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-rw-r--r--drivers/dummy/rasterizer_dummy.h5
-rw-r--r--drivers/dummy/texture_loader_dummy.h1
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp28
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp8
-rw-r--r--drivers/gles2/rasterizer_gles2.h2
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp271
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h24
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp329
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h18
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp25
-rw-r--r--drivers/gles2/shader_gles2.h2
-rw-r--r--drivers/gles2/shaders/canvas.glsl7
-rw-r--r--drivers/gles2/shaders/copy.glsl29
-rw-r--r--drivers/gles2/shaders/scene.glsl96
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_gles3.h2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp87
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp58
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h3
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp14
-rw-r--r--drivers/gles3/shaders/canvas.glsl5
-rw-r--r--drivers/gles3/shaders/copy.glsl36
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl229
-rw-r--r--drivers/gles3/shaders/ssao.glsl6
-rw-r--r--drivers/png/resource_saver_png.h1
-rw-r--r--drivers/unix/net_socket_posix.cpp6
-rw-r--r--drivers/unix/os_unix.cpp2
-rw-r--r--drivers/unix/os_unix.h2
-rw-r--r--drivers/wasapi/audio_driver_wasapi.cpp16
-rw-r--r--drivers/windows/file_access_windows.cpp8
32 files changed, 1027 insertions, 303 deletions
diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h
index 3b31da1dd7..3deaef09e7 100644
--- a/drivers/dummy/rasterizer_dummy.h
+++ b/drivers/dummy/rasterizer_dummy.h
@@ -61,6 +61,7 @@ public:
void environment_set_bg_energy(RID p_env, float p_energy) {}
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}
void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {}
+ void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id){};
void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
@@ -216,6 +217,7 @@ public:
uint32_t texture_get_height(RID p_texture) const { return 0; }
uint32_t texture_get_depth(RID p_texture) const { return 0; }
void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth_3d) {}
+ void texture_bind(RID p_texture, uint32_t p_texture_no) {}
void texture_set_path(RID p_texture, const String &p_path) {
DummyTexture *t = texture_owner.getornull(p_texture);
@@ -692,6 +694,7 @@ public:
/* RENDER TARGET */
RID render_target_create() { return RID(); }
+ void render_target_set_position(RID p_render_target, int p_x, int p_y) {}
void render_target_set_size(RID p_render_target, int p_width, int p_height) {}
RID render_target_get_texture(RID p_render_target) const { return RID(); }
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {}
@@ -779,7 +782,7 @@ public:
RasterizerCanvas *get_canvas() { return &canvas; }
RasterizerScene *get_scene() { return &scene; }
- void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {}
+ void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) {}
void initialize() {}
void begin_frame(double frame_step) {}
diff --git a/drivers/dummy/texture_loader_dummy.h b/drivers/dummy/texture_loader_dummy.h
index 3038bffc95..0bc7fa226b 100644
--- a/drivers/dummy/texture_loader_dummy.h
+++ b/drivers/dummy/texture_loader_dummy.h
@@ -35,7 +35,6 @@
#include "scene/resources/texture.h"
class ResourceFormatDummyTexture : public ResourceFormatLoader {
- GDCLASS(ResourceFormatDummyTexture, ResourceFormatLoader)
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 7232d2d95a..b82186162d 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -113,9 +113,22 @@ void RasterizerCanvasGLES2::canvas_begin() {
state.canvas_shader.bind();
state.using_transparent_rt = false;
+ int viewport_x, viewport_y, viewport_width, viewport_height;
+
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ // set Viewport and Scissor when rendering directly to screen
+ viewport_width = storage->frame.current_rt->width;
+ viewport_height = storage->frame.current_rt->height;
+ viewport_x = storage->frame.current_rt->x;
+ viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
}
if (storage->frame.clear_request) {
@@ -179,6 +192,14 @@ void RasterizerCanvasGLES2::canvas_end() {
glDisableVertexAttribArray(i);
}
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ //reset viewport to full window size
+ int viewport_width = OS::get_singleton()->get_window_size().width;
+ int viewport_height = OS::get_singleton()->get_window_size().height;
+ glViewport(0, 0, viewport_width, viewport_height);
+ glScissor(0, 0, viewport_width, viewport_height);
+ }
+
state.using_texture_rect = false;
state.using_skeleton = false;
state.using_ninepatch = false;
@@ -1060,6 +1081,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
} else {
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
}
+ } else {
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, 1.0, 1.0, 1.0, 1.0);
}
if (multi_mesh->custom_data_floats) {
@@ -1192,6 +1215,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen");
+ return;
+ }
+
if (storage->frame.current_rt->copy_screen_effect.color == 0) {
ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
ERR_FAIL();
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index d3c6b041a8..cbd0e4a5d5 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -202,6 +202,10 @@ Error RasterizerGLES2::is_viable() {
return ERR_UNAVAILABLE;
}
}
+
+ if (GLAD_GL_EXT_framebuffer_multisample) {
+ glRenderbufferStorageMultisample = glRenderbufferStorageMultisampleEXT;
+ }
#endif // GLES_OVER_GL
#endif // GLAD_ENABLED
@@ -334,7 +338,7 @@ void RasterizerGLES2::clear_render_target(const Color &p_color) {
storage->frame.clear_request_color = p_color;
}
-void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {
+void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
if (p_image.is_null() || p_image->empty())
return;
@@ -356,7 +360,7 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c
canvas->canvas_begin();
RID texture = storage->texture_create();
- storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER);
+ storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
storage->texture_set_data(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index eeed86e263..4d0d961ae4 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -51,7 +51,7 @@ public:
virtual RasterizerCanvas *get_canvas();
virtual RasterizerScene *get_scene();
- virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale);
+ virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
virtual void initialize();
virtual void begin_frame(double frame_step);
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 99eb0665d6..a07c6832dc 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -36,12 +36,23 @@
#include "core/project_settings.h"
#include "core/vmap.h"
#include "rasterizer_canvas_gles2.h"
+#include "servers/camera/camera_feed.h"
#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
+#ifndef GLES_OVER_GL
+#ifdef IPHONE_ENABLED
+#include <OpenGLES/ES2/glext.h>
+//void *glResolveMultisampleFramebufferAPPLE;
+
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#endif
+#endif
+
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -570,7 +581,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
//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.
+ // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
while (size >= 1) {
for (int i = 0; i < 6; i++) {
@@ -759,6 +770,13 @@ void RasterizerSceneGLES2::environment_set_ambient_light(RID p_env, const Color
env->ambient_sky_contribution = p_sky_contribution;
}
+void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->camera_feed_id = p_camera_feed_id;
+}
+
void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -1001,7 +1019,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
has_alpha = false;
}
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
if (!e) {
return;
@@ -1017,6 +1035,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->light_index = RenderList::MAX_LIGHTS;
e->use_accum_ptr = &e->use_accum;
e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0;
+ e->front_facing = false;
if (e->geometry->last_pass != render_pass) {
e->geometry->last_pass = render_pass;
@@ -1036,6 +1055,10 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->material_index = e->material->index;
+ if (mirror) {
+ e->front_facing = true;
+ }
+
e->refprobe_0_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
e->refprobe_1_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
@@ -1148,6 +1171,30 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
}
}
+void RasterizerSceneGLES2::_copy_texture_to_front_buffer(GLuint p_texture) {
+
+ //copy to front buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, p_texture);
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ storage->shaders.copy.bind();
+
+ storage->bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
render_pass++;
@@ -1223,7 +1270,29 @@ static const GLenum gl_primitive[] = {
GL_TRIANGLE_FAN
};
-bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
+void RasterizerSceneGLES2::_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);
+ state.cull_front = front;
+ }
+}
+
+bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
// material parameters
@@ -1261,21 +1330,6 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
} break;
}
- switch (p_material->shader->spatial.cull_mode) {
- case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED: {
- glDisable(GL_CULL_FACE);
- } break;
-
- case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_BACK: {
- glEnable(GL_CULL_FACE);
- glCullFace(p_reverse_cull ? GL_FRONT : GL_BACK);
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_FRONT: {
- glEnable(GL_CULL_FACE);
- glCullFace(p_reverse_cull ? GL_BACK : GL_FRONT);
- } break;
- }
-
int tc = p_material->textures.size();
const Pair<StringName, RID> *textures = p_material->textures.ptr();
@@ -2168,6 +2222,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
int prev_blend_mode = -2; //will always catch the first go
+ state.cull_front = false;
+ state.cull_disabled = false;
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+
if (p_alpha_pass) {
glEnable(GL_BLEND);
} else {
@@ -2210,7 +2269,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool rebind_reflection = false;
bool rebind_lightmap = false;
- if (!p_shadow) {
+ if (!p_shadow && material->shader) {
bool unshaded = material->shader->spatial.unshaded;
@@ -2230,7 +2289,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool depth_prepass = false;
- if (!p_alpha_pass && material->shader && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ if (!p_alpha_pass && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
depth_prepass = true;
}
@@ -2407,12 +2466,14 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (rebind || material != prev_material) {
storage->info.render.material_switch_count++;
- shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ shader_rebind = _setup_material(material, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
if (shader_rebind) {
storage->info.render.shader_rebind_count++;
}
}
+ _set_cull(e->front_facing, material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED, p_reverse_cull);
+
if (i == 0 || shader_rebind) { //first time must rebind
if (p_shadow) {
@@ -2435,6 +2496,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (p_env) {
state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, p_env->bg_color);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
@@ -2442,6 +2504,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
} else {
state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, state.default_bg);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
@@ -2544,7 +2607,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false);
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, false);
}
@@ -2660,6 +2722,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
Environment *env = NULL;
int viewport_width, viewport_height;
+ int viewport_x = 0;
+ int viewport_y = 0;
bool probe_interior = false;
bool reverse_cull = false;
@@ -2689,12 +2753,23 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (storage->frame.current_rt->external.fbo != 0) {
current_fb = storage->frame.current_rt->external.fbo;
} else {
- current_fb = storage->frame.current_rt->fbo;
+ if (storage->frame.current_rt->multisample_active) {
+ current_fb = storage->frame.current_rt->multisample_fbo;
+ } else {
+ current_fb = storage->frame.current_rt->fbo;
+ }
}
env = environment_owner.getornull(p_environment);
viewport_width = storage->frame.current_rt->width;
viewport_height = storage->frame.current_rt->height;
+ viewport_x = storage->frame.current_rt->x;
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ } else {
+ viewport_y = storage->frame.current_rt->y;
+ }
}
state.used_screen_texture = false;
@@ -2760,7 +2835,13 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// other stuff
glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
- glViewport(0, 0, viewport_width, viewport_height);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
@@ -2770,6 +2851,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// clear color
Color clear_color(0, 0, 0, 1);
+ Ref<CameraFeed> feed;
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
clear_color = Color(0, 0, 0, 0);
@@ -2782,6 +2864,9 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
} else if (env->bg_mode == VS::ENV_BG_CANVAS || env->bg_mode == VS::ENV_BG_COLOR || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
clear_color = env->bg_color;
storage->frame.clear_request = false;
+ } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
+ feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
+ storage->frame.clear_request = false;
} else {
storage->frame.clear_request = false;
}
@@ -2791,9 +2876,14 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
+ state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ glDisable(GL_SCISSOR_TEST);
+ }
+
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
glBlendEquation(GL_FUNC_ADD);
@@ -2813,32 +2903,126 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
env_radiance_tex = sky->radiance;
}
} break;
+ case VS::ENV_BG_CAMERA_FEED: {
+ if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
+ // copy our camera feed to our background
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_DISPLAY_TRANSFORM, true);
+
+ if (feed->get_datatype() == CameraFeed::FEED_RGB) {
+ RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_RGBA, 0);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr) {
+ RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_YCbCr, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr_Sep) {
+ RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
+ RID camera_CbCr = feed->get_texture(CameraServer::FEED_CbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_Y, 0);
+ VS::get_singleton()->texture_bind(camera_CbCr, 1);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
+ };
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::DISPLAY_TRANSFORM, feed->get_transform());
+
+ storage->bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glDisableVertexAttribArray(VS::ARRAY_VERTEX);
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_DISPLAY_TRANSFORM, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ } else {
+ // don't have a feed, just show greenscreen :)
+ clear_color = Color(0.0, 1.0, 0.0, 1.0);
+ }
+ } break;
default: {
// FIXME: implement other background modes
} break;
}
}
- if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
-
- if (sky && sky->panorama.is_valid()) {
- _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
- }
- }
-
if (probe_interior) {
env_radiance_tex = 0; //do not use radiance texture on interiors
state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
