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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp4
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp6
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp51
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h33
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp25
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h4
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl61
-rw-r--r--drivers/unix/os_unix.cpp6
10 files changed, 119 insertions, 77 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 25c0f8925d..e854abb6a1 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -3941,7 +3941,7 @@ void RasterizerGLES2::begin_frame() {
//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
#ifdef TOOLS_ENABLED
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("display/use_2d_pixel_snap", false));
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/use_2d_pixel_snap", false));
shadow_filter = ShadowFilterTechnique(int(GlobalConfig::get_singleton()->get("rasterizer/shadow_filter")));
#endif
@@ -10386,7 +10386,7 @@ void RasterizerGLES2::init() {
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR, !use_fp16_fb);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS, read_depth_supported);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("display/use_2d_pixel_snap", false));
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/use_2d_pixel_snap", false));
npo2_textures_available = true;
//fragment_lighting=false;
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 268d6b44c6..98e55c5a53 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1658,7 +1658,7 @@ void RasterizerCanvasGLES3::initialize() {
}
{
- uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128);
+ uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
poly_size *= 1024; //kb
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
glGenBuffers(1, &data.polygon_buffer);
@@ -1704,7 +1704,7 @@ void RasterizerCanvasGLES3::initialize() {
glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
- uint32_t index_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_index_buffer_size_kb", 128);
+ uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
index_size *= 1024; //kb
glGenBuffers(1, &data.polygon_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 0cfa8a7d6e..233095dec2 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -400,10 +400,8 @@ void RasterizerGLES3::make_current() {
void RasterizerGLES3::register_config() {
- GLOBAL_DEF("rendering/gles3/render_architecture", 0);
- GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/render_architecture", PropertyInfo(Variant::INT, "", PROPERTY_HINT_ENUM, "Desktop,Mobile"));
- GLOBAL_DEF("rendering/quality/use_nearest_mipmap_filter", false);
- GLOBAL_DEF("rendering/quality/anisotropic_filter_level", 4.0);
+ GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
+ GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4.0);
}
RasterizerGLES3::RasterizerGLES3() {
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index e8c6502bf4..b7547f53a8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -761,7 +761,7 @@ bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_inst
storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS);
for (int i = 0; i < 2; i++) {
- storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i == 0);
storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, rpi->render_step / 5.0);
uint32_t local_width = width, local_height = height;
@@ -1834,12 +1834,14 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);
+ float bias_scale = e->instance->baked_light ? 1 : 0;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
glBindTexture(GL_TEXTURE_3D, gipi->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe ? gipi->probe->dynamic_range * gipi->probe->energy : 0.0);
- state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias * bias_scale : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS1, gipi->probe ? gipi->probe->normal_bias * bias_scale : 0.0);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe ? !gipi->probe->interior : false);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache);
if (gi_probe_count > 1) {
@@ -1852,7 +1854,8 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe ? gipi2->probe->dynamic_range * gipi2->probe->energy : 0.0);
- state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias * bias_scale : 0.0);
+ state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS2, gipi2->probe ? gipi2->probe->normal_bias * bias_scale : 0.0);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe ? !gipi2->probe->interior : false);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true);
} else {
