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-rw-r--r--drivers/SCsub3
-rw-r--r--drivers/alsa/SCsub2
-rw-r--r--drivers/alsamidi/SCsub2
-rw-r--r--drivers/convex_decomp/SCsub5
-rw-r--r--drivers/coreaudio/SCsub2
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.cpp213
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.h4
-rw-r--r--drivers/coremidi/SCsub2
-rw-r--r--drivers/coremidi/core_midi.cpp6
-rw-r--r--drivers/dummy/rasterizer_dummy.h25
-rw-r--r--drivers/gl_context/SCsub7
-rw-r--r--drivers/gles2/SCsub2
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp46
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.h3
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp68
-rw-r--r--drivers/gles2/rasterizer_gles2.h3
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp2088
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h230
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp564
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h120
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp49
-rw-r--r--drivers/gles2/shader_gles2.cpp111
-rw-r--r--drivers/gles2/shader_gles2.h16
-rw-r--r--drivers/gles2/shaders/SCsub1
-rw-r--r--drivers/gles2/shaders/canvas.glsl14
-rw-r--r--drivers/gles2/shaders/copy.glsl22
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl14
-rw-r--r--drivers/gles2/shaders/lens_distorted.glsl62
-rw-r--r--drivers/gles2/shaders/scene.glsl1799
-rw-r--r--drivers/gles2/shaders/stdlib.glsl10
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp68
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h3
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp33
-rw-r--r--drivers/gles3/rasterizer_gles3.h3
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp146
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h12
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp358
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h30
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp51
-rw-r--r--drivers/gles3/shader_gles3.cpp11
-rw-r--r--drivers/gles3/shader_gles3.h13
-rw-r--r--drivers/gles3/shaders/SCsub1
-rw-r--r--drivers/gles3/shaders/canvas.glsl16
-rw-r--r--drivers/gles3/shaders/effect_blur.glsl3
-rw-r--r--drivers/gles3/shaders/lens_distorted.glsl64
-rw-r--r--drivers/gles3/shaders/scene.glsl161
-rw-r--r--drivers/gles3/shaders/tonemap.glsl28
-rw-r--r--drivers/png/SCsub18
-rw-r--r--drivers/png/image_loader_png.cpp5
-rw-r--r--drivers/pulseaudio/SCsub2
-rw-r--r--drivers/pulseaudio/audio_driver_pulseaudio.cpp36
-rw-r--r--drivers/pulseaudio/audio_driver_pulseaudio.h1
-rw-r--r--drivers/register_driver_types.cpp6
-rw-r--r--drivers/rtaudio/SCsub5
-rw-r--r--drivers/rtaudio/audio_driver_rtaudio.cpp11
-rw-r--r--drivers/unix/SCsub2
-rw-r--r--drivers/unix/dir_access_unix.cpp19
-rw-r--r--drivers/unix/net_socket_posix.cpp94
-rw-r--r--drivers/unix/net_socket_posix.h3
-rw-r--r--drivers/unix/os_unix.cpp57
-rw-r--r--drivers/unix/os_unix.h2
-rw-r--r--drivers/unix/socket_helpers.h156
-rw-r--r--drivers/unix/thread_posix.cpp3
-rw-r--r--drivers/wasapi/SCsub2
-rw-r--r--drivers/wasapi/audio_driver_wasapi.cpp18
-rw-r--r--drivers/windows/SCsub2
-rw-r--r--drivers/windows/file_access_windows.cpp4
-rw-r--r--drivers/winmidi/SCsub2
-rw-r--r--drivers/xaudio2/SCsub2
-rw-r--r--drivers/zlib/SCsub26
70 files changed, 4944 insertions, 2026 deletions
diff --git a/drivers/SCsub b/drivers/SCsub
index f9cfa3fb05..320d4dc4bb 100644
--- a/drivers/SCsub
+++ b/drivers/SCsub
@@ -4,9 +4,6 @@ Import('env')
env.drivers_sources = []
-if 'builtin_zlib' in env and env['builtin_zlib']:
- SConscript("zlib/SCsub")
-
# OS drivers
SConscript('unix/SCsub')
SConscript('windows/SCsub')
diff --git a/drivers/alsa/SCsub b/drivers/alsa/SCsub
index ee39fd2631..28b315ae66 100644
--- a/drivers/alsa/SCsub
+++ b/drivers/alsa/SCsub
@@ -3,5 +3,3 @@
Import('env')
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/alsamidi/SCsub b/drivers/alsamidi/SCsub
index 233593b0f9..4c24925192 100644
--- a/drivers/alsamidi/SCsub
+++ b/drivers/alsamidi/SCsub
@@ -4,5 +4,3 @@ Import('env')
# Driver source files
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/convex_decomp/SCsub b/drivers/convex_decomp/SCsub
index f017e55120..65ba5332b7 100644
--- a/drivers/convex_decomp/SCsub
+++ b/drivers/convex_decomp/SCsub
@@ -11,6 +11,7 @@ thirdparty_sources = [
"b2Triangle.cpp",
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
-env.add_source_files(env.drivers_sources, thirdparty_sources)
-Export('env')
+env_thirdparty = env.Clone()
+env_thirdparty.disable_warnings()
+env_thirdparty.add_source_files(env.drivers_sources, thirdparty_sources)
diff --git a/drivers/coreaudio/SCsub b/drivers/coreaudio/SCsub
index 233593b0f9..4c24925192 100644
--- a/drivers/coreaudio/SCsub
+++ b/drivers/coreaudio/SCsub
@@ -4,5 +4,3 @@ Import('env')
# Driver source files
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp
index 09e50e4aaa..850b90d59b 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.cpp
+++ b/drivers/coreaudio/audio_driver_coreaudio.cpp
@@ -95,11 +95,6 @@ Error AudioDriverCoreAudio::init() {
result = AudioObjectAddPropertyListener(kAudioObjectSystemObject, &prop, &output_device_address_cb, this);
ERR_FAIL_COND_V(result != noErr, FAILED);
-
- prop.mSelector = kAudioHardwarePropertyDefaultInputDevice;
-
- result = AudioObjectAddPropertyListener(kAudioObjectSystemObject, &prop, &input_device_address_cb, this);
- ERR_FAIL_COND_V(result != noErr, FAILED);
#endif
AudioStreamBasicDescription strdesc;
@@ -123,26 +118,6 @@ Error AudioDriverCoreAudio::init() {
break;
}
- zeromem(&strdesc, sizeof(strdesc));
- size = sizeof(strdesc);
- result = AudioUnitGetProperty(audio_unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &strdesc, &size);
- ERR_FAIL_COND_V(result != noErr, FAILED);
-
- switch (strdesc.mChannelsPerFrame) {
- case 1: // Mono
- capture_channels = 1;
- break;
-
- case 2: // Stereo
- capture_channels = 2;
- break;
-
- default:
- // Unknown number of channels, default to stereo
- capture_channels = 2;
- break;
- }
-
mix_rate = GLOBAL_DEF_RST("audio/mix_rate", DEFAULT_MIX_RATE);
zeromem(&strdesc, sizeof(strdesc));
@@ -158,11 +133,6 @@ Error AudioDriverCoreAudio::init() {
result = AudioUnitSetProperty(audio_unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, kOutputBus, &strdesc, sizeof(strdesc));
ERR_FAIL_COND_V(result != noErr, FAILED);
- strdesc.mChannelsPerFrame = capture_channels;
-
- result = AudioUnitSetProperty(audio_unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &strdesc, sizeof(strdesc));
- ERR_FAIL_COND_V(result != noErr, FAILED);
-
int latency = GLOBAL_DEF_RST("audio/output_latency", DEFAULT_OUTPUT_LATENCY);
// Sample rate is independent of channels (ref: https://stackoverflow.com/questions/11048825/audio-sample-frequency-rely-on-channels)
buffer_frames = closest_power_of_2(latency * mix_rate / 1000);
@@ -175,9 +145,6 @@ Error AudioDriverCoreAudio::init() {
unsigned int buffer_size = buffer_frames * channels;
samples_in.resize(buffer_size);
input_buf.resize(buffer_size);
- input_buffer.resize(buffer_size * 8);
- input_position = 0;
- input_size = 0;
print_verbose("CoreAudio: detected " + itos(channels) + " channels");
print_verbose("CoreAudio: audio buffer frames: " + itos(buffer_frames) + " calculated latency: " + itos(buffer_frames * 1000 / mix_rate) + "ms");
@@ -189,16 +156,10 @@ Error AudioDriverCoreAudio::init() {
result = AudioUnitSetProperty(audio_unit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, kOutputBus, &callback, sizeof(callback));
ERR_FAIL_COND_V(result != noErr, FAILED);
- zeromem(&callback, sizeof(AURenderCallbackStruct));
- callback.inputProc = &AudioDriverCoreAudio::input_callback;
- callback.inputProcRefCon = this;
- result = AudioUnitSetProperty(audio_unit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, 0, &callback, sizeof(callback));
- ERR_FAIL_COND_V(result != noErr, FAILED);
-
result = AudioUnitInitialize(audio_unit);
ERR_FAIL_COND_V(result != noErr, FAILED);
- return OK;
+ return capture_init();
}
OSStatus AudioDriverCoreAudio::output_callback(void *inRefCon,
@@ -265,7 +226,7 @@ OSStatus AudioDriverCoreAudio::input_callback(void *inRefCon,
bufferList.mBuffers[0].mNumberChannels = ad->capture_channels;
bufferList.mBuffers[0].mDataByteSize = ad->input_buf.size() * sizeof(int16_t);
- OSStatus result = AudioUnitRender(ad->audio_unit, ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList);
+ OSStatus result = AudioUnitRender(ad->input_unit, ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList);
if (result == noErr) {
for (int i = 0; i < inNumberFrames * ad->capture_channels; i++) {
int32_t sample = ad->input_buf[i] << 16;
@@ -277,7 +238,7 @@ OSStatus AudioDriverCoreAudio::input_callback(void *inRefCon,
}
}
} else {
- ERR_PRINT(("AudioUnitRender failed, code: " + itos(result)).utf8().get_data());
+ ERR_PRINTS("AudioUnitRender failed, code: " + itos(result));
}
ad->unlock();
@@ -289,7 +250,7 @@ void AudioDriverCoreAudio::start() {
if (!active) {
OSStatus result = AudioOutputUnitStart(audio_unit);
if (result != noErr) {
- ERR_PRINT(("AudioOutputUnitStart failed, code: " + itos(result)).utf8().get_data());
+ ERR_PRINTS("AudioOutputUnitStart failed, code: " + itos(result));
} else {
active = true;
}
@@ -300,7 +261,7 @@ void AudioDriverCoreAudio::stop() {
if (active) {
OSStatus result = AudioOutputUnitStop(audio_unit);
if (result != noErr) {
- ERR_PRINT(("AudioOutputUnitStop failed, code: " + itos(result)).utf8().get_data());
+ ERR_PRINTS("AudioOutputUnitStop failed, code: " + itos(result));
} else {
active = false;
}
@@ -332,6 +293,8 @@ bool AudioDriverCoreAudio::try_lock() {
}
void AudioDriverCoreAudio::finish() {
+ capture_finish();
+
if (audio_unit) {
OSStatus result;
@@ -375,6 +338,7 @@ void AudioDriverCoreAudio::finish() {
ERR_PRINT("AudioComponentInstanceDispose failed");
}
+ audio_unit = NULL;
unlock();
}
@@ -384,20 +348,160 @@ void AudioDriverCoreAudio::finish() {
}
}
-Error AudioDriverCoreAudio::capture_start() {
+Error AudioDriverCoreAudio::capture_init() {
+ AudioComponentDescription desc;
+ zeromem(&desc, sizeof(desc));
+ desc.componentType = kAudioUnitType_Output;
+#ifdef OSX_ENABLED
+ desc.componentSubType = kAudioUnitSubType_HALOutput;
+#else
+ desc.componentSubType = kAudioUnitSubType_RemoteIO;
+#endif
+ desc.componentManufacturer = kAudioUnitManufacturer_Apple;
+
+ AudioComponent comp = AudioComponentFindNext(NULL, &desc);
+ ERR_FAIL_COND_V(comp == NULL, FAILED);
+
+ OSStatus result = AudioComponentInstanceNew(comp, &input_unit);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+#ifdef OSX_ENABLED
+ AudioObjectPropertyAddress prop;
+ prop.mSelector = kAudioHardwarePropertyDefaultInputDevice;
+ prop.mScope = kAudioObjectPropertyScopeGlobal;
+ prop.mElement = kAudioObjectPropertyElementMaster;
+
+ result = AudioObjectAddPropertyListener(kAudioObjectSystemObject, &prop, &input_device_address_cb, this);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+#endif
UInt32 flag = 1;
- OSStatus result = AudioUnitSetProperty(audio_unit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kInputBus, &flag, sizeof(flag));
+ result = AudioUnitSetProperty(input_unit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kInputBus, &flag, sizeof(flag));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+ flag = 0;
+ result = AudioUnitSetProperty(input_unit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, kOutputBus, &flag, sizeof(flag));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ UInt32 size;
+#ifdef OSX_ENABLED
+ AudioDeviceID deviceId;
+ size = sizeof(AudioDeviceID);
+ AudioObjectPropertyAddress property = { kAudioHardwarePropertyDefaultInputDevice, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMaster };
+
+ result = AudioObjectGetPropertyData(kAudioObjectSystemObject, &property, 0, NULL, &size, &deviceId);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ result = AudioUnitSetProperty(input_unit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &deviceId, sizeof(AudioDeviceID));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+#endif
+
+ AudioStreamBasicDescription strdesc;
+ zeromem(&strdesc, sizeof(strdesc));
+ size = sizeof(strdesc);
+ result = AudioUnitGetProperty(input_unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &strdesc, &size);
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ switch (strdesc.mChannelsPerFrame) {
+ case 1: // Mono
+ capture_channels = 1;
+ break;
+
+ case 2: // Stereo
+ capture_channels = 2;
+ break;
+
+ default:
+ // Unknown number of channels, default to stereo
+ capture_channels = 2;
+ break;
+ }
+
+ mix_rate = GLOBAL_DEF_RST("audio/mix_rate", DEFAULT_MIX_RATE);
+
+ zeromem(&strdesc, sizeof(strdesc));
+ strdesc.mFormatID = kAudioFormatLinearPCM;
+ strdesc.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsPacked;
+ strdesc.mChannelsPerFrame = capture_channels;
+ strdesc.mSampleRate = mix_rate;
+ strdesc.mFramesPerPacket = 1;
+ strdesc.mBitsPerChannel = 16;
+ strdesc.mBytesPerFrame = strdesc.mBitsPerChannel * strdesc.mChannelsPerFrame / 8;
+ strdesc.mBytesPerPacket = strdesc.mBytesPerFrame * strdesc.mFramesPerPacket;
+
+ result = AudioUnitSetProperty(input_unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &strdesc, sizeof(strdesc));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ AURenderCallbackStruct callback;
+ zeromem(&callback, sizeof(AURenderCallbackStruct));
+ callback.inputProc = &AudioDriverCoreAudio::input_callback;
+ callback.inputProcRefCon = this;
+ result = AudioUnitSetProperty(input_unit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, kInputBus, &callback, sizeof(callback));
+ ERR_FAIL_COND_V(result != noErr, FAILED);
+
+ result = AudioUnitInitialize(input_unit);
ERR_FAIL_COND_V(result != noErr, FAILED);
return OK;
}
+void AudioDriverCoreAudio::capture_finish() {
+ if (input_unit) {
+ lock();
+
+ AURenderCallbackStruct callback;
+ zeromem(&callback, sizeof(AURenderCallbackStruct));
+ OSStatus result = AudioUnitSetProperty(input_unit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, 0, &callback, sizeof(callback));
+ if (result != noErr) {
+ ERR_PRINT("AudioUnitSetProperty failed");
+ }
+
+ result = AudioUnitUninitialize(input_unit);
+ if (result != noErr) {
+ ERR_PRINT("AudioUnitUninitialize failed");
+ }
+
+#ifdef OSX_ENABLED
+ AudioObjectPropertyAddress prop;
+ prop.mSelector = kAudioHardwarePropertyDefaultInputDevice;
+ prop.mScope = kAudioObjectPropertyScopeGlobal;
+ prop.mElement = kAudioObjectPropertyElementMaster;
+
+ result = AudioObjectRemovePropertyListener(kAudioObjectSystemObject, &prop, &input_device_address_cb, this);
+ if (result != noErr) {
+ ERR_PRINT("AudioObjectRemovePropertyListener failed");
+ }
+#endif
+
+ result = AudioComponentInstanceDispose(input_unit);
+ if (result != noErr) {
+ ERR_PRINT("AudioComponentInstanceDispose failed");
+ }
+
+ input_unit = NULL;
+ unlock();
+ }
+}
+
+Error AudioDriverCoreAudio::capture_start() {
+
+ input_buffer_init(buffer_frames);
+
+ OSStatus result = AudioOutputUnitStart(input_unit);
+ if (result != noErr) {
+ ERR_PRINTS("AudioOutputUnitStart failed, code: " + itos(result));
+ }
+
+ return OK;
+}
+
Error AudioDriverCoreAudio::capture_stop() {
- UInt32 flag = 0;
- OSStatus result = AudioUnitSetProperty(audio_unit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kInputBus, &flag, sizeof(flag));
- ERR_FAIL_COND_V(result != noErr, FAILED);
+ if (input_unit) {
+ OSStatus result = AudioOutputUnitStop(input_unit);
+ if (result != noErr) {
+ ERR_PRINTS("AudioOutputUnitStop failed, code: " + itos(result));
+ }
+ }
return OK;
}
@@ -531,12 +635,14 @@ void AudioDriverCoreAudio::_set_device(const String &device, bool capture) {
}
if (found) {
- OSStatus result = AudioUnitSetProperty(audio_unit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, capture ? kInputBus : kOutputBus, &deviceId, sizeof(AudioDeviceID));
+ OSStatus result = AudioUnitSetProperty(capture ? input_unit : audio_unit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &deviceId, sizeof(AudioDeviceID));
ERR_FAIL_COND(result != noErr);
- // Reset audio input to keep synchronisation.
- input_position = 0;
- input_size = 0;
+ if (capture) {
+ // Reset audio input to keep synchronisation.
+ input_position = 0;
+ input_size = 0;
+ }
}
}
@@ -580,6 +686,7 @@ String AudioDriverCoreAudio::capture_get_device() {
AudioDriverCoreAudio::AudioDriverCoreAudio() {
audio_unit = NULL;
+ input_unit = NULL;
active = false;
mutex = NULL;
diff --git a/drivers/coreaudio/audio_driver_coreaudio.h b/drivers/coreaudio/audio_driver_coreaudio.h
index d3f7c8d596..474a9e43ae 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.h
+++ b/drivers/coreaudio/audio_driver_coreaudio.h
@@ -43,6 +43,7 @@
class AudioDriverCoreAudio : public AudioDriver {
AudioComponentInstance audio_unit;
+ AudioComponentInstance input_unit;
bool active;
Mutex *mutex;
@@ -83,6 +84,9 @@ class AudioDriverCoreAudio : public AudioDriver {
UInt32 inBusNumber, UInt32 inNumberFrames,
AudioBufferList *ioData);
+ Error capture_init();
+ void capture_finish();
+
public:
const char *get_name() const {
return "CoreAudio";
diff --git a/drivers/coremidi/SCsub b/drivers/coremidi/SCsub
index 233593b0f9..4c24925192 100644
--- a/drivers/coremidi/SCsub
+++ b/drivers/coremidi/SCsub
@@ -4,5 +4,3 @@ Import('env')
# Driver source files
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/coremidi/core_midi.cpp b/drivers/coremidi/core_midi.cpp
index e8106c4543..2ebbabaa38 100644
--- a/drivers/coremidi/core_midi.cpp
+++ b/drivers/coremidi/core_midi.cpp
@@ -51,13 +51,13 @@ Error MIDIDriverCoreMidi::open() {
OSStatus result = MIDIClientCreate(name, NULL, NULL, &client);
CFRelease(name);
if (result != noErr) {
- ERR_PRINTS("MIDIClientCreate failed: " + String(GetMacOSStatusErrorString(result)));
+ ERR_PRINTS("MIDIClientCreate failed, code: " + itos(result));
return ERR_CANT_OPEN;
}
result = MIDIInputPortCreate(client, CFSTR("Godot Input"), MIDIDriverCoreMidi::read, (void *)this, &port_in);
if (result != noErr) {
- ERR_PRINTS("MIDIInputPortCreate failed: " + String(GetMacOSStatusErrorString(result)));
+ ERR_PRINTS("MIDIInputPortCreate failed, code: " + itos(result));
return ERR_CANT_OPEN;
}
@@ -65,7 +65,7 @@ Error MIDIDriverCoreMidi::open() {
for (int i = 0; i < sources; i++) {
MIDIEndpointRef source = MIDIGetSource(i);
- if (source != NULL) {
+ if (source) {
MIDIPortConnectSource(port_in, source, (void *)this);
connected_sources.insert(i, source);
}
diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h
index 126f23feeb..dfdb3a6bba 100644
--- a/drivers/dummy/rasterizer_dummy.h
+++ b/drivers/dummy/rasterizer_dummy.h
@@ -63,7 +63,8 @@ public:
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) {}
- void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {}
+ void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
+
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
@@ -74,7 +75,7 @@ public:
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
- void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
+ void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
bool is_environment(RID p_env) { return false; }
@@ -517,6 +518,7 @@ public:
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {}
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {}
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {}
+ void reflection_probe_set_resolution(RID p_probe, int p_resolution) {}
AABB reflection_probe_get_aabb(RID p_probe) const { return AABB(); }
VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const { return VisualServer::REFLECTION_PROBE_UPDATE_ONCE; }
@@ -583,22 +585,12 @@ public:
SelfList<RasterizerScene::InstanceBase>::List instance_list;
- _FORCE_INLINE_ void instance_change_notify() {
+ _FORCE_INLINE_ void instance_change_notify(bool p_aabb = true, bool p_materials = true) {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
- instances->self()->base_changed();
- instances = instances->next();
- }
- }
-
- _FORCE_INLINE_ void instance_material_change_notify() {
-
- SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
- while (instances) {
-
- instances->self()->base_material_changed();
+ instances->self()->base_changed(p_aabb, p_materials);
instances = instances->next();
}
}
@@ -690,6 +682,8 @@ public:
int particles_get_draw_passes(RID p_particles) const { return 0; }
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }
+ virtual bool particles_is_inactive(RID p_particles) const { return false; }
+
/* RENDER TARGET */
RID render_target_create() { return RID(); }
@@ -787,6 +781,7 @@ public:
void restore_render_target() {}
void clear_render_target(const Color &p_color) {}
void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) {}
+ void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {}
void end_frame(bool p_swap_buffers) {}
void finalize() {}
@@ -802,6 +797,8 @@ public:
_create_func = _create_current;
}
+ virtual bool is_low_end() const { return true; }
+
RasterizerDummy() {}
~RasterizerDummy() {}
};
diff --git a/drivers/gl_context/SCsub b/drivers/gl_context/SCsub
index 4d66a9f9f1..efb26a7908 100644
--- a/drivers/gl_context/SCsub
+++ b/drivers/gl_context/SCsub
@@ -10,13 +10,14 @@ if (env["platform"] in ["haiku", "osx", "windows", "x11"]):
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
- env.add_source_files(env.drivers_sources, thirdparty_sources)
env.Append(CPPPATH=[thirdparty_dir])
env.Append(CPPFLAGS=['-DGLAD_ENABLED'])
env.Append(CPPFLAGS=['-DGLES_OVER_GL'])
+ env_thirdparty = env.Clone()
+ env_thirdparty.disable_warnings()
+ env_thirdparty.add_source_files(env.drivers_sources, thirdparty_sources)
+
# Godot source files
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/gles2/SCsub b/drivers/gles2/SCsub
index 2471dd3739..9923e52c73 100644
--- a/drivers/gles2/SCsub
+++ b/drivers/gles2/SCsub
@@ -2,6 +2,6 @@
Import('env')
-env.add_source_files(env.drivers_sources,"*.cpp")
+env.add_source_files(env.drivers_sources, "*.cpp")
SConscript("shaders/SCsub")
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 4ae4441462..9227c04e71 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -811,8 +811,6 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
bool rebind_shader = true;
- Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height);
-
state.current_tex = RID();
state.current_tex_ptr = NULL;
state.current_normal = RID();
@@ -1051,6 +1049,43 @@ void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, cons
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+ Vector2 half_size;
+ if (storage->frame.current_rt) {
+ half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
+ } else {
+ half_size = OS::get_singleton()->get_window_size();
+ }
+ half_size *= 0.5;
+ Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
+ Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
+
+ float aspect_ratio = p_rect.size.x / p_rect.size.y;
+
+ // setup our lens shader
+ state.lens_shader.bind();
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
+
+ // bind our quad buffer
+ _bind_quad_buffer();
+
+ // and draw
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ // and cleanup
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ for (int i = 0; i < VS::ARRAY_MAX; i++) {
+ glDisableVertexAttribArray(i);
+ }
+}
+
void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
}
@@ -1076,6 +1111,7 @@ void RasterizerCanvasGLES2::initialize() {
// polygon buffer
{
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
poly_size *= 1024;
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
glGenBuffers(1, &data.polygon_buffer);
@@ -1087,6 +1123,7 @@ void RasterizerCanvasGLES2::initialize() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
index_size *= 1024; // kb
glGenBuffers(1, &data.polygon_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
@@ -1150,7 +1187,6 @@ void RasterizerCanvasGLES2::initialize() {
_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
};
- ;
#undef _EIDX
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
@@ -1163,6 +1199,10 @@ void RasterizerCanvasGLES2::initialize() {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
state.canvas_shader.bind();
+
+ state.lens_shader.init();
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
}
void RasterizerCanvasGLES2::finalize() {
diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h
index cda3ec79e7..cf1c239b6e 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.h
+++ b/drivers/gles2/rasterizer_canvas_gles2.h
@@ -34,6 +34,7 @@
#include "servers/visual/rasterizer.h"
#include "shaders/canvas.glsl.gen.h"
+#include "shaders/lens_distorted.glsl.gen.h"
// #include "shaders/canvas_shadow.glsl.gen.h"
@@ -70,6 +71,7 @@ public:
bool canvas_texscreen_used;
CanvasShaderGLES2 canvas_shader;
// CanvasShadowShaderGLES3 canvas_shadow_shader;
+ LensDistortedShaderGLES2 lens_shader;
bool using_texture_rect;
bool using_ninepatch;
@@ -117,6 +119,7 @@ public:
void _bind_quad_buffer();
void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
+ void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void initialize();
void finalize();
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index bd03bd71f6..f49dbfeabb 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -32,7 +32,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "gl_context/context_gl.h"
+#include "drivers/gl_context/context_gl.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
@@ -58,12 +58,29 @@
#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
#define _EXT_DEBUG_OUTPUT 0x92E0
-#if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED)
+#ifndef GLAPIENTRY
+#if defined(WINDOWS_ENABLED) && !defined(UWP_ENABLED)
#define GLAPIENTRY APIENTRY
#else
#define GLAPIENTRY
#endif
+#endif
+
+#if !defined(GLES_OVER_GL) && !defined(IPHONE_ENABLED)
+// Used for debugging on mobile, but not iOS as EGL is not available
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <GLES2/gl2platform.h>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#endif
+#if defined(MINGW_ENABLED) || defined(_MSC_VER)
+#define strcpy strcpy_s
+#endif
+
+#ifndef IPHONE_ENABLED
static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
if (type == _EXT_DEBUG_TYPE_OTHER_ARB)
@@ -73,6 +90,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL
return; //these are ultimately annoying, so removing for now
char debSource[256], debType[256], debSev[256];
+
if (source == _EXT_DEBUG_SOURCE_API_ARB)
strcpy(debSource, "OpenGL");
else if (source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB)
@@ -110,6 +128,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL
ERR_PRINTS(output);
}
+#endif // IPHONE_ENABLED
typedef void (*DEBUGPROCARB)(GLenum source,
GLenum type,
@@ -179,7 +198,7 @@ Error RasterizerGLES2::is_viable() {
return ERR_UNAVAILABLE;
}
}
-#endif
+#endif // GLES_OVER_GL
#endif // GLAD_ENABLED
@@ -191,7 +210,7 @@ void RasterizerGLES2::initialize() {
print_verbose("Using GLES2 video driver");
#ifdef GLAD_ENABLED
- if (true || OS::get_singleton()->is_stdout_verbose()) {
+ if (OS::get_singleton()->is_stdout_verbose()) {
if (GLAD_GL_ARB_debug_output) {
glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(_gl_debug_print, NULL);
@@ -204,7 +223,7 @@ void RasterizerGLES2::initialize() {
// For debugging
#ifdef GLES_OVER_GL
- if (GLAD_GL_ARB_debug_output) {
+ if (OS::get_singleton()->is_stdout_verbose() && GLAD_GL_ARB_debug_output) {
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_ERROR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
glDebugMessageControlARB(_EXT_DEBUG_SOURCE_API_ARB, _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB, _EXT_DEBUG_SEVERITY_HIGH_ARB, 0, NULL, GL_TRUE);
@@ -217,7 +236,24 @@ void RasterizerGLES2::initialize() {
GL_DEBUG_SEVERITY_HIGH_ARB, 5, "hello");
*/
}
-#endif
+#else
+#ifndef IPHONE_ENABLED
+ if (OS::get_singleton()->is_stdout_verbose()) {
+ DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback");
+ if (!callback) {
+ callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallbackKHR");
+ }
+
+ if (callback) {
+
+ print_line("godot: ENABLING GL DEBUG");
+ glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+ callback(_gl_debug_print, NULL);
+ glEnable(_EXT_DEBUG_OUTPUT);
+ }
+ }
+#endif // !IPHONE_ENABLED
+#endif // GLES_OVER_GL
const GLubyte *renderer = glGetString(GL_RENDERER);
print_line("OpenGL ES 2.0 Renderer: " + String((const char *)renderer));
@@ -380,6 +416,26 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
canvas->canvas_end();
}
+void RasterizerGLES2::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+ ERR_FAIL_COND(storage->frame.current_rt);
+
+ RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ glDisable(GL_BLEND);
+
+ // render to our framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+
+ // output our texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+
+ canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
void RasterizerGLES2::end_frame(bool p_swap_buffers) {
if (OS::get_singleton()->is_layered_allowed()) {
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index c76d5f7f20..97f8ee7c1c 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -59,6 +59,7 @@ public:
virtual void restore_render_target();
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
+ virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
virtual void end_frame(bool p_swap_buffers);
virtual void finalize();
@@ -66,6 +67,8 @@ public:
static void make_current();
static void register_config();
+ virtual bool is_low_end() const { return true; }
+
RasterizerGLES2();
~RasterizerGLES2();
};
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index ca9f6dcbf8..7addbaa9fe 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -42,6 +42,8 @@
#define glClearDepth glClearDepthf
#endif
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -110,8 +112,8 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ 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);
@@ -437,29 +439,203 @@ void RasterizerSceneGLES2::reflection_atlas_set_subdivision(RID p_ref_atlas, int
////////////////////////////////////////////////////
RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
- return RID();
+
+ RasterizerStorageGLES2::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!probe, RID());
+
+ ReflectionProbeInstance *rpi = memnew(ReflectionProbeInstance);
+
+ rpi->probe_ptr = probe;
+ rpi->self = reflection_probe_instance_owner.make_rid(rpi);
+ rpi->probe = p_probe;
+ rpi->reflection_atlas_index = -1;
+ rpi->render_step = -1;
+ rpi->last_pass = 0;
+ rpi->current_resolution = 0;
+ rpi->dirty = true;
+
+ rpi->last_pass = 0;
+ rpi->index = 0;
+
+ for (int i = 0; i < 6; i++) {
+ glGenFramebuffers(1, &rpi->fbo[i]);
+ }
+
+ glGenFramebuffers(1, &rpi->fbo_blur);
+ glGenRenderbuffers(1, &rpi->depth);
+ rpi->cubemap = 0;
+ //glGenTextures(1, &rpi->cubemap);
+
+ return rpi->self;
}
void RasterizerSceneGLES2::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!rpi);
+ rpi->transform = p_transform;
}
void RasterizerSceneGLES2::reflection_probe_release_atlas_index(RID p_instance) {
}
bool RasterizerSceneGLES2::reflection_probe_instance_needs_redraw(RID p_instance) {
- return false;
+ const ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS;
+ rpi->dirty = false;
+ return need_redraw;
}
bool RasterizerSceneGLES2::reflection_probe_instance_has_reflection(RID p_instance) {
- return false;
+ return true;
}
bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
- return false;
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ rpi->render_step = 0;
+
+ if (rpi->probe_ptr->resolution != rpi->current_resolution) {
+
+ //update cubemap if resolution changed
+ int size = rpi->probe_ptr->resolution;
+ rpi->current_resolution = size;
+
+ GLenum internal_format = GL_RGB;
+ GLenum format = GL_RGB;
+ GLenum type = GL_UNSIGNED_BYTE;
+
+ glActiveTexture(GL_TEXTURE0);
+ if (rpi->cubemap != 0) {
+ glDeleteTextures(1, &rpi->cubemap);
+ }
+ glGenTextures(1, &rpi->cubemap);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
+#if 1
+ //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
+ }
+
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
+
+ for (int i = 0; i < 6; i++) {
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
+ }
+
+#else
+ int lod = 0;
+
+ //the approach below is fatal for powervr
+
+ // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used.