+ state.default_bg = Color(0, 0, 0, 1); //black as default background for interior
}
// render opaque things first
render_list.sort_by_key(false);
_render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false);
+ // then draw the sky after
+ if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
+
+ if (sky && sky->panorama.is_valid()) {
+ _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ }
+ }
+
if (storage->frame.current_rt && state.used_screen_texture) {
//copy screen texture
+
+ if (storage->frame.current_rt->multisample_active) {
+ // Resolve framebuffer to front buffer before copying
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif IPHONE_ENABLED
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif ANDROID_ENABLED
+
+ // In GLES2 AndroidBlit is not available, so just copy color texture manually
+ _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
+#endif
+ }
+
storage->canvas->_copy_screen(Rect2());
+
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+ // Rebind the current framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+ glViewport(0, 0, viewport_width, viewport_height);
+ }
}
// alpha pass
@@ -2851,6 +3035,31 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glDisable(GL_DEPTH_TEST);
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif IPHONE_ENABLED
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif ANDROID_ENABLED
+
+ // In GLES2 Android Blit is not available, so just copy color texture manually
+ _copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
+#endif
+ }
+
//#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index 48672991d1..c95385eb24 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -104,6 +104,7 @@ public:
GLuint immediate_buffer;
Color default_ambient;
+ Color default_bg;
// ResolveShaderGLES3 resolve_shader;
// ScreenSpaceReflectionShaderGLES3 ssr_shader;
@@ -197,14 +198,15 @@ public:
int directional_light_count;
int reflection_probe_count;
- bool cull_front;
- bool cull_disabled;
bool used_sss;
bool using_contact_shadows;
VS::ViewportDebugDraw debug_draw;
*/
+ bool cull_front;
+ bool cull_disabled;
+
bool used_screen_texture;
bool shadow_is_dual_parabolloid;
float dual_parbolloid_direction;
@@ -352,6 +354,8 @@ public:
float bg_energy;
float sky_ambient;
+ int camera_feed_id;
+
Color ambient_color;
float ambient_energy;
float ambient_sky_contribution;
@@ -379,6 +383,7 @@ public:
sky_custom_fov(0.0),
bg_energy(1.0),
sky_ambient(0),
+ camera_feed_id(0),
ambient_energy(1.0),
ambient_sky_contribution(0.0),
canvas_max_layer(0),
@@ -411,6 +416,7 @@ public:
virtual void environment_set_bg_energy(RID p_env, float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
+ virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
@@ -502,8 +508,7 @@ public:
enum {
MAX_LIGHTS = 255,
MAX_REFLECTION_PROBES = 255,
- DEFAULT_MAX_ELEMENTS = 65536,
- SORT_KEY_PRIORITY_SHIFT = 56
+ DEFAULT_MAX_ELEMENTS = 65536
};
int max_elements;
@@ -517,6 +522,7 @@ public:
bool use_accum; //is this an add pass for multipass
bool *use_accum_ptr;
+ bool front_facing;
union {
//TODO: should be endian swapped on big endian
@@ -602,12 +608,10 @@ public:
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- if (layer_A == layer_B) {
+ if (A->priority == B->priority) {
return A->instance->depth > B->instance->depth;
} else {
- return layer_A < layer_B;
+ return A->priority < B->priority;
}
}
};
@@ -670,6 +674,7 @@ public:
void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
+ void _copy_texture_to_front_buffer(GLuint texture);
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
void _render_render_list(RenderList::Element **p_elements, int p_element_count,
const Transform &p_view_transform,
@@ -685,7 +690,8 @@ public:
void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation);
- _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
+ _FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
+ _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
_FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 13fdd1db73..418be136b8 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -81,6 +81,28 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _DEPTH_COMPONENT24_OES 0x81A6
+#ifndef GLES_OVER_GL
+// enable extensions manually for android and ios
+#include <dlfcn.h> // needed to load extensions
+
+#ifdef IPHONE_ENABLED
+
+#include <OpenGLES/ES2/glext.h>
+//void *glRenderbufferStorageMultisampleAPPLE;
+//void *glResolveMultisampleFramebufferAPPLE;
+#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
+#elif ANDROID_ENABLED
+
+#include <GLES2/gl2ext.h>
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
+PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT;
+#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
+#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
+#endif
+
+#define GL_MAX_SAMPLES 0x8D57
+#endif //!GLES_OVER_GL
+
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);
@@ -774,10 +796,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
for (int i = 0; i < texture->mipmaps; i++) {
- int ofs = 0;
- if (i > 0) {
- ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, i - 1);
- }
+ int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
@@ -949,6 +968,15 @@ uint32_t RasterizerStorageGLES2::texture_get_texid(RID p_texture) const {
return texture->tex_id;
}
+void RasterizerStorageGLES2::texture_bind(RID p_texture, uint32_t p_texture_no) {
+ Texture *texture = texture_owner.getornull(p_texture);
+
+ ERR_FAIL_COND(!texture);
+
+ glActiveTexture(GL_TEXTURE0 + p_texture_no);
+ glBindTexture(texture->target, texture->tex_id);
+}
+
uint32_t RasterizerStorageGLES2::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
@@ -2399,6 +2427,18 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
}
surface->data = array;
surface->index_data = p_index_array;
+#else
+ // Even on non-tools builds, a copy of the surface->data is needed in certain circumstances.
+ // Rigged meshes using the USE_SKELETON_SOFTWARE path need to read bone data
+ // from surface->data.
+
+ // if USE_SKELETON_SOFTWARE is active
+ if (!config.float_texture_supported) {
+ // if this geometry is used specifically for skinning
+ if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS))
+ surface->data = array;
+ }
+ // An alternative is to always make a copy of surface->data.
#endif
surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
@@ -4549,98 +4589,187 @@ void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerSc
void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
+ // do not allocate a render target with no size
if (rt->width <= 0 || rt->height <= 0)
return;
- Texture *texture = texture_owner.getornull(rt->texture);
- ERR_FAIL_COND(!texture);
-
- // create fbo
-
- glGenFramebuffers(1, &rt->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
-
- // color
+ // do not allocate a render target that is attached to the screen
+ if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ rt->fbo = RasterizerStorageGLES2::system_fbo;
+ return;
+ }
- glGenTextures(1, &rt->color);
- glBindTexture(GL_TEXTURE_2D, rt->color);
+ GLuint color_internal_format;
+ GLuint color_format;
+ GLuint color_type = GL_UNSIGNED_BYTE;
if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ color_internal_format = GL_RGBA;
+ color_format = GL_RGBA;
} else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ color_internal_format = GL_RGB;
+ color_format = GL_RGB;
}
- if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
+ {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
+ /* Front FBO */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ Texture *texture = texture_owner.getornull(rt->texture);
+ ERR_FAIL_COND(!texture);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+ // framebuffer
+ glGenFramebuffers(1, &rt->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
- // depth
+ // color
+ glGenTextures(1, &rt->color);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
- if (config.support_depth_texture) {
- glGenTextures(1, &rt->depth);
- glBindTexture(GL_TEXTURE_2D, rt->depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
- glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
+ // depth
- glDeleteFramebuffers(1, &rt->fbo);
if (config.support_depth_texture) {
- glDeleteTextures(1, &rt->depth);
+
+ glGenTextures(1, &rt->depth);
+ glBindTexture(GL_TEXTURE_2D, rt->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
- glDeleteRenderbuffers(1, &rt->depth);
+