@@ -2889,7 +2892,7 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
reflection_ubo.atlas_clamp[0] = float(x) / reflection_atlas->size;
reflection_ubo.atlas_clamp[1] = float(y) / reflection_atlas->size;
reflection_ubo.atlas_clamp[2] = float(width) / reflection_atlas->size;
- reflection_ubo.atlas_clamp[3] = float(height / 2) / reflection_atlas->size;
+ reflection_ubo.atlas_clamp[3] = float(height) / reflection_atlas->size;
Transform proj = (p_camera_inverse_transform * rpi->transform).inverse();
store_transform(proj, reflection_ubo.local_matrix);
@@ -4156,7 +4159,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glDrawBuffers(1, &gldb);
}
- if (env && env->bg_mode == VS::ENV_BG_SKY && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) {
/*
if (use_mrt) {
@@ -4175,7 +4178,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
_render_mrts(env, p_cam_projection);
} else {
//FIXME: check that this is possible to use
- if (state.used_screen_texture) {
+ if (storage->frame.current_rt && state.used_screen_texture) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
@@ -4189,7 +4192,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
}
- if (state.used_screen_texture) {
+ if (storage->frame.current_rt && state.used_screen_texture) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
@@ -4199,7 +4202,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
- render_list.sort_by_depth(true);
+ render_list.sort_by_reverse_depth(true);
if (state.directional_light_count == 0) {
directional_light = NULL;
@@ -4635,7 +4638,7 @@ void RasterizerSceneGLES3::initialize() {
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- render_list.max_elements = GLOBAL_DEF("rendering/gles3/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
+ render_list.max_elements = GLOBAL_DEF("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
if (render_list.max_elements > 1000000)
render_list.max_elements = 1000000;
if (render_list.max_elements < 1024)
@@ -4709,7 +4712,7 @@ void RasterizerSceneGLES3::initialize() {
{
//directional light shadow
directional_shadow.light_count = 0;
- directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096));
+ directional_shadow.size = nearest_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
glGenFramebuffers(1, &directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
glGenTextures(1, &directional_shadow.depth);
@@ -4776,8 +4779,8 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES " + itos(state.max_skeleton_bones) + "\n");
}
- GLOBAL_DEF("rendering/gles3/shadow_filter_mode", 1);
- GlobalConfig::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode", PropertyInfo(Variant::INT, "rendering/gles3/shadow_filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13"));
+ GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1);
+ GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13"));
shadow_filter_mode = SHADOW_FILTER_NEAREST;
{ //reflection cubemaps
@@ -4841,7 +4844,7 @@ void RasterizerSceneGLES3::initialize() {
{
- uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/buffers/immediate_buffer_size_kb", 2048);
+ uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048);
glGenBuffers(1, &state.immediate_buffer);
glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
@@ -4868,13 +4871,13 @@ void RasterizerSceneGLES3::initialize() {
state.tonemap_shader.init();
{
- GLOBAL_DEF("rendering/ssurf_scattering/quality", 1);
- GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/quality", PropertyInfo(Variant::INT, "rendering/ssurf_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High"));
- GLOBAL_DEF("rendering/ssurf_scattering/max_size", 1.0);
- GlobalConfig::get_singleton()->set_custom_property_info("rendering/ssurf_scattering/max_size", PropertyInfo(Variant::INT, "rendering/ssurf_scattering/max_size", PROPERTY_HINT_RANGE, "0.01,8,0.01"));
- GLOBAL_DEF("rendering/ssurf_scattering/follow_surface", false);
+ GLOBAL_DEF("rendering/quality/subsurface_scattering/quality", 1);
+ GlobalConfig::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/quality", PROPERTY_HINT_ENUM, "Low,Medium,High"));
+ GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0);
+ GlobalConfig::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/reflections/high_quality_vct_gi", true);
+ GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", true);
}
exposure_shrink_size = 243;
@@ -4913,12 +4916,12 @@ void RasterizerSceneGLES3::initialize() {
void RasterizerSceneGLES3::iteration() {
- shadow_filter_mode = ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/gles3/shadow_filter_mode")));
- subsurface_scatter_follow_surface = GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/follow_surface");