+ while (size >= 1) {
+
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
+ if (size == rpi->current_resolution) {
+ //adjust framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
+
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
+#endif
+ }
+ }
+
+ lod++;
+
+ size >>= 1;
+ }
+#endif
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ return true;
}
bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_instance) {
- return false;
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ int size = rpi->probe_ptr->resolution;
+
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
+ //vdc cache
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.radical_inverse_vdc_cache_tex);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo_blur);
+ // now render to the framebuffer, mipmap level for mipmap level
+ int lod = 1;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //use linear, no mipmaps so it does not read from what is being written to
+
+ size >>= 1;
+ int mipmaps = 6;
+
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
+ storage->shaders.cubemap_filter.bind();
+
+ //blur
+ while (size >= 1) {
+
+ for (int i = 0; i < 6; i++) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, lod);
+
+ glViewport(0, 0, size, size);
+ storage->bind_quad_array();
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
+ float roughness = CLAMP(lod / (float)(mipmaps - 1), 0, 1);
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ size >>= 1;
+
+ lod++;
+ }
+
+ // restore ranges
+
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ return true;
}
/* ENVIRONMENT API */
@@ -532,7 +708,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl
ERR_FAIL_COND(!env);
}
-void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
}
@@ -563,20 +739,39 @@ void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable,
}
void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
+
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
+
+ env->fog_enabled = p_enable;
+ env->fog_color = p_color;
+ env->fog_sun_color = p_sun_color;
+ env->fog_sun_amount = p_sun_amount;
}
-void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
+void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
+
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
+
+ env->fog_depth_enabled = p_enable;
+ env->fog_depth_begin = p_depth_begin;
+ env->fog_depth_end = p_depth_end;
+ env->fog_depth_curve = p_depth_curve;
+ env->fog_transmit_enabled = p_transmit;
+ env->fog_transmit_curve = p_transmit_curve;
}
void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {
+
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
-}
+ env->fog_height_enabled = p_enable;
+ env->fog_height_min = p_min_height;
+ env->fog_height_max = p_max_height;
+ env->fog_height_curve = p_height_curve;
+}
bool RasterizerSceneGLES2::is_environment(RID p_env) {
return environment_owner.owns(p_env);
}
@@ -604,6 +799,8 @@ RID RasterizerSceneGLES2::light_instance_create(RID p_light) {
light_instance->light = p_light;
light_instance->light_ptr = storage->light_owner.getornull(p_light);
+ light_instance->light_index = 0xFFFF;
+
ERR_FAIL_COND_V(!light_instance->light_ptr, RID());
light_instance->self = light_instance_owner.make_rid(light_instance);
@@ -709,9 +906,39 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX;
bool has_alpha = has_base_alpha || has_blend_alpha;
- // TODO add this stuff
- // bool mirror = p_instance->mirror;
- // bool no_cull = false;
+ bool mirror = p_instance->mirror;
+
+ if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED) {
+ mirror = false;
+ } else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_FRONT) {
+ mirror = !mirror;
+ }
+
+ //if (p_material->shader->spatial.uses_sss) {
+ // state.used_sss = true;
+ //}
+
+ if (p_material->shader->spatial.uses_screen_texture) {
+ state.used_screen_texture = true;
+ }
+
+ if (p_depth_pass) {
+
+ if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
+ return; //bye
+
+ if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ //shader does not use discard and does not write a vertex position, use generic material
+ if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) {
+ p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided);
+ mirror = false;
+ } else {
+ p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material);
+ }
+ }
+
+ has_alpha = false;
+ }
RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
@@ -724,46 +951,130 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->instance = p_instance;
e->owner = p_owner;
e->sort_key = 0;
+ e->depth_key = 0;
+ e->use_accum = false;
+ e->light_index = RenderList::MAX_LIGHTS;
+ e->use_accum_ptr = &e->use_accum;
+ e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0;
+
+ if (e->geometry->last_pass != render_pass) {
+ e->geometry->last_pass = render_pass;
+ e->geometry->index = current_geometry_index++;
+ }
- // TODO check render pass of geometry
-
- // TODO check directional light flag
+ e->geometry_index = e->geometry->index;
- if (p_depth_pass) {
- // if we are in the depth pass we can sort out a few things to improve performance
+ if (e->material->last_pass != render_pass) {
+ e->material->last_pass = render_pass;
+ e->material->index = current_material_index++;
- if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
- return;
+ if (e->material->shader->last_pass != render_pass) {
+ e->material->shader->index = current_shader_index++;
}
+ }
+
+ e->material_index = e->material->index;
+
+ e->refprobe_0_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
+ e->refprobe_1_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
+
+ if (!p_depth_pass) {
- if (p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ e->depth_layer = e->instance->depth_layer;
+ e->priority = p_material->render_priority;
- // shader doesn't use discard or writes a custom vertex position,
- // so we can use a stripped down shader instead
+ int rpsize = e->instance->reflection_probe_instances.size();
+ if (rpsize > 0) {
+ bool first = true;
+ rpsize = MIN(rpsize, 2); //more than 2 per object are not supported, this keeps it stable
- // TODO twosided and worldcoord stuff
+ for (int i = 0; i < rpsize; i++) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(e->instance->reflection_probe_instances[i]);
+ if (rpi->last_pass != render_pass) {
+ continue;
+ }
+ if (first) {
+ e->refprobe_0_index = rpi->index;
+ first = false;
+ } else {
+ e->refprobe_1_index = rpi->index;
+ break;
+ }
+ }
- p_material = storage->material_owner.getptr(default_material_twosided);
+ /* if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible
+ uint64_t tmp = e->refprobe_0_index;
+ e->refprobe_0_index = e->refprobe_1_index;
+ e->refprobe_1_index = tmp;
+ }*/
}
- has_alpha = false;
- }
+ //add directional lights
- e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
- e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
+ if (p_material->shader->spatial.unshaded) {
+ e->light_mode = LIGHTMODE_UNSHADED;
+ } else {
- if (p_material->shader->spatial.unshaded) {
- e->sort_key |= SORT_KEY_UNSHADED_FLAG;
- }
+ bool copy = false;
- if (!p_depth_pass) {
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ for (int i = 0; i < render_directional_lights; i++) {
- e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
- } else {
- // TODO
+ if (copy) {
+ RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ if (!e2) {
+ break;
+ }
+ *e2 = *e; //this includes accum ptr :)
+ e = e2;
+ }
+
+ //directional sort key
+ e->light_type1 = 0;
+ e->light_type2 = 1;
+ e->light_index = i;
+
+ copy = true;
+ }
+
+ //add omni / spots
+
+ for (int i = 0; i < e->instance->light_instances.size(); i++) {
+
+ LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]);
+
+ if (li->light_index >= render_light_instance_count) {
+ continue; // too many
+ }
+
+ if (copy) {
+ RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ if (!e2) {
+ break;
+ }
+ *e2 = *e; //this includes accum ptr :)
+ e = e2;
+ }
+
+ //directional sort key
+ e->light_type1 = 1;
+ e->light_type2 = li->light_ptr->type == VisualServer::LIGHT_OMNI ? 0 : 1;
+ e->light_index = li->light_index;
+
+ copy = true;
+ }
+
+ if (e->instance->lightmap.is_valid()) {
+ e->light_mode = LIGHTMODE_LIGHTMAP;
+ } else if (!e->instance->lightmap_capture_data.empty()) {
+ e->light_mode = LIGHTMODE_LIGHTMAP_CAPTURE;
+ } else {
+ e->light_mode = LIGHTMODE_NORMAL;
+ }
+ }
}
+ // do not add anything here, as lights are duplicated elements..
+
if (p_material->shader->spatial.uses_time) {
VisualServerRaster::redraw_request();
}
@@ -771,6 +1082,13 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
+ render_pass++;
+ current_material_index = 0;
+ current_geometry_index = 0;
+ current_light_index = 0;
+ current_refprobe_index = 0;
+ current_shader_index = 0;
+
for (int i = 0; i < p_cull_count; i++) {
InstanceBase *instance = p_cull_result[i];
@@ -821,9 +1139,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
} break;
- default: {
-
- } break;
+ default: {}
}
}
}
@@ -838,13 +1154,13 @@ static const GLenum gl_primitive[] = {
GL_TRIANGLE_FAN
};
-void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
+bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
// material parameters
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
- state.scene_shader.bind();
+ bool shader_rebind = state.scene_shader.bind();
if (p_material->shader->spatial.no_depth_test) {
glDisable(GL_DEPTH_TEST);
@@ -891,6 +1207,8 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size);
+ state.current_main_tex = 0;
+
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
@@ -921,205 +1239,183 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
t = t->get_ptr();
glBindTexture(t->target, t->tex_id);
+ if (i == 0) {
+ state.current_main_tex = t->tex_id;
+ }
}
state.scene_shader.use_material((void *)p_material);
+
+ return shader_rebind;
}
void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
- // state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
-
switch (p_element->instance->base_type) {
case VS::INSTANCE_MESH: {
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, s->attribs[VS::ARRAY_COLOR].enabled);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled);
-
- } break;
-
- case VS::INSTANCE_MULTIMESH: {
- RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
- RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
-
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, true);
-
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled);
- } break;
-
- case VS::INSTANCE_IMMEDIATE: {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, true);
- } break;
-
- default: {
-
- } break;
- }
-
- if (storage->config.float_texture_supported) {
- if (p_skeleton) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
- }
-
- return;
- }
-
- if (p_skeleton) {
- ERR_FAIL_COND(p_skeleton->use_2d);
-
- PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
-
- switch (p_element->instance->base_type) {
- case VS::INSTANCE_MESH: {
- RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
- if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- break; // the whole instance has a skeleton, but this surface is not affected by it.
- }
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
- // 3 * vec4 per vertex
- if (transform_buffer.size() < s->array_len * 12) {
- transform_buffer.resize(s->array_len * 12);
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ if (s->attribs[i].enabled) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ } else {
+ glDisableVertexAttribArray(i);
+ switch (i) {
+ case VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {}
+ }
}
+ }
- const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset;
- const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride;
- const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset;
- const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride;
-
- {
- PoolVector<float>::Write write = transform_buffer.write();
- float *buffer = write.ptr();
+ bool clear_skeleton_buffer = !storage->config.float_texture_supported;
- PoolVector<uint8_t>::Read vertex_array_read = s->data.read();
- const uint8_t *vertex_data = vertex_array_read.ptr();
+ if (p_skeleton) {
- for (int i = 0; i < s->array_len; i++) {
+ if (storage->config.float_texture_supported) {
+ //use float texture workflow
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+ glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
+ } else {
+ //use transform buffer workflow
+ ERR_FAIL_COND(p_skeleton->use_2d);
- // do magic
+ PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
- size_t bones[4];
- float bone_weight[4];
+ if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ break; // the whole instance has a skeleton, but this surface is not affected by it.
+ }
- if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) {
- // read as byte
- const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride);
- bones[0] = bones_ptr[0];
- bones[1] = bones_ptr[1];
- bones[2] = bones_ptr[2];
- bones[3] = bones_ptr[3];
- } else {
- // read as short
- const uint16_t *bones_ptr = (const uint16_t *)(vertex_data + bones_offset + (i * bones_stride));
- bones[0] = bones_ptr[0];
- bones[1] = bones_ptr[1];
- bones[2] = bones_ptr[2];
- bones[3] = bones_ptr[3];
- }
+ // 3 * vec4 per vertex
+ if (transform_buffer.size() < s->array_len * 12) {
+ transform_buffer.resize(s->array_len * 12);
+ }
- if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) {
- // read as float
- const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
- bone_weight[0] = weight_ptr[0];
- bone_weight[1] = weight_ptr[1];
- bone_weight[2] = weight_ptr[2];
- bone_weight[3] = weight_ptr[3];
- } else {
- // read as half
- const uint16_t *weight_ptr = (const uint16_t *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
- bone_weight[0] = (weight_ptr[0] / (float)0xFFFF);
- bone_weight[1] = (weight_ptr[1] / (float)0xFFFF);
- bone_weight[2] = (weight_ptr[2] / (float)0xFFFF);
- bone_weight[3] = (weight_ptr[3] / (float)0xFFFF);
+ const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset;
+ const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride;
+ const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset;
+ const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride;
+
+ {
+ PoolVector<float>::Write write = transform_buffer.write();
+ float *buffer = write.ptr();
+
+ PoolVector<uint8_t>::Read vertex_array_read = s->data.read();
+ const uint8_t *vertex_data = vertex_array_read.ptr();
+
+ for (int i = 0; i < s->array_len; i++) {
+
+ // do magic
+
+ size_t bones[4];
+ float bone_weight[4];
+
+ if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) {
+ // read as byte
+ const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride);
+ bones[0] = bones_ptr[0];
+ bones[1] = bones_ptr[1];
+ bones[2] = bones_ptr[2];
+ bones[3] = bones_ptr[3];
+ } else {
+ // read as short
+ const uint16_t *bones_ptr = (const uint16_t *)(vertex_data + bones_offset + (i * bones_stride));
+ bones[0] = bones_ptr[0];
+ bones[1] = bones_ptr[1];
+ bones[2] = bones_ptr[2];
+ bones[3] = bones_ptr[3];
+ }
+
+ if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) {
+ // read as float
+ const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
+ bone_weight[0] = weight_ptr[0];
+ bone_weight[1] = weight_ptr[1];
+ bone_weight[2] = weight_ptr[2];
+ bone_weight[3] = weight_ptr[3];
+ } else {
+ // read as half
+ const uint16_t *weight_ptr = (const uint16_t *)(vertex_data + bone_weight_offset + (i * bone_weight_stride));
+ bone_weight[0] = (weight_ptr[0] / (float)0xFFFF);
+ bone_weight[1] = (weight_ptr[1] / (float)0xFFFF);
+ bone_weight[2] = (weight_ptr[2] / (float)0xFFFF);
+ bone_weight[3] = (weight_ptr[3] / (float)0xFFFF);
+ }
+
+ Transform transform;
+
+ Transform bone_transforms[4] = {
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[0]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[1]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[2]),
+ storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[3]),
+ };
+
+ transform.origin =
+ bone_weight[0] * bone_transforms[0].origin +
+ bone_weight[1] * bone_transforms[1].origin +
+ bone_weight[2] * bone_transforms[2].origin +
+ bone_weight[3] * bone_transforms[3].origin;
+
+ transform.basis =
+ bone_transforms[0].basis * bone_weight[0] +
+ bone_transforms[1].basis * bone_weight[1] +
+ bone_transforms[2].basis * bone_weight[2] +
+ bone_transforms[3].basis * bone_weight[3];
+
+ float row[3][4] = {
+ { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
+ { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
+ { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
+ };
+
+ size_t transform_buffer_offset = i * 12;
+
+ copymem(&buffer[transform_buffer_offset], row, sizeof(row));
}
+ }
- size_t offset = i * 12;
-
- Transform transform;
-
- Transform bone_transforms[4] = {
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[0]),
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[1]),
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[2]),
- storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[3]),
- };
-
- transform.origin =
- bone_weight[0] * bone_transforms[0].origin +
- bone_weight[1] * bone_transforms[1].origin +
- bone_weight[2] * bone_transforms[2].origin +
- bone_weight[3] * bone_transforms[3].origin;
+ storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12);
- transform.basis =
- bone_transforms[0].basis * bone_weight[0] +
- bone_transforms[1].basis * bone_weight[1] +
- bone_transforms[2].basis * bone_weight[2] +
- bone_transforms[3].basis * bone_weight[3];
+ //enable transform buffer and bind it
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
- float row[3][4] = {
- { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
- { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
- { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
- };
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 2);
- size_t transform_buffer_offset = i * 12;
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
- copymem(&buffer[transform_buffer_offset], row, sizeof(row));
- }
+ clear_skeleton_buffer = false;
}
+ }
- storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12);
- } break;
-
- default: {
-
- } break;
- }
- }
-}
-
-void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
+ if (clear_skeleton_buffer) {
- switch (p_element->instance->base_type) {
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
+ }
- case VS::INSTANCE_MESH: {
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
- // set up
-
- if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
-
- glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
-
- glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
- glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
- glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
- } else {
- // just to make sure
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
-
- glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
- }
-
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
if (s->index_array_len > 0) {
@@ -1132,61 +1428,58 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
} else {
glDisableVertexAttribArray(i);
+ switch (i) {
+ case VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {}
+ }
}
}
- // drawing
+ // prepare multimesh (disable)
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 2);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 3);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 4);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
- if (s->index_array_len > 0) {
- glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- } else {
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- }
-
- // tear down
-
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- glDisableVertexAttribArray(i);
- }
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
+ } break;
- if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
+ case VS::INSTANCE_IMMEDIATE: {
+ } break;
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- }
+ default: {}
+ }
+}
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
- } break;
+ switch (p_element->instance->base_type) {
- case VS::INSTANCE_MULTIMESH: {
+ case VS::INSTANCE_MESH: {
- RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
- int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
- if (amount == -1) {
- amount = multi_mesh->size;
- }
+ // drawing
+ if (s->index_array_len > 0) {
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ }
+ /*
if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
+ //clean up after skeleton
glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
-
- glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
- glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
- glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
- } else {
- // just to make sure
glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
@@ -1195,37 +1488,20 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
+*/
+ } break;
- glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
- }
-
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- if (s->attribs[i].enabled) {
- glEnableVertexAttribArray(i);
- glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
- } else {
- glDisableVertexAttribArray(i);
- }
- }
+ case VS::INSTANCE_MULTIMESH: {
- glDisableVertexAttribArray(12); // transform 0
- glDisableVertexAttribArray(13); // transform 1
- glDisableVertexAttribArray(14); // transform 2
- glDisableVertexAttribArray(15); // color
- glDisableVertexAttribArray(8); // custom data
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
- if (!s->attribs[VS::ARRAY_COLOR].enabled) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+ if (amount == -1) {
+ amount = multi_mesh->size;
}
- glVertexAttrib4f(15, 1, 1, 1, 1);
- glVertexAttrib4f(8, 0, 0, 0, 0);
-
int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
int color_ofs = multi_mesh->xform_floats;
@@ -1233,49 +1509,34 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
// drawing
+ const float *base_buffer = multi_mesh->data.ptr();
+
for (int i = 0; i < amount; i++) {
- float *buffer = &multi_mesh->data.write[i * stride];
+ const float *buffer = base_buffer + i * stride;
{
- // inline of multimesh_get_transform since it's such a pain
- // to get a RID from here...