+ glGenRenderbuffers(1, &rt->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+
+ glRenderbufferStorage(GL_RENDERBUFFER, config.depth_internalformat, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
- glDeleteTextures(1, &rt->color);
- rt->fbo = 0;
- rt->width = 0;
- rt->height = 0;
- rt->color = 0;
- rt->depth = 0;
- texture->tex_id = 0;
- texture->active = false;
- WARN_PRINT("Could not create framebuffer!!");
- return;
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+
+ glDeleteFramebuffers(1, &rt->fbo);
+ if (config.support_depth_texture) {
+
+ glDeleteTextures(1, &rt->depth);
+ } else {
+
+ glDeleteRenderbuffers(1, &rt->depth);
+ }
+
+ glDeleteTextures(1, &rt->color);
+ rt->fbo = 0;
+ rt->width = 0;
+ rt->height = 0;
+ rt->color = 0;
+ rt->depth = 0;
+ texture->tex_id = 0;
+ texture->active = false;
+ WARN_PRINT("Could not create framebuffer!!");
+ return;
+ }
+
+ texture->format = Image::FORMAT_RGBA8;
+ texture->gl_format_cache = GL_RGBA;
+ texture->gl_type_cache = GL_UNSIGNED_BYTE;
+ texture->gl_internal_format_cache = GL_RGBA;
+ texture->tex_id = rt->color;
+ texture->width = rt->width;
+ texture->alloc_width = rt->width;
+ texture->height = rt->height;
+ texture->alloc_height = rt->height;
+ texture->active = true;
+
+ texture_set_flags(rt->texture, texture->flags);
}
- texture->format = Image::FORMAT_RGBA8;
- texture->gl_format_cache = GL_RGBA;
- texture->gl_type_cache = GL_UNSIGNED_BYTE;
- texture->gl_internal_format_cache = GL_RGBA;
- texture->tex_id = rt->color;
- texture->width = rt->width;
- texture->alloc_width = rt->width;
- texture->height = rt->height;
- texture->alloc_height = rt->height;
- texture->active = true;
+ /* BACK FBO */
+ /* For MSAA */
+
+#ifndef JAVASCRIPT_ENABLED
+ if (rt->msaa != VS::VIEWPORT_MSAA_DISABLED && config.multisample_supported) {
+
+ rt->multisample_active = true;
+
+ static const int msaa_value[] = { 0, 2, 4, 8, 16 };
+ int msaa = msaa_value[rt->msaa];
+
+ int max_samples = 0;
+ glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+ if (msaa > max_samples) {
+ WARN_PRINTS("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
+ msaa = max_samples;
+ }
+
+ //regular fbo
+ glGenFramebuffers(1, &rt->multisample_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo);
+
+ glGenRenderbuffers(1, &rt->multisample_depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_internalformat, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
+
+#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
+
+ glGenRenderbuffers(1, &rt->multisample_color);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
+#elif ANDROID_ENABLED
+ // Render to a texture in android
+ glGenTextures(1, &rt->multisample_color);
+ glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
+
+ // multisample buffer is same size as front buffer, so just use nearest
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0, msaa);
+#endif
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ printf("err status: %x\n", status);
+ _render_target_clear(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
- texture_set_flags(rt->texture, texture->flags);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ } else
+#endif
+ {
+ rt->multisample_active = false;
+ }
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -4669,7 +4798,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
@@ -4681,6 +4810,10 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
+ // there is nothing to clear when DIRECT_TO_SCREEN is used
+ if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN])
+ return;
+
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
@@ -4728,6 +4861,20 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
glDeleteTextures(1, &rt->copy_screen_effect.color);
rt->copy_screen_effect.color = 0;
}
+
+ if (rt->multisample_active) {
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+#ifdef GLES_OVER_GL
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+#else
+ glDeleteTextures(1, &rt->multisample_color);
+#endif
+ rt->multisample_color = 0;
+ }
}
RID RasterizerStorageGLES2::render_target_create() {
@@ -4761,6 +4908,15 @@ RID RasterizerStorageGLES2::render_target_create() {
return render_target_owner.make_rid(rt);
}
+void RasterizerStorageGLES2::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->x = p_x;
+ rt->y = p_y;
+}
+
void RasterizerStorageGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
@@ -4890,6 +5046,14 @@ void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderT
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
+ // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
+ // those functions change how they operate depending on the value of DIRECT_TO_SCREEN
+ if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ _render_target_clear(rt);
+ rt->flags[p_flag] = p_value;
+ _render_target_allocate(rt);
+ }
+
rt->flags[p_flag] = p_value;
switch (p_flag) {
@@ -4929,6 +5093,11 @@ void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::Vie
if (rt->msaa == p_msaa)
return;
+ if (!config.multisample_supported) {
+ ERR_PRINT("MSAA not supported on this hardware.");
+ return;
+ }
+
_render_target_clear(rt);
rt->msaa = p_msaa;
_render_target_allocate(rt);
@@ -5452,6 +5621,26 @@ void RasterizerStorageGLES2::initialize() {
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
#endif
+
+#ifndef GLES_OVER_GL
+ //Manually load extensions for android and ios
+
+#ifdef IPHONE_ENABLED
+ // appears that IPhone doesn't need to dlopen TODO: test this rigorously before removing
+ //void *gles2_lib = dlopen(NULL, RTLD_LAZY);
+ //glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
+ //glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
+#elif ANDROID_ENABLED
+
+ void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
+ glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");
+ glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glFramebufferTexture2DMultisampleEXT");
+#endif
+#endif
+
+ // Check for multisample support
+ config.multisample_supported = config.extensions.has("GL_EXT_framebuffer_multisample") || config.extensions.has("GL_EXT_multisampled_render_to_texture") || config.extensions.has("GL_APPLE_framebuffer_multisample");
+
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
config.support_depth_texture = true;
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index d6130849fb..d139697b86 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -92,6 +92,8 @@ public:
bool support_shadow_cubemaps;
+ bool multisample_supported;
+
GLuint depth_internalformat;
GLuint depth_type;
@@ -348,6 +350,7 @@ public:
virtual uint32_t texture_get_height(RID p_texture) const;
virtual uint32_t texture_get_depth(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth);
+ virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
virtual void texture_set_path(RID p_texture, const String &p_path);
virtual String texture_get_path(RID p_texture) const;
@@ -1132,10 +1135,14 @@ public:
struct RenderTarget : public RID_Data {
GLuint fbo;
-
GLuint color;
GLuint depth;
+ GLuint multisample_fbo;
+ GLuint multisample_color;
+ GLuint multisample_depth;
+ bool multisample_active;
+
// TODO post processing effects?
// TODO HDR?
@@ -1169,7 +1176,7 @@ public:
}
} external;
- int width, height;
+ int x, y, width, height;
bool flags[RENDER_TARGET_FLAG_MAX];
@@ -1182,6 +1189,12 @@ public:
fbo(0),
color(0),
depth(0),
+ multisample_fbo(0),
+ multisample_color(0),
+ multisample_depth(0),
+ multisample_active(false),
+ x(0),
+ y(0),
width(0),
height(0),
used_in_frame(false),
@@ -1199,6 +1212,7 @@ public:
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index d00b03fb8a..b48b93944c 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -316,9 +316,14 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
StringBuffer<> uniform_code;
- uniform_code += "uniform ";
+ // use highp if no precision is specified to prevent different default values in fragment and vertex shader
+ SL::DataPrecision precision = E->get().precision;
+ if (precision == SL::PRECISION_DEFAULT) {
+ precision = SL::PRECISION_HIGHP;
+ }
- uniform_code += _prestr(E->get().precision);
+ uniform_code += "uniform ";
+ uniform_code += _prestr(precision);
uniform_code += _typestr(E->get().type);
uniform_code += " ";
uniform_code += _mkid(E->key());
@@ -356,6 +361,21 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
fragment_global += final_code;
}
+ // constants
+
+ for (Map<StringName, SL::ShaderNode::Constant>::Element *E = snode->constants.front(); E; E = E->next()) {
