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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp1
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp7
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp60
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h5
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp20
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h2
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl145
-rw-r--r--drivers/gles3/shaders/tonemap.glsl2
-rw-r--r--drivers/png/image_loader_png.cpp2
-rw-r--r--drivers/png/image_loader_png.h2
-rw-r--r--drivers/unix/dir_access_unix.cpp45
11 files changed, 184 insertions, 107 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 6a6611ff81..75d5d01890 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -654,7 +654,6 @@ Ref<Image> RasterizerGLES2::_get_gl_image_and_format(const Ref<Image> &p_image,
} else {
- r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
r_gl_components = 1; //doesn't matter much
r_compressed = true;
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index e6ffa39197..376a208559 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -691,6 +691,13 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+#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);
+ glDisable(GL_LINE_SMOOTH);
+ }
+#endif
} break;
case Item::Command::TYPE_PARTICLES: {
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index ac6ca1ec0c..c89fc0768f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1088,11 +1088,12 @@ void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vecto
bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) {
+ /* this is handled outside
if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
glEnable(GL_CULL_FACE);
- }
+ } */
if (state.current_line_width != p_material->line_width) {
//glLineWidth(MAX(p_material->line_width,1.0));
@@ -1857,12 +1858,21 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
}
}
-void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_reverse_cull) {
+void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) {
bool front = p_front;
if (p_reverse_cull)
front = !front;
+ if (p_disabled != state.cull_disabled) {
+ if (p_disabled)
+ glDisable(GL_CULL_FACE);
+ else
+ glEnable(GL_CULL_FACE);
+
+ state.cull_disabled = p_disabled;
+ }
+
if (front != state.cull_front) {
glCullFace(front ? GL_FRONT : GL_BACK);
@@ -1900,7 +1910,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
state.cull_front = false;
+ state.cull_disabled = false;
glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
state.current_depth_test = true;
glEnable(GL_DEPTH_TEST);
@@ -2101,7 +2113,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
storage->info.render.surface_switch_count++;
}
- _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, p_reverse_cull);
+ _set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0);
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
@@ -2188,8 +2200,12 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
bool shadow = false;
bool mirror = p_instance->mirror;
+ bool no_cull = false;
- if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
+ if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
+ no_cull = true;
+ mirror = false;
+ } else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) {
mirror = !mirror;
}
@@ -2208,10 +2224,13 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
//shader does not use discard and does not write a vertex position, use generic material
- if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
+ if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
p_material = storage->material_owner.getptr(default_material_twosided);
- else
+ no_cull = true;
+ mirror = false;
+ } else {
p_material = storage->material_owner.getptr(default_material);
+ }
}
has_alpha = false;
@@ -2275,6 +2294,10 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
e->sort_key |= RenderList::SORT_KEY_MIRROR_FLAG;
}
+ if (no_cull) {
+ e->sort_key |= RenderList::SORT_KEY_CULL_DISABLED_FLAG;
+ }
+
//e->light_type=0xFF; // no lights!