- Transform transform;
-
- transform.basis.elements[0][0] = buffer[0];
- transform.basis.elements[0][1] = buffer[1];
- transform.basis.elements[0][2] = buffer[2];
- transform.origin.x = buffer[3];
- transform.basis.elements[1][0] = buffer[4];
- transform.basis.elements[1][1] = buffer[5];
- transform.basis.elements[1][2] = buffer[6];
- transform.origin.y = buffer[7];
- transform.basis.elements[2][0] = buffer[8];
- transform.basis.elements[2][1] = buffer[9];
- transform.basis.elements[2][2] = buffer[10];
- transform.origin.z = buffer[11];
-
- float row[3][4] = {
- { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
- { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
- { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
- };
-
- glVertexAttrib4fv(12, row[0]);
- glVertexAttrib4fv(13, row[1]);
- glVertexAttrib4fv(14, row[2]);
+
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
}
if (multi_mesh->color_floats) {
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
- glVertexAttrib4f(15, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
} else {
- glVertexAttrib4fv(15, buffer + color_ofs);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
}
}
if (multi_mesh->custom_data_floats) {
- glVertexAttrib4fv(8, buffer + custom_data_ofs);
+ if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+ uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
+ } else {
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
+ }
}
if (s->index_array_len > 0) {
@@ -1285,25 +1546,6 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
}
- // tear down
-
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- glDisableVertexAttribArray(i);
- }
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
- glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
-
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
} break;
case VS::INSTANCE_IMMEDIATE: {
@@ -1417,508 +1659,734 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
} break;
+ default: {}
}
}
-void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_directional_lights, int p_directional_light_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add) {
+void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
-
- Vector2 screen_pixel_size;
- screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
- screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
+ //turn off all by default
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false);
- bool use_radiance_map = false;
+ if (!p_light) { //no light, return off
+ return;
+ }
- VMap<RID, Vector<RenderList::Element *> > lit_objects;
+ //turn on lighting
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, true);
- for (int i = 0; i < p_element_count; i++) {
- RenderList::Element *e = p_elements[i];
+ switch (p_light->light_ptr->type) {
+ case VS::LIGHT_DIRECTIONAL: {
- RasterizerStorageGLES2::Material *material = e->material;
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, true);
+ switch (p_light->light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ //no need
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
+ } break;
+ }
- if (p_base_env) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
- glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env);
- use_radiance_map = true;
- }
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits);
+ if (!state.render_no_shadows && p_light->light_ptr->shadow) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
+ }
- if (material->shader->spatial.unshaded) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
- } else {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
- }
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
+ if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
+ }
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
+ if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
+ }
+ } break;
+ }
+}
- // opaque pass
+void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform) {
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
+ RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
- _setup_geometry(e, skeleton);
+ //common parameters
+ float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
+ float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ float sign = light_ptr->negative ? -1 : 1;
- _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ Color color = light_ptr->color * sign * energy * Math_PI;
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
- if (use_radiance_map) {
- state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
- }
+ //specific parameters
- if (p_shadow) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_NORMAL_BIAS, p_shadow_normal_bias);
- }
+ switch (light_ptr->type) {
+ case VS::LIGHT_DIRECTIONAL: {
+ //not using inverse for performance, view should be normalized anyway
+ Vector3 direction = p_view_transform.basis.xform_inv(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
- if (p_env) {
- state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
- 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);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy);
+ CameraMatrix matrices[4];
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0));
- state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
- }
+ if (!state.render_no_shadows && light_ptr->shadow && directional_shadow.depth) {
- glEnable(GL_BLEND);
+ int shadow_count = 0;
+ Color split_offsets;
- if (p_alpha_pass || p_directional_add) {
- int desired_blend_mode;
- if (p_directional_add) {
- desired_blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
- } else {
- desired_blend_mode = material->shader->spatial.blend_mode;
- }
+ switch (light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ shadow_count = 1;
+ } break;
- switch (desired_blend_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ shadow_count = 2;
+ } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ shadow_count = 4;
+ } break;
+ }
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
+ for (int k = 0; k < shadow_count; k++) {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
+ uint32_t x = light->directional_rect.position.x;
+ uint32_t y = light->directional_rect.position.y;
+ uint32_t width = light->directional_rect.size.x;
+ uint32_t height = light->directional_rect.size.y;
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
+ if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
- } else {
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
- }
+ width /= 2;
+ height /= 2;
- } break;
- }
- } else {
- // no blend mode given - assume mix
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- }
+ if (k == 0) {
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+ } else if (k == 1) {
+ x += width;
+ } else if (k == 2) {
+ y += height;
+ } else if (k == 3) {
+ x += width;
+ y += height;
+ }
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
- state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ height /= 2;
- _render_geometry(e);
+ if (k == 0) {
- if (material->shader->spatial.unshaded)
- continue;
+ } else {
+ y += height;
+ }
+ }
- if (p_shadow)
- continue;
+ split_offsets[k] = light->shadow_transform[k].split;
- for (int light = 0; light < e->instance->light_instances.size(); light++) {
+ Transform modelview = (p_view_transform.inverse() * light->shadow_transform[k].transform).affine_inverse();
- RID light_instance = e->instance->light_instances[light];
+ CameraMatrix bias;
+ bias.set_light_bias();
+ CameraMatrix rectm;
+ Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size);
+ rectm.set_light_atlas_rect(atlas_rect);
- lit_objects[light_instance].push_back(e);
- }
- }
+ CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
+ matrices[k] = shadow_mtx;
- if (p_shadow) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
- return;
- }
+ /*Color light_clamp;
+ light_clamp[0] = atlas_rect.position.x;
+ light_clamp[1] = atlas_rect.position.y;
+ light_clamp[2] = atlas_rect.size.x;
+ light_clamp[3] = atlas_rect.size.y;*/
+ }
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, true);
+ // state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / directional_shadow.size, 1.0 / directional_shadow.size));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, matrices[0]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]);
+ }
+ } break;
+ case VS::LIGHT_OMNI: {
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
- for (int lo = 0; lo < lit_objects.size(); lo++) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
- RID key = lit_objects.getk(lo);
+ float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
- LightInstance *light = light_instance_owner.getornull(key);
- RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
+ float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
- const Vector<RenderList::Element *> &list = lit_objects.getv(lo);
+ if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
- for (int i = 0; i < list.size(); i++) {
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
- RenderList::Element *e = list[i];
- RasterizerStorageGLES2::Material *material = e->material;
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
- {
- _setup_geometry(e, skeleton);
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
- _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
- if (shadow_atlas != NULL) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
- glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
- }
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
- state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
- state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
- }
+ if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+ height /= 2;
+ } else {
+ width /= 2;
+ }
- switch (light_ptr->type) {
- case VS::LIGHT_OMNI: {
+ Transform proj = (p_view_transform.inverse() * light->transform).inverse();
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)1);
+ Color light_clamp;
+ light_clamp[0] = float(x) / atlas_size;
+ light_clamp[1] = float(y) / atlas_size;
+ light_clamp[2] = float(width) / atlas_size;
+ light_clamp[3] = float(height) / atlas_size;
- Vector3 position = p_view_transform.inverse().xform(light->transform.origin);
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / shadow_atlas->size, 1.0 / shadow_atlas->size));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ }
+ } break;
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+ case VS::LIGHT_SPOT: {
- float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
- Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
- attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
- if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) {
+ Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
+ float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
+ float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
+ angle = Math::cos(Math::deg2rad(angle));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_RANGE, spot_attenuation);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
- uint32_t key = shadow_atlas->shadow_owners[light->self];
+ if (!state.render_no_shadows && light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
- ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
- uint32_t atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
- if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
- height /= 2;
- } else {
- width /= 2;
- }
+ Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);
- Transform proj = (p_view_transform.inverse() * light->transform).inverse();
+ Color light_clamp;
+ light_clamp[0] = rect.position.x;
+ light_clamp[1] = rect.position.y;
+ light_clamp[2] = rect.size.x;
+ light_clamp[3] = rect.size.y;
- Color light_clamp;
- light_clamp[0] = float(x) / atlas_size;
- light_clamp[1] = float(y) / atlas_size;
- light_clamp[2] = float(width) / atlas_size;
- light_clamp[3] = float(height) / atlas_size;
+ Transform modelview = (p_view_transform.inverse() * light->transform).inverse();
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ CameraMatrix bias;
+ bias.set_light_bias();
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
- }
- } break;
+ CameraMatrix rectm;
+ rectm.set_light_atlas_rect(rect);
- case VS::LIGHT_SPOT: {
- Vector3 position = p_view_transform.inverse().xform(light->transform.origin);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)2);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+ CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
- Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
- Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
- attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
- float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
- float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
- float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
- angle = Math::cos(Math::deg2rad(angle));
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_RANGE, spot_attenuation);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / shadow_atlas->size, 1.0 / shadow_atlas->size));
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, shadow_matrix);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ }
- if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
- uint32_t key = shadow_atlas->shadow_owners[light->self];
+ } break;
+ default: {}
+ }
+}
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env) {
- ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+ if (p_refprobe1) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_USE_BOX_PROJECT, p_refprobe1->probe_ptr->box_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_EXTENTS, p_refprobe1->probe_ptr->extents);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_OFFSET, p_refprobe1->probe_ptr->origin_offset);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_EXTERIOR, !p_refprobe1->probe_ptr->interior);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_INTENSITY, p_refprobe1->probe_ptr->intensity);
- uint32_t atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
+ Color ambient;
+ if (p_refprobe1->probe_ptr->interior) {
+ ambient = p_refprobe1->probe_ptr->interior_ambient * p_refprobe1->probe_ptr->interior_ambient_energy;
+ ambient.a = p_refprobe1->probe_ptr->interior_ambient_probe_contrib;
+ } else if (p_env) {
+ ambient = p_env->ambient_color * p_env->ambient_energy;
+ ambient.a = p_env->ambient_sky_contribution;
+ }
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_AMBIENT, ambient);
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ Transform proj = (p_view_transform.inverse() * p_refprobe1->transform).affine_inverse();
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_LOCAL_MATRIX, proj);
+ }
- Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);
+ if (p_refprobe2) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_USE_BOX_PROJECT, p_refprobe2->probe_ptr->box_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_EXTENTS, p_refprobe2->probe_ptr->extents);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_OFFSET, p_refprobe2->probe_ptr->origin_offset);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_EXTERIOR, !p_refprobe2->probe_ptr->interior);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_INTENSITY, p_refprobe2->probe_ptr->intensity);
+
+ Color ambient;
+ if (p_refprobe2->probe_ptr->interior) {
+ ambient = p_refprobe2->probe_ptr->interior_ambient * p_refprobe2->probe_ptr->interior_ambient_energy;
+ ambient.a = p_refprobe2->probe_ptr->interior_ambient_probe_contrib;
+ } else if (p_env) {
+ ambient = p_env->ambient_color * p_env->ambient_energy;
+ ambient.a = p_env->ambient_sky_contribution;
+ }
- Color light_clamp;
- light_clamp[0] = rect.position.x;
- light_clamp[1] = rect.position.y;
- light_clamp[2] = rect.size.x;
- light_clamp[3] = rect.size.y;
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_AMBIENT, ambient);
- Transform modelview = (p_view_transform.inverse() * light->transform).inverse();
+ Transform proj = (p_view_transform.inverse() * p_refprobe2->transform).affine_inverse();
- CameraMatrix bias;
- bias.set_light_bias();
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_LOCAL_MATRIX, proj);
+ }
+}
- CameraMatrix rectm;
- rectm.set_light_atlas_rect(rect);
+void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow) {
- CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, shadow_matrix);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ Vector2 screen_pixel_size = state.screen_pixel_size;
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
- }
+ bool use_radiance_map = false;
+ if (!p_shadow && p_base_env) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env);
+ use_radiance_map = true;
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, true); //since prev unshaded is false, this needs to be true if exists
+ }
- } break;
+ bool prev_unshaded = false;
+ bool prev_instancing = false;
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ RasterizerStorageGLES2::Material *prev_material = NULL;
+ RasterizerStorageGLES2::Geometry *prev_geometry = NULL;
+ RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL;
+ RasterizerStorageGLES2::GeometryOwner *prev_owner = NULL;
- default: break;
- }
+ Transform view_transform_inverse = p_view_transform.inverse();
+ CameraMatrix projection_inverse = p_projection.inverse();
- float energy = light->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- float specular = light->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ bool prev_base_pass = false;
+ LightInstance *prev_light = NULL;
+ bool prev_vertex_lit = false;
+ ReflectionProbeInstance *prev_refprobe_1 = NULL;
+ ReflectionProbeInstance *prev_refprobe_2 = NULL;
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, light->light_ptr->color.to_linear());
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ int prev_blend_mode = -2; //will always catch the first go
- _render_geometry(e);
- }
+ if (p_alpha_pass) {
+ glEnable(GL_BLEND);
+ } else {
+ glDisable(GL_BLEND);
}
- for (int dl = 0; dl < p_directional_light_count; dl++) {
- RID light_rid = p_directional_lights[dl];
- LightInstance *light = light_instance_owner.getornull(light_rid);
- RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
-
- switch (light_ptr->directional_shadow_mode) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
- } break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits);
- } break;
-
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits);
- } break;
- default:
- break;
+ float fog_max_distance = 0;
+ bool using_fog = false;
+ if (p_env && !p_shadow && p_env->fog_enabled && (p_env->fog_depth_enabled || p_env->fog_height_enabled)) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, p_env->fog_depth_enabled);
+ state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, p_env->fog_height_enabled);
+ if (p_env->fog_depth_end > 0) {
+ fog_max_distance = p_env->fog_depth_end;
+ } else {
+ fog_max_distance = p_projection.get_z_far();
}
+ using_fog = true;
+ }
- for (int i = 0; i < p_element_count; i++) {
+ RasterizerStorageGLES2::Texture *prev_lightmap = NULL;
+ float lightmap_energy = 1.0;
+ bool prev_use_lightmap_capture = false;
- RenderList::Element *e = p_elements[i];
- RasterizerStorageGLES2::Material *material = e->material;
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ for (int i = 0; i < p_element_count; i++) {
+ RenderList::Element *e = p_elements[i];
- {
- _setup_material(material, p_reverse_cull, false, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ RasterizerStorageGLES2::Material *material = e->material;
- if (directional_shadow.depth) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); // TODO move into base pass
- glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+ bool rebind = false;
+ bool accum_pass = *e->use_accum_ptr;
+ *e->use_accum_ptr = true; //set to accum for next time this is found
+ LightInstance *light = NULL;
+ ReflectionProbeInstance *refprobe_1 = NULL;
+ ReflectionProbeInstance *refprobe_2 = NULL;
+ RasterizerStorageGLES2::Texture *lightmap = NULL;
+ bool use_lightmap_capture = false;
+ bool rebind_light = false;
+ bool rebind_reflection = false;
+ bool rebind_lightmap = false;
+
+ if (!p_shadow) {
+
+ bool unshaded = material->shader->spatial.unshaded;
+
+ if (unshaded != prev_unshaded) {
+ rebind = true;
+ if (unshaded) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, true);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, false);
+ } else {
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map);
}
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse());
- state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
- state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse());
+ prev_unshaded = unshaded;
+ }
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ bool base_pass = !accum_pass && !unshaded; //conditions for a base pass
- state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
- state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ if (base_pass != prev_base_pass) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, base_pass);
+ rebind = true;
+ prev_base_pass = base_pass;
+ }
+
+ if (!unshaded && e->light_index < RenderList::MAX_LIGHTS) {
+ light = render_light_instances[e->light_index];
}
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)0);
- Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
- float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ if (light != prev_light) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ _setup_light_type(light, shadow_atlas);
+ rebind = true;
+ rebind_light = true;
+ }
- float sign = light_ptr->negative ? -1 : 1;
+ int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix
- Color linear_col = light_ptr->color.to_linear();
- Color color;
- for (int c = 0; c < 3; c++)
- color[c] = linear_col[c] * sign * energy * Math_PI;
+ if (accum_pass) { //accum pass force pass
+ blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
+ }
- color[3] = 0;
+ if (prev_blend_mode != blend_mode) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
+ if (prev_blend_mode == -1 && blend_mode != -1) {
+ //does blend
+ glEnable(GL_BLEND);
+ } else if (blend_mode == -1 && prev_blend_mode != -1) {
+ //do not blend
+ glDisable(GL_BLEND);
+ }
- CameraMatrix matrices[4];
+ switch (blend_mode) {
+ //-1 not handled because not blend is enabled anyway
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
- if (light_ptr->shadow && directional_shadow.depth) {
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
- int shadow_count = 0;
- Color split_offsets;
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
- switch (light_ptr->directional_shadow_mode) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
- shadow_count = 1;
} break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
- shadow_count = 2;
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MUL: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
+ } else {
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
+ }
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
- shadow_count = 4;
} break;
}
- for (int k = 0; k < shadow_count; k++) {
+ prev_blend_mode = blend_mode;
+ }
- uint32_t x = light->directional_rect.position.x;
- uint32_t y = light->directional_rect.position.y;
- uint32_t width = light->directional_rect.size.x;
- uint32_t height = light->directional_rect.size.y;
+ //condition to enable vertex lighting on this object
+ bool vertex_lit = (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && ((!unshaded && light) || using_fog); //fog forces vertex lighting because it still applies even if unshaded or no fog
- if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ if (vertex_lit != prev_vertex_lit) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
+ prev_vertex_lit = vertex_lit;
+ }
- width /= 2;
- height /= 2;
+ if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) {
+ ERR_FAIL_INDEX(e->refprobe_0_index, reflection_probe_count);
+ refprobe_1 = reflection_probe_instances[e->refprobe_0_index];
+ }
+ if (!unshaded && !accum_pass && e->refprobe_1_index != RenderList::MAX_REFLECTION_PROBES) {
+ ERR_FAIL_INDEX(e->refprobe_1_index, reflection_probe_count);
+ refprobe_2 = reflection_probe_instances[e->refprobe_1_index];
+ }
- if (k == 0) {
+ if (refprobe_1 != prev_refprobe_1 || refprobe_2 != prev_refprobe_2) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, refprobe_1 != NULL);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, refprobe_2 != NULL);
+ if (refprobe_1 != NULL && refprobe_1 != prev_refprobe_1) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_1->cubemap);
+ }
+ if (refprobe_2 != NULL && refprobe_2 != prev_refprobe_2) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap);
+ }
+ rebind = true;
+ rebind_reflection = true;
+ }
- } else if (k == 1) {
- x += width;
- } else if (k == 2) {
- y += height;
- } else if (k == 3) {
- x += width;
- y += height;
- }
+ use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty();
- } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ if (use_lightmap_capture != prev_use_lightmap_capture) {
- height /= 2;
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, use_lightmap_capture);
+ rebind = true;
+ }
- if (k == 0) {
+ if (!unshaded && !accum_pass && e->instance->lightmap.is_valid()) {
- } else {
- y += height;
- }
+ lightmap = storage->texture_owner.getornull(e->instance->lightmap);
+ lightmap_energy = 1.0;
+ if (lightmap) {
+ RasterizerStorageGLES2::LightmapCapture *capture = storage->lightmap_capture_data_owner.getornull(e->instance->lightmap_capture->base);
+ if (capture) {
+ lightmap_energy = capture->energy;
}
+ }
+ }
- split_offsets[k] = light->shadow_transform[k].split;
+ if (lightmap != prev_lightmap) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, lightmap != NULL);
+ if (lightmap != NULL) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
+ }
+ rebind = true;
+ rebind_lightmap = true;
+ }
+ }
- Transform modelview = (p_view_transform * light->shadow_transform[k].transform).inverse();
+ bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH;
- CameraMatrix bias;
- bias.set_light_bias();
- CameraMatrix rectm;
- Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size);
- rectm.set_light_atlas_rect(atlas_rect);
+ if (instancing != prev_instancing) {
- CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
- matrices[k] = shadow_mtx.inverse();
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, instancing);
+ rebind = true;
+ }
- Color light_clamp;
- light_clamp[0] = atlas_rect.position.x;
- light_clamp[1] = atlas_rect.position.y;
- light_clamp[2] = atlas_rect.size.x;
- light_clamp[3] = atlas_rect.size.y;
+ RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets);
- }
+ if (skeleton != prev_skeleton) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX1, matrices[0]);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]);
+ if (skeleton) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
} else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
}
- _render_geometry(e);
+ rebind = true;
}
- }
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
+ if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
+ _setup_geometry(e, skeleton);
+ }
+
+ bool shader_rebind = false;
+ if (rebind || material != prev_material) {
+ shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ }
+
+ if (i == 0 || shader_rebind) { //first time must rebind
+
+ if (p_shadow) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias);
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_NORMAL_BIAS, p_shadow_normal_bias);
+ if (state.shadow_is_dual_parabolloid) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_DUAL_PARABOLOID_RENDER_SIDE, state.dual_parbolloid_direction);
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_DUAL_PARABOLOID_RENDER_ZFAR, state.dual_parbolloid_zfar);
+ }
+ } else {
+ if (use_radiance_map) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
+ }
+
+ if (p_env) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
+ 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);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy);
+
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0));
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
+ }
+
+ //rebind all these
+ rebind_light = true;
+ rebind_reflection = true;
+ rebind_lightmap = true;
+ if (using_fog) {
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_COLOR_BASE, p_env->fog_color);
+ Color sun_color_amount = p_env->fog_sun_color;
+ sun_color_amount.a = p_env->fog_sun_amount;
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_SUN_COLOR_AMOUNT, sun_color_amount);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_ENABLED, p_env->fog_transmit_enabled);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_CURVE, p_env->fog_transmit_curve);
+
+ if (p_env->fog_depth_enabled) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_BEGIN, p_env->fog_depth_begin);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_CURVE, p_env->fog_depth_curve);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_MAX_DISTANCE, fog_max_distance);
+ }
+
+ if (p_env->fog_height_enabled) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MIN, p_env->fog_height_min);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_CURVE, p_env->fog_height_curve);
+ }
+ }
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, view_transform_inverse);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, projection_inverse);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ }
+
+ if (rebind_light && light) {
+ _setup_light(light, shadow_atlas, p_view_transform);
+ }
+
+ if (rebind_reflection && (refprobe_1 || refprobe_2)) {
+ _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env);
+ }
+
+ if (rebind_lightmap && lightmap) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy);
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+
+ if (use_lightmap_capture) { //this is per instance, must be set always if present
+ glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false);
+ }
+
+ _render_geometry(e);
+
+ prev_geometry = e->geometry;
+ prev_owner = e->owner;
+ prev_material = material;
+ prev_skeleton = skeleton;
+ prev_instancing = instancing;
+ prev_light = light;
+ prev_refprobe_1 = refprobe_1;
+ prev_refprobe_2 = refprobe_2;
+ prev_lightmap = lightmap;
+ prev_use_lightmap_capture = use_lightmap_capture;
+ }
+
+ _setup_light_type(NULL, NULL); //clear light stuff
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, false);
+ 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);
}
void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
@@ -1993,13 +2461,20 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, asymmetrical);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, !asymmetrical);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, true);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, true);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
storage->shaders.copy.bind();
storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy);
+ if (asymmetrical) {
+ // pack the bits we need from our projection matrix
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]);
+ ///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here.
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::PANO_TRANSFORM, p_transform);
+ }
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
@@ -2007,16 +2482,95 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
glBindBuffer(GL_ARRAY_BUFFER, 0);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
}
void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
- glEnable(GL_BLEND);
+ GLuint current_fb = 0;
+ Environment *env = NULL;
+
+ int viewport_width, viewport_height;
+ bool probe_interior = false;
+
+ if (p_reflection_probe.is_valid()) {
+ ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
+ ERR_FAIL_COND(!probe);
+ state.render_no_shadows = !probe->probe_ptr->enable_shadows;
+
+ if (!probe->probe_ptr->interior) { //use env only if not interior
+ env = environment_owner.getornull(p_environment);
+ }
+
+ current_fb = probe->fbo[p_reflection_probe_pass];
+ state.screen_pixel_size.x = 1.0 / probe->probe_ptr->resolution;
+ state.screen_pixel_size.y = 1.0 / probe->probe_ptr->resolution;
+
+ viewport_width = probe->probe_ptr->resolution;
+ viewport_height = probe->probe_ptr->resolution;
+
+ probe_interior = probe->probe_ptr->interior;
+
+ } else {
+ state.render_no_shadows = false;
+ current_fb = storage->frame.current_rt->fbo;
+ env = environment_owner.getornull(p_environment);
+ state.screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
+ state.screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
+ viewport_width = storage->frame.current_rt->width;
+ viewport_height = storage->frame.current_rt->height;
+ }
+ //push back the directional lights
+
+ if (p_light_cull_count) {
+ //harcoded limit of 256 lights
+ render_light_instance_count = MIN(RenderList::MAX_LIGHTS, p_light_cull_count);
+ render_light_instances = (LightInstance **)alloca(sizeof(LightInstance *) * render_light_instance_count);
+ render_directional_lights = 0;
+
+ //doing this because directional lights are at the end, put them at the beginning
+ int index = 0;
+ for (int i = render_light_instance_count - 1; i >= 0; i--) {
+ RID light_rid = p_light_cull_result[i];
+
+ LightInstance *light = light_instance_owner.getornull(light_rid);
+
+ if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) {
+ render_directional_lights++;
+ //as goin in reverse, directional lights are always first anyway
+ }
- GLuint current_fb = storage->frame.current_rt->fbo;
- Environment *env = environment_owner.getornull(p_environment);
+ light->light_index = index;
+ render_light_instances[index] = light;
+
+ index++;
+ }
+
+ } else {
+ render_light_instances = NULL;
+ render_directional_lights = 0;
+ render_light_instance_count = 0;
+ }
+
+ if (p_reflection_probe_cull_count) {
+
+ reflection_probe_instances = (ReflectionProbeInstance **)alloca(sizeof(ReflectionProbeInstance *) * p_reflection_probe_cull_count);
+ reflection_probe_count = p_reflection_probe_cull_count;
+ for (int i = 0; i < p_reflection_probe_cull_count; i++) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]);
+ ERR_CONTINUE(!rpi);
+ rpi->last_pass = render_pass + 1; //will be incremented later
+ rpi->index = i;
+ reflection_probe_instances[i] = rpi;
+ }
+
+ } else {
+ reflection_probe_instances = NULL;
+ reflection_probe_count = 0;
+ }
// render list stuff
@@ -2026,15 +2580,37 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// other stuff
glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+ glViewport(0, 0, viewport_width, viewport_height);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ // clear color
+
+ Color clear_color(0, 0, 0, 0);
- storage->frame.clear_request = false;
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+ } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR || env->bg_mode == VS::ENV_BG_SKY) {
+ if (storage->frame.clear_request) {
+ clear_color = storage->frame.clear_request_color.to_linear();
+ storage->frame.clear_request = false;
+ }
+ } 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.to_linear();
+ storage->frame.clear_request = false;
+ } else {
+ storage->frame.clear_request = false;
+ }
+
+ if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
+ glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -2069,34 +2645,26 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
}
- Vector<RID> directional_lights;
-
- for (int i = 0; i < p_light_cull_count; i++) {
- RID light_rid = p_light_cull_result[i];
-
- LightInstance *light = light_instance_owner.getornull(light_rid);
-
- if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) {
- directional_lights.push_back(light_rid);
- }
+ if (probe_interior) {
+ env_radiance_tex = 0; //do not use radiance texture on interiors
}
// render opaque things first
render_list.sort_by_key(false);
- _render_render_list(render_list.elements, render_list.element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false, false);
+ _render_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false);
// alpha pass
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- render_list.sort_by_key(true);
- _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false, false);
+ render_list.sort_by_depth(true);
+
+ _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false);
- glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
- // #define GLES2_SHADOW_ATLAS_DEBUG_VIEW
+ //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
@@ -2115,10 +2683,31 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
storage->_copy_screen();
}
#endif
+
+ //#define GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
+
+#ifdef GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
+ if (true) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+
+ glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false);
+ storage->shaders.copy.bind();
+
+ storage->_copy_screen();
+ }
+#endif
}
void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
+ state.render_no_shadows = false;
+
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
@@ -2129,13 +2718,13 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
uint32_t y;
uint32_t width;
uint32_t height;
- uint32_t vp_height;
float zfar = 0;
bool flip_facing = false;
int custom_vp_size = 0;
-
GLuint fbo = 0;
+ state.shadow_is_dual_parabolloid = false;
+ state.dual_parbolloid_direction = 0.0;
int current_cubemap = -1;
float bias = 0;
@@ -2214,14 +2803,12 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
fbo = directional_shadow.fbo;
- vp_height = directional_shadow.size;
} else {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
fbo = shadow_atlas->fbo;
- vp_height = shadow_atlas->size;
uint32_t key = shadow_atlas->shadow_owners[p_light];
@@ -2264,8 +2851,32 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
zfar = light->param[VS::LIGHT_PARAM_RANGE];
current_cubemap = cubemap_index;
+ } else {
+ //dual parabolloid
+ state.shadow_is_dual_parabolloid = true;
+ light_projection = light_instance->shadow_transform[0].camera;
+ light_transform = light_instance->shadow_transform[0].transform;
+
+ if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+
+ height /= 2;
+ y += p_pass * height;
+ } else {
+ width /= 2;
+ x += p_pass * width;
+ }
+
+ state.dual_parbolloid_direction = p_pass == 0 ? 1.0 : -1.0;
+ flip_facing = (p_pass == 1);
+ zfar = light->param[VS::LIGHT_PARAM_RANGE];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
+
+ state.dual_parbolloid_zfar = zfar;
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, true);
}
- } else {
+
+ } else if (light->type == VS::LIGHT_SPOT) {
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
@@ -2304,11 +2915,16 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
+ if (light->reverse_cull) {
+ flip_facing = !flip_facing;
+ }
+
state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, true);
- _render_render_list(render_list.elements, render_list.element_count, NULL, 0, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, false, false, true, false);
+ _render_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, flip_facing, false, true);
state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false);
// convert cubemap to dual paraboloid if needed
if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) {
@@ -2358,6 +2974,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ glColorMask(1, 1, 1, 1);
}
void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
@@ -2365,6 +2982,44 @@ void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
}
bool RasterizerSceneGLES2::free(RID p_rid) {
+
+ if (light_instance_owner.owns(p_rid)) {
+
+ LightInstance *light_instance = light_instance_owner.getptr(p_rid);
+
+ //remove from shadow atlases..