+ String gcode;
+ gcode += "const ";
+ gcode += _prestr(E->get().precision);
+ gcode += _typestr(E->get().type);
+ gcode += " " + _mkid(E->key());
+ gcode += "=";
+ gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ gcode += ";\n";
+ vertex_global += gcode;
+ fragment_global += gcode;
+ }
+
// functions
Map<StringName, String> function_code;
@@ -934,6 +954,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
// No defines for particle shaders in GLES2, there are no GPU particles
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h
index ebea40e10e..2456a83d35 100644
--- a/drivers/gles2/shader_gles2.h
+++ b/drivers/gles2/shader_gles2.h
@@ -1,4 +1,4 @@
-/*************************************************************************/
+/*************************************************************************/
/* shader_gles2.h */
/*************************************************************************/
/* This file is part of: */
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 7ba2856216..0818942b0a 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -112,7 +112,12 @@ void main() {
#ifdef USE_INSTANCING
mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
color *= instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
#else
mat4 extra_matrix_instance = extra_matrix;
@@ -347,7 +352,7 @@ void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
#ifdef USE_FORCE_REPEAT
- //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that dont support it
+ //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
uv = mod(uv, vec2(1.0, 1.0));
#endif
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 931b3f3708..195db7c45f 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -28,8 +28,15 @@ varying vec2 uv_interp;
#endif
varying vec2 uv2_interp;
+// These definitions are here because the shader-wrapper builder does
+// not understand `#elif defined()`
+#ifdef USE_DISPLAY_TRANSFORM
+#endif
+
#ifdef USE_COPY_SECTION
uniform highp vec4 copy_section;
+#elif defined(USE_DISPLAY_TRANSFORM)
+uniform highp mat4 display_transform;
#endif
void main() {
@@ -48,6 +55,8 @@ void main() {
#ifdef USE_COPY_SECTION
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
+#elif defined(USE_DISPLAY_TRANSFORM)
+ uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
#endif
}
@@ -88,6 +97,10 @@ uniform samplerCube source_cube; // texunit:0
uniform sampler2D source; // texunit:0
#endif
+#ifdef SEP_CBCR_TEXTURE
+uniform sampler2D CbCr; //texunit:1
+#endif
+
varying vec2 uv2_interp;
#ifdef USE_MULTIPLIER
@@ -145,10 +158,26 @@ void main() {
#elif defined(USE_CUBEMAP)
vec4 color = textureCube(source_cube, normalize(cube_interp));
+#elif defined(SEP_CBCR_TEXTURE)
+ vec4 color;
+ color.r = texture2D(source, uv_interp).r;
+ color.gb = texture2D(CbCr, uv_interp).rg - vec2(0.5, 0.5);
+ color.a = 1.0;
#else
vec4 color = texture2D(source, uv_interp);
#endif
+#ifdef YCBCR_TO_RGB
+ // YCbCr -> RGB conversion
+
+ // Using BT.601, which is the standard for SDTV is provided as a reference
+ color.rgb = mat3(
+ vec3(1.00000, 1.00000, 1.00000),
+ vec3(0.00000, -0.34413, 1.77200),
+ vec3(1.40200, -0.71414, 0.00000)) *
+ color.rgb;
+#endif
+
#ifdef USE_NO_ALPHA
color.a = 1.0;
#endif
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 1c35b455c4..2aef913ae8 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -424,9 +424,12 @@ void main() {
#endif
+ mat4 local_projection_matrix = projection_matrix;
+
mat4 modelview = camera_inverse_matrix * world_matrix;
float roughness = 1.0;
+#define projection_matrix local_projection_matrix
#define world_transform world_matrix
{
@@ -911,6 +914,7 @@ uniform mat4 radiance_inverse_xform;
#endif
+uniform vec4 bg_color;
uniform float bg_energy;
uniform float ambient_sky_contribution;
@@ -1147,7 +1151,8 @@ void light_compute(
float clearcoat_gloss,
float anisotropy,
inout vec3 diffuse_light,
- inout vec3 specular_light) {
+ inout vec3 specular_light,
+ inout float alpha) {
//this makes lights behave closer to linear, but then addition of lights looks bad
//better left disabled
@@ -1302,10 +1307,10 @@ LIGHT_SHADER_CODE
// shlick+ggx as default
#if defined(LIGHT_USE_ANISOTROPY)
- float alpha = roughness * roughness;
+ float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha / aspect;
- float ay = alpha * aspect;
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
@@ -1313,10 +1318,10 @@ LIGHT_SHADER_CODE
float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
#else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- //float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
- float G = V_GGX(cNdotL, cNdotV, alpha);
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ //float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
#endif
// F
vec3 f0 = F0(metallic, specular, diffuse_color);
@@ -1346,6 +1351,10 @@ LIGHT_SHADER_CODE
#endif
}
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -1531,17 +1540,21 @@ FRAGMENT_SHADER_CODE
vec3 eye_position = view;
+#if !defined(USE_SHADOW_TO_OPACITY)
+
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
#ifdef USE_DEPTH_PREPASS
if (alpha < 0.99) {
discard;
}
-#endif
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
#ifdef BASE_PASS
//none
@@ -1558,7 +1571,6 @@ FRAGMENT_SHADER_CODE
ref_vec.z *= -1.0;
specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
-
{
vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz);
vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy;
@@ -1569,6 +1581,7 @@ FRAGMENT_SHADER_CODE
#else
ambient_light = ambient_color.rgb;
+ specular_light = bg_color.rgb * bg_energy;
#endif
@@ -1628,6 +1641,19 @@ FRAGMENT_SHADER_CODE
#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment and reflection probes are added
+ //TODO: this curve is not really designed for gammaspace, should be adjusted
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+
#ifdef USE_LIGHTMAP
//ambient light will come entirely from lightmap is lightmap is used
ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
@@ -1699,6 +1725,8 @@ FRAGMENT_SHADER_CODE
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
@@ -1729,6 +1757,8 @@ FRAGMENT_SHADER_CODE
}
#endif
+#endif //SHADOWS_DISABLED
+
#endif //type omni
#ifdef LIGHT_MODE_DIRECTIONAL
@@ -1739,6 +1769,8 @@ FRAGMENT_SHADER_CODE
#endif
float depth_z = -vertex.z;
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
#ifdef USE_VERTEX_LIGHTING
@@ -1957,6 +1989,8 @@ FRAGMENT_SHADER_CODE
#endif //use shadow
+#endif // SHADOWS_DISABLED
+
#endif
#ifdef LIGHT_MODE_SPOT
@@ -1993,6 +2027,8 @@ FRAGMENT_SHADER_CODE
#endif
+#if !defined(SHADOWS_DISABLED)
+
#ifdef USE_SHADOW
{
highp vec4 splane = shadow_coord;
@@ -2002,6 +2038,8 @@ FRAGMENT_SHADER_CODE
}
#endif
+#endif // SHADOWS_DISABLED
+
#endif // LIGHT_MODE_SPOT
#ifdef USE_VERTEX_LIGHTING
@@ -2032,13 +2070,32 @@ FRAGMENT_SHADER_CODE
clearcoat_gloss,
anisotropy,
diffuse_light,
- specular_light);
+ specular_light,
+ alpha);
#endif //vertex lighting
#endif //USE_LIGHTING
//compute and merge
+#ifdef USE_SHADOW_TO_OPACITY
+
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_DEPTH_PREPASS
+ if (alpha < 0.99) {
+ discard;
+ }
+#endif // USE_DEPTH_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
#ifndef RENDER_DEPTH
#ifdef SHADELESS
@@ -2065,17 +2122,6 @@ FRAGMENT_SHADER_CODE
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
-#else
- //TODO: this curve is not really designed for gammaspace, should be adjusted
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
#endif
}
@@ -2087,8 +2133,6 @@ FRAGMENT_SHADER_CODE
#endif
// gl_FragColor = vec4(normal, 1.0);
-#endif //unshaded
-
//apply fog
#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
@@ -2143,6 +2187,8 @@ FRAGMENT_SHADER_CODE
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+#endif //unshaded
+
#else // not RENDER_DEPTH
//depth render
#ifdef USE_RGBA_SHADOWS
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index bdffb1ecdc..ea15a278d6 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -273,7 +273,7 @@ void RasterizerGLES3::clear_render_target(const Color &p_color) {
storage->frame.clear_request_color = p_color;
}
-void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {
+void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
if (p_image.is_null() || p_image->empty())
return;
@@ -296,7 +296,7 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
canvas->canvas_begin();
RID texture = storage->texture_create();
- storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER);
+ storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
