(light_directional_shadow, shadow_coord);
+#endif //orthogonal
+
+#else //fragment version of pssm
+
{
#ifdef LIGHT_USE_PSSM4
if (depth_z < light_split_offsets.w) {
@@ -1576,34 +1700,31 @@ FRAGMENT_SHADER_CODE
if (depth_z < light_split_offsets.x) {
#endif //pssm2
- vec3 pssm_coord;
+ highp vec4 pssm_coord;
float pssm_fade = 0.0;
#ifdef LIGHT_USE_PSSM_BLEND
float pssm_blend;
- vec3 pssm_coord2;
+ highp vec4 pssm_coord2;
bool use_blend = true;
#endif
#ifdef LIGHT_USE_PSSM4
+
if (depth_z < light_split_offsets.y) {
if (depth_z < light_split_offsets.x) {
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord2;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord2;
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord2;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord2;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord3;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord3;
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
@@ -1611,19 +1732,16 @@ FRAGMENT_SHADER_CODE
} else {
if (depth_z < light_split_offsets.z) {
- highp vec4 splane = shadow_coord3;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord3;
#if defined(LIGHT_USE_PSSM_BLEND)
- splane = shadow_coord4;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord4;
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord4;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord4;
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
@@ -1637,17 +1755,15 @@ FRAGMENT_SHADER_CODE
#ifdef LIGHT_USE_PSSM2
if (depth_z < light_split_offsets.x) {
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = shadow_coord2;
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord2;
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
} else {
- highp vec4 splane = shadow_coord2;
- pssm_coord = splane.xyz / splane.w;
+
+ pssm_coord = shadow_coord2;
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
use_blend = false;
@@ -1658,22 +1774,23 @@ FRAGMENT_SHADER_CODE
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
{
- highp vec4 splane = shadow_coord;
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
}
#endif
- float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z);
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord);
#ifdef LIGHT_USE_PSSM_BLEND
if (use_blend) {
- shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend);
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
}
#endif
light_att *= shadow;
}
}
+#endif //use vertex lighting
+
#endif //use shadow
#endif
diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl
index 6bc81a22d8..3674d70c9f 100644
--- a/drivers/gles2/shaders/stdlib.glsl
+++ b/drivers/gles2/shaders/stdlib.glsl
@@ -35,3 +35,13 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}
+
+#ifndef USE_GLES_OVER_GL
+highp mat4 transpose(highp mat4 src) {
+ return mat4(
+ vec4(src[0].x, src[1].x, src[2].x, src[3].x),
+ vec4(src[0].y, src[1].y, src[2].y, src[3].y),
+ vec4(src[0].z, src[1].z, src[2].z, src[3].z),
+ vec4(src[0].w, src[1].w, src[2].w, src[3].w));
+}
+#endif
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 856c83e297..a9b46baf53 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1869,6 +1869,39 @@ void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, cons
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+ Vector2 half_size;
+ if (storage->frame.current_rt) {
+ half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
+ } else {
+ half_size = OS::get_singleton()->get_window_size();
+ }
+ half_size *= 0.5;
+ Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
+ Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
+
+ float aspect_ratio = p_rect.size.x / p_rect.size.y;
+
+ // setup our lens shader
+ state.lens_shader.bind();
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
+ glBindVertexArray(data.canvas_quad_array);
+
+ // and draw
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glBindVertexArray(0);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
+}
+
void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {
Vector2 window_size = OS::get_singleton()->get_window_size();
@@ -2058,6 +2091,7 @@ void RasterizerCanvasGLES3::initialize() {
state.canvas_shader.init();
state.canvas_shader.set_base_material_tex_index(2);
state.canvas_shadow_shader.init();
+ state.lens_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index bc4ea80328..3f306003b4 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -35,6 +35,7 @@
#include "servers/visual/rasterizer.h"
#include "shaders/canvas_shadow.glsl.gen.h"
+#include "shaders/lens_distorted.glsl.gen.h"
class RasterizerSceneGLES3;
@@ -72,6 +73,7 @@ public:
bool canvas_texscreen_used;
CanvasShaderGLES3 canvas_shader;
CanvasShadowShaderGLES3 canvas_shadow_shader;
+ LensDistortedShaderGLES3 lens_shader;
bool using_texture_rect;
bool using_ninepatch;
@@ -141,6 +143,7 @@ public:
virtual void reset_canvas();
void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
+ void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void initialize();
void finalize();
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index d3f6dcd497..a97cd32faa 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -32,7 +32,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "gl_context/context_gl.h"