+ for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get());
+ ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
+ uint32_t key = shadow_atlas->shadow_owners[p_rid];
+ uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+ shadow_atlas->shadow_owners.erase(p_rid);
+ }
+
+ light_instance_owner.free(p_rid);
+ memdelete(light_instance);
+
+ } else if (shadow_atlas_owner.owns(p_rid)) {
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid);
+ shadow_atlas_set_size(p_rid, 0);
+ shadow_atlas_owner.free(p_rid);
+ memdelete(shadow_atlas);
+ } else if (reflection_probe_instance_owner.owns(p_rid)) {
+
+ ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid);
+
+ reflection_probe_release_atlas_index(p_rid);
+ reflection_probe_instance_owner.free(p_rid);
+ memdelete(reflection_instance);
+
+ } else {
+ return false;
+ }
+
return true;
}
@@ -2377,6 +3032,8 @@ void RasterizerSceneGLES2::initialize() {
render_list.init();
+ render_pass = 1;
+
shadow_atlas_realloc_tolerance_msec = 500;
{
@@ -2394,6 +3051,27 @@ void RasterizerSceneGLES2::initialize() {
}
{
+ default_worldcoord_shader = storage->shader_create();
+ storage->shader_set_code(default_worldcoord_shader, "shader_type spatial; render_mode world_vertex_coords;\n");
+ default_worldcoord_material = storage->material_create();
+ storage->material_set_shader(default_worldcoord_material, default_worldcoord_shader);
+
+ default_worldcoord_shader_twosided = storage->shader_create();
+ default_worldcoord_material_twosided = storage->material_create();
+ storage->shader_set_code(default_worldcoord_shader_twosided, "shader_type spatial; render_mode cull_disabled,world_vertex_coords;\n");
+ storage->material_set_shader(default_worldcoord_material_twosided, default_worldcoord_shader_twosided);
+ }
+
+ {
+ //default material and shader
+
+ default_overdraw_shader = storage->shader_create();
+ storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+ default_overdraw_material = storage->material_create();
+ storage->material_set_shader(default_overdraw_material, default_overdraw_shader);
+ }
+
+ {
glGenBuffers(1, &state.sky_verts);
glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW);
@@ -2402,6 +3080,7 @@ void RasterizerSceneGLES2::initialize() {
{
uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/immediate_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/immediate_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
glGenBuffers(1, &state.immediate_buffer);
glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
@@ -2427,7 +3106,7 @@ void RasterizerSceneGLES2::initialize() {
glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
for (int i = 0; i < 6; i++) {
- glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
+ glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -2463,8 +3142,8 @@ void RasterizerSceneGLES2::initialize() {
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ 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);
@@ -2475,9 +3154,12 @@ void RasterizerSceneGLES2::initialize() {
ERR_PRINT("Directional shadow framebuffer status invalid");
}
}
+
+ shadow_filter_mode = SHADOW_FILTER_NEAREST;
}
void RasterizerSceneGLES2::iteration() {
+ shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
}
void RasterizerSceneGLES2::finalize() {
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index c5d28e55f4..ba406183c7 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -53,12 +53,39 @@
class RasterizerSceneGLES2 : public RasterizerScene {
public:
+ enum ShadowFilterMode {
+ SHADOW_FILTER_NEAREST,
+ SHADOW_FILTER_PCF5,
+ SHADOW_FILTER_PCF13,
+ };
+
+ enum {
+ INSTANCE_ATTRIB_BASE = 8,
+ INSTANCE_BONE_BASE = 13,
+ };
+
+ ShadowFilterMode shadow_filter_mode;
+
RID default_material;
RID default_material_twosided;
RID default_shader;
RID default_shader_twosided;
+ RID default_worldcoord_material;
+ RID default_worldcoord_material_twosided;
+ RID default_worldcoord_shader;
+ RID default_worldcoord_shader_twosided;
+
+ RID default_overdraw_material;
+ RID default_overdraw_shader;
+
+ uint64_t render_pass;
uint64_t scene_pass;
+ uint32_t current_material_index;
+ uint32_t current_geometry_index;
+ uint32_t current_light_index;
+ uint32_t current_refprobe_index;
+ uint32_t current_shader_index;
RasterizerStorageGLES2 *storage;
struct State {
@@ -172,11 +199,19 @@ public:
bool cull_front;
bool cull_disabled;
bool used_sss;
- bool used_screen_texture;
bool using_contact_shadows;
VS::ViewportDebugDraw debug_draw;
*/
+
+ bool used_screen_texture;
+ bool shadow_is_dual_parabolloid;
+ float dual_parbolloid_direction;
+ float dual_parbolloid_zfar;
+
+ bool render_no_shadows;
+
+ Vector2 screen_pixel_size;
} state;
/* SHADOW ATLAS API */
@@ -260,6 +295,38 @@ public:
/* REFLECTION PROBE INSTANCE */
+ struct ReflectionProbeInstance : public RID_Data {
+
+ RasterizerStorageGLES2::ReflectionProbe *probe_ptr;
+ RID probe;
+ RID self;
+ RID atlas;
+
+ int reflection_atlas_index;
+
+ int render_step;
+ int reflection_index;
+
+ GLuint fbo[6];
+ GLuint cubemap;
+ GLuint depth;
+
+ GLuint fbo_blur;
+
+ int current_resolution;
+ mutable bool dirty;
+
+ uint64_t last_pass;
+ uint32_t index;
+
+ Transform transform;
+ };
+
+ mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
+
+ ReflectionProbeInstance **reflection_probe_instances;
+ int reflection_probe_count;
+
virtual RID reflection_probe_instance_create(RID p_probe);
virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
virtual void reflection_probe_release_atlas_index(RID p_instance);
@@ -286,6 +353,22 @@ public:
int canvas_max_layer;
+ bool fog_enabled;
+ Color fog_color;
+ Color fog_sun_color;
+ float fog_sun_amount;
+
+ bool fog_depth_enabled;
+ float fog_depth_begin;
+ float fog_depth_end;
+ float fog_depth_curve;
+ bool fog_transmit_enabled;
+ float fog_transmit_curve;
+ bool fog_height_enabled;
+ float fog_height_min;
+ float fog_height_max;
+ float fog_height_curve;
+
Environment() {
bg_mode = VS::ENV_BG_CLEAR_COLOR;
sky_custom_fov = 0.0;
@@ -294,6 +377,25 @@ public:
ambient_energy = 1.0;
ambient_sky_contribution = 0.0;
canvas_max_layer = 0;
+
+ fog_enabled = false;
+ fog_color = Color(0.5, 0.5, 0.5);
+ fog_sun_color = Color(0.8, 0.8, 0.0);
+ fog_sun_amount = 0;
+
+ fog_depth_enabled = true;
+
+ fog_depth_begin = 10;
+ fog_depth_end = 0;
+ fog_depth_curve = 1;
+
+ fog_transmit_enabled = true;
+ fog_transmit_curve = 1;
+
+ fog_height_enabled = false;
+ fog_height_min = 0;
+ fog_height_max = 100;
+ fog_height_curve = 1;
}
};
@@ -311,7 +413,7 @@ public:
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);
- virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
+ virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
@@ -322,7 +424,7 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
- virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve);
+ virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve);
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
virtual bool is_environment(RID p_env);
@@ -373,6 +475,10 @@ public:
virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
virtual void light_instance_mark_visible(RID p_light_instance);
+ LightInstance **render_light_instances;
+ int render_directional_lights;
+ int render_light_instance_count;
+
/* REFLECTION INSTANCE */
virtual RID gi_probe_instance_create();
@@ -382,40 +488,19 @@ public:
/* RENDER LIST */
+ enum LightMode {
+ LIGHTMODE_NORMAL,
+ LIGHTMODE_UNSHADED,
+ LIGHTMODE_LIGHTMAP,
+ LIGHTMODE_LIGHTMAP_CAPTURE,
+ };
+
struct RenderList {
+
enum {
- DEFAULT_MAX_ELEMENTS = 65536,
- SORT_FLAG_SKELETON = 1,
- SORT_FLAG_INSTANCING = 2,
- MAX_DIRECTIONAL_LIGHTS = 16,
- MAX_LIGHTS = 4096,
- MAX_REFLECTIONS = 1024,
-
- SORT_KEY_PRIORITY_SHIFT = 56,
- SORT_KEY_PRIORITY_MASK = 0xFF,
- //depth layer for opaque (56-52)
- SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
- SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
-//64 bits unsupported in MSVC
-#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 49)
-#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 48)
-#define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 47)
-#define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46)
-#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45)
-#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44)
- SORT_KEY_SHADING_SHIFT = 44,
- SORT_KEY_SHADING_MASK = 63,
- //44-28 material index
- SORT_KEY_MATERIAL_INDEX_SHIFT = 28,
- //28-8 geometry index
- SORT_KEY_GEOMETRY_INDEX_SHIFT = 8,
- //bits 5-7 geometry type
- SORT_KEY_GEOMETRY_TYPE_SHIFT = 5,
- //bits 0-5 for flags
- SORT_KEY_OPAQUE_PRE_PASS = 8,
- SORT_KEY_CULL_DISABLED_FLAG = 4,
- SORT_KEY_SKELETON_FLAG = 2,
- SORT_KEY_MIRROR_FLAG = 1
+ MAX_LIGHTS = 255,
+ MAX_REFLECTION_PROBES = 255,
+ DEFAULT_MAX_ELEMENTS = 65536
};
int max_elements;
@@ -427,7 +512,38 @@ public:
RasterizerStorageGLES2::Material *material;
RasterizerStorageGLES2::GeometryOwner *owner;
- uint64_t sort_key;
+ bool use_accum; //is this an add pass for multipass
+ bool *use_accum_ptr;
+
+ union {
+ //TODO: should be endian swapped on big endian
+ struct {
+ int32_t depth_layer : 16;
+ int32_t priority : 16;
+ };
+
+ uint32_t depth_key;
+ };
+
+ union {
+ struct {
+ //from least significant to most significant in sort, TODO: should be endian swapped on big endian
+
+ uint64_t geometry_index : 14;
+ uint64_t instancing : 1;
+ uint64_t skeleton : 1;
+ uint64_t shader_index : 10;
+ uint64_t material_index : 10;
+ uint64_t light_index : 8;
+ uint64_t light_type2 : 1; // if 1==0 : nolight/directional, else omni/spot
+ uint64_t refprobe_1_index : 8;
+ uint64_t refprobe_0_index : 8;
+ uint64_t light_type1 : 1; //no light, directional is 0, omni spot is 1
+ uint64_t light_mode : 2; // LightMode enum
+ };
+
+ uint64_t sort_key;
+ };
};
Element *base_elements;
@@ -445,7 +561,11 @@ public:
struct SortByKey {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->sort_key < B->sort_key;
+ if (A->depth_key == B->depth_key) {
+ return A->sort_key < B->sort_key;
+ } else {
+ return A->depth_key < B->depth_key;
+ }
}
};
@@ -476,29 +596,6 @@ 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) {
- return A->instance->depth > B->instance->depth;
- } else {
- return layer_A < layer_B;
- }
- }
- };
-
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
-
- SortArray<Element *, SortByReverseDepthAndPriority> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
-
// element adding and stuff
_FORCE_INLINE_ Element *add_element() {
@@ -549,7 +646,6 @@ public:
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 RID *p_directional_lights, int p_directional_light_count,
const Transform &p_view_transform,
const CameraMatrix &p_projection,
RID p_shadow_atlas,
@@ -559,14 +655,16 @@ public:
float p_shadow_normal_bias,
bool p_reverse_cull,
bool p_alpha_pass,
- bool p_shadow,
- bool p_directional_add);
+ bool p_shadow);
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);
- void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
- void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
- void _render_geometry(RenderList::Element *p_element);
+ _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 _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);
+ _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env);
+ _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index d945132dc2..3beb8eac33 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -52,6 +52,10 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
+#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
@@ -354,7 +358,6 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
GLenum type;
bool compressed = false;
- bool srgb = false;
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
@@ -495,22 +498,6 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
-//set swizle for older format compatibility
-#ifdef GLES_OVER_GL
- switch (texture->format) {
-
- case Image::FORMAT_L8: {
-
- } break;
- case Image::FORMAT_LA8: {
-
- } break;
- default: {
-
- } break;
- }
-#endif
-
int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
int w = img->get_width();
@@ -590,7 +577,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
PoolVector<uint8_t> data;
- int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1 ? -1 : 0);
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
@@ -626,8 +613,72 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
return Ref<Image>(img);
#else
- ERR_EXPLAIN("Sorry, It's not possible to obtain images back in OpenGL ES");
- ERR_FAIL_V(Ref<Image>());
+ Image::Format real_format;
+ GLenum gl_format;
+ GLenum gl_internal_format;
+ GLenum gl_type;
+ bool compressed;
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed);
+
+ PoolVector<uint8_t> data;
+
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
+
+ data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
+ PoolVector<uint8_t>::Write wb = data.write();
+
+ GLuint temp_framebuffer;
+ glGenFramebuffers(1, &temp_framebuffer);
+
+ GLuint temp_color_texture;
+ glGenTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, temp_color_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
+
+ 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, texture->tex_id);
+
+ glViewport(0, 0, texture->alloc_width, texture->alloc_height);
+
+ shaders.copy.bind();
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
+
+ glDeleteTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &temp_framebuffer);
+
+ wb = PoolVector<uint8_t>::Write();
+
+ data.resize(data_size);
+
+ Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
+ if (!texture->compressed) {
+ img->convert(real_format);
+ }
+
+ return Ref<Image>(img);
+
#endif
}
@@ -914,26 +965,27 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
// attachements for it, so we can fill them by issuing draw calls.
GLuint tmp_fb;
- glGenFramebuffers(1, &tmp_fb);
- glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
-
int size = p_radiance_size;
int lod = 0;
- shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D);
-
- shaders.cubemap_filter.bind();
-
int mipmaps = 6;
int mm_level = mipmaps;
- GLenum internal_format = GL_RGBA;
- GLenum format = GL_RGBA;
- GLenum type = GL_UNSIGNED_BYTE; // This is suboptimal... TODO other format for FBO?
+ GLenum internal_format = GL_RGB;
+ GLenum format = GL_RGB;
+ GLenum type = GL_UNSIGNED_BYTE;
// Set the initial (empty) mipmaps
+#if 1
+ //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
+ }
+
+ glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+#else
while (size >= 1) {
for (int i = 0; i < 6; i++) {
@@ -944,7 +996,14 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
size >>= 1;
}
+#endif
+ //framebuffer
+ glGenFramebuffers(1, &tmp_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
+
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, texture->target == GL_TEXTURE_2D);
+ shaders.cubemap_filter.bind();
lod = 0;
mm_level = mipmaps;
@@ -963,6 +1022,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1;
+ roughness = MIN(1.0, roughness); //keep max at 1
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
@@ -1065,6 +1125,10 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
p_shader->uniforms.clear();
+ if (p_shader->code == String()) {
+ return; //just invalid, but no error
+ }
+
ShaderCompilerGLES2::GeneratedCode gen_code;
ShaderCompilerGLES2::IdentifierActions *actions = NULL;
@@ -1308,8 +1372,13 @@ void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyIn
pi.hint_string = "CubeMap";
} break;
- default: {
-
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER3D:
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D: {
+ // Not implemented in GLES2
} break;
}
@@ -1428,8 +1497,9 @@ Variant RasterizerStorageGLES2::material_get_param_default(RID p_material, const
if (material->shader) {
if (material->shader->uniforms.has(p_param)) {
- Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
+ ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
}
return Variant();
@@ -1537,7 +1607,7 @@ void RasterizerStorageGLES2::_update_material(Material *p_material) {
if (p_material->shader && p_material->shader->mode == VS::SHADER_SPATIAL) {
if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
- (!p_material->shader->spatial.uses_alpha || (p_material->shader->spatial.uses_alpha && p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) {
+ (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
can_cast_shadow = true;
}
@@ -1558,7 +1628,7 @@ void RasterizerStorageGLES2::_update_material(Material *p_material) {
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
- E->key()->base_material_changed();
+ E->key()->base_changed(false, true);
}
}
}
@@ -1945,7 +2015,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
}
mesh->surfaces.push_back(surface);
- mesh->instance_change_notify();
+ mesh->instance_change_notify(true, false);
info.vertex_mem += surface->total_data_size;
}
@@ -2015,7 +2085,7 @@ void RasterizerStorageGLES2::mesh_surface_set_material(RID p_mesh, int p_surface
_material_add_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
}
- mesh->instance_material_change_notify();
+ mesh->instance_change_notify(false, true);
}
RID RasterizerStorageGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
@@ -2123,13 +2193,11 @@ void RasterizerStorageGLES2::mesh_remove_surface(RID p_mesh, int p_surface) {
info.vertex_mem -= surface->total_data_size;
- mesh->instance_material_change_notify();
-
memdelete(surface);
mesh->surfaces.remove(p_surface);
- mesh->instance_change_notify();
+ mesh->instance_change_notify(true, true);
}
int RasterizerStorageGLES2::mesh_get_surface_count(RID p_mesh) const {
@@ -2634,10 +2702,10 @@ void RasterizerStorageGLES2::update_dirty_multimeshes() {
if (multimesh->mesh.is_valid()) {
mesh_aabb = mesh_get_aabb(multimesh->mesh, RID());
- } else {
- mesh_aabb.size += Vector3(0.001, 0.001, 0.001);
}
+ mesh_aabb.size += Vector3(0.001, 0.001, 0.001); //in case mesh is empty in one of the sides
+
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
int count = multimesh->data.size();
float *data = multimesh->data.ptrw();
@@ -2703,7 +2771,7 @@ void RasterizerStorageGLES2::update_dirty_multimeshes() {
multimesh->dirty_aabb = false;
multimesh->dirty_data = false;
- multimesh->instance_change_notify();
+ multimesh->instance_change_notify(true, false);
multimesh_update_list.remove(multimesh_update_list.first());
}
@@ -2808,7 +2876,7 @@ void RasterizerStorageGLES2::immediate_end(RID p_immediate) {
ERR_FAIL_COND(!im->building);
im->building = false;
- im->instance_change_notify();
+ im->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::immediate_clear(RID p_immediate) {
@@ -2817,7 +2885,7 @@ void RasterizerStorageGLES2::immediate_clear(RID p_immediate) {
ERR_FAIL_COND(im->building);
im->chunks.clear();
- im->instance_change_notify();
+ im->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES2::immediate_get_aabb(RID p_immediate) const {
@@ -2831,7 +2899,7 @@ void RasterizerStorageGLES2::immediate_set_material(RID p_immediate, RID p_mater
ERR_FAIL_COND(!im);
im->material = p_material;
- im->instance_material_change_notify();
+ im->instance_change_notify(false, true);
}
RID RasterizerStorageGLES2::immediate_get_material(RID p_immediate) const {
@@ -3042,7 +3110,7 @@ void RasterizerStorageGLES2::update_dirty_skeletons() {
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
- E->get()->base_changed();
+ E->get()->base_changed(true, false);
}
skeleton_update_list.remove(skeleton_update_list.first());
@@ -3107,8 +3175,9 @@ void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param
case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
case VS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
} break;
+ default: {}
}
light->param[p_param] = p_value;
@@ -3121,7 +3190,7 @@ void RasterizerStorageGLES2::light_set_shadow(RID p_light, bool p_enabled) {
light->shadow = p_enabled;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_set_shadow_color(RID p_light, const Color &p_color) {
@@ -3152,7 +3221,7 @@ void RasterizerStorageGLES2::light_set_cull_mask(RID p_light, uint32_t p_mask) {
light->cull_mask = p_mask;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
@@ -3160,6 +3229,9 @@ void RasterizerStorageGLES2::light_set_reverse_cull_face_mode(RID p_light, bool
ERR_FAIL_COND(!light);
light->reverse_cull = p_enabled;
+
+ light->version++;
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
@@ -3169,7 +3241,7 @@ void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOm
light->omni_shadow_mode = p_mode;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
VS::LightOmniShadowMode RasterizerStorageGLES2::light_omni_get_shadow_mode(RID p_light) {
@@ -3186,7 +3258,7 @@ void RasterizerStorageGLES2::light_omni_set_shadow_detail(RID p_light, VS::Light
light->omni_shadow_detail = p_detail;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
@@ -3196,7 +3268,7 @@ void RasterizerStorageGLES2::light_directional_set_shadow_mode(RID p_light, VS::
light->directional_shadow_mode = p_mode;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_directional_set_blend_splits(RID p_light, bool p_enable) {
@@ -3206,7 +3278,7 @@ void RasterizerStorageGLES2::light_directional_set_blend_splits(RID p_light, boo
light->directional_blend_splits = p_enable;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
bool RasterizerStorageGLES2::light_directional_get_blend_splits(RID p_light) const {
@@ -3300,69 +3372,194 @@ AABB RasterizerStorageGLES2::light_get_aabb(RID p_light) const {
/* PROBE API */
RID RasterizerStorageGLES2::reflection_probe_create() {
- return RID();
+
+ ReflectionProbe *reflection_probe = memnew(ReflectionProbe);
+
+ reflection_probe->intensity = 1.0;
+ reflection_probe->interior_ambient = Color();
+ reflection_probe->interior_ambient_energy = 1.0;
+ reflection_probe->max_distance = 0;
+ reflection_probe->extents = Vector3(1, 1, 1);
+ reflection_probe->origin_offset = Vector3(0, 0, 0);
+ reflection_probe->interior = false;
+ reflection_probe->box_projection = false;
+ reflection_probe->enable_shadows = false;
+ reflection_probe->cull_mask = (1 << 20) - 1;
+ reflection_probe->update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE;
+ reflection_probe->resolution = 128;
+
+ return reflection_probe_owner.make_rid(reflection_probe);
}
void RasterizerStorageGLES2::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->update_mode = p_mode;
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->intensity = p_intensity;
}
void RasterizerStorageGLES2::reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior_ambient = p_ambient;
}
void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior_ambient_energy = p_energy;
}
void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior_ambient_probe_contrib = p_contrib;
}
void RasterizerStorageGLES2::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
-}
-void RasterizerStorageGLES2::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->max_distance = p_distance;
+ reflection_probe->instance_change_notify(true, false);
}
+void RasterizerStorageGLES2::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->extents = p_extents;
+ reflection_probe->instance_change_notify(true, false);
+}
void RasterizerStorageGLES2::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->origin_offset = p_offset;
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
-}
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->interior = p_enable;
+}
void RasterizerStorageGLES2::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->box_projection = p_enable;
}
void RasterizerStorageGLES2::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
-}
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->enable_shadows = p_enable;
+ reflection_probe->instance_change_notify(true, false);
+}
void RasterizerStorageGLES2::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->cull_mask = p_layers;
+ reflection_probe->instance_change_notify(true, false);
+}
+
+void RasterizerStorageGLES2::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
+
+ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->resolution = p_resolution;
}
AABB RasterizerStorageGLES2::reflection_probe_get_aabb(RID p_probe) const {
- return AABB();
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, AABB());
+
+ AABB aabb;
+ aabb.position = -reflection_probe->extents;
+ aabb.size = reflection_probe->extents * 2.0;
+
+ return aabb;
}
VS::ReflectionProbeUpdateMode RasterizerStorageGLES2::reflection_probe_get_update_mode(RID p_probe) const {