storage->texture_set_data(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index ad0d004c9d..8fa208a1aa 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -51,7 +51,7 @@ public:
virtual RasterizerCanvas *get_canvas();
virtual RasterizerScene *get_scene();
- virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale);
+ virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
virtual void initialize();
virtual void begin_frame(double frame_step);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 9aec348291..7acb8a22bc 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -34,6 +34,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_canvas_gles3.h"
+#include "servers/camera/camera_feed.h"
#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
@@ -830,6 +831,12 @@ void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color
env->ambient_energy = p_energy;
env->ambient_sky_contribution = p_sky_contribution;
}
+void RasterizerSceneGLES3::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->camera_feed_id = p_camera_feed_id;
+}
void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) {
@@ -2374,7 +2381,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
has_alpha = false;
}
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ RenderList::Element *e = (has_alpha || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
if (!e)
return;
@@ -3304,7 +3311,7 @@ void RasterizerSceneGLES3::_prepare_depth_texture() {
void RasterizerSceneGLES3::_bind_depth_texture() {
if (!state.bound_depth_texture) {
- ERR_FAIL_COND(!state.prepared_depth_texture)
+ ERR_FAIL_COND(!state.prepared_depth_texture);
//bind depth for read
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
@@ -4342,6 +4349,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
Color clear_color(0, 0, 0, 0);
RasterizerStorageGLES3::Sky *sky = NULL;
+ Ref<CameraFeed> feed;
GLuint env_radiance_tex = 0;
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
@@ -4376,6 +4384,9 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
+ } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) {
+ feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
+ storage->frame.clear_request = false;
} else {
storage->frame.clear_request = false;
}
@@ -4426,6 +4437,63 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
break;
+ case VS::ENV_BG_CAMERA_FEED:
+ if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
+ // copy our camera feed to our background
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+
+ if (feed->get_datatype() == CameraFeed::FEED_RGB) {
+ RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_RGBA, 0);
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr) {
+ RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_YCbCr, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCbCr_Sep) {
+ RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
+ RID camera_CbCr = feed->get_texture(CameraServer::FEED_CbCr_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_Y, 0);
+ VS::get_singleton()->texture_bind(camera_CbCr, 1);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
+ };
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform());
+
+ _copy_screen(true, true);
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ } else {
+ // don't have a feed, just show greenscreen :)
+ clear_color = Color(0.0, 1.0, 0.0, 1.0);
+ }
+ break;
default: {
}
}
@@ -4552,8 +4620,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
_post_process(env, p_cam_projection);
-
- if (false && shadow_atlas) {
+ // Needed only for debugging
+ /* if (shadow_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4563,7 +4631,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
- if (false && storage->frame.current_rt) {
+ if (storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4573,7 +4641,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
}
- if (false && reflection_atlas && storage->frame.current_rt) {
+ if (reflection_atlas && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4582,7 +4650,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
- if (false && directional_shadow.fbo) {
+ if (directional_shadow.fbo) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4592,7 +4660,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
- if (false && env_radiance_tex) {
+ if ( env_radiance_tex) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@@ -4603,8 +4671,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
-
+ }*/
//disable all stuff
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 59e23e5ac9..910f90edc2 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -376,6 +376,8 @@ public:
float bg_energy;
float sky_ambient;
+ int camera_feed_id;
+
Color ambient_color;
float ambient_energy;
float ambient_sky_contribution;
@@ -461,6 +463,7 @@ public:
sky_custom_fov(0.0),
bg_energy(1.0),
sky_ambient(0),
+ camera_feed_id(0),
ambient_energy(1.0),
ambient_sky_contribution(0.0),
canvas_max_layer(0),
@@ -542,6 +545,7 @@ public:
virtual void environment_set_bg_energy(RID p_env, float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
+ virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 95d4bec611..f8a3283869 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1210,10 +1210,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
for (int i = 0; i < texture->mipmaps; i++) {
- int ofs = 0;
- if (i > 0) {
- ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, i - 1);
- }
+ int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
if (texture->compressed) {
@@ -1440,6 +1437,15 @@ uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const {
return texture->tex_id;
}
+void RasterizerStorageGLES3::texture_bind(RID p_texture, uint32_t p_texture_no) {
+
+ Texture *texture = texture_owner.getornull(p_texture);
+
+ ERR_FAIL_COND(!texture);
+
+ glActiveTexture(GL_TEXTURE0 + p_texture_no);
+ glBindTexture(texture->target, texture->tex_id);
+}
uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
@@ -3504,7 +3510,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if (p_vertex_count < (1 << 16)) {
//read 16 bit indices
const uint16_t *src_idx = (const uint16_t *)ir.ptr();
- for (int i = 0; i < index_count; i += 6) {
+ for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
@@ -3518,7 +3524,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
//read 16 bit indices
const uint32_t *src_idx = (const uint32_t *)ir.ptr();
- for (int i = 0; i < index_count; i += 6) {
+ for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
@@ -3534,7 +3540,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
index_count = p_vertex_count * 2;
wf_indices.resize(index_count);
PoolVector<uint32_t>::Write wr = wf_indices.write();
- for (int i = 0; i < index_count; i += 6) {
+ for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = i / 2;
wr[i + 1] = i / 2 + 1;
@@ -3775,28 +3781,30 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_m
Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V(surface->index_array_len == 0, PoolVector<uint8_t>());
-
PoolVector<uint8_t> ret;
ret.resize(surface->index_array_byte_size);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
+
+ if (surface->index_array_byte_size > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
- {
- PoolVector<uint8_t>::Write w = ret.write();
- glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
- }
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
+ }
#else
- void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
- ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
- {
- PoolVector<uint8_t>::Write w = ret.write();
- copymem(w.ptr(), data, surface->index_array_byte_size);
- }
- glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+ void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
+ ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(), data, surface->index_array_byte_size);
+ }
+ glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
return ret;
}
@@ -7271,6 +7279,10 @@ RID RasterizerStorageGLES3::render_target_create() {
return render_target_owner.make_rid(rt);
}
+void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+ //only used in GLES2
+}
+
void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
@@ -8157,7 +8169,7 @@ void RasterizerStorageGLES3::initialize() {
}
shaders.cubemap_filter.init();
- bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile");
+ bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
shaders.particles.init();