if (shadow || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
@@ -2286,6 +2309,16 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG;
}
+
+ if (!shadow && has_alpha && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ //depth prepass for alpha
+ RenderList::Element *eo = render_list.add_element();
+
+ eo->instance = e->instance;
+ eo->geometry = e->geometry;
+ eo->material = e->material;
+ eo->sort_key = e->sort_key;
+ }
}
void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) {
@@ -3269,6 +3302,10 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
if (state.used_sss) { //sss enabled
//copy diffuse while performing sss
+ Plane p = p_cam_projection.xform4(Plane(1, 0, -1, 1));
+ p.normal /= p.d;
+ float unit_size = p.normal.x;
+
//copy normal and roughness to effect buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT3);
@@ -3279,9 +3316,10 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_HIGH);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE, subsurface_scatter_follow_surface);
+ state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_STRENGTH_WEIGHTING, subsurface_scatter_weight_samples);
state.sss_shader.bind();
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS, subsurface_scatter_size);
- state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY, p_cam_projection.get_fov());
+ state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::UNIT_SIZE, unit_size);
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far());
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(1, 0));
@@ -3296,14 +3334,13 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
_copy_screen(true);
glActiveTexture(GL_TEXTURE0);
-
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1));
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
@@ -4535,6 +4572,9 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
+ 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);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false);
@@ -4919,6 +4959,7 @@ void RasterizerSceneGLES3::initialize() {
GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01"));
GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false);
+ GLOBAL_DEF("rendering/quality/subsurface_scattering/weight_samples", true);
GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", true);
}
@@ -4961,6 +5002,7 @@ void RasterizerSceneGLES3::iteration() {
shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode")));
subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface");
+ subsurface_scatter_weight_samples = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/weight_samples");
subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality")));
subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale");
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index e1d96f23dd..94781c53e8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -66,6 +66,7 @@ public:
SubSurfaceScatterQuality subsurface_scatter_quality;
float subsurface_scatter_size;
bool subsurface_scatter_follow_surface;
+ bool subsurface_scatter_weight_samples;
uint64_t render_pass;
uint64_t scene_pass;
@@ -187,6 +188,7 @@ public:
int reflection_probe_count;
bool cull_front;
+ bool cull_disabled;
bool used_sss;
bool used_screen_texture;
bool using_contact_shadows;
@@ -654,6 +656,7 @@ public:
SORT_KEY_MATERIAL_INDEX_SHIFT = 40,
SORT_KEY_GEOMETRY_INDEX_SHIFT = 20,
SORT_KEY_GEOMETRY_TYPE_SHIFT = 15,
+ SORT_KEY_CULL_DISABLED_FLAG = 4,
SORT_KEY_SKELETON_FLAG = 2,
SORT_KEY_MIRROR_FLAG = 1
@@ -779,7 +782,7 @@ public:
RenderList render_list;
- _FORCE_INLINE_ void _set_cull(bool p_front, bool p_reverse_cull);
+ _FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 8dd083fbe8..68731308a9 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -2497,7 +2497,13 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
//value=E->get().default_value;
} else {
//zero because it was not provided
- _fill_std140_ubo_empty(E->get().type, data);
+ if (E->get().type == ShaderLanguage::TYPE_VEC4 && E->get().hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ //colors must be set as black, with alpha as 1.0