+#include "drivers/gl_context/context_gl.h"
RasterizerStorage *RasterizerGLES3::get_storage() {
@@ -359,6 +359,26 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
#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) {
+ ERR_FAIL_COND(storage->frame.current_rt);
+
+ RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ glDisable(GL_BLEND);
+
+ // render to our framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+
+ // output our texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+
+ canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
void RasterizerGLES3::end_frame(bool p_swap_buffers) {
if (OS::get_singleton()->is_layered_allowed()) {
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 543011aff3..477e0dfd48 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -59,6 +59,7 @@ public:
virtual void restore_render_target();
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
+ virtual void 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);
virtual void end_frame(bool p_swap_buffers);
virtual void finalize();
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 1fcd4e02ac..7160668fe8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -51,26 +51,6 @@ static const GLenum _cube_side_enum[6] = {
};
-static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
-
- p_array[0] = p_mtx.elements[0][0];
- p_array[1] = p_mtx.elements[0][1];
- p_array[2] = 0;
- p_array[3] = 0;
- p_array[4] = p_mtx.elements[1][0];
- p_array[5] = p_mtx.elements[1][1];
- p_array[6] = 0;
- p_array[7] = 0;
- p_array[8] = 0;
- p_array[9] = 0;
- p_array[10] = 1;
- p_array[11] = 0;
- p_array[12] = p_mtx.elements[2][0];
- p_array[13] = p_mtx.elements[2][1];
- p_array[14] = 0;
- p_array[15] = 1;
-}
-
static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
@@ -1202,7 +1182,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
glActiveTexture(GL_TEXTURE0 + i);
- GLenum target;
+ GLenum target = GL_TEXTURE_2D;
GLuint tex = 0;
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index b31c5ff7bb..9a4798ac2a 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -691,7 +691,7 @@ public:
}
};
- class MultiMesh;
+ struct MultiMesh;
struct Mesh : public GeometryOwner {
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index f1811fa7b5..27fd1514e7 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -20,3 +20,4 @@ if 'GLES3_GLSL' in env['BUILDERS']:
env.GLES3_GLSL('exposure.glsl');
env.GLES3_GLSL('tonemap.glsl');
env.GLES3_GLSL('particles.glsl');
+ env.GLES3_GLSL('lens_distorted.glsl');
diff --git a/drivers/gles3/shaders/lens_distorted.glsl b/drivers/gles3/shaders/lens_distorted.glsl
new file mode 100644
index 0000000000..7b9d0b347f
--- /dev/null
+++ b/drivers/gles3/shaders/lens_distorted.glsl
@@ -0,0 +1,64 @@
+/* clang-format off */
+[vertex]
+
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+
+uniform vec2 offset;
+uniform vec2 scale;
+
+out vec2 uv_interp;
+
+void main() {
+
+ uv_interp = vertex_attrib.xy * 2.0 - 1.0;
+
+ vec2 v = vertex_attrib.xy * scale + offset;
+ gl_Position = vec4(v, 0.0, 1.0);
+}
+
+/* clang-format off */
+[fragment]
+
+uniform sampler2D source; //texunit:0
+/* clang-format on */
+
+uniform vec2 eye_center;
+uniform float k1;
+uniform float k2;
+uniform float upscale;
+uniform float aspect_ratio;
+
+in vec2 uv_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ vec2 coords = uv_interp;
+ vec2 offset = coords - eye_center;
+
+ // take aspect ratio into account
+ offset.y /= aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + eye_center;
+ coords /= upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ frag_color = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ frag_color = textureLod(source, coords, 0.0);
+ }
+}
diff --git a/drivers/png/SCsub b/drivers/png/SCsub
index 986c36c67c..22fb1817d1 100644
--- a/drivers/png/SCsub
+++ b/drivers/png/SCsub
@@ -27,6 +27,8 @@ if env['builtin_libpng']:
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_png.Append(CPPPATH=[thirdparty_dir])
+ # Needed for drivers includes and in platform/javascript
+ env.Append(CPPPATH=[thirdparty_dir])
# Currently .ASM filter_neon.S does not compile on NT.
import os
diff --git a/drivers/register_driver_types.cpp b/drivers/register_driver_types.cpp
index c6d36a5749..9f5d9c1abf 100644
--- a/drivers/register_driver_types.cpp
+++ b/drivers/register_driver_types.cpp
@@ -31,11 +31,11 @@
#include "register_driver_types.h"
#include "core/math/geometry.h"
-#include "png/image_loader_png.h"
-#include "png/resource_saver_png.h"
+#include "drivers/png/image_loader_png.h"
+#include "drivers/png/resource_saver_png.h"
#ifdef TOOLS_ENABLED
-#include "convex_decomp/b2d_decompose.h"
+#include "drivers/convex_decomp/b2d_decompose.h"
#endif
#ifdef TOOLS_ENABLED
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 7d3e6b412c..6c70934bc6 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -74,7 +74,7 @@ static void _setup_clock() {
kern_return_t ret = mach_timebase_info(&info);
ERR_EXPLAIN("OS CLOCK IS NOT WORKING!");
ERR_FAIL_COND(ret != 0);
- _clock_scale = (double)info.numer / (double)info.denom;
+ _clock_scale = ((double)info.numer / (double)info.denom) / 1000.0;
_clock_start = mach_absolute_time() * _clock_scale;
}
#else