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index a4cc84ef02..badb656e96 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -297,6 +297,7 @@ public:
target(GL_TEXTURE_2D),
data_size(0),
compressed(false),
+ srgb(false),
total_data_size(0),
ignore_mipmaps(false),
mipmaps(0),
@@ -357,6 +358,7 @@ public:
virtual uint32_t texture_get_height(RID p_texture) const;
virtual uint32_t texture_get_depth(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth);
+ virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
virtual void texture_set_path(RID p_texture, const String &p_path);
virtual String texture_get_path(RID p_texture) const;
@@ -1394,6 +1396,7 @@ public:
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index ad26294527..b0f0a71d56 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -472,6 +472,19 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
r_gen_code.fragment_global += interp_mode + "in " + vcode;
}
+ for (Map<StringName, SL::ShaderNode::Constant>::Element *E = pnode->constants.front(); E; E = E->next()) {
+ String gcode;
+ gcode += "const ";
+ gcode += _prestr(E->get().precision);
+ gcode += _typestr(E->get().type);
+ gcode += " " + _mkid(E->key());
+ gcode += "=";
+ gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ gcode += ";\n";
+ r_gen_code.vertex_global += gcode;
+ r_gen_code.fragment_global += gcode;
+ }
+
Map<StringName, String> function_code;
//code for functions
@@ -944,6 +957,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
/* PARTICLES SHADER */
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 0d1e7ee4a1..a46b31c92e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -117,7 +117,12 @@ void main() {
#ifdef USE_INSTANCING
mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
color *= instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
#else
mat4 extra_matrix_instance = extra_matrix;
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index e1a0813efc..232b9ce7c0 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -18,10 +18,19 @@ out vec2 uv_interp;
out vec2 uv2_interp;
+// These definitions are here because the shader-wrapper builder does
+// not understand `#elif defined()`
+#ifdef USE_DISPLAY_TRANSFORM
+#endif
+
#ifdef USE_COPY_SECTION
uniform vec4 copy_section;
+#elif defined(USE_DISPLAY_TRANSFORM)
+
+uniform highp mat4 display_transform;
+
#endif
void main() {
@@ -44,6 +53,9 @@ void main() {
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
+#elif defined(USE_DISPLAY_TRANSFORM)
+
+ uv_interp = (display_transform * vec4(uv_in, 1.0, 1.0)).xy;
#endif
}
@@ -73,6 +85,8 @@ uniform highp vec4 asym_proj;
#endif
#ifdef USE_TEXTURE2DARRAY
#endif
+#ifdef YCBCR_TO_SRGB
+#endif
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; //texunit:0
@@ -84,6 +98,10 @@ uniform sampler2DArray source_2d_array; //texunit:0
uniform sampler2D source; //texunit:0
#endif
+#ifdef SEP_CBCR_TEXTURE
+uniform sampler2D CbCr; //texunit:1
+#endif
+
/* clang-format on */
#if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY)
@@ -166,14 +184,30 @@ void main() {
vec4 color = textureLod(source_3d, vec3(uv_interp, layer), 0.0);
#elif defined(USE_TEXTURE2DARRAY)
vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), 0.0);
+#elif defined(SEP_CBCR_TEXTURE)
+ vec4 color;
+ color.r = textureLod(source, uv_interp, 0.0).r;
+ color.gb = textureLod(CbCr, uv_interp, 0.0).rg - vec2(0.5, 0.5);
+ color.a = 1.0;
#else
vec4 color = textureLod(source, uv_interp, 0.0);
#endif
#ifdef LINEAR_TO_SRGB
- //regular Linear -> SRGB conversion
+ // regular Linear -> SRGB conversion
vec3 a = vec3(0.055);
color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, lessThan(color.rgb, vec3(0.0031308)));
+
+#elif defined(YCBCR_TO_SRGB)
+
+ // YCbCr -> SRGB conversion
+ // Using BT.709 which is the standard for HDTV
+ color.rgb = mat3(
+ vec3(1.00000, 1.00000, 1.00000),
+ vec3(0.00000, -0.18732, 1.85560),
+ vec3(1.57481, -0.46813, 0.00000)) *
+ color.rgb;
+
#endif
#ifdef SRGB_TO_LINEAR
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index f65f798ff0..619e29b130 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -163,7 +163,7 @@ vec2 Hammersley(uint i, uint N) {
#else
-#define SAMPLE_COUNT 512u
+#define SAMPLE_COUNT 1024u
#endif
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 630e1c2089..f08d3f4d23 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -993,7 +993,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
#if defined(USE_LIGHT_SHADER_CODE)
// light is written by the light shader
@@ -1135,19 +1135,19 @@ LIGHT_SHADER_CODE
#if defined(LIGHT_USE_ANISOTROPY)
- float alpha = roughness * roughness;
+ float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha / aspect;
- float ay = alpha * aspect;
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
#else
- float alpha = roughness * roughness;
- float D = D_GGX(cNdotH, alpha);
- float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
#endif
// F
vec3 f0 = F0(metallic, specular, diffuse_color);
@@ -1174,6 +1174,10 @@ LIGHT_SHADER_CODE
#endif
}
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+#endif
+
#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -1250,7 +1254,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
}
#endif
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1304,10 +1308,10 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
#endif //SHADOWS_DISABLED
- light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1339,7 +1343,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
}
#endif //SHADOWS_DISABLED
- light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
@@ -1705,11 +1709,13 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
+#if !defined(USE_SHADOW_TO_OPACITY)
+
#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
-#endif
+#endif // ALPHA_SCISSOR_USED
#ifdef USE_OPAQUE_PREPASS
@@ -1717,7 +1723,9 @@ FRAGMENT_SHADER_CODE
discard;
}
-#endif
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
#if defined(ENABLE_NORMALMAP)
@@ -1802,6 +1810,7 @@ FRAGMENT_SHADER_CODE
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light = ambient_light_color.rgb;
+ env_reflection_light = bg_color.rgb * bg_energy;
#endif //AMBIENT_LIGHT_DISABLED
#endif
@@ -1809,10 +1818,98 @@ FRAGMENT_SHADER_CODE
ambient_light *= ambient_energy;
float specular_blob_intensity = 1.0;
+
#if defined(SPECULAR_TOON)
specular_blob_intensity *= specular * 2.0;
#endif
+#ifdef USE_GI_PROBES
+ gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
+
+#endif
+
+#ifdef USE_LIGHTMAP
+ ambient_light = texture(lightmap, uv2).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[](
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
+ vec3(0.267617, 0.823639, 0.5),
+ vec3(-0.700629, 0.509037, 0.5),
+ vec3(-0.700629, -0.509037, 0.5),
+ vec3(0.267617, -0.823639, 0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
+ vec3(0.267617, 0.823639, -0.5),
+ vec3(-0.700629, 0.509037, -0.5),
+ vec3(-0.700629, -0.509037, -0.5),
+ vec3(0.267617, -0.823639, -0.5));
+
+ vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec4 captured = vec4(0.0);
+ float sum = 0.0;
+ for (int i = 0; i < 12; i++) {
+ float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
+ captured += lightmap_captures[i] * amount;
+ sum += amount;
+ }
+
+ captured /= sum;
+
+ if (lightmap_capture_sky) {
+ ambient_light = mix(ambient_light, captured.rgb, captured.a);
+ } else {
+ ambient_light = captured.rgb;
+ }
+ }
+#endif
+
+#ifdef USE_FORWARD_LIGHTING
+
+ highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ 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, 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 !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+#endif
+
+ {
+
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
#if defined(USE_LIGHT_DIRECTIONAL)
vec3 light_attenuation = vec3(1.0);
@@ -1955,91 +2052,49 @@ FRAGMENT_SHADER_CODE
specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a);
#else
- light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
+ light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
#endif
#endif //#USE_LIGHT_DIRECTIONAL
-#ifdef USE_GI_PROBES
- gi_probes_compute(vertex, normal, roughness, env_reflection_light, ambient_light);
-
-#endif
-
-#ifdef USE_LIGHTMAP
- ambient_light = texture(lightmap, uv2).rgb * lightmap_energy;
-#endif
-
-#ifdef USE_LIGHTMAP_CAPTURE
- {
- vec3 cone_dirs[12] = vec3[](
- vec3(0.0, 0.0, 1.0),
- vec3(0.866025, 0.0, 0.5),
- vec3(0.267617, 0.823639, 0.5),
- vec3(-0.700629, 0.509037, 0.5),
- vec3(-0.700629, -0.509037, 0.5),
- vec3(0.267617, -0.823639, 0.5),
- vec3(0.0, 0.0, -1.0),