- subsurface_scatter_quality = SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/quality")));
- subsurface_scatter_size = GlobalConfig::get_singleton()->get("rendering/ssurf_scattering/max_size");
+ shadow_filter_mode = ShadowFilterMode(int(GlobalConfig::get_singleton()->get("rendering/quality/shadows/filter_mode")));
+ subsurface_scatter_follow_surface = GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface");
+ subsurface_scatter_quality = SubSurfaceScatterQuality(int(GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/quality")));
+ subsurface_scatter_size = GlobalConfig::get_singleton()->get("rendering/quality/subsurface_scattering/scale");
- state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GlobalConfig::get_singleton()->get("rendering/reflections/high_quality_vct_gi"));
+ state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GlobalConfig::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality"));
}
void RasterizerSceneGLES3::finalize() {
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 37bbd60797..a03e3dbe3d 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -666,7 +666,7 @@ public:
uint64_t sort_key;
};
- Element *_elements;
+ Element *base_elements;
Element **elements;
int element_count;
@@ -700,11 +700,11 @@ public:
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->instance->depth > B->instance->depth;
+ return A->instance->depth < B->instance->depth;
}
};
- void sort_by_depth(bool p_alpha) {
+ void sort_by_depth(bool p_alpha) { //used for shadows
SortArray<Element *, SortByDepth> sorter;
if (p_alpha) {
@@ -714,11 +714,28 @@ public:
}
}
+ struct SortByReverseDepth {
+
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
+ return A->instance->depth > B->instance->depth;
+ }
+ };
+
+ void sort_by_reverse_depth(bool p_alpha) { //used for alpha
+
+ SortArray<Element *, SortByReverseDepth> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
+ } else {
+ sorter.sort(elements, element_count);
+ }
+ }
+
_FORCE_INLINE_ Element *add_element() {
if (element_count + alpha_element_count >= max_elements)
return NULL;
- elements[element_count] = &_elements[element_count];
+ elements[element_count] = &base_elements[element_count];
return elements[element_count++];
}
@@ -727,7 +744,7 @@ public:
if (element_count + alpha_element_count >= max_elements)
return NULL;
int idx = max_elements - alpha_element_count - 1;
- elements[idx] = &_elements[idx];
+ elements[idx] = &base_elements[idx];
alpha_element_count++;
return elements[idx];
}
@@ -737,9 +754,9 @@ public:
element_count = 0;
alpha_element_count = 0;
elements = memnew_arr(Element *, max_elements);
- _elements = memnew_arr(Element, max_elements);
+ base_elements = memnew_arr(Element, max_elements);
for (int i = 0; i < max_elements; i++)
- elements[i] = &_elements[i]; // assign elements
+ elements[i] = &base_elements[i]; // assign elements
}
RenderList() {
@@ -749,7 +766,7 @@ public:
~RenderList() {
memdelete_arr(elements);
- memdelete_arr(_elements);
+ memdelete_arr(base_elements);
}
};
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 14fb36f3b0..981426f4dc 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -4866,6 +4866,7 @@ RID RasterizerStorageGLES3::gi_probe_create() {
gip->energy = 1.0;
gip->propagation = 1.0;
gip->bias = 0.4;
+ gip->normal_bias = 0.4;
gip->interior = false;
gip->compress = false;
gip->version = 1;
@@ -4972,6 +4973,14 @@ void RasterizerStorageGLES3::gi_probe_set_bias(RID p_probe, float p_range) {
gip->bias = p_range;
}
+void RasterizerStorageGLES3::gi_probe_set_normal_bias(RID p_probe, float p_range) {
+
+ GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!gip);
+
+ gip->normal_bias = p_range;
+}
+
void RasterizerStorageGLES3::gi_probe_set_propagation(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
@@ -5027,6 +5036,14 @@ float RasterizerStorageGLES3::gi_probe_get_bias(RID p_probe) const {
return gip->bias;
}
+float RasterizerStorageGLES3::gi_probe_get_normal_bias(RID p_probe) const {
+
+ const GIProbe *gip = gi_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!gip, 0);
+
+ return gip->normal_bias;
+}
+
float RasterizerStorageGLES3::gi_probe_get_propagation(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
@@ -6831,8 +6848,8 @@ void RasterizerStorageGLES3::initialize() {
}
config.shrink_textures_x2 = false;
- config.use_fast_texture_filter = int(GlobalConfig::get_singleton()->get("rendering/quality/use_nearest_mipmap_filter"));
- config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic");
+ config.use_fast_texture_filter = int(GlobalConfig::get_singleton()->get("rendering/quality/filters/use_nearest_mipmap_filter"));
+ config.use_anisotropic_filter = config.extensions.has("rendering/quality/filters/anisotropic_filter_level");