+ _fill_std140_variant_ubo_value(E->get().type, Color(0, 0, 0, 1), data, material->shader->mode == VS::SHADER_SPATIAL);
+ } else {
+ //else just zero it out
+ _fill_std140_ubo_empty(E->get().type, data);
+ }
}
}
@@ -4451,7 +4457,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
light->directional_blend_splits = false;
-
+ light->reverse_cull = false;
light->version = 0;
return light_owner.make_rid(light);
@@ -4530,6 +4536,14 @@ void RasterizerStorageGLES3::light_set_cull_mask(RID p_light, uint32_t p_mask) {
light->instance_change_notify();
}
+void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
+
+ Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->reverse_cull = p_enabled;
+}
+
void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
Light *light = light_owner.getornull(p_light);
@@ -6239,7 +6253,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j);
bool used_depth = false;
- if (j == 0 && i == 0 && rt->buffers.active == false && !rt->flags[RENDER_TARGET_NO_3D]) { //will use this one for rendering 3D
+ if (j == 0 && i == 0) { //use always
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
used_depth = true;
}
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 3c7ea000ba..f612d9e879 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -868,6 +868,7 @@ public:
RID projector;
bool shadow;
bool negative;
+ bool reverse_cull;
uint32_t cull_mask;
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightOmniShadowDetail omni_shadow_detail;
@@ -887,6 +888,7 @@ public:
virtual void light_set_projector(RID p_light, RID p_texture);
virtual void light_set_negative(RID p_light, bool p_enable);
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
+ virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl
index 569be6c5fe..8873443727 100644
--- a/drivers/gles3/shaders/subsurf_scattering.glsl
+++ b/drivers/gles3/shaders/subsurf_scattering.glsl
@@ -17,36 +17,36 @@ void main() {
//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
#define QUALIFIER const
-
#ifdef USE_25_SAMPLES
const int kernel_size=25;
-QUALIFIER vec4 kernel[25] = vec4[] (
- vec4(0.530605, 0.613514, 0.739601, 0.0),
- vec4(0.000973794, 1.11862e-005, 9.43437e-007, -3.0),
- vec4(0.00333804, 7.85443e-005, 1.2945e-005, -2.52083),
- vec4(0.00500364, 0.00020094, 5.28848e-005, -2.08333),
- vec4(0.00700976, 0.00049366, 0.000151938, -1.6875),
- vec4(0.0094389, 0.00139119, 0.000416598, -1.33333),
- vec4(0.0128496, 0.00356329, 0.00132016, -1.02083),
- vec4(0.017924, 0.00711691, 0.00347194, -0.75),
- vec4(0.0263642, 0.0119715, 0.00684598, -0.520833),
- vec4(0.0410172, 0.0199899, 0.0118481, -0.333333),
- vec4(0.0493588, 0.0367726, 0.0219485, -0.1875),
- vec4(0.0402784, 0.0657244, 0.04631, -0.0833333),
- vec4(0.0211412, 0.0459286, 0.0378196, -0.0208333),
- vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
- vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
- vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
- vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
- vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
- vec4(0.017924, 0.00711691, 0.00347194, 0.75),
- vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
- vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
- vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
- vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
- vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
- vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3.0)
+
+QUALIFIER vec2 kernel[25] = vec2[] (
+vec2(0.099654,0.0),
+vec2(0.001133,-3.0),
+vec2(0.002316,-2.52083),
+vec2(0.00445,-2.08333),
+vec2(0.008033,-1.6875),
+vec2(0.013627,-1.33333),
+vec2(0.021724,-1.02083),
+vec2(0.032542,-0.75),
+vec2(0.04581,-0.520833),
+vec2(0.0606,-0.333333),
+vec2(0.075333,-0.1875),
+vec2(0.088001,-0.0833333),
+vec2(0.096603,-0.0208333),
+vec2(0.096603,0.0208333),
+vec2(0.088001,0.0833333),
+vec2(0.075333,0.1875),
+vec2(0.0606,0.333333),
+vec2(0.04581,0.520833),
+vec2(0.032542,0.75),
+vec2(0.021724,1.02083),
+vec2(0.013627,1.33333),
+vec2(0.008033,1.6875),
+vec2(0.00445,2.08333),