- return VS::REFLECTION_PROBE_UPDATE_ALWAYS;
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, VS::REFLECTION_PROBE_UPDATE_ALWAYS);
+
+ return reflection_probe->update_mode;
}
uint32_t RasterizerStorageGLES2::reflection_probe_get_cull_mask(RID p_probe) const {
- return 0;
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->cull_mask;
}
Vector3 RasterizerStorageGLES2::reflection_probe_get_extents(RID p_probe) const {
- return Vector3();
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, Vector3());
+
+ return reflection_probe->extents;
}
Vector3 RasterizerStorageGLES2::reflection_probe_get_origin_offset(RID p_probe) const {
- return Vector3();
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, Vector3());
+
+ return reflection_probe->origin_offset;
}
bool RasterizerStorageGLES2::reflection_probe_renders_shadows(RID p_probe) const {
- return false;
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, false);
+
+ return reflection_probe->enable_shadows;
}
float RasterizerStorageGLES2::reflection_probe_get_origin_max_distance(RID p_probe) const {
- return 0;
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->max_distance;
+}
+
+int RasterizerStorageGLES2::reflection_probe_get_resolution(RID p_probe) const {
+
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->resolution;
}
RID RasterizerStorageGLES2::gi_probe_create() {
@@ -3463,46 +3660,100 @@ void RasterizerStorageGLES2::gi_probe_dynamic_data_update(RID p_gi_probe_data, i
///////
RID RasterizerStorageGLES2::lightmap_capture_create() {
- return RID();
+
+ LightmapCapture *capture = memnew(LightmapCapture);
+ return lightmap_capture_data_owner.make_rid(capture);
}
void RasterizerStorageGLES2::lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {
-}
-AABB RasterizerStorageGLES2::lightmap_capture_get_bounds(RID p_capture) const {
- return AABB();
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->bounds = p_bounds;
+ capture->instance_change_notify(true, false);
}
+AABB RasterizerStorageGLES2::lightmap_capture_get_bounds(RID p_capture) const {
-void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, AABB());
+ return capture->bounds;
}
+void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {
+
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+
+ ERR_FAIL_COND(p_octree.size() == 0 || (p_octree.size() % sizeof(LightmapCaptureOctree)) != 0);
+ capture->octree.resize(p_octree.size() / sizeof(LightmapCaptureOctree));
+ if (p_octree.size()) {
+ PoolVector<LightmapCaptureOctree>::Write w = capture->octree.write();
+ PoolVector<uint8_t>::Read r = p_octree.read();
+ copymem(w.ptr(), r.ptr(), p_octree.size());
+ }
+ capture->instance_change_notify(true, false);
+}
PoolVector<uint8_t> RasterizerStorageGLES2::lightmap_capture_get_octree(RID p_capture) const {
- return PoolVector<uint8_t>();
+
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>());
+
+ if (capture->octree.size() == 0)
+ return PoolVector<uint8_t>();
+
+ PoolVector<uint8_t> ret;
+ ret.resize(capture->octree.size() * sizeof(LightmapCaptureOctree));
+ {
+ PoolVector<LightmapCaptureOctree>::Read r = capture->octree.read();
+ PoolVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(), r.ptr(), ret.size());
+ }
+
+ return ret;
}
void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->cell_xform = p_xform;
}
Transform RasterizerStorageGLES2::lightmap_capture_get_octree_cell_transform(RID p_capture) const {
- return Transform();
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, Transform());
+ return capture->cell_xform;
}
void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->cell_subdiv = p_subdiv;
}
int RasterizerStorageGLES2::lightmap_capture_get_octree_cell_subdiv(RID p_capture) const {
- return 0;
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, 0);
+ return capture->cell_subdiv;
}
void RasterizerStorageGLES2::lightmap_capture_set_energy(RID p_capture, float p_energy) {
+
+ LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND(!capture);
+ capture->energy = p_energy;
}
float RasterizerStorageGLES2::lightmap_capture_get_energy(RID p_capture) const {
- return 0.0;
+
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, 0);
+ return capture->energy;
}
const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES2::lightmap_capture_get_octree_ptr(RID p_capture) const {
- return NULL;
+ const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
+ ERR_FAIL_COND_V(!capture, NULL);
+ return &capture->octree;
}
///////
@@ -3591,18 +3842,122 @@ RID RasterizerStorageGLES2::particles_get_draw_pass_mesh(RID p_particles, int p_
void RasterizerStorageGLES2::update_particles() {
}
+bool RasterizerStorageGLES2::particles_is_inactive(RID p_particles) const {
+ return true;
+}
+
////////
void RasterizerStorageGLES2::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ skeleton->instances.insert(p_instance);
}
void RasterizerStorageGLES2::instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ skeleton->instances.erase(p_instance);
}
void RasterizerStorageGLES2::instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
+
+ Instantiable *inst = NULL;
+ switch (p_instance->base_type) {
+ case VS::INSTANCE_MESH: {
+ inst = mesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+ inst = multimesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+ inst = immediate_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ /*case VS::INSTANCE_PARTICLES: {
+ inst = particles_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;*/
+ case VS::INSTANCE_REFLECTION_PROBE: {
+ inst = reflection_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_LIGHT: {
+ inst = light_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ /*case VS::INSTANCE_GI_PROBE: {
+ inst = gi_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;*/
+ case VS::INSTANCE_LIGHTMAP_CAPTURE: {
+ inst = lightmap_capture_data_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ default: {
+ if (!inst) {
+ ERR_FAIL();
+ }
+ }
+ }
+
+ inst->instance_list.add(&p_instance->dependency_item);
}
void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
+
+ Instantiable *inst = NULL;
+
+ switch (p_instance->base_type) {
+ case VS::INSTANCE_MESH: {
+ inst = mesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_MULTIMESH: {
+ inst = multimesh_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_IMMEDIATE: {
+ inst = immediate_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ /*case VS::INSTANCE_PARTICLES: {
+ inst = particles_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;*/
+ case VS::INSTANCE_REFLECTION_PROBE: {
+ inst = reflection_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ case VS::INSTANCE_LIGHT: {
+ inst = light_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ /*case VS::INSTANCE_GI_PROBE: {
+ inst = gi_probe_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break; */
+ case VS::INSTANCE_LIGHTMAP_CAPTURE: {
+ inst = lightmap_capture_data_owner.getornull(p_base);
+ ERR_FAIL_COND(!inst);
+ } break;
+ default: {
+
+ if (!inst) {
+ ERR_FAIL();
+ }
+ }
+ }
+
+ ERR_FAIL_COND(!inst);
+
+ inst->instance_list.remove(&p_instance->dependency_item);
}
/* RENDER TARGET */
@@ -3644,7 +3999,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -3860,6 +4215,10 @@ VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const {
return VS::INSTANCE_MULTIMESH;
} else if (immediate_owner.owns(p_rid)) {
return VS::INSTANCE_IMMEDIATE;
+ } else if (reflection_probe_owner.owns(p_rid)) {
+ return VS::INSTANCE_REFLECTION_PROBE;
+ } else if (lightmap_capture_data_owner.owns(p_rid)) {
+ return VS::INSTANCE_LIGHTMAP_CAPTURE;
} else {
return VS::INSTANCE_NONE;
}
@@ -4037,6 +4396,25 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
memdelete(light);
return true;
+ } else if (reflection_probe_owner.owns(p_rid)) {
+
+ // delete the texture
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid);
+ reflection_probe->instance_remove_deps();
+
+ reflection_probe_owner.free(p_rid);
+ memdelete(reflection_probe);
+
+ return true;
+ } else if (lightmap_capture_data_owner.owns(p_rid)) {
+
+ // delete the texture
+ LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid);
+ lightmap_capture->instance_remove_deps();
+
+ lightmap_capture_data_owner.free(p_rid);
+ memdelete(lightmap_capture);
+ return true;
} else {
return false;
}
@@ -4087,16 +4465,17 @@ void RasterizerStorageGLES2::initialize() {
}
}
+ config.keep_original_textures = false;
config.shrink_textures_x2 = false;
- config.float_texture_supported = config.extensions.find("GL_ARB_texture_float") != NULL || config.extensions.find("GL_OES_texture_float") != NULL;
- config.s3tc_supported = config.extensions.find("GL_EXT_texture_compression_s3tc") != NULL;
- config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") != NULL;
+
+ config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
+ config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc");
+ config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
frame.count = 0;
frame.delta = 0;
frame.current_rt = NULL;
frame.clear_request = false;
- // config.keep_original_textures = false;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
@@ -4199,13 +4578,13 @@ void RasterizerStorageGLES2::initialize() {
// radical inverse vdc cache texture
// used for cubemap filtering
- if (config.float_texture_supported) {
+ if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere
glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
- float radical_inverse[512];
+ uint8_t radical_inverse[512];
for (uint32_t i = 0; i < 512; i++) {
uint32_t bits = i;
@@ -4217,14 +4596,24 @@ void RasterizerStorageGLES2::initialize() {
bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
float value = float(bits) * 2.3283064365386963e-10;
-
- radical_inverse[i] = value;
+ radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
}
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_FLOAT, radical_inverse);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
glBindTexture(GL_TEXTURE_2D, 0);
}
+
+#ifdef GLES_OVER_GL
+ //this needs to be enabled manually in OpenGL 2.1
+
+ glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
+ glEnable(GL_POINT_SPRITE);
+ glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+#endif
+
+ config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
+ config.use_fast_texture_filter = GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
}
void RasterizerStorageGLES2::finalize() {
@@ -4239,6 +4628,7 @@ void RasterizerStorageGLES2::update_dirty_resources() {
update_dirty_shaders();
update_dirty_materials();
update_dirty_skeletons();
+ update_dirty_multimeshes();
}
RasterizerStorageGLES2::RasterizerStorageGLES2() {
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index d9bf6b3ccb..5bdc65a0b5 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -43,7 +43,6 @@
/*
#include "shaders/blend_shape.glsl.gen.h"
#include "shaders/canvas.glsl.gen.h"
-#include "shaders/copy.glsl.gen.h"
#include "shaders/particles.glsl.gen.h"
*/
@@ -61,20 +60,12 @@ public:
bool shrink_textures_x2;
bool use_fast_texture_filter;
- // bool use_anisotropic_filter;
-
- bool hdr_supported;
-
- bool use_rgba_2d_shadows;
-
- // float anisotropic_level;
int max_texture_image_units;
int max_texture_size;
- bool generate_wireframes;
-
- bool use_texture_array_environment;
+ // TODO implement wireframe in GLES2
+ // bool generate_wireframes;
Set<String> extensions;
@@ -84,7 +75,6 @@ public:
bool keep_original_textures;
- bool no_depth_prepass;
bool force_vertex_shading;
} config;
@@ -157,23 +147,15 @@ public:
//////////////////////////////////DATA///////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
- struct Instanciable : public RID_Data {
+ struct Instantiable : public RID_Data {
SelfList<RasterizerScene::InstanceBase>::List instance_list;
- _FORCE_INLINE_ void instance_change_notify() {
- SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
-
- while (instances) {
- instances->self()->base_changed();
- instances = instances->next();
- }
- }
+ _FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
- _FORCE_INLINE_ void instance_material_change_notify() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
-
while (instances) {
- instances->self()->base_material_changed();
+
+ instances->self()->base_changed(p_aabb, p_materials);
instances = instances->next();
}
}
@@ -187,15 +169,15 @@ public:
}
}
- Instanciable() {}
+ Instantiable() {}
- virtual ~Instanciable() {}
+ virtual ~Instantiable() {}
};
- struct GeometryOwner : public Instanciable {
+ struct GeometryOwner : public Instantiable {
};
- struct Geometry : public Instanciable {
+ struct Geometry : public Instantiable {
enum Type {
GEOMETRY_INVALID,
@@ -273,31 +255,28 @@ public:
void *detect_normal_ud;
Texture() {
- flags = 0;
- width = 0;
- height = 0;
alloc_width = 0;
alloc_height = 0;
- format = Image::FORMAT_L8;
-
target = 0;
- data_size = 0;
- total_data_size = 0;
+ stored_cube_sides = 0;
ignore_mipmaps = false;
-
- compressed = false;
-
- active = false;
-
+ render_target = NULL;
+ flags = width = height = 0;
tex_id = 0;
-
- stored_cube_sides = 0;
-
+ data_size = 0;
+ format = Image::FORMAT_L8;
+ active = false;
+ compressed = false;
+ total_data_size = 0;
+ mipmaps = 0;
+ detect_3d = NULL;
+ detect_3d_ud = NULL;
+ detect_srgb = NULL;
+ detect_srgb_ud = NULL;
+ detect_normal = NULL;
+ detect_normal_ud = NULL;
proxy = NULL;
-
- render_target = NULL;
-
redraw_if_visible = false;
}
@@ -406,6 +385,9 @@ public:
String path;
+ uint32_t index;
+ uint64_t last_pass;
+
struct CanvasItem {
enum BlendMode {
@@ -427,6 +409,7 @@ public:
int light_mode;
*/
+
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
@@ -491,6 +474,7 @@ public:
valid = false;
custom_code_id = 0;
version = 1;
+ last_pass = 0;
}
};
@@ -669,7 +653,7 @@ public:
SelfList<MultiMesh> *mm = multimeshes.first();
while (mm) {
- mm->self()->instance_material_change_notify();
+ mm->self()->instance_change_notify(false, true);
mm = mm->next();
}
}
@@ -889,7 +873,7 @@ public:
/* Light API */
- struct Light : Instanciable {
+ struct Light : Instantiable {
VS::LightType type;
float param[VS::LIGHT_PARAM_MAX];
@@ -951,6 +935,26 @@ public:
virtual uint64_t light_get_version(RID p_light) const;
/* PROBE API */
+
+ struct ReflectionProbe : Instantiable {
+
+ VS::ReflectionProbeUpdateMode update_mode;
+ float intensity;
+ Color interior_ambient;
+ float interior_ambient_energy;
+ float interior_ambient_probe_contrib;
+ float max_distance;
+ Vector3 extents;
+ Vector3 origin_offset;
+ bool interior;
+ bool box_projection;
+ bool enable_shadows;
+ uint32_t cull_mask;
+ int resolution;
+ };
+
+ mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
+
virtual RID reflection_probe_create();
virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
@@ -965,11 +969,14 @@ public:
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
+ virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
virtual AABB reflection_probe_get_aabb(RID p_probe) const;
virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
+ virtual int reflection_probe_get_resolution(RID p_probe) const;
+
virtual Vector3 reflection_probe_get_extents(RID p_probe) const;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const;
@@ -1019,6 +1026,21 @@ public:
/* LIGHTMAP */
+ struct LightmapCapture : public Instantiable {
+
+ PoolVector<LightmapCaptureOctree> octree;
+ AABB bounds;
+ Transform cell_xform;
+ int cell_subdiv;
+ float energy;
+ LightmapCapture() {
+ energy = 1.0;
+ cell_subdiv = 1;
+ }
+ };
+
+ mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
+
virtual RID lightmap_capture_create();
virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds);
virtual AABB lightmap_capture_get_bounds(RID p_capture) const;
@@ -1068,6 +1090,8 @@ public:
virtual int particles_get_draw_passes(RID p_particles) const;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
+ virtual bool particles_is_inactive(RID p_particles) const;
+
/* INSTANCE */
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 83b61dc288..45b0d695a3 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -31,6 +31,7 @@
#include "shader_compiler_gles2.h"
#include "core/os/os.h"
+#include "core/project_settings.h"
#include "core/string_buffer.h"
#include "core/string_builder.h"
@@ -79,19 +80,17 @@ static String _opstr(SL::Operator p_op) {
static String _mkid(const String &p_id) {
- StringBuffer<> id;
- id += "m_";
- id += p_id;
-
- return id.as_string();
+ String id = "m_" + p_id;
+ return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl
}
static String f2sp0(float p_float) {
- if (int(p_float) == p_float)
- return itos(p_float) + ".0";
- else
- return rtoss(p_float);
+ String num = rtoss(p_float);
+ if (num.find(".") == -1 && num.find("e") == -1) {
+ num += ".0";
+ }
+ return num;
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
@@ -363,6 +362,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
for (int i = 0; i < snode->functions.size(); i++) {
SL::FunctionNode *fnode = snode->functions[i].function;
+ current_func_name = fnode->name;
function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
@@ -642,11 +642,11 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
case SL::OP_MOD: {
- code += "mod(";
+ code += "mod(float(";
code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += ", ";
+ code += "), float(";
code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- code += ")";
+ code += "))";
} break;
default: {
@@ -814,8 +814,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
/** SPATIAL SHADER **/
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
- actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_matrix";
- actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_inverse_matrix";
+ actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
+ actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
@@ -830,6 +830,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
// gl_InstanceID is not available in OpenGL ES 2.0
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
+ actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
//builtins
@@ -900,23 +901,37 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
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";
/* PARTICLES SHADER */
actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
- actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
+ actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index 445428acc5..84bd413abb 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -57,7 +57,7 @@
ShaderGLES2 *ShaderGLES2::active = NULL;
-// #define DEBUG_SHADER
+//#define DEBUG_SHADER
#ifdef DEBUG_SHADER
@@ -99,7 +99,7 @@ void ShaderGLES2::bind_uniforms() {
const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
while (C) {
- int idx = E->key();
+ int idx = C->key();
int location = version->uniform_location[idx];
if (location < 0) {
@@ -132,6 +132,11 @@ bool ShaderGLES2::bind() {
ERR_FAIL_COND_V(!version, false);
+ if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
+ glUseProgram(0);
+ return false;
+ }
+
glUseProgram(version->id);
// find out uniform names and locations
@@ -171,72 +176,30 @@ void ShaderGLES2::unbind() {
active = NULL;
}
-static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
-
- int last_find_pos = -1;
- // NVIDIA
- String error = p_error;
- while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
-
- int end_pos = last_find_pos + 1;
-
- while (true) {
+static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
- if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
-
- end_pos++;
- continue;
- } else if (p_error[end_pos] == ')') {
- break;
- } else {
-
- end_pos = -1;
- break;
- }
- }
-
- if (end_pos == -1)
- continue;
+ int line = 1;
+ String total_code;
- String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
- String begin = error.substr(0, last_find_pos + 1);
- String end = error.substr(end_pos, error.length());
- int num = numstr.to_int() + p_code_start - p_offset;
- error = begin + itos(num) + end;
+ for (int i = 0; i < p_code.size(); i++) {
+ total_code += String(p_code[i]);
}
- // ATI
- last_find_pos = -1;
- while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) {
+ Vector<String> lines = String(total_code).split("\n");
- last_find_pos += 6;
- int end_pos = last_find_pos + 1;
+ for (int j = 0; j < lines.size(); j++) {
- while (true) {
-
- if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
+ print_line(itos(line) + ": " + lines[j]);
+ line++;
+ }
- end_pos++;
- continue;
- } else if (p_error[end_pos] == ':') {
- break;
- } else {
+ ERR_PRINTS(p_error);
+}
- end_pos = -1;
- break;
- }
- }
- continue;
- if (end_pos == -1)
- continue;
+static String _mkid(const String &p_id) {
- String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
- String begin = error.substr(0, last_find_pos + 1);
- String end = error.substr(end_pos, error.length());
- int num = numstr.to_int() + p_code_start - p_offset;
- error = begin + itos(num) + end;
- }
- return error;
+ String id = "m_" + p_id;
+ return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl
}
ShaderGLES2::Version *ShaderGLES2::get_current_version() {
@@ -316,7 +279,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
strings.push_back(cc->custom_defines.write[i]);
- DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
+ DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
}
}
@@ -375,9 +338,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
err_string += ilogmem;
- err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs);
- ERR_PRINTS(err_string);
+ _display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.vert_id);
@@ -451,9 +413,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
err_string += ilogmem;
- err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
- ERR_PRINTS(err_string);
+ _display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
@@ -503,9 +464,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
String err_string = get_shader_name() + ": Program linking failed:\n";
err_string += ilogmem;
- err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
- ERR_PRINTS(err_string);
+ _display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
@@ -538,15 +498,15 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
if (cc) {
// uniforms
for (int i = 0; i < cc->custom_uniforms.size(); i++) {
- StringName native_uniform_name = "m_" + cc->custom_uniforms[i];
- GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data());
+ String native_uniform_name = _mkid(cc->custom_uniforms[i]);
+ GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
}
// textures
for (int i = 0; i < cc->texture_uniforms.size(); i++) {
- StringName native_uniform_name = "m_" + cc->texture_uniforms[i];
- GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data());
+ String native_uniform_name = _mkid(cc->texture_uniforms[i]);
+ GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
}
}
@@ -736,11 +696,6 @@ void ShaderGLES2::use_material(void *p_material) {
Version *v = version_map.getptr(conditional_version);
- CustomCode *cc = NULL;
- if (v) {
- cc = custom_code_map.getptr(v->code_version);
- }
-
// bind uniforms
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
@@ -1028,7 +983,7 @@ void ShaderGLES2::use_material(void *p_material) {
value.second.resize(default_arg_size);
- for (int i = 0; i < default_arg_size; i++) {
+ for (size_t i = 0; i < default_arg_size; i++) {
if (is_float) {
value.second.write[i].real = 0.0;
} else {
@@ -1038,8 +993,6 @@ void ShaderGLES2::use_material(void *p_material) {
}
}
- // GLint location = get_uniform_location(E->key());
-
GLint location;
if (v->custom_uniform_locations.has(E->key())) {
location = v->custom_uniform_locations[E->key()];
@@ -1059,8 +1012,6 @@ void ShaderGLES2::use_material(void *p_material) {
int tc = material->textures.size();
Pair<StringName, RID> *textures = material->textures.ptrw();
- ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw();
-
for (int i = 0; i < tc; i++) {
Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h
index 8e274b4f57..9160a7c265 100644
--- a/drivers/gles2/shader_gles2.h
+++ b/drivers/gles2/shader_gles2.h
@@ -335,6 +335,19 @@ public:
case ShaderLanguage::TYPE_SAMPLERCUBE: {
} break;
+
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER3D:
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D: {
+ // Not implemented in GLES2
+ } break;
+
+ case ShaderLanguage::TYPE_VOID: {
+ // Nothing to do?