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
config.etc_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
@@ -6966,7 +6983,7 @@ void RasterizerStorageGLES3::initialize() {
{
//transform feedback buffers
- uint32_t xf_feedback_size = GLOBAL_DEF("rendering/buffers/blend_shape_max_buffer_size_kb", 4096);
+ uint32_t xf_feedback_size = GLOBAL_DEF("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096);
for (int i = 0; i < 2; i++) {
glGenBuffers(1, &resources.transform_feedback_buffers[i]);
@@ -6992,7 +7009,7 @@ void RasterizerStorageGLES3::initialize() {
frame.current_rt = NULL;
config.keep_original_textures = false;
config.generate_wireframes = false;
- config.use_texture_array_environment = GLOBAL_DEF("rendering/quality/texture_array_environments", true);
+ config.use_texture_array_environment = GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
}
void RasterizerStorageGLES3::finalize() {
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 183db534ac..b24da44afd 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -972,6 +972,7 @@ public:
int dynamic_range;
float energy;
float bias;
+ float normal_bias;
float propagation;
bool interior;
bool compress;
@@ -1006,6 +1007,9 @@ public:
virtual void gi_probe_set_bias(RID p_probe, float p_range);
virtual float gi_probe_get_bias(RID p_probe) const;
+ virtual void gi_probe_set_normal_bias(RID p_probe, float p_range);
+ virtual float gi_probe_get_normal_bias(RID p_probe) const;
+
virtual void gi_probe_set_propagation(RID p_probe, float p_range);
virtual float gi_probe_get_propagation(RID p_probe) const;
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 393ef2892a..ac4e47a440 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -247,6 +247,7 @@ void main() {
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
+ N.y=-N.y;
frag_color=vec4(texture(N,source_cube).rgb,1.0);
#endif
@@ -277,6 +278,7 @@ void main() {
#endif
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA)
+ H.y=-H.y;
sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl;
#endif
sum.a += ndotl;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 6fbfeeff6c..9d474d3902 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1093,27 +1093,19 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
}
-
- vec3 splane=normalize(local_ref_vec);
vec4 clamp_rect=reflections[idx].atlas_clamp;
-
- splane.z*=-1.0;
- if (splane.z>=0.0) {
- splane.z+=1.0;
- clamp_rect.y+=clamp_rect.w;
- } else {
- splane.z=1.0 - splane.z;
- splane.y=-splane.y;
+ vec3 norm = normalize(local_ref_vec);
+ 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) {
+ norm.y=0.5-norm.y+0.5;
}
- splane.xy/=splane.z;
- splane.xy=splane.xy * 0.5 + 0.5;
-
- splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy;
- splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
+ vec2 atlas_uv = norm.xy * clamp_rect.zw + clamp_rect.xy;
+ atlas_uv = clamp(atlas_uv,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
highp vec4 reflection;
- reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb;
+ reflection.rgb = textureLod(reflection_atlas,atlas_uv,roughness*5.0).rgb;
if (reflections[idx].params.z < 0.5) {
reflection.rgb = mix(skybox,reflection.rgb,blend);
@@ -1180,6 +1172,7 @@ uniform highp vec3 gi_probe_bounds1;
uniform highp vec3 gi_probe_cell_size1;
uniform highp float gi_probe_multiplier1;
uniform highp float gi_probe_bias1;
+uniform highp float gi_probe_normal_bias1;
uniform bool gi_probe_blend_ambient1;
uniform mediump sampler3D gi_probe2; //texunit:-10
@@ -1188,12 +1181,12 @@ uniform highp vec3 gi_probe_bounds2;
uniform highp vec3 gi_probe_cell_size2;
uniform highp float gi_probe_multiplier2;
uniform highp float gi_probe_bias2;
+uniform highp float gi_probe_normal_bias2;
uniform bool gi_probe2_enabled;
uniform bool gi_probe_blend_ambient2;
vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
-
float dist = p_bias;//1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
float alpha=0.0;
vec3 color = vec3(0.0);
@@ -1214,27 +1207,30 @@ vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, b
return color;
}
-void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias, out vec4 out_spec, out vec4 out_diff) {
+void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
vec3 probe_pos = (probe_xform * vec4(pos,1.0)).xyz;
vec3 ref_pos = (probe_xform * vec4(pos+ref_vec,1.0)).xyz;
-
ref_vec = normalize(ref_pos - probe_pos);
+ probe_pos+=(probe_xform * vec4(normal_mtx[2],0.0)).xyz*p_normal_bias;
+
/* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0);
out_diff.a = 1.0;
return;*/
//out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0);
//return;
- if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds)))))
+ //this causes corrupted pixels, i have no idea why..