+vec2(0.002316,2.52),
+vec2(0.001133,3.0)
);
#endif //USE_25_SAMPLES
@@ -55,24 +55,24 @@ QUALIFIER vec4 kernel[25] = vec4[] (
const int kernel_size=17;
-QUALIFIER vec4 kernel[17] = vec4[](
- vec4(0.536343, 0.624624, 0.748867, 0.0),
- vec4(0.00317394, 0.000134823, 3.77269e-005, -2.0),
- vec4(0.0100386, 0.000914679, 0.000275702, -1.53125),
- vec4(0.0144609, 0.00317269, 0.00106399, -1.125),
- vec4(0.0216301, 0.00794618, 0.00376991, -0.78125),
- vec4(0.0347317, 0.0151085, 0.00871983, -0.5),
- vec4(0.0571056, 0.0287432, 0.0172844, -0.28125),
- vec4(0.0582416, 0.0659959, 0.0411329, -0.125),
- vec4(0.0324462, 0.0656718, 0.0532821, -0.03125),
- vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
- vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
- vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
- vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
- vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
- vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
- vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
- vec4(0.00317394, 0.000134823, 3.77269e-005, 2.0)
+QUALIFIER vec2 kernel[17] = vec2[](
+vec2(0.197417,0.0),
+vec2(0.000078,-2.0),
+vec2(0.000489,-1.53125),
+vec2(0.002403,-1.125),
+vec2(0.009245,-0.78125),
+vec2(0.027835,-0.5),
+vec2(0.065592,-0.28125),
+vec2(0.12098,-0.125),
+vec2(0.17467,-0.03125),
+vec2(0.17467,0.03125),
+vec2(0.12098,0.125),
+vec2(0.065592,0.28125),
+vec2(0.027835,0.5),
+vec2(0.009245,0.78125),
+vec2(0.002403,1.125),
+vec2(0.000489,1.53125),
+vec2(0.000078,2.0)
);
#endif //USE_17_SAMPLES
@@ -82,27 +82,27 @@ QUALIFIER vec4 kernel[17] = vec4[](
const int kernel_size=11;
-QUALIFIER vec4 kernel[11] = vec4[](
- vec4(0.560479, 0.669086, 0.784728, 0.0),
- vec4(0.00471691, 0.000184771, 5.07566e-005, -2.0),
- vec4(0.0192831, 0.00282018, 0.00084214, -1.28),
- vec4(0.03639, 0.0130999, 0.00643685, -0.72),
- vec4(0.0821904, 0.0358608, 0.0209261, -0.32),
- vec4(0.0771802, 0.113491, 0.0793803, -0.08),
- vec4(0.0771802, 0.113491, 0.0793803, 0.08),
- vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
- vec4(0.03639, 0.0130999, 0.00643685, 0.72),
- vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
- vec4(0.00471691, 0.000184771, 5.07565e-005, 2.0)
+QUALIFIER vec2 kernel[kernel_size] = vec2[](
+vec2(0.198596,0.0),
+vec2(0.0093,-2.0),
+vec2(0.028002,-1.28),
+vec2(0.065984,-0.72),
+vec2(0.121703,-0.32),
+vec2(0.175713,-0.08),
+vec2(0.175713,0.08),
+vec2(0.121703,0.32),
+vec2(0.065984,0.72),
+vec2(0.028002,1.28),
+vec2(0.0093,2.0)
);
#endif //USE_11_SAMPLES
uniform float max_radius;
-uniform float fovy;
uniform float camera_z_far;
uniform float camera_z_near;
+uniform float unit_size;
uniform vec2 dir;
in vec2 uv_interp;
@@ -120,19 +120,17 @@ void main() {
// Fetch color of current pixel:
vec4 base_color = texture(source_diffuse, uv_interp);
+
if (strength>0.0) {
// Fetch linear depth of current pixel:
float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0;
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
- depth=-depth;
- // Calculate the radius scale (1.0 for a unit plane sitting on the
- // projection window):
- float distance = 1.0 / tan(0.5 * fovy);
- float scale = distance / -depth; //remember depth is negative by default in OpenGL
+
+ float scale = unit_size / depth; //remember depth is negative by default in OpenGL
// Calculate the final step to fetch the surrounding pixels:
vec2 step = max_radius * scale * dir;
@@ -141,19 +139,21 @@ void main() {
// Accumulate the center sample:
vec3 color_accum = base_color.rgb;
- color_accum *= kernel[0].rgb;
+ color_accum *= kernel[0].x;
+#ifdef ENABLE_STRENGTH_WEIGHTING
+ float color_weight = kernel[0].x;
+#endif
// Accumulate the other samples:
for (int i = 1; i < kernel_size; i++) {
// Fetch color and depth for current sample:
- vec2 offset = uv_interp + kernel[i].a * step;
+ vec2 offset = uv_interp + kernel[i].y * step;
vec3 color = texture(source_diffuse, offset).rgb;
#ifdef ENABLE_FOLLOW_SURFACE
// If the difference in depth is huge, we lerp color back to "colorM":
float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0;
depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
- depth_cmp=-depth_cmp;
float s = clamp(300.0f * distance *
max_radius * abs(depth - depth_cmp),0.0,1.0);
@@ -161,9 +161,20 @@ void main() {
#endif
// Accumulate:
- color_accum += kernel[i].rgb * color;
+ color*=kernel[i].x;
+
+#ifdef ENABLE_STRENGTH_WEIGHTING
+ float color_s = texture(source_sss, offset).r;
+ color_weight+=color_s * kernel[i].x;
+ color*=color_s;
+#endif
+ color_accum += color;
+
}
+#ifdef ENABLE_STRENGTH_WEIGHTING
+ color_accum/=color_weight;
+#endif
frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO)
} else {
frag_color = base_color;
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index 988e31d1ea..73dec4f90c 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -170,7 +170,7 @@ vec3 tonemap_aces(vec3 color) {
return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0));
}
-vec3 tonemap_reindhart(vec3 color,vec3 white) {
+vec3 tonemap_reindhart(vec3 color,float white) {
return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color );
}
diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp
index 33d271248c..30ec8cd036 100644
--- a/drivers/png/image_loader_png.cpp
+++ b/drivers/png/image_loader_png.cpp
@@ -201,7 +201,7 @@ Error ImageLoaderPNG::_load_image(void *rf_up, png_rw_ptr p_func, Ref<Image> p_i
return OK;
}
-Error ImageLoaderPNG::load_image(Ref<Image> p_image, FileAccess *f, bool p_force_linear) {
+Error ImageLoaderPNG::load_image(Ref<Image> p_image, FileAccess *f, bool p_force_linear, float p_scale) {
Error err = _load_image(f, _read_png_data, p_image);
f->close();
diff --git a/drivers/png/image_loader_png.h b/drivers/png/image_loader_png.h
index f0a525a9eb..c11e25e1a4 100644
--- a/drivers/png/image_loader_png.h
+++ b/drivers/png/image_loader_png.h
@@ -43,7 +43,7 @@ class ImageLoaderPNG : public ImageFormatLoader {
public:
static Error _load_image(void *rf_up, png_rw_ptr p_func, Ref<Image> p_image);
- virtual Error load_image(Ref<Image> p_image, FileAccess *f, bool p_force_linear);
+ virtual Error load_image(Ref<Image> p_image, FileAccess *f, bool p_force_linear, float p_scale);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
ImageLoaderPNG();
};
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index a183a37446..cf54f3fea0 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -223,37 +223,36 @@ Error DirAccessUnix::make_dir(String p_dir) {
Error DirAccessUnix::change_dir(String p_dir) {
GLOBAL_LOCK_FUNCTION
+ p_dir = fix_path(p_dir);
- // make sure current_dir is valid absolute path
- if (current_dir == "." || current_dir == "") {
- char real_current_dir_name[2048];
- getcwd(real_current_dir_name, 2048);
- current_dir.parse_utf8(real_current_dir_name);
- }
-
- if (p_dir == ".") {
- return OK;
- }
+ char real_current_dir_name[2048];
+ getcwd(real_current_dir_name, 2048);
+ String prev_dir;
+ if (prev_dir.parse_utf8(real_current_dir_name))
+ prev_dir = real_current_dir_name; //no utf8, maybe latin?
- p_dir = fix_path(p_dir);
+ chdir(current_dir.utf8().get_data()); //ascii since this may be unicode or wathever the host os wants
+ bool worked = (chdir(p_dir.utf8().get_data()) == 0); // we can only give this utf8
- String prev_dir = current_dir;
+ String base = _get_root_path();
+ if (base != "") {
- if (p_dir.is_rel_path()) {
- String next_dir = current_dir + "/" + p_dir;
- next_dir = next_dir.simplify_path();
- current_dir = next_dir;
- } else {
- current_dir = p_dir;
+ getcwd(real_current_dir_name, 2048);
+ String new_dir;
+ new_dir.parse_utf8(real_current_dir_name);
+ if (!new_dir.begins_with(base))
+ worked = false;
}
- bool worked = (chdir(current_dir.utf8().get_data()) == 0); // we can only give this utf8
- if (!worked) {
- current_dir = prev_dir;
- return ERR_INVALID_PARAMETER;
+ if (worked) {
+
+ getcwd(real_current_dir_name, 2048);
+ if (current_dir.parse_utf8(real_current_dir_name))
+ current_dir = real_current_dir_name; //no utf8, maybe latin?
}
- return OK;
+ chdir(prev_dir.utf8().get_data());
+ return worked ? OK : ERR_INVALID_PARAMETER;
}
String DirAccessUnix::get_current_dir() {