- vec3(0.866025, 0.0, -0.5),
- vec3(0.267617, 0.823639, -0.5),
- vec3(-0.700629, 0.509037, -0.5),
- vec3(-0.700629, -0.509037, -0.5),
- vec3(0.267617, -0.823639, -0.5));
-
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
- vec4 captured = vec4(0.0);
- float sum = 0.0;
- for (int i = 0; i < 12; i++) {
- float amount = max(0.0, dot(local_normal, cone_dirs[i])); //not correct, but creates a nice wrap around effect
- captured += lightmap_captures[i] * amount;
- sum += amount;
- }
-
- captured /= sum;
-
- if (lightmap_capture_sky) {
- ambient_light = mix(ambient_light, captured.rgb, captured.a);
- } else {
- ambient_light = captured.rgb;
- }
- }
-#endif
-
#ifdef USE_FORWARD_LIGHTING
- highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
- 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, 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 !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
- if (ambient_accum.a > 0.0) {
- ambient_light = ambient_accum.rgb / ambient_accum.a;
- }
-#endif
-
#ifdef USE_VERTEX_LIGHTING
diffuse_light *= albedo;
#else
for (int i = 0; i < omni_light_count; i++) {
- light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
for (int i = 0; i < spot_light_count; i++) {
- light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
+ light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
}
#endif //USE_VERTEX_LIGHTING
#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
#ifdef RENDER_DEPTH
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
@@ -2058,26 +2113,6 @@ FRAGMENT_SHADER_CODE
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0 - metallic;
- {
-
-#if defined(DIFFUSE_TOON)
- //simplify for toon, as
- specular_light *= specular * metallic * albedo * 2.0;
-#else
- // Environment brdf approximation (Lazarov 2013)
- // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
- const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
- const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
- vec4 r = roughness * c0 + c1;
- float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
- float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
- vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
-#endif
- }
-
if (fog_color_enabled.a > 0.5) {
float fog_amount = 0.0;
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index be44365169..d9cdc3fc1f 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -16,15 +16,15 @@ void main() {
#define TWO_PI 6.283185307179586476925286766559
#ifdef SSAO_QUALITY_HIGH
-#define NUM_SAMPLES (80)
+#define NUM_SAMPLES (16)
#endif
#ifdef SSAO_QUALITY_LOW
-#define NUM_SAMPLES (15)
+#define NUM_SAMPLES (8)
#endif
#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH)
-#define NUM_SAMPLES (40)
+#define NUM_SAMPLES (12)
#endif
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
diff --git a/drivers/png/resource_saver_png.h b/drivers/png/resource_saver_png.h
index 584ccd4908..9267f2d678 100644
--- a/drivers/png/resource_saver_png.h
+++ b/drivers/png/resource_saver_png.h
@@ -35,7 +35,6 @@
#include "core/io/resource_saver.h"
class ResourceSaverPNG : public ResourceFormatSaver {
- GDCLASS(ResourceSaverPNG, ResourceFormatSaver)
public:
static Error save_image(const String &p_path, const Ref<Image> &p_img);
diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp
index 37abccbe27..75d51c8503 100644
--- a/drivers/unix/net_socket_posix.cpp
+++ b/drivers/unix/net_socket_posix.cpp
@@ -306,7 +306,7 @@ Error NetSocketPosix::bind(IP_Address p_addr, uint16_t p_port) {
sockaddr_storage addr;
size_t addr_size = _set_addr_storage(&addr, p_addr, p_port, _ip_type);
- if (::bind(_sock, (struct sockaddr *)&addr, addr_size) == SOCK_EMPTY) {
+ if (::bind(_sock, (struct sockaddr *)&addr, addr_size) != 0) {
close();
ERR_FAIL_V(ERR_UNAVAILABLE);
}
@@ -317,7 +317,7 @@ Error NetSocketPosix::bind(IP_Address p_addr, uint16_t p_port) {
Error NetSocketPosix::listen(int p_max_pending) {
ERR_FAIL_COND_V(!is_open(), ERR_UNCONFIGURED);
- if (::listen(_sock, p_max_pending) == SOCK_EMPTY) {
+ if (::listen(_sock, p_max_pending) != 0) {
close();
ERR_FAIL_V(FAILED);
@@ -334,7 +334,7 @@ Error NetSocketPosix::connect_to_host(IP_Address p_host, uint16_t p_port) {
struct sockaddr_storage addr;
size_t addr_size = _set_addr_storage(&addr, p_host, p_port, _ip_type);
- if (::connect(_sock, (struct sockaddr *)&addr, addr_size) == SOCK_EMPTY) {
+ if (::connect(_sock, (struct sockaddr *)&addr, addr_size) != 0) {
NetError err = _get_socket_error();
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 25cdc8d8a0..4de910ee1c 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -170,7 +170,7 @@ String OS_Unix::get_stdin_string(bool p_block) {
return "";
}
-String OS_Unix::get_name() {
+String OS_Unix::get_name() const {
return "Unix";
}
diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h
index 6a05877a8c..53446a6b6f 100644
--- a/drivers/unix/os_unix.h
+++ b/drivers/unix/os_unix.h
@@ -76,7 +76,7 @@ public:
virtual Error set_cwd(const String &p_cwd);
- virtual String get_name();
+ virtual String get_name() const;
virtual Date get_date(bool utc) const;
virtual Time get_time(bool utc) const;
diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp
index c97849ef07..fea38ee95d 100644
--- a/drivers/wasapi/audio_driver_wasapi.cpp
+++ b/drivers/wasapi/audio_driver_wasapi.cpp
@@ -167,13 +167,13 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
ERR_FAIL_COND_V(hr != S_OK, ERR_CANT_OPEN);
for (ULONG i = 0; i < count && !found; i++) {
- IMMDevice *device = NULL;
+ IMMDevice *tmp_device = NULL;
- hr = devices->Item(i, &device);
+ hr = devices->Item(i, &tmp_device);
ERR_BREAK(hr != S_OK);
IPropertyStore *props = NULL;
- hr = device->OpenPropertyStore(STGM_READ, &props);
+ hr = tmp_device->OpenPropertyStore(STGM_READ, &props);
ERR_BREAK(hr != S_OK);
PROPVARIANT propvar;
@@ -183,7 +183,7 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
ERR_BREAK(hr != S_OK);
if (p_device->device_name == String(propvar.pwszVal)) {
- hr = device->GetId(&strId);
+ hr = tmp_device->GetId(&strId);
ERR_BREAK(hr != S_OK);
found = true;
@@ -191,7 +191,7 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
PropVariantClear(&propvar);
props->Release();
- device->Release();
+ tmp_device->Release();
}
if (found) {
@@ -289,7 +289,7 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
}
DWORD streamflags = 0;
- if (mix_rate != pwfex->nSamplesPerSec) {
+ if ((DWORD)mix_rate != pwfex->nSamplesPerSec) {
streamflags |= AUDCLNT_STREAMFLAGS_RATEADJUST;
pwfex->nSamplesPerSec = mix_rate;
pwfex->nAvgBytesPerSec = pwfex->nSamplesPerSec * pwfex->nChannels * (pwfex->wBitsPerSample / 8);
@@ -571,7 +571,7 @@ void AudioDriverWASAPI::thread_func(void *p_udata) {
if (ad->audio_output.active) {
ad->audio_server_process(ad->buffer_frames, ad->samples_in.ptrw());
} else {
- for (unsigned int i = 0; i < ad->samples_in.size(); i++) {
+ for (int i = 0; i < ad->samples_in.size(); i++) {
ad->samples_in.write[i] = 0;
}
}
@@ -699,7 +699,7 @@ void AudioDriverWASAPI::thread_func(void *p_udata) {
ERR_BREAK(hr != S_OK);
// fixme: Only works for floating point atm
- for (int j = 0; j < num_frames_available; j++) {
+ for (UINT32 j = 0; j < num_frames_available; j++) {
int32_t l, r;
if (flags & AUDCLNT_BUFFERFLAGS_SILENT) {
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index c13300d09f..646e744248 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -93,7 +93,7 @@ Error FileAccessWindows::_open(const String &p_path, int p_mode_flags) {
// a file using the wrong case (which *works* on Windows, but won't on other
// platforms).
if (p_mode_flags == READ) {
- WIN32_FIND_DATAW d = { 0 };
+ WIN32_FIND_DATAW d;
HANDLE f = FindFirstFileW(path.c_str(), &d);
if (f) {
String fname = d.cFileName;
@@ -302,7 +302,7 @@ void FileAccessWindows::store_buffer(const uint8_t *p_src, int p_length) {
}
prev_op = WRITE;
}
- ERR_FAIL_COND(fwrite(p_src, 1, p_length, f) != p_length);
+ ERR_FAIL_COND(fwrite(p_src, 1, p_length, f) != (size_t)p_length);
}
bool FileAccessWindows::file_exists(const String &p_name) {
@@ -340,13 +340,11 @@ uint64_t FileAccessWindows::_get_modified_time(const String &p_file) {
}
uint32_t FileAccessWindows::_get_unix_permissions(const String &p_file) {
- ERR_PRINT("Windows does not support unix permissions");
return 0;
}
Error FileAccessWindows::_set_unix_permissions(const String &p_file, uint32_t p_permissions) {
- ERR_PRINT("Windows does not support unix permissions");
- return FAILED;
+ return ERR_UNAVAILABLE;
}
FileAccessWindows::FileAccessWindows() :