+ if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds))))) {
return;
+ }
- vec3 blendv = probe_pos/bounds * 2.0 - 1.0;
- float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
- blend=1.0;
+ //vec3 blendv = probe_pos/bounds * 2.0 - 1.0;
+ //float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
+ float blend=1.0;
float max_distance = length(bounds);
@@ -1281,7 +1277,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
light*=multiplier;
- out_diff = vec4(light*blend,blend);
+ out_diff += vec4(light*blend,blend);
//irradiance
@@ -1290,7 +1286,8 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
irr_light *= multiplier;
//irr_light=vec3(0.0);
- out_spec = vec4(irr_light*blend,blend);
+ out_spec += vec4(irr_light*blend,blend);
+
}
@@ -1316,11 +1313,11 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
out_specular = vec3(0.0);
- gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,gi_probe_bias1,spec_accum,diff_accum);
+ gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,gi_probe_bias1,gi_probe_normal_bias1,spec_accum,diff_accum);
if (gi_probe2_enabled) {
- gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,gi_probe_bias2,spec_accum,diff_accum);
+ gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,gi_probe_bias2,gi_probe_normal_bias2,spec_accum,diff_accum);
}
if (diff_accum.a>0.0) {
@@ -1466,6 +1463,7 @@ FRAGMENT_SHADER_CODE
vec3 specular_light = vec3(0.0,0.0,0.0);
vec3 ambient_light;
vec3 diffuse_light = vec3(0.0,0.0,0.0);
+ vec3 env_reflection_light = vec3(0.0,0.0,0.0);
vec3 eye_vec = -normalize( vertex_interp );
@@ -1483,7 +1481,7 @@ FRAGMENT_SHADER_CODE
vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
vec3 radiance = textureDualParaboloid(radiance_map,ref_vec,roughness) * bg_energy;
- specular_light = radiance;
+ env_reflection_light = radiance;
}
//no longer a cubemap
@@ -1662,7 +1660,7 @@ FRAGMENT_SHADER_CODE
#endif //#USE_LIGHT_DIRECTIONAL
#ifdef USE_GI_PROBES
- gi_probes_compute(vertex,normal,roughness,specular_light,ambient_light);
+ gi_probes_compute(vertex,normal,roughness,env_reflection_light,ambient_light);
#endif
@@ -1673,12 +1671,15 @@ FRAGMENT_SHADER_CODE
highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0);
for(int i=0;i<reflection_count;i++) {
- reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum);
+ reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,env_reflection_light,reflection_accum,ambient_accum);
}
if (reflection_accum.a>0.0) {
specular_light+=reflection_accum.rgb/reflection_accum.a;
+ } else {
+ specular_light+=env_reflection_light;
}
+
if (ambient_accum.a>0.0) {
ambient_light+=ambient_accum.rgb/ambient_accum.a;
}
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 75f40cacca..2f88296ea4 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -50,7 +50,7 @@
#include <mach-o/dyld.h>
#endif
-#ifdef __FreeBSD__
+#if defined(__FreeBSD__) || defined(__OpenBSD__)
#include <sys/param.h>
#endif
#include "global_config.h"
@@ -494,7 +494,7 @@ String OS_Unix::get_data_dir() const {
if (has_environment("HOME")) {
- bool use_godot = GlobalConfig::get_singleton()->get("application/use_shared_user_dir");
+ bool use_godot = GlobalConfig::get_singleton()->get("application/config/use_shared_user_dir");
if (use_godot)
return get_environment("HOME") + "/.godot/app_userdata/" + an;
else
@@ -532,7 +532,7 @@ String OS_Unix::get_executable_path() const {
return OS::get_executable_path();
}
return b;
-#elif defined(__FreeBSD__)
+#elif defined(__FreeBSD__) || defined(__OpenBSD__)
char resolved_path[MAXPATHLEN];
realpath(OS::get_executable_path().utf8().get_data(), resolved_path);