+ } break;
}
}
@@ -468,7 +481,8 @@ public:
// like forward declared nested classes.
void use_material(void *p_material);
- uint32_t get_version() const { return new_conditional_version.version; }
+ _FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
+ _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
index acb93fff8f..d959d3f740 100644
--- a/drivers/gles2/shaders/SCsub
+++ b/drivers/gles2/shaders/SCsub
@@ -20,3 +20,4 @@ if 'GLES2_GLSL' in env['BUILDERS']:
# env.GLES2_GLSL('exposure.glsl');
# env.GLES2_GLSL('tonemap.glsl');
# env.GLES2_GLSL('particles.glsl');
+ env.GLES2_GLSL('lens_distorted.glsl');
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index ba69ca9b6e..79d4eb2243 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -89,9 +89,18 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+#if !defined(SKIP_TRANSFORM_USED)
+ outvec = extra_matrix * outvec;
+ outvec = modelview_matrix * outvec;
+#endif
+
color_interp = color;
- gl_Position = projection_matrix * modelview_matrix * outvec;
+#ifdef USE_PIXEL_SNAP
+ outvec.xy = floor(outvec + 0.5).xy;
+#endif
+
+ gl_Position = projection_matrix * outvec;
}
/* clang-format off */
@@ -139,7 +148,10 @@ void main() {
vec4 color = color_interp;
+#if !defined(COLOR_USED)
+ //default behavior, texture by color
color *= texture2D(color_texture, uv_interp);
+#endif
#ifdef SCREEN_UV_USED
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 16bbde196d..0b8da4f875 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -35,6 +35,8 @@ void main() {
#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
cube_interp = cube_in;
+#elif defined(USE_ASYM_PANO)
+ uv_interp = vertex_attrib.xy;
#else
uv_interp = uv_in;
#endif
@@ -68,6 +70,11 @@ varying vec2 uv_interp;
#endif
/* clang-format on */
+#ifdef USE_ASYM_PANO
+uniform highp mat4 pano_transform;
+uniform highp vec4 asym_proj;
+#endif
+
#ifdef USE_CUBEMAP
uniform samplerCube source_cube; // texunit:0
#else
@@ -108,6 +115,21 @@ void main() {
vec4 color = texturePanorama(source, normalize(cube_interp));
+#elif defined(USE_ASYM_PANO)
+
+ // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
+ // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
+ // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
+
+ vec3 cube_normal;
+ cube_normal.z = -1000000.0;
+ cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
+ cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
+ cube_normal = mat3(pano_transform) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+
+ vec4 color = texturePanorama(source, normalize(cube_normal.xyz));
+
#elif defined(USE_CUBEMAP)
vec4 color = textureCube(source_cube, normalize(cube_interp));
#else
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index 2a1ad8d8f2..b1553c7cd5 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -167,18 +167,21 @@ void main() {
vec3 H = ImportanceSampleGGX(xi, roughness, N);
vec3 V = N;
- vec3 L = normalize(2.0 * dot(V, H) * H - V);
+ vec3 L = (2.0 * dot(V, H) * H - V);
float NdotL = clamp(dot(N, L), 0.0, 1.0);
if (NdotL > 0.0) {
#ifdef USE_SOURCE_PANORAMA
- sum.rgb += texturePanorama(source_panorama, L).rgb * NdotL;
+ vec3 val = texturePanorama(source_panorama, L).rgb;
#else
- L.y = -L.y;
- sum.rgb += textureCubeLod(source_cube, L, 0.0).rgb * NdotL;
+ vec3 val = textureCubeLod(source_cube, L, 0.0).rgb;
#endif
+ //mix using Linear, to approximate high end back-end
+ val = mix(pow((val + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), val * (1.0 / 12.92), vec3(lessThan(val, vec3(0.04045))));
+
+ sum.rgb += val * NdotL;
sum.a += NdotL;
}
@@ -186,5 +189,8 @@ void main() {
sum /= sum.a;
+ vec3 a = vec3(0.055);
+ sum.rgb = mix((vec3(1.0) + a) * pow(sum.rgb, vec3(1.0 / 2.4)) - a, 12.92 * sum.rgb, vec3(lessThan(sum.rgb, vec3(0.0031308))));
+
gl_FragColor = vec4(sum.rgb, 1.0);
}
diff --git a/drivers/gles2/shaders/lens_distorted.glsl b/drivers/gles2/shaders/lens_distorted.glsl
new file mode 100644
index 0000000000..d541db9bf9
--- /dev/null
+++ b/drivers/gles2/shaders/lens_distorted.glsl
@@ -0,0 +1,62 @@
+/* clang-format off */
+[vertex]
+
+attribute highp vec2 vertex; // attrib:0
+/* clang-format on */
+
+uniform vec2 offset;
+uniform vec2 scale;
+
+varying vec2 uv_interp;
+
+void main() {
+
+ uv_interp = vertex.xy * 2.0 - 1.0;
+
+ vec2 v = vertex.xy * scale + offset;
+ gl_Position = vec4(v, 0.0, 1.0);
+}
+
+/* clang-format off */
+[fragment]
+
+uniform sampler2D source; //texunit:0
+/* clang-format on */
+
+uniform vec2 eye_center;
+uniform float k1;
+uniform float k2;
+uniform float upscale;
+uniform float aspect_ratio;
+
+varying vec2 uv_interp;
+
+void main() {
+ vec2 coords = uv_interp;
+ vec2 offset = coords - eye_center;
+
+ // take aspect ratio into account
+ offset.y /= aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + eye_center;
+ coords /= upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ gl_FragColor = texture2D(source, coords);
+ }
+}
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 906c089170..15b90a7771 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -5,12 +5,17 @@
#define mediump
#define highp
#else
-precision mediump float;
-precision mediump int;
+precision highp float;
+precision highp int;
#endif
#include "stdlib.glsl"
+#define SHADER_IS_SRGB true
+
+#define M_PI 3.14159265359
+
+
//
// attributes
//
@@ -23,15 +28,15 @@ attribute vec3 normal_attrib; // attrib:1
attribute vec4 tangent_attrib; // attrib:2
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
attribute vec4 color_attrib; // attrib:3
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
attribute vec2 uv_attrib; // attrib:4
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
attribute vec2 uv2_attrib; // attrib:5
#endif
@@ -39,9 +44,9 @@ attribute vec2 uv2_attrib; // attrib:5
#ifdef USE_SKELETON_SOFTWARE
-attribute highp vec4 bone_transform_row_0; // attrib:9
-attribute highp vec4 bone_transform_row_1; // attrib:10
-attribute highp vec4 bone_transform_row_2; // attrib:11
+attribute highp vec4 bone_transform_row_0; // attrib:13
+attribute highp vec4 bone_transform_row_1; // attrib:14
+attribute highp vec4 bone_transform_row_2; // attrib:15
#else
@@ -57,12 +62,12 @@ uniform ivec2 skeleton_texture_size;
#ifdef USE_INSTANCING
-attribute highp vec4 instance_xform_row_0; // attrib:12
-attribute highp vec4 instance_xform_row_1; // attrib:13
-attribute highp vec4 instance_xform_row_2; // attrib:14
+attribute highp vec4 instance_xform_row_0; // attrib:8
+attribute highp vec4 instance_xform_row_1; // attrib:9
+attribute highp vec4 instance_xform_row_2; // attrib:10
-attribute highp vec4 instance_color; // attrib:15
-attribute highp vec4 instance_custom_data; // attrib:8
+attribute highp vec4 instance_color; // attrib:11
+attribute highp vec4 instance_custom_data; // attrib:12
#endif
@@ -70,17 +75,15 @@ attribute highp vec4 instance_custom_data; // attrib:8
// uniforms
//
-uniform mat4 camera_matrix;
-uniform mat4 camera_inverse_matrix;
-uniform mat4 projection_matrix;
-uniform mat4 projection_inverse_matrix;
+uniform highp mat4 camera_matrix;
+uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 projection_matrix;
+uniform highp mat4 projection_inverse_matrix;
-uniform mat4 world_transform;
+uniform highp mat4 world_transform;
uniform highp float time;
-uniform float normal_mult;
-
#ifdef RENDER_DEPTH
uniform float light_bias;
uniform float light_normal_bias;
@@ -98,15 +101,15 @@ varying vec3 tangent_interp;
varying vec3 binormal_interp;
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
varying vec4 color_interp;
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
varying vec2 uv_interp;
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
varying vec2 uv2_interp;
#endif
@@ -116,6 +119,197 @@ VERTEX_SHADER_GLOBALS
/* clang-format on */
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+varying highp float dp_clip;
+uniform highp float shadow_dual_paraboloid_render_zfar;
+uniform highp float shadow_dual_paraboloid_render_side;
+
+#endif
+
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+uniform highp mat4 light_shadow_matrix;
+varying highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+uniform highp mat4 light_shadow_matrix2;
+varying highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+uniform highp mat4 light_shadow_matrix3;
+uniform highp mat4 light_shadow_matrix4;
+varying highp vec4 shadow_coord3;
+varying highp vec4 shadow_coord4;
+
+#endif
+
+#endif
+
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+
+varying highp vec3 diffuse_interp;
+varying highp vec3 specular_interp;
+
+// general for all lights
+uniform highp vec4 light_color;
+uniform highp float light_specular;
+
+// directional
+uniform highp vec3 light_direction;
+
+// omni
+uniform highp vec3 light_position;
+
+uniform highp float light_range;
+uniform highp float light_attenuation;
+
+// spot
+uniform highp float light_spot_attenuation;
+uniform highp float light_spot_range;
+uniform highp float light_spot_angle;
+
+void light_compute(
+ vec3 N,
+ vec3 L,
+ vec3 V,
+ vec3 light_color,
+ vec3 attenuation,
+ float roughness) {
+
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+ float NdotL = dot(N, L);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+#else
+ // lambert by default for everything else
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
+
+ diffuse_interp += light_color * diffuse_brdf_NL * attenuation;
+
+ if (roughness > 0.0) {
+
+ // D
+ float specular_brdf_NL = 0.0;
+
+#if !defined(SPECULAR_DISABLED)
+ //normalized blinn always unless disabled
+ vec3 H = normalize(V + L);
+ float cNdotH = max(dot(N, H), 0.0);
+ float cVdotH = max(dot(V, H), 0.0);
+ float cLdotH = max(dot(L, H), 0.0);
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ specular_interp += specular_brdf_NL * light_color * attenuation;
+ }
+}
+
+#endif
+
+#ifdef USE_VERTEX_LIGHTING
+
+#ifdef USE_REFLECTION_PROBE1
+
+uniform highp mat4 refprobe1_local_matrix;
+varying mediump vec4 refprobe1_reflection_normal_blend;
+uniform highp vec3 refprobe1_box_extents;
+
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe1_ambient_normal;
+#endif
+
+#endif //reflection probe1
+
+#ifdef USE_REFLECTION_PROBE2
+
+uniform highp mat4 refprobe2_local_matrix;
+varying mediump vec4 refprobe2_reflection_normal_blend;
+uniform highp vec3 refprobe2_box_extents;
+
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe2_ambient_normal;
+#endif
+
+#endif //reflection probe2
+
+#endif //vertex lighting for refprobes
+
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+varying vec4 fog_interp;
+
+uniform mediump vec4 fog_color_base;
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform mediump vec4 fog_sun_color_amount;
+#endif
+
+uniform bool fog_transmit_enabled;
+uniform mediump float fog_transmit_curve;
+
+#ifdef FOG_DEPTH_ENABLED
+uniform highp float fog_depth_begin;
+uniform mediump float fog_depth_curve;
+uniform mediump float fog_max_distance;
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+uniform highp float fog_height_min;
+uniform highp float fog_height_max;
+uniform mediump float fog_height_curve;
+#endif
+
+#endif //fog
+
void main() {
highp vec4 vertex = vertex_attrib;
@@ -131,29 +325,29 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0));
world_matrix = world_matrix * transpose(m);
}
+
#endif
- vec3 normal = normal_attrib * normal_mult;
+ vec3 normal = normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
vec3 tangent = tangent_attrib.xyz;
- tangent *= normal_mult;
float binormalf = tangent_attrib.a;
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
color_interp = color_attrib;
#ifdef USE_INSTANCING
color_interp *= instance_color;
#endif
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
uv_interp = uv_attrib;
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
#endif
@@ -162,7 +356,7 @@ void main() {
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((world_matrix * vec4(tangent, 0.0)), xyz);
+ tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -208,7 +402,8 @@ void main() {
#endif
- mat4 modelview = camera_matrix * world_matrix;
+ mat4 modelview = camera_inverse_matrix * world_matrix;
+ float roughness = 1.0;
#define world_transform world_matrix
@@ -234,11 +429,11 @@ VERTEX_SHADER_CODE
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = camera_matrix * vertex;
- normal = normalize((camera_matrix * vec4(normal, 0.0)).xyz);
+ vertex = camera_inverse_matrix * vertex;
+ normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((camera_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((camera_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -252,13 +447,197 @@ VERTEX_SHADER_CODE
#ifdef RENDER_DEPTH
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ vertex_interp.z *= shadow_dual_paraboloid_render_side;
+ normal_interp.z *= shadow_dual_paraboloid_render_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ highp vec3 vtx = vertex_interp + normalize(vertex_interp) * light_bias;
+ highp float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / shadow_dual_paraboloid_render_zfar);
+ vtx.z = vtx.z * 2.0 - 1.0;
+
+ vertex_interp = vtx;
+
+#else
float z_ofs = light_bias;
z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
vertex_interp.z -= z_ofs;
+#endif //dual parabolloid
+
+#endif //depth
+
+//vertex lighting
+#if defined(USE_VERTEX_LIGHTING) && defined(USE_LIGHTING)
+ //vertex shaded version of lighting (more limited)
+ vec3 L;
+ vec3 light_att;
+
+#ifdef LIGHT_MODE_OMNI
+ vec3 light_vec = light_position - vertex_interp;
+ float light_length = length(light_vec);
+
+ float normalized_distance = light_length / light_range;
+
+ if (normalized_distance < 1.0) {
+
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+
+ vec3 attenuation = vec3(omni_attenuation);
+ light_att = vec3(omni_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+
+ L = normalize(light_vec);
+
+#endif
+
+#ifdef LIGHT_MODE_SPOT
+
+ vec3 light_rel_vec = light_position - vertex_interp;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
+
+ if (normalized_distance < 1.0) {
+
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+ vec3 spot_dir = light_direction;
+
+ float spot_cutoff = light_spot_angle;
+
+ float angle = dot(-normalize(light_rel_vec), spot_dir);
+
+ if (angle > spot_cutoff) {
+
+ float scos = max(angle, spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+
+ light_att = vec3(spot_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+ } else {
+ light_att = vec3(0.0);
+ }
+
+ L = normalize(light_rel_vec);
+
+#endif
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+ vec3 light_vec = -light_direction;
+ light_att = vec3(1.0); //no base attenuation
+ L = normalize(light_vec);
+#endif
+
+ diffuse_interp = vec3(0.0);
+ specular_interp = vec3(0.0);
+ light_compute(normal_interp, L, -normalize(vertex_interp), light_color.rgb, light_att, roughness);
+
+#endif
+
+//shadows (for both vertex and fragment)
+#if defined(USE_SHADOW) && defined(USE_LIGHTING)
+
+ vec4 vi4 = vec4(vertex_interp, 1.0);
+ shadow_coord = light_shadow_matrix * vi4;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+ shadow_coord2 = light_shadow_matrix2 * vi4;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+ shadow_coord3 = light_shadow_matrix3 * vi4;
+ shadow_coord4 = light_shadow_matrix4 * vi4;
+
+#endif
+
+#endif //use shadow and use lighting
+
+#ifdef USE_VERTEX_LIGHTING
+
+#ifdef USE_REFLECTION_PROBE1
+ {
+ vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
+ vec3 local_pos = (refprobe1_local_matrix * vec4(vertex_interp, 1.0)).xyz;
+ vec3 inner_pos = abs(local_pos / refprobe1_box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ {
+ vec3 local_ref_vec = (refprobe1_local_matrix * vec4(ref_normal, 0.0)).xyz;
+ refprobe1_reflection_normal_blend.xyz = local_ref_vec;
+ refprobe1_reflection_normal_blend.a = blend;
+ }
+#ifndef USE_LIGHTMAP
+
+ refprobe1_ambient_normal = (refprobe1_local_matrix * vec4(normal_interp, 0.0)).xyz;
+#endif
+ }
+
+#endif //USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+ {
+ vec3 ref_normal = normalize(reflect(vertex_interp, normal_interp));
+ vec3 local_pos = (refprobe2_local_matrix * vec4(vertex_interp, 1.0)).xyz;
+ vec3 inner_pos = abs(local_pos / refprobe2_box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ {
+ vec3 local_ref_vec = (refprobe2_local_matrix * vec4(ref_normal, 0.0)).xyz;
+ refprobe2_reflection_normal_blend.xyz = local_ref_vec;
+ refprobe2_reflection_normal_blend.a = blend;
+ }
+#ifndef USE_LIGHTMAP
+ refprobe2_ambient_normal = (refprobe2_local_matrix * vec4(normal_interp, 0.0)).xyz;
#endif
+ }
+
+#endif //USE_REFLECTION_PROBE2
+
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+ float fog_amount = 0.0;
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+ vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(normalize(vertex_interp), light_direction), 0.0), 8.0));
+#else
+ vec3 fog_color = fog_color_base.rgb;
+#endif
+
+#ifdef FOG_DEPTH_ENABLED
+
+ {
+
+ float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
+
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
+ }
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+ {
+ float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
+ fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
+ }
+#endif
+ fog_interp = vec4(fog_color, fog_amount);
+
+#endif //fog
+
+#endif //use vertex lighting
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
}
@@ -276,41 +655,201 @@ VERTEX_SHADER_CODE
#define highp
#else
precision mediump float;
-precision mediump int;
+precision highp int;
#endif
#include "stdlib.glsl"
#define M_PI 3.14159265359
+#define SHADER_IS_SRGB true
//
// uniforms
//
-uniform mat4 camera_matrix;
+uniform highp mat4 camera_matrix;
/* clang-format on */
-uniform mat4 camera_inverse_matrix;
-uniform mat4 projection_matrix;
-uniform mat4 projection_inverse_matrix;
+uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 projection_matrix;
+uniform highp mat4 projection_inverse_matrix;
-uniform mat4 world_transform;
+uniform highp mat4 world_transform;
uniform highp float time;
-#ifdef SCREEN_UV_USED
+#if defined(SCREEN_UV_USED)
uniform vec2 screen_pixel_size;
#endif
-uniform highp sampler2D depth_buffer; //texunit:-5
+// I think supporting this in GLES2 is difficult
+// uniform highp sampler2D depth_buffer;
#if defined(SCREEN_TEXTURE_USED)
-uniform highp sampler2D screen_texture; //texunit:-6
+uniform highp sampler2D screen_texture; //texunit:-4
#endif
-#ifdef USE_RADIANCE_MAP
+#ifdef USE_REFLECTION_PROBE1
+
+#ifdef USE_VERTEX_LIGHTING
+
+varying mediump vec4 refprobe1_reflection_normal_blend;
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe1_ambient_normal;
+#endif
+
+#else
+
+uniform bool refprobe1_use_box_project;
+uniform highp vec3 refprobe1_box_extents;
+uniform vec3 refprobe1_box_offset;
+uniform highp mat4 refprobe1_local_matrix;
+
+#endif //use vertex lighting
+
+uniform bool refprobe1_exterior;
+
+uniform highp samplerCube reflection_probe1; //texunit:-5
+
+uniform float refprobe1_intensity;
+uniform vec4 refprobe1_ambient;
+
+#endif //USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+
+#ifdef USE_VERTEX_LIGHTING
+
+varying mediump vec4 refprobe2_reflection_normal_blend;
+#ifndef USE_LIGHTMAP
+varying mediump vec3 refprobe2_ambient_normal;
+#endif
+
+#else
+
+uniform bool refprobe2_use_box_project;
+uniform highp vec3 refprobe2_box_extents;
+uniform vec3 refprobe2_box_offset;
+uniform highp mat4 refprobe2_local_matrix;
+
+#endif //use vertex lighting
+
+uniform bool refprobe2_exterior;
+
+uniform highp samplerCube reflection_probe2; //texunit:-6
+
+uniform float refprobe2_intensity;
+uniform vec4 refprobe2_ambient;
+
+#endif //USE_REFLECTION_PROBE2
#define RADIANCE_MAX_LOD 6.0
+#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+void reflection_process(samplerCube reflection_map,
+#ifdef USE_VERTEX_LIGHTING
+ vec3 ref_normal,
+#ifndef USE_LIGHTMAP
+ vec3 amb_normal,
+#endif
+ float ref_blend,
+
+#else //no vertex lighting
+ vec3 normal, vec3 vertex,
+ mat4 local_matrix,
+ bool use_box_project, vec3 box_extents, vec3 box_offset,
+#endif //vertex lighting
+ bool exterior, float intensity, vec4 ref_ambient, float roughness, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
+
+ vec4 reflection;
+
+#ifdef USE_VERTEX_LIGHTING
+
+ reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
+
+ float blend = ref_blend; //crappier blend formula for vertex
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+#else //fragment lighting
+
+ vec3 local_pos = (local_matrix * vec4(vertex, 1.0)).xyz;
+
+ if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
+ return;
+ }
+
+ vec3 inner_pos = abs(local_pos / box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+ blend = mix(length(inner_pos), blend, blend);
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+ //reflect and make local
+ vec3 ref_normal = normalize(reflect(vertex, normal));
+ ref_normal = (local_matrix * vec4(ref_normal, 0.0)).xyz;
+
+ if (use_box_project) { //box project
+
+ vec3 nrdir = normalize(ref_normal);
+ vec3 rbmax = (box_extents - local_pos) / nrdir;
+ vec3 rbmin = (-box_extents - local_pos) / nrdir;
+
+ vec3 rbminmax = mix(rbmin, rbmax, vec3(greaterThan(nrdir, vec3(0.0, 0.0, 0.0))));
+
+ float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
+ vec3 posonbox = local_pos + nrdir * fa;
+ ref_normal = posonbox - box_offset.xyz;
+ }
+
+ reflection.rgb = textureCubeLod(reflection_map, ref_normal, roughness * RADIANCE_MAX_LOD).rgb;
+#endif
+
+ if (exterior) {
+ reflection.rgb = mix(skybox, reflection.rgb, blend);
+ }
+ reflection.rgb *= intensity;
+ reflection.a = blend;
+ reflection.rgb *= blend;
+
+ reflection_accum += reflection;
+
+#ifndef USE_LIGHTMAP
+
+ vec4 ambient_out;
+#ifndef USE_VERTEX_LIGHTING
+
+ vec3 amb_normal = (local_matrix * vec4(normal, 0.0)).xyz;
+#endif
+
+ ambient_out.rgb = textureCubeLod(reflection_map, amb_normal, RADIANCE_MAX_LOD).rgb;
+ ambient_out.rgb = mix(ref_ambient.rgb, ambient_out.rgb, ref_ambient.a);
+ if (exterior) {
+ ambient_out.rgb = mix(ambient, ambient_out.rgb, blend);
+ }
+
+ ambient_out.a = blend;
+ ambient_out.rgb *= blend;
+ ambient_accum += ambient_out;
+
+#endif
+}
+
+#endif //use refprobe 1 or 2
+
+#ifdef USE_LIGHTMAP
+uniform mediump sampler2D lightmap; //texunit:-4
+uniform mediump float lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+uniform mediump vec4[12] lightmap_captures;
+uniform bool lightmap_capture_sky;
+
+#endif
+
+#ifdef USE_RADIANCE_MAP
+
uniform samplerCube radiance_map; // texunit:-2
uniform mat4 radiance_inverse_xform;
@@ -323,49 +862,70 @@ uniform float ambient_sky_contribution;
uniform vec4 ambient_color;
uniform float ambient_energy;
-#ifdef LIGHT_PASS
+#ifdef USE_LIGHTING
-#define LIGHT_TYPE_DIRECTIONAL 0
-#define LIGHT_TYPE_OMNI 1
-#define LIGHT_TYPE_SPOT 2
+#ifdef USE_VERTEX_LIGHTING
-// general for all lights
-uniform int light_type;
+//get from vertex
+varying highp vec3 diffuse_interp;
+varying highp vec3 specular_interp;
-uniform float light_energy;
-uniform vec4 light_color;
-uniform float light_specular;
+uniform highp vec3 light_direction; //may be used by fog, so leave here
-// directional
-uniform vec3 light_direction;
+#else
+//done in fragment
+// general for all lights
+uniform highp vec4 light_color;
+uniform highp float light_specular;
+// directional
+uniform highp vec3 light_direction;
// omni
-uniform vec3 light_position;
+uniform highp vec3 light_position;
-uniform float light_range;
-uniform vec4 light_attenuation;
+uniform highp float light_attenuation;
// spot
-uniform float light_spot_attenuation;
-uniform float light_spot_range;
-uniform float light_spot_angle;
+uniform highp float light_spot_attenuation;
+uniform highp float light_spot_range;
+uniform highp float light_spot_angle;
+#endif
-// shadows
-uniform highp sampler2D light_shadow_atlas; //texunit:-4
-uniform float light_has_shadow;
+//this is needed outside above if because dual paraboloid wants it
+uniform highp float light_range;
+
+#ifdef USE_SHADOW
+
+uniform highp vec2 shadow_pixel_size;
+
+#if defined(LIGHT_MODE_OMNI) || defined(LIGHT_MODE_SPOT)
+uniform highp sampler2D light_shadow_atlas; //texunit:-3
+#endif
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform highp sampler2D light_directional_shadow; // texunit:-3
+uniform highp vec4 light_split_offsets;
+#endif
+
+varying highp vec4 shadow_coord;
+
+#if defined(LIGHT_USE_PSSM2) || defined(LIGHT_USE_PSSM4)
+varying highp vec4 shadow_coord2;
+#endif
+
+#if defined(LIGHT_USE_PSSM4)
+
+varying highp vec4 shadow_coord3;
+varying highp vec4 shadow_coord4;
+
+#endif
-uniform mat4 light_shadow_matrix;
uniform vec4 light_clamp;
-// directional shadow
+#endif // light shadow
-uniform highp sampler2D light_directional_shadow; // texunit:-4
-uniform vec4 light_split_offsets;
+// directional shadow
-uniform mat4 light_shadow_matrix1;
-uniform mat4 light_shadow_matrix2;
-uniform mat4 light_shadow_matrix3;
-uniform mat4 light_shadow_matrix4;
#endif
//
@@ -380,24 +940,25 @@ varying vec3 tangent_interp;
varying vec3 binormal_interp;
#endif
-#ifdef ENABLE_COLOR_INTERP
+#if defined(ENABLE_COLOR_INTERP)
varying vec4 color_interp;
#endif
-#ifdef ENABLE_UV_INTERP
+#if defined(ENABLE_UV_INTERP)
varying vec2 uv_interp;
#endif
-#ifdef ENABLE_UV2_INTERP
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
varying vec2 uv2_interp;
#endif
varying vec3 view_interp;
-vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
- float dielectric = (0.034 * 2.0) * specular;
- // energy conservation
- return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
}
/* clang-format off */
@@ -406,7 +967,104 @@ FRAGMENT_SHADER_GLOBALS
/* clang-format on */
-#ifdef LIGHT_PASS
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+varying highp float dp_clip;
+
+#endif
+
+#ifdef USE_LIGHTING
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+/*
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+*/
+
+// This approximates G_GGX_2cos(cos_theta_l, alpha) * G_GGX_2cos(cos_theta_v, alpha)
+// See Filament docs, Specular G section.
+float V_GGX(float cos_theta_l, float cos_theta_v, float alpha) {
+ return 0.5 / mix(2.0 * cos_theta_l * cos_theta_v, cos_theta_l + cos_theta_v, alpha);
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+/*
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+*/
+
+// This approximates G_GGX_anisotropic_2cos(cos_theta_l, ...) * G_GGX_anisotropic_2cos(cos_theta_v, ...)
+// See Filament docs, Anisotropic specular BRDF section.
+float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
+ float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
+ float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
+ return 0.5 / (Lambda_V + Lambda_L);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi, float NdotH) {
+ float alpha2 = alpha_x * alpha_y;
+ highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * NdotH);
+ highp float v2 = dot(v, v);
+ float w2 = alpha2 / v2;
+ float D = alpha2 * w2 * w2 * (1.0 / M_PI);
+ return D;
+
+ /* float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001); */
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0) return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
void light_compute(
vec3 N,
vec3 L,
@@ -420,6 +1078,7 @@ void light_compute(
float specular_blob_intensity,
float roughness,
float metallic,
+ float specular,
float rim,
float rim_tint,
float clearcoat,
@@ -428,52 +1087,298 @@ void light_compute(
inout vec3 diffuse_light,
inout vec3 specular_light) {
+//this makes lights behave closer to linear, but then addition of lights looks bad
+//better left disabled
+
+//#define SRGB_APPROX(m_var) m_var = pow(m_var,0.4545454545);
+/*
+#define SRGB_APPROX(m_var) {\
+ float S1 = sqrt(m_var);\
+ float S2 = sqrt(S1);\
+ float S3 = sqrt(S2);\
+ m_var = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * m_var;\
+ }
+*/
+#define SRGB_APPROX(m_var)
+
+#if defined(USE_LIGHT_SHADER_CODE)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 albedo = diffuse_color;
+ vec3 light = L;
+ vec3 view = V;
+
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+
+#else
float NdotL = dot(N, L);
- float cNdotL = max(NdotL, 0.0);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
+ float cNdotV = max(abs(NdotV), 1e-6);
- {
- // calculate diffuse reflection
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cNdotH = max(dot(N, H), 0.0);
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cLdotH = max(dot(L, H), 0.0);
+#endif
- // TODO hardcode Oren Nayar for now
- float diffuse_brdf_NL;
+ if (metallic < 1.0) {
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
- // diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ // see http://mimosa-pudica.net/improved-oren-nayar.html
+ float LdotV = dot(L, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness; // TODO: this needs checking
+ vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
+ }
+
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ SRGB_APPROX(diffuse_brdf_NL)
diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+
+#if defined(TRANSMISSION_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#endif
+
+#if defined(LIGHT_USE_RIM)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+#endif
}
- {
- // calculate specular reflection
+ if (roughness > 0.0) {
+
+#if defined(SPECULAR_SCHLICK_GGX)
+ vec3 specular_brdf_NL = vec3(0.0);
+#else
+ float specular_brdf_NL = 0.0;
+#endif
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
- float cRdotV = max(dot(R, V), 0.0);
- float blob_intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
- specular_light += light_color * attenuation * blob_intensity * specular_blob_intensity;
+ float cRdotV = max(0.0, dot(R, V));
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ specular_brdf_NL = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ specular_brdf_NL = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+#if defined(LIGHT_USE_ANISOTROPY)
+ float alpha = roughness * roughness;
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float ax = alpha / aspect;
+ float ay = alpha * aspect;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
+ //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+ 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);
+#endif
+ // F
+ vec3 f0 = F0(metallic, specular, diffuse_color);
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+
+ specular_brdf_NL = cNdotL * D * F * G;
+
+#endif
+
+ SRGB_APPROX(specular_brdf_NL)
+ specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+
+#if defined(LIGHT_USE_CLEARCOAT)
+
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ //float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+ float Gr = V_GGX(cNdotL, cNdotV, 0.25);
+
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+#endif
}
+
+#endif //defined(USE_LIGHT_SHADER_CODE)
}
+#endif
// shadows
-float sample_shadow(
- highp sampler2D shadow,
- vec2 shadow_pixel_size,
- vec2 pos,
- float depth,
- vec4 clamp_rect) {
- // vec4 depth_value = texture2D(shadow, pos);
-
- // return depth_value.z;
- return texture2DProj(shadow, vec4(pos, depth, 1.0)).r;
- // return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0;
+#ifdef USE_SHADOW
+
+#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
+
+float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
+
+#ifdef SHADOW_MODE_PCF_13
+
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth);
+ return avg * (1.0 / 13.0);
+#endif
+
+#ifdef SHADOW_MODE_PCF_5
+
+ spos.xyz /= spos.w;
+ vec2 pos = spos.xy;
+ float depth = spos.z;
+
+ float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, shadow_pixel_size.y), depth);
+ avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(0.0, -shadow_pixel_size.y), depth);
+ return avg * (1.0 / 5.0);
+
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+
+ return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
+#endif
}
#endif
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+#if defined(USE_VERTEX_LIGHTING)
+
+varying vec4 fog_interp;
+
+#else
+uniform mediump vec4 fog_color_base;
+#ifdef LIGHT_MODE_DIRECTIONAL
+uniform mediump vec4 fog_sun_color_amount;
+#endif
+
+uniform bool fog_transmit_enabled;
+uniform mediump float fog_transmit_curve;
+
+#ifdef FOG_DEPTH_ENABLED
+uniform highp float fog_depth_begin;
+uniform mediump float fog_depth_curve;
+uniform mediump float fog_max_distance;
+#endif
+
+#ifdef FOG_HEIGHT_ENABLED
+uniform highp float fog_height_min;
+uniform highp float fog_height_max;
+uniform mediump float fog_height_curve;
+#endif
+
+#endif //vertex lit
+#endif //fog
+
void main() {
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
highp vec3 vertex = vertex_interp;
vec3 albedo = vec3(1.0);
vec3 transmission = vec3(0.0);
@@ -487,10 +1392,16 @@ void main() {
float clearcoat_gloss = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
+ float sss_strength = 0.0; //unused
float alpha = 1.0;
float side = 1.0;
+ float specular_blob_intensity = 1.0;
+#if defined(SPECULAR_TOON)
+ specular_blob_intensity *= specular * 2.0;
+#endif
+
#if defined(ENABLE_AO)
float ao = 1.0;
float ao_light_affect = 0.0;
@@ -510,11 +1421,11 @@ void main() {
#endif
float normaldepth = 1.0;
-#ifdef ALPHA_SCISSOR_USED
+#if defined(ALPHA_SCISSOR_USED)
float alpha_scissor = 0.5;
#endif
-#ifdef SCREEN_UV_USED
+#if defined(SCREEN_UV_USED)
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
#endif
@@ -530,8 +1441,8 @@ FRAGMENT_SHADER_CODE
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
- // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
- normal = normalmap;
+ normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ //normal = normalmap;
#endif
normal = normalize(normal);
@@ -540,300 +1451,513 @@ FRAGMENT_SHADER_CODE
vec3 specular_light = vec3(0.0, 0.0, 0.0);
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
-
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
- vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
-
vec3 eye_position = -normalize(vertex_interp);
-#ifdef ALPHA_SCISSOR_USED
+#if defined(ALPHA_SCISSOR_USED)
if (alpha < alpha_scissor) {
discard;
}
#endif
+#ifdef BASE_PASS
+ //none
+#ifdef USE_RADIANCE_MAP
+
+ vec3 ref_vec = reflect(-eye_position, N);
+ ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+
+ 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;
+
+ ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ }
+
+#else
+
+ ambient_light = ambient_color.rgb;
+
+#endif
+
+ ambient_light *= ambient_energy;
+
+#if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+ vec4 ambient_accum = vec4(0.0);
+ vec4 reflection_accum = vec4(0.0);
+
+#ifdef USE_REFLECTION_PROBE1
+
+ reflection_process(reflection_probe1,
+#ifdef USE_VERTEX_LIGHTING
+ refprobe1_reflection_normal_blend.rgb,
+#ifndef USE_LIGHTMAP
+ refprobe1_ambient_normal,
+#endif
+ refprobe1_reflection_normal_blend.a,
+#else
+ normal_interp, vertex_interp, refprobe1_local_matrix,
+ refprobe1_use_box_project, refprobe1_box_extents, refprobe1_box_offset,
+#endif
+ refprobe1_exterior, refprobe1_intensity, refprobe1_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
+
+#endif // USE_REFLECTION_PROBE1
+
+#ifdef USE_REFLECTION_PROBE2
+
+ reflection_process(reflection_probe2,
+#ifdef USE_VERTEX_LIGHTING
+ refprobe2_reflection_normal_blend.rgb,
+#ifndef USE_LIGHTMAP
+ refprobe2_ambient_normal,
+#endif
+ refprobe2_reflection_normal_blend.a,
+#else
+ normal_interp, vertex_interp, refprobe2_local_matrix,
+ refprobe2_use_box_project, refprobe2_box_extents, refprobe2_box_offset,
+#endif
+ refprobe2_exterior, refprobe2_intensity, refprobe2_ambient, roughness,
+ ambient_light, specular_light, reflection_accum, ambient_accum);
+
+#endif // USE_REFLECTION_PROBE2
+
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
+
+#ifndef USE_LIGHTMAP
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+
+#endif // defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2)
+
+#ifdef USE_LIGHTMAP
+ //ambient light will come entirely from lightmap is lightmap is used
+ ambient_light = texture2D(lightmap, uv2_interp).rgb * lightmap_energy;
+#endif
+
+#ifdef USE_LIGHTMAP_CAPTURE
+ {
+ vec3 cone_dirs[12] = vec3[](
+ vec3(0, 0, 1),
+ vec3(0.866025, 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, -1),
+ vec3(0.866025, 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
+
+#endif //BASE PASS
+
//
// Lighting
//
-#ifdef LIGHT_PASS
+#ifdef USE_LIGHTING
- if (light_type == LIGHT_TYPE_OMNI) {
- vec3 light_vec = light_position - vertex;
- float light_length = length(light_vec);
+#ifndef USE_VERTEX_LIGHTING
+ vec3 L;
+#endif
+ vec3 light_att = vec3(1.0);
- float normalized_distance = light_length / light_range;
+#ifdef LIGHT_MODE_OMNI
- float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = light_position - vertex;
+ float light_length = length(light_vec);
- vec3 attenuation = vec3(omni_attenuation);
+ float normalized_distance = light_length / light_range;
+ if (normalized_distance < 1.0) {
- if (light_has_shadow > 0.5) {
- highp vec3 splane = (light_shadow_matrix * vec4(vertex, 1.0)).xyz;
- float shadow_len = length(splane);
+ float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
- splane = normalize(splane);
+ light_att = vec3(omni_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+ L = normalize(light_vec);
+
+#endif
+
+#ifdef USE_SHADOW
+ {
+ highp vec4 splane = shadow_coord;
+ float shadow_len = length(splane.xyz);
- vec4 clamp_rect = light_clamp;
+ splane.xyz = normalize(splane.xyz);
+
+ vec4 clamp_rect = light_clamp;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len / light_range;
- clamp_rect.y += clamp_rect.w;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0;
+
+ float shadow = sample_shadow(light_shadow_atlas, splane);
+
+ light_att *= shadow;
+ }
+#endif
+
+#endif //type omni
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+#ifndef USE_VERTEX_LIGHTING
+ vec3 light_vec = -light_direction;
+ L = normalize(light_vec);
+#endif
+ float depth_z = -vertex.z;
+
+#ifdef USE_SHADOW
+
+#ifdef USE_VERTEX_LIGHTING
+ //compute shadows in a mobile friendly way
+
+#ifdef LIGHT_USE_PSSM4
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+ float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
+ float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
+
+ if (depth_z < light_split_offsets.w) {
+ float pssm_fade = 0.0;
+ float shadow_att = 1.0;
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
} else {
- splane.z = 1.0 - splane.z;
- }
+ shadow_att = shadow2;
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len / light_range;
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow3;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#endif
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, clamp_rect);
+ shadow_att = shadow3;
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ shadow_att2 = shadow4;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+#endif
- if (shadow > splane.z) {
} else {
- attenuation = vec3(0.0);
+
+ shadow_att = shadow4;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+
+#if defined(LIGHT_USE_PSSM_BLEND)
+ use_blend = false;
+#endif
}
}
+#if defined(LIGHT_USE_PSSM_BLEND)
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= shadow_att;
+ }
+
+#endif //LIGHT_USE_PSSM4
+
+#ifdef LIGHT_USE_PSSM2
- light_compute(
- normal,
- normalize(light_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- attenuation,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
-
- } else if (light_type == LIGHT_TYPE_DIRECTIONAL) {
-
- vec3 light_vec = -light_direction;
- vec3 attenuation = vec3(1.0, 1.0, 1.0);
-
- float depth_z = -vertex.z;
-
- if (light_has_shadow > 0.5) {
+ //take advantage of prefetch
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
+ if (depth_z < light_split_offsets.y) {
+ float shadow_att = 1.0;
+ float pssm_fade = 0.0;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ float shadow_att2 = 1.0;
+ float pssm_blend = 0.0;
+ bool use_blend = true;
+#endif
+ if (depth_z < light_split_offsets.x) {
+ float pssm_fade = 0.0;
+ shadow_att = shadow1;
+
+#ifdef LIGHT_USE_PSSM_BLEND
+ shadow_att2 = shadow2;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+#endif
+ } else {
+
+ shadow_att = shadow2;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+#ifdef LIGHT_USE_PSSM_BLEND
+ use_blend = false;
+#endif
+ }
+#ifdef LIGHT_USE_PSSM_BLEND
+ if (use_blend) {
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
+ }
+#endif
+ light_att *= shadow_att;
+ }
+
+#endif //LIGHT_USE_PSSM2
+
+#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
+
+ light_att *= sample_shadow(light_directional_shadow, shadow_coord);
+#endif //orthogonal
+
+#else //fragment version of pssm
+
+ {
#ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.w) {
+ if (depth_z < light_split_offsets.w) {
#elif defined(LIGHT_USE_PSSM2)
- if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.y) {
#else
- if (depth_z < light_split_offsets.x) {
-#endif
+ if (depth_z < light_split_offsets.x) {
+#endif //pssm2
- vec3 pssm_coord;
- float pssm_fade = 0.0;
+ highp vec4 pssm_coord;
+ float pssm_fade = 0.0;
#ifdef LIGHT_USE_PSSM_BLEND
- float pssm_blend;
- vec3 pssm_coord2;
- bool use_blend = true;
+ float pssm_blend;
+ highp vec4 pssm_coord2;
+ bool use_blend = true;
#endif
#ifdef LIGHT_USE_PSSM4
- if (depth_z < light_split_offsets.y) {
- if (depth_z < light_split_offsets.x) {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+
+ if (depth_z < light_split_offsets.y) {
+ if (depth_z < light_split_offsets.x) {
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord2;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
- } else {
- highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ } else {
+ pssm_coord = shadow_coord2;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
+ pssm_coord2 = shadow_coord3;
- pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#endif
- }
- } else {
- if (depth_z < light_split_offsets.z) {
+ }
+ } else {
+ if (depth_z < light_split_offsets.z) {
- highp vec4 splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord3;
#if defined(LIGHT_USE_PSSM_BLEND)
- splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
+ pssm_coord2 = shadow_coord4;
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
#endif
- } else {
+ } else {
- highp vec4 splane = (light_shadow_matrix4 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
+ pssm_coord = shadow_coord4;
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
#if defined(LIGHT_USE_PSSM_BLEND)
- use_blend = false;
+ use_blend = false;
#endif
- }
}
+ }
#endif // LIGHT_USE_PSSM4
#ifdef LIGHT_USE_PSSM2
- if (depth_z < light_split_offsets.x) {
+ if (depth_z < light_split_offsets.x) {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
+ pssm_coord = shadow_coord;
#ifdef LIGHT_USE_PSSM_BLEND
- splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord2 = splane.xyz / splane.w;
- pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
+ pssm_coord2 = shadow_coord2;
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
#endif
- } else {
- highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
+ } else {
+
+ pssm_coord = shadow_coord2;
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
#ifdef LIGHT_USE_PSSM_BLEND
- use_blend = false;
+ use_blend = false;
#endif
- }
+ }
#endif // LIGHT_USE_PSSM2
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
- {
- highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
- pssm_coord = splane.xyz / splane.w;
- }
+ {
+ pssm_coord = shadow_coord;
+ }
#endif
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp);
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord);
#ifdef LIGHT_USE_PSSM_BLEND
- if (use_blend) {
- shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
- }
+ if (use_blend) {
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
+ }
#endif
- attenuation *= shadow;
- }
+ light_att *= shadow;
}
+ }
+#endif //use vertex lighting
- light_compute(normal,
- normalize(light_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- attenuation,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
- } else if (light_type == LIGHT_TYPE_SPOT) {
-
- vec3 light_att = vec3(1.0);
-
- if (light_has_shadow > 0.5) {
- highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0));
- splane.xyz /= splane.w;
-
- float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp);
-
- if (shadow > splane.z) {
- } else {
- light_att = vec3(0.0);
- }
- }
+#endif //use shadow
- vec3 light_rel_vec = light_position - vertex;
- float light_length = length(light_rel_vec);
- float normalized_distance = light_length / light_range;
+#endif
- float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
- vec3 spot_dir = light_direction;
+#ifdef LIGHT_MODE_SPOT
- float spot_cutoff = light_spot_angle;
+ light_att = vec3(1.0);
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
-
- spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
-
- light_att *= vec3(spot_attenuation);
-
- light_compute(
- normal,
- normalize(light_rel_vec),
- eye_position,
- binormal,
- tangent,
- light_color.xyz * light_energy,
- light_att,
- albedo,
- transmission,
- specular * light_specular,
- roughness,
- metallic,
- rim,
- rim_tint,
- clearcoat,
- clearcoat_gloss,
- anisotropy,
- diffuse_light,
- specular_light);
- }
+#ifndef USE_VERTEX_LIGHTING
- gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
-#else
+ vec3 light_rel_vec = light_position - vertex;
+ float light_length = length(light_rel_vec);
+ float normalized_distance = light_length / light_range;
-#ifdef RENDER_DEPTH
+ if (normalized_distance < 1.0) {
+ float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+ vec3 spot_dir = light_direction;
-#else
+ float spot_cutoff = light_spot_angle;
+ float angle = dot(-normalize(light_rel_vec), spot_dir);
-#ifdef USE_RADIANCE_MAP
+ if (angle > spot_cutoff) {
+ float scos = max(angle, spot_cutoff);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+ spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
- vec3 ref_vec = reflect(-eye_position, N);
- ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
+ light_att = vec3(spot_attenuation);
+ } else {
+ light_att = vec3(0.0);
+ }
+ } else {
+ light_att = vec3(0.0);
+ }
- ref_vec.z *= -1.0;
+ L = normalize(light_rel_vec);
- env_reflection_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy;
+#endif
+#ifdef USE_SHADOW
{
- 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;
+ highp vec4 splane = shadow_coord;
+ splane.xyz /= splane.w;
- ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution);
+ float shadow = sample_shadow(light_shadow_atlas, splane);
+ light_att *= shadow;
}
+#endif
- ambient_light *= ambient_energy;
+#endif // LIGHT_MODE_SPOT
+
+#ifdef USE_VERTEX_LIGHTING
+ //vertex lighting
+
+ specular_light += specular_interp * specular_blob_intensity * light_att;
+ diffuse_light += diffuse_interp * albedo * light_att;
- specular_light += env_reflection_light;
+#else
+ //fragment lighting
+ light_compute(
+ normal,
+ L,
+ eye_position,
+ binormal,
+ tangent,
+ light_color.xyz,
+ light_att,
+ albedo,
+ transmission,
+ specular_blob_intensity * light_specular,
+ roughness,
+ metallic,
+ specular,
+ rim,
+ rim_tint,
+ clearcoat,
+ clearcoat_gloss,
+ anisotropy,
+ diffuse_light,
+ specular_light);
+
+#endif //vertex lighting
+
+#endif //USE_LIGHTING
+ //compute and merge
+
+#ifndef RENDER_DEPTH
+
+#ifdef SHADELESS
+
+ gl_FragColor = vec4(albedo, alpha);
+#else
ambient_light *= albedo;
@@ -849,26 +1973,79 @@ FRAGMENT_SHADER_CODE
// environment BRDF approximation
- // TODO shadeless
{
+
+#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 AB = vec2(-1.04, 1.04) * a004 + r.zw;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo);
- specular_light *= AB.x * specular_color + AB.y;
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
+#endif
}
gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
+
+ //add emission if in base pass
+#ifdef BASE_PASS
+ gl_FragColor.rgb += emission;
+#endif
// gl_FragColor = vec4(normal, 1.0);
+#endif //unshaded
+
+//apply fog
+#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+#if defined(USE_VERTEX_LIGHTING)
+
+ gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_interp.rgb, fog_interp.a);
+#else //pixel based fog
+ float fog_amount = 0.0;
+
+#ifdef LIGHT_MODE_DIRECTIONAL
+
+ vec3 fog_color = mix(fog_color_base.rgb, fog_sun_color_amount.rgb, fog_sun_color_amount.a * pow(max(dot(eye_position, light_direction), 0.0), 8.0));
#else
- gl_FragColor = vec4(albedo, alpha);
+ vec3 fog_color = fog_color_base.rgb;
+#endif
+
+#ifdef FOG_DEPTH_ENABLED
+
+ {
+
+ float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
+
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
+
+ if (fog_transmit_enabled) {
+ vec3 total_light = gl_FragColor.rgb;
+ float transmit = pow(fog_z, fog_transmit_curve);
+ fog_color = mix(max(total_light, fog_color), fog_color, transmit);
+ }
+ }
#endif
-#endif // RENDER_DEPTH
-#endif // lighting
+#ifdef FOG_HEIGHT_ENABLED
+ {
+ float y = (camera_matrix * vec4(vertex, 1.0)).y;
+ fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
+ }
+#endif
+
+ gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_color, fog_amount);
+
+#endif //use vertex lit
+
+#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
+
+#endif // not RENDER_DEPTH
}
diff --git a/drivers/gles2/shaders/stdlib.glsl b/drivers/gles2/shaders/stdlib.glsl
index 6bc81a22d8..3674d70c9f 100644
--- a/drivers/gles2/shaders/stdlib.glsl
+++ b/drivers/gles2/shaders/stdlib.glsl
@@ -35,3 +35,13 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}
+
+#ifndef USE_GLES_OVER_GL
+highp mat4 transpose(highp mat4 src) {
+ return mat4(
+ vec4(src[0].x, src[1].x, src[2].x, src[3].x),
+ vec4(src[0].y, src[1].y, src[2].y, src[3].y),
+ vec4(src[0].z, src[1].z, src[2].z, src[3].z),
+ vec4(src[0].w, src[1].w, src[2].w, src[3].w));
+}
+#endif
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index c9bdc6f5c3..4166cb8361 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -213,12 +213,12 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
} else {
+ texture = texture->get_ptr();
+
if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
- texture = texture->get_ptr();
-
if (texture->render_target)
texture->render_target->used_in_frame = true;
@@ -254,11 +254,12 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
} else {
+ normal_map = normal_map->get_ptr();
+
if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
- normal_map = normal_map->get_ptr();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
@@ -976,7 +977,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
if (texture) {
- Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames));
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
@@ -993,9 +994,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
}
- state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames);
-
glBindVertexArray(data.particle_quad_array); //use particle quad array
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
@@ -1072,8 +1070,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
glBindVertexArray(0);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
state.using_texture_rect = true;
_set_texture_rect_mode(false);
@@ -1223,10 +1221,6 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
bool rebind_shader = true;
- Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height);
-
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
-
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
@@ -1344,7 +1338,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
}
- if (shader_ptr != shader_cache) {
+ if (shader_ptr != shader_cache || rebind_shader) {
if (shader_ptr->canvas_item.uses_time) {
VisualServerRaster::redraw_request();
@@ -1390,12 +1384,12 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
continue;
}
+ t = t->get_ptr();
+
if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
- t = t->get_ptr();
-
if (storage->config.srgb_decode_supported && t->using_srgb) {
//no srgb in 2D
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
@@ -1661,6 +1655,14 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (current_clip) {
glDisable(GL_SCISSOR_TEST);
}
+ //disable states that may have been used
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
}
void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
@@ -1871,6 +1873,39 @@ void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, cons
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+ Vector2 half_size;
+ if (storage->frame.current_rt) {
+ half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
+ } else {
+ half_size = OS::get_singleton()->get_window_size();
+ }
+ half_size *= 0.5;
+ Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
+ Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
+
+ float aspect_ratio = p_rect.size.x / p_rect.size.y;
+
+ // setup our lens shader
+ state.lens_shader.bind();
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
+ glBindVertexArray(data.canvas_quad_array);
+
+ // and draw
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glBindVertexArray(0);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
+}
+
void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {
Vector2 window_size = OS::get_singleton()->get_window_size();
@@ -1996,6 +2031,7 @@ void RasterizerCanvasGLES3::initialize() {
{
uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
poly_size *= 1024; //kb
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
glGenBuffers(1, &data.polygon_buffer);
@@ -2043,6 +2079,7 @@ void RasterizerCanvasGLES3::initialize() {
glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
index_size *= 1024; //kb
glGenBuffers(1, &data.polygon_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
@@ -2060,6 +2097,7 @@ void RasterizerCanvasGLES3::initialize() {
state.canvas_shader.init();
state.canvas_shader.set_base_material_tex_index(2);
state.canvas_shadow_shader.init();
+ state.lens_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index bc4ea80328..3f306003b4 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -35,6 +35,7 @@
#include "servers/visual/rasterizer.h"
#include "shaders/canvas_shadow.glsl.gen.h"
+#include "shaders/lens_distorted.glsl.gen.h"
class RasterizerSceneGLES3;
@@ -72,6 +73,7 @@ public:
bool canvas_texscreen_used;
CanvasShaderGLES3 canvas_shader;
CanvasShadowShaderGLES3 canvas_shadow_shader;
+ LensDistortedShaderGLES3 lens_shader;
bool using_texture_rect;
bool using_ninepatch;
@@ -141,6 +143,7 @@ public:
virtual void reset_canvas();
void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
+ void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void initialize();
void finalize();
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index d3f6dcd497..8242d214d3 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -32,7 +32,7 @@
#include "core/os/os.h"
#include "core/project_settings.h"
-#include "gl_context/context_gl.h"
+#include "drivers/gl_context/context_gl.h"
RasterizerStorage *RasterizerGLES3::get_storage() {
@@ -73,12 +73,12 @@ RasterizerScene *RasterizerGLES3::get_scene() {
#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
#define _EXT_DEBUG_OUTPUT 0x92E0
-#if (defined WINDOWS_ENABLED) && !(defined UWP_ENABLED)
-#define GLAPIENTRY APIENTRY
-#else
-#define GLAPIENTRY
+#if defined(MINGW_ENABLED) || defined(_MSC_VER)
+#define strcpy strcpy_s
#endif
+#ifdef GLAD_ENABLED
+// Restricting to GLAD as only used in initialize() with GLAD_GL_ARB_debug_output
static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam) {
if (type == _EXT_DEBUG_TYPE_OTHER_ARB)
@@ -123,6 +123,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL
ERR_PRINTS(output);
}
+#endif // GLAD_ENABLED
typedef void (*DEBUGPROCARB)(GLenum source,
GLenum type,
@@ -359,6 +360,26 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
#endif
}
+void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+ ERR_FAIL_COND(storage->frame.current_rt);
+
+ RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ glDisable(GL_BLEND);
+
+ // render to our framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
+
+ // output our texture
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+
+ canvas->draw_lens_distortion_rect(p_screen_rect, p_k1, p_k2, p_eye_center, p_oversample);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
void RasterizerGLES3::end_frame(bool p_swap_buffers) {
if (OS::get_singleton()->is_layered_allowed()) {
@@ -405,10 +426,10 @@ void RasterizerGLES3::make_current() {
void RasterizerGLES3::register_config() {
- GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/anisotropic_filter_level", PropertyInfo(Variant::INT, "rendering/quality/filters/anisotropic_filter_level", PROPERTY_HINT_RANGE, "1,16,1"));
GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::REAL, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));
}
RasterizerGLES3::RasterizerGLES3() {
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 0a264caf8f..477e0dfd48 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -59,6 +59,7 @@ public:
virtual void restore_render_target();
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
+ virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
virtual void end_frame(bool p_swap_buffers);
virtual void finalize();
@@ -66,6 +67,8 @@ public:
static void make_current();
static void register_config();
+ virtual bool is_low_end() const { return false; }
+
RasterizerGLES3();
~RasterizerGLES3();
};
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 1e43651d54..ffe9e1c831 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -51,26 +51,6 @@ static const GLenum _cube_side_enum[6] = {
};
-static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
-
- p_array[0] = p_mtx.elements[0][0];
- p_array[1] = p_mtx.elements[0][1];
- p_array[2] = 0;
- p_array[3] = 0;
- p_array[4] = p_mtx.elements[1][0];
- p_array[5] = p_mtx.elements[1][1];
- p_array[6] = 0;
- p_array[7] = 0;
- p_array[8] = 0;
- p_array[9] = 0;
- p_array[10] = 1;
- p_array[11] = 0;
- p_array[12] = p_mtx.elements[2][0];
- p_array[13] = p_mtx.elements[2][1];
- p_array[14] = 0;
- p_array[15] = 1;
-}
-
static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
@@ -673,7 +653,7 @@ bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance
int best_free = -1;
int best_used = -1;
- uint64_t best_used_frame;
+ uint64_t best_used_frame = 0;
for (int i = 0; i < reflection_atlas->reflections.size(); i++) {
if (reflection_atlas->reflections[i].owner == RID()) {
@@ -866,7 +846,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl
env->dof_blur_near_amount = p_amount;
env->dof_blur_near_quality = p_quality;
}
-void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -879,6 +859,7 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
env->glow_blend_mode = p_blend_mode;
env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
env->glow_bicubic_upscale = p_bicubic_upscale;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
@@ -954,13 +935,14 @@ void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const C
env->fog_sun_amount = p_sun_amount;
}
-void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
+void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->fog_depth_enabled = p_enable;
env->fog_depth_begin = p_depth_begin;
+ env->fog_depth_end = p_depth_end;
env->fog_depth_curve = p_depth_curve;
env->fog_transmit_enabled = p_transmit;
env->fog_transmit_curve = p_transmit_curve;
@@ -1202,18 +1184,19 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
glActiveTexture(GL_TEXTURE0 + i);
- GLenum target;
+ GLenum target = GL_TEXTURE_2D;
GLuint tex = 0;
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getptr(textures[i]);
if (t) {
+ t = t->get_ptr(); //resolve for proxies
+
if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies
VisualServerRaster::redraw_request();
}
- t = t->get_ptr(); //resolve for proxies
#ifdef TOOLS_ENABLED
if (t->detect_3d) {
t->detect_3d(t->detect_3d_ud);
@@ -1266,14 +1249,11 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
case ShaderLanguage::TYPE_SAMPLER3D: {
target = GL_TEXTURE_3D;
+ tex = storage->resources.white_tex_3d;
- switch (texture_hints[i]) {
-
- // TODO
- default: {
- tex = storage->resources.white_tex_3d;
- } break;
- }
+ //switch (texture_hints[i]) {
+ // TODO
+ //}
} break;
@@ -1282,6 +1262,8 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
// TODO
} break;
+
+ default: {}
}
}
@@ -1449,7 +1431,16 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
if (particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->particle_valid_histories[1]) {
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[1]); //modify the buffer, this was used 2 frames ago so it should be good enough for flushing
- RasterizerGLES3Particle *particle_array = (RasterizerGLES3Particle *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
+ RasterizerGLES3Particle *particle_array;
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<RasterizerGLES3Particle *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 24 * sizeof(float), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+#else
+ PoolVector<RasterizerGLES3Particle> particle_vector;
+ particle_vector.resize(particles->amount);
+ PoolVector<RasterizerGLES3Particle>::Write w = particle_vector.write();
+ particle_array = w.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), particle_array);
+#endif
SortArray<RasterizerGLES3Particle, RasterizerGLES3ParticleSort> sorter;
@@ -1461,7 +1452,17 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
sorter.sort(particle_array, particles->amount);
+#ifndef __EMSCRIPTEN__
glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ w = PoolVector<RasterizerGLES3Particle>::Write();
+ particle_array = NULL;
+ {
+ PoolVector<RasterizerGLES3Particle>::Read r = particle_vector.read();
+ glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(RasterizerGLES3Particle), r.ptr());
+ }
+ particle_vector = PoolVector<RasterizerGLES3Particle>();
+#endif
#ifdef DEBUG_ENABLED
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->instancing_array_wireframe_id) {
glBindVertexArray(s->instancing_array_wireframe_id); // use the wireframe instancing array ID
@@ -1509,6 +1510,7 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
}
} break;
+ default: {}
}
}
@@ -1557,8 +1559,11 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner);
RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
- int amount = MAX(multi_mesh->size, multi_mesh->visible_instances);
+ int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
+ if (amount == -1) {
+ amount = multi_mesh->size;
+ }
#ifdef DEBUG_ENABLED
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
@@ -1827,6 +1832,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
}
} break;
+ default: {}
}
}
@@ -2218,7 +2224,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
- state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0);
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
_render_geometry(e);
@@ -2364,14 +2369,15 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
- if (!p_depth_pass) {
+ if (e->material->last_pass != render_pass) {
+ e->material->last_pass = render_pass;
+ e->material->index = current_material_index++;
+ }
- if (e->material->last_pass != render_pass) {
- e->material->last_pass = render_pass;
- e->material->index = current_material_index++;
- }
+ e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ if (!p_depth_pass) {
if (e->instance->gi_probe_instances.size()) {
e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
@@ -2386,9 +2392,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
}
e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
- } else {
- e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
}
/*
@@ -2534,7 +2537,7 @@ void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const C
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_PANORAMA, false);
}
-void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform) {
+void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) {
//store camera into ubo
store_camera(p_cam_projection, state.ubo_data.projection_matrix);
@@ -2585,7 +2588,8 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.fog_color_enabled[0] = linear_fog.r;
state.ubo_data.fog_color_enabled[1] = linear_fog.g;
state.ubo_data.fog_color_enabled[2] = linear_fog.b;
- state.ubo_data.fog_color_enabled[3] = env->fog_enabled ? 1.0 : 0.0;
+ state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0;
+ state.ubo_data.fog_density = linear_fog.a;
Color linear_sun = env->fog_sun_color.to_linear();
state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
@@ -2594,6 +2598,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
state.ubo_data.fog_depth_begin = env->fog_depth_begin;
+ state.ubo_data.fog_depth_end = env->fog_depth_end;
state.ubo_data.fog_depth_curve = env->fog_depth_curve;
state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
@@ -2738,7 +2743,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split;
- Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
+ Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).affine_inverse();
CameraMatrix bias;
bias.set_light_bias();
@@ -3035,19 +3040,17 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib;
} else {
Color ambient_linear;
- float contrib = 0;
if (p_env) {
ambient_linear = p_env->ambient_color.to_linear();
ambient_linear.r *= p_env->ambient_energy;
ambient_linear.g *= p_env->ambient_energy;
ambient_linear.b *= p_env->ambient_energy;
- contrib = p_env->ambient_sky_contribution;
}
reflection_ubo.ambient[0] = ambient_linear.r;
reflection_ubo.ambient[1] = ambient_linear.g;
reflection_ubo.ambient[2] = ambient_linear.b;
- reflection_ubo.ambient[3] = 0;
+ reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light
}
int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
@@ -3131,7 +3134,6 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
current_material_index = 0;
state.used_sss = false;
state.used_screen_texture = false;
-
//fill list
for (int i = 0; i < p_cull_count; i++) {
@@ -3209,6 +3211,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
}
} break;
+ default: {}
}
}
}
@@ -3594,7 +3597,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
- if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) { //no post process on small render targets
//no environment or transparent render, simply return and convert to SRGB
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glActiveTexture(GL_TEXTURE0);
@@ -3896,6 +3899,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
glActiveTexture(GL_TEXTURE0);
if (i == 0) {
@@ -3945,7 +3949,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_FILMIC);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_ACES);
- state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARDT);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, env->tone_mapper == VS::ENV_TONE_MAPPER_REINHARD);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::KEEP_3D_LINEAR, storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR]);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, env->auto_exposure);
@@ -4032,7 +4036,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER, false);
- state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINHARD_TONEMAPPER, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3, false);
@@ -4097,7 +4101,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
state.ubo_data.screen_pixel_size[1] = 1.0 / storage->frame.current_rt->height;
}
- _setup_environment(env, p_cam_projection, p_cam_transform);
+ _setup_environment(env, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid());
bool fb_cleared = false;
@@ -4292,10 +4296,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
}
+ VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.
+
if (env) {
- switch (env->bg_mode) {
+ switch (bg_mode) {
case VS::ENV_BG_COLOR_SKY:
-
case VS::ENV_BG_SKY:
sky = storage->sky_owner.getornull(env->sky);
@@ -4333,9 +4338,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
break;
+ default: {}
}
}
+ if (probe && probe->probe_ptr->interior) {
+ env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used.
+ }
+
state.texscreen_copied = false;
glBlendEquation(GL_FUNC_ADD);
@@ -4501,7 +4511,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light);
ERR_FAIL_COND(!light);
- uint32_t x, y, width, height, vp_height;
+ uint32_t x, y, width, height;
float dp_direction = 0.0;
float zfar = 0;
@@ -4583,7 +4593,6 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
fbo = directional_shadow.fbo;
- vp_height = directional_shadow.size;
} else {
//set from shadow atlas
@@ -4593,7 +4602,6 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
fbo = shadow_atlas->fbo;
- vp_height = shadow_atlas->size;
uint32_t key = shadow_atlas->shadow_owners[p_light];
@@ -4871,10 +4879,7 @@ void RasterizerSceneGLES3::initialize() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
- if (render_list.max_elements > 1000000)
- render_list.max_elements = 1000000;
- if (render_list.max_elements < 1024)
- render_list.max_elements = 1024;
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,1000000,1"));
{
//quad buffers
@@ -5073,6 +5078,7 @@ void RasterizerSceneGLES3::initialize() {
{
uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/immediate_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/immediate_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
glGenBuffers(1, &state.immediate_buffer);
glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
@@ -5147,13 +5153,13 @@ void RasterizerSceneGLES3::initialize() {
void RasterizerSceneGLES3::iteration() {
- shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode")));
- subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface");
- subsurface_scatter_weight_samples = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/weight_samples");
- subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality")));
- subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale");
+ shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
+ subsurface_scatter_follow_surface = GLOBAL_GET("rendering/quality/subsurface_scattering/follow_surface");
+ subsurface_scatter_weight_samples = GLOBAL_GET("rendering/quality/subsurface_scattering/weight_samples");
+ subsurface_scatter_quality = SubSurfaceScatterQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/quality")));
+ subsurface_scatter_size = GLOBAL_GET("rendering/quality/subsurface_scattering/scale");
- state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, ProjectSettings::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality"));
+ state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GLOBAL_GET("rendering/quality/voxel_cone_tracing/high_quality"));
}
void RasterizerSceneGLES3::finalize() {
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index b4c4a0558f..0e6027c4ad 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -145,6 +145,8 @@ public:
uint32_t fog_depth_enabled;
float fog_depth_begin;
+ float fog_depth_end;
+ float fog_density;
float fog_depth_curve;
uint32_t fog_transmit_enabled;
float fog_transmit_curve;
@@ -402,6 +404,7 @@ public:
VS::EnvironmentGlowBlendMode glow_blend_mode;
float glow_hdr_bleed_threshold;
float glow_hdr_bleed_scale;
+ float glow_hdr_luminance_cap;
bool glow_bicubic_upscale;
VS::EnvironmentToneMapper tone_mapper;
@@ -438,6 +441,7 @@ public:
bool fog_depth_enabled;
float fog_depth_begin;
+ float fog_depth_end;
float fog_depth_curve;
bool fog_transmit_enabled;
float fog_transmit_curve;
@@ -491,6 +495,7 @@ public:
glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
glow_hdr_bleed_threshold = 1.0;
glow_hdr_bleed_scale = 2.0;
+ glow_hdr_luminance_cap = 12.0;
glow_bicubic_upscale = false;
dof_blur_far_enabled = false;
@@ -518,6 +523,7 @@ public:
fog_depth_enabled = true;
fog_depth_begin = 10;
+ fog_depth_end = 0;
fog_depth_curve = 1;
fog_transmit_enabled = true;
@@ -544,7 +550,7 @@ public:
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);
- virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
+ virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
@@ -555,7 +561,7 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
- virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve);
+ virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve);
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
virtual bool is_environment(RID p_env);
@@ -831,7 +837,7 @@ public:
void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy);
- void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);
+ void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog = false);
void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 25e7bd0424..2b038fcc0e 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -101,6 +101,28 @@
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+#ifdef __EMSCRIPTEN__
+#include <emscripten/emscripten.h>
+
+void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) {
+
+ /* clang-format off */
+ EM_ASM({
+ GLctx.getBufferSubData($0, $1, HEAPU8, $2, $3);
+ }, target, offset, data, size);
+ /* clang-format on */
+}
+
+void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {
+
+ /* clang-format off */
+ EM_ASM({
+ GLctx.bufferSubData($0, $1, HEAPU8, $2, $3);
+ }, target, offset, data, size);
+ /* clang-format on */
+}
+#endif
+
void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) {
#ifdef GLES_OVER_GL
@@ -730,7 +752,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
}
};
- GLenum blit_target;
+ GLenum blit_target = GL_TEXTURE_2D;
switch (texture->type) {
case VS::TEXTURE_TYPE_2D: {
@@ -852,8 +874,6 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p
int size, ofs;
img->get_mipmap_offset_and_size(i, ofs, size);
- //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));
-
if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) {
if (texture->compressed) {
@@ -948,7 +968,7 @@ void RasterizerStorageGLES3::texture_set_data_partial(RID p_texture, const Ref<I
Image::Format real_format;
Ref<Image> img = _get_gl_image_and_format(p_sub_img, p_sub_img->get_format(), texture->flags, real_format, format, internal_format, type, compressed, srgb);
- GLenum blit_target;
+ GLenum blit_target = GL_TEXTURE_2D;
switch (texture->type) {
case VS::TEXTURE_TYPE_2D: {
@@ -1029,7 +1049,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
PoolVector<uint8_t> data;
- int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1 ? -1 : 0);
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
@@ -1040,8 +1060,6 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
- //print_line("GET FORMAT: " + Image::get_format_name(texture->format) + " mipmaps: " + itos(texture->mipmaps));
-
for (int i = 0; i < texture->mipmaps; i++) {
int ofs = 0;
@@ -1072,7 +1090,7 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
uint32_t *ptr = (uint32_t *)wb.ptr();
uint32_t num_pixels = data_size / 4;
- for (int ofs = 0; ofs < num_pixels; ofs++) {
+ for (uint32_t ofs = 0; ofs < num_pixels; ofs++) {
uint32_t px = ptr[ofs];
uint32_t a = px >> 30 & 0xFF;
@@ -1094,8 +1112,76 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer)
return Ref<Image>(img);
#else
- ERR_EXPLAIN("Sorry, It's not possible to obtain images back in OpenGL ES");
- ERR_FAIL_V(Ref<Image>());
+ Image::Format real_format;
+ GLenum gl_format;
+ GLenum gl_internal_format;
+ GLenum gl_type;
+ bool compressed;
+ bool srgb;
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb);
+
+ PoolVector<uint8_t> data;
+
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
+
+ data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
+ PoolVector<uint8_t>::Write wb = data.write();
+
+ GLuint temp_framebuffer;
+ glGenFramebuffers(1, &temp_framebuffer);
+
+ GLuint temp_color_texture;
+ glGenTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, temp_color_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
+
+ 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, texture->tex_id);
+
+ glViewport(0, 0, texture->alloc_width, texture->alloc_height);
+
+ shaders.copy.bind();
+
+ shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBindVertexArray(resources.quadie_array);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindVertexArray(0);
+
+ glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
+
+ shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
+
+ glDeleteTextures(1, &temp_color_texture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &temp_framebuffer);
+
+ wb = PoolVector<uint8_t>::Write();
+
+ data.resize(data_size);
+
+ Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
+ if (!texture->compressed) {
+ img->convert(real_format);
+ }
+
+ return Ref<Image>(img);
#endif
}
@@ -1811,6 +1897,10 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->uniforms.clear();
+ if (p_shader->code == String()) {
+ return; //just invalid, but no error
+ }
+
ShaderCompilerGLES3::GeneratedCode gen_code;
ShaderCompilerGLES3::IdentifierActions *actions = NULL;
@@ -1905,6 +1995,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
actions = &shaders.actions_particles;
actions->uniforms = &p_shader->uniforms;
} break;
+ case VS::SHADER_MAX: break; // Can't happen, but silences warning
}
Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
@@ -2028,6 +2119,14 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "Texture";
} break;
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY: {
+
+ pi.type = Variant::OBJECT;
+ pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string = "TextureArray";
+ } break;
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
@@ -2148,8 +2247,9 @@ Variant RasterizerStorageGLES3::material_get_param_default(RID p_material, const
if (material->shader) {
if (material->shader->uniforms.has(p_param)) {
- Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
+ ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
}
return Variant();
@@ -2729,7 +2829,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) {
if (material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
- (!material->shader->spatial.uses_alpha || (material->shader->spatial.uses_alpha && material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) {
+ (!material->shader->spatial.uses_alpha || material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
can_cast_shadow = true;
}
@@ -2750,7 +2850,7 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.front(); E; E = E->next()) {
- E->key()->base_material_changed();
+ E->key()->base_changed(false, true);
}
}
}
@@ -2786,9 +2886,6 @@ void RasterizerStorageGLES3::_update_material(Material *material) {
if (E->get().order < 0)
continue; // texture, does not go here
- //if (material->shader->mode == VS::SHADER_PARTICLES) {
- // print_line("uniform " + String(E->key()) + " order " + itos(E->get().order) + " offset " + itos(material->shader->ubo_offsets[E->get().order]));
- //}
//regular uniform
uint8_t *data = &local_ubo[material->shader->ubo_offsets[E->get().order]];
@@ -3376,7 +3473,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
}
mesh->surfaces.push_back(surface);
- mesh->instance_change_notify();
+ mesh->instance_change_notify(true, false);
info.vertex_mem += surface->total_data_size;
}
@@ -3449,7 +3546,7 @@ void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface
_material_add_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
}
- mesh->instance_material_change_notify();
+ mesh->instance_change_notify(false, true);
}
RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const {
@@ -3485,21 +3582,26 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, i
Surface *surface = mesh->surfaces[p_surface];
- glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
- void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, surface->array_byte_size, GL_MAP_READ_BIT);
-
- ERR_FAIL_COND_V(!data, PoolVector<uint8_t>());
-
PoolVector<uint8_t> ret;
ret.resize(surface->array_byte_size);
+ glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
+#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, surface->array_byte_size, w.ptr());
+ }
+#else
+ void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, surface->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->array_byte_size);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
return ret;
}
@@ -3512,22 +3614,26 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_m
ERR_FAIL_COND_V(surface->index_array_len == 0, PoolVector<uint8_t>());
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
- void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
-
- ERR_FAIL_COND_V(!data, PoolVector<uint8_t>());
-
PoolVector<uint8_t> ret;
ret.resize(surface->index_array_byte_size);
+ 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());
+ }
+#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);
+#endif
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return ret;
}
@@ -3568,23 +3674,26 @@ Vector<PoolVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shap
for (int i = 0; i < mesh->surfaces[p_surface]->blend_shapes.size(); i++) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->surfaces[p_surface]->blend_shapes[i].vertex_id);
- void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, GL_MAP_READ_BIT);
-
- ERR_FAIL_COND_V(!data, Vector<PoolVector<uint8_t> >());
-
PoolVector<uint8_t> ret;
ret.resize(mesh->surfaces[p_surface]->array_byte_size);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->surfaces[p_surface]->blend_shapes[i].vertex_id);
+#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, w.ptr());
+ }
+#else
+ void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, GL_MAP_READ_BIT);
+ ERR_FAIL_COND_V(!data, Vector<PoolVector<uint8_t> >());
{
-
PoolVector<uint8_t>::Write w = ret.write();
copymem(w.ptr(), data, mesh->surfaces[p_surface]->array_byte_size);
}
+ glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+#endif
bsarr.push_back(ret);
-
- glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
return bsarr;
@@ -3633,13 +3742,11 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) {
info.vertex_mem -= surface->total_data_size;
- mesh->instance_material_change_notify();
-
memdelete(surface);
mesh->surfaces.remove(p_surface);
- mesh->instance_change_notify();
+ mesh->instance_change_notify(true, true);
}
int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const {
@@ -3655,7 +3762,7 @@ void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb
ERR_FAIL_COND(!mesh);
mesh->custom_aabb = p_aabb;
- mesh->instance_change_notify();
+ mesh->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const {
@@ -3671,12 +3778,14 @@ AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
Mesh *mesh = mesh_owner.get(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
- if (mesh->custom_aabb != AABB())
+ if (mesh->custom_aabb != AABB()) {
return mesh->custom_aabb;
+ }
Skeleton *sk = NULL;
- if (p_skeleton.is_valid())
+ if (p_skeleton.is_valid()) {
sk = skeleton_owner.get(p_skeleton);
+ }
AABB aabb;
@@ -3715,6 +3824,7 @@ AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
mtx.origin.y = texture[base_ofs + 3];
AABB baabb = mtx.xform(skbones[j]);
+
if (first) {
laabb = baabb;
first = false;
@@ -4057,35 +4167,37 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances
multimesh->data.resize(format_floats * p_instances);
+ float *dataptr = multimesh->data.ptrw();
+
for (int i = 0; i < p_instances * format_floats; i += format_floats) {
int color_from = 0;
int custom_data_from = 0;
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
- multimesh->data.write[i + 0] = 1.0;
- multimesh->data.write[i + 1] = 0.0;
- multimesh->data.write[i + 2] = 0.0;
- multimesh->data.write[i + 3] = 0.0;
- multimesh->data.write[i + 4] = 0.0;
- multimesh->data.write[i + 5] = 1.0;
- multimesh->data.write[i + 6] = 0.0;
- multimesh->data.write[i + 7] = 0.0;
+ dataptr[i + 0] = 1.0;
+ dataptr[i + 1] = 0.0;
+ dataptr[i + 2] = 0.0;
+ dataptr[i + 3] = 0.0;
+ dataptr[i + 4] = 0.0;
+ dataptr[i + 5] = 1.0;
+ dataptr[i + 6] = 0.0;
+ dataptr[i + 7] = 0.0;
color_from = 8;
custom_data_from = 8;
} else {
- multimesh->data.write[i + 0] = 1.0;
- multimesh->data.write[i + 1] = 0.0;
- multimesh->data.write[i + 2] = 0.0;
- multimesh->data.write[i + 3] = 0.0;
- multimesh->data.write[i + 4] = 0.0;
- multimesh->data.write[i + 5] = 1.0;
- multimesh->data.write[i + 6] = 0.0;
- multimesh->data.write[i + 7] = 0.0;
- multimesh->data.write[i + 8] = 0.0;
- multimesh->data.write[i + 9] = 0.0;
- multimesh->data.write[i + 10] = 1.0;
- multimesh->data.write[i + 11] = 0.0;
+ dataptr[i + 0] = 1.0;
+ dataptr[i + 1] = 0.0;
+ dataptr[i + 2] = 0.0;
+ dataptr[i + 3] = 0.0;
+ dataptr[i + 4] = 0.0;
+ dataptr[i + 5] = 1.0;
+ dataptr[i + 6] = 0.0;
+ dataptr[i + 7] = 0.0;
+ dataptr[i + 8] = 0.0;
+ dataptr[i + 9] = 0.0;
+ dataptr[i + 10] = 1.0;
+ dataptr[i + 11] = 0.0;
color_from = 12;
custom_data_from = 12;
}
@@ -4100,14 +4212,14 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances
} cu;
cu.colu = 0xFFFFFFFF;
- multimesh->data.write[i + color_from + 0] = cu.colf;
+ dataptr[i + color_from + 0] = cu.colf;
custom_data_from = color_from + 1;
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
- multimesh->data.write[i + color_from + 0] = 1.0;
- multimesh->data.write[i + color_from + 1] = 1.0;
- multimesh->data.write[i + color_from + 2] = 1.0;
- multimesh->data.write[i + color_from + 3] = 1.0;
+ dataptr[i + color_from + 0] = 1.0;
+ dataptr[i + color_from + 1] = 1.0;
+ dataptr[i + color_from + 2] = 1.0;
+ dataptr[i + color_from + 3] = 1.0;
custom_data_from = color_from + 4;
}
@@ -4121,13 +4233,13 @@ void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances
} cu;
cu.colu = 0;
- multimesh->data.write[i + custom_data_from + 0] = cu.colf;
+ dataptr[i + custom_data_from + 0] = cu.colf;
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
- multimesh->data.write[i + custom_data_from + 0] = 0.0;
- multimesh->data.write[i + custom_data_from + 1] = 0.0;
- multimesh->data.write[i + custom_data_from + 2] = 0.0;
- multimesh->data.write[i + custom_data_from + 3] = 0.0;
+ dataptr[i + custom_data_from + 0] = 0.0;
+ dataptr[i + custom_data_from + 1] = 0.0;
+ dataptr[i + custom_data_from + 2] = 0.0;
+ dataptr[i + custom_data_from + 3] = 0.0;
}
}
@@ -4552,7 +4664,7 @@ void RasterizerStorageGLES3::update_dirty_multimeshes() {
multimesh->dirty_aabb = false;
multimesh->dirty_data = false;
- multimesh->instance_change_notify();
+ multimesh->instance_change_notify(true, false);
multimesh_update_list.remove(multimesh_update_list.first());
}
@@ -4663,7 +4775,7 @@ void RasterizerStorageGLES3::immediate_end(RID p_immediate) {
im->building = false;
- im->instance_change_notify();
+ im->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::immediate_clear(RID p_immediate) {
@@ -4672,7 +4784,7 @@ void RasterizerStorageGLES3::immediate_clear(RID p_immediate) {
ERR_FAIL_COND(im->building);
im->chunks.clear();
- im->instance_change_notify();
+ im->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const {
@@ -4687,7 +4799,7 @@ void RasterizerStorageGLES3::immediate_set_material(RID p_immediate, RID p_mater
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
im->material = p_material;
- im->instance_material_change_notify();
+ im->instance_change_notify(false, true);
}
RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
@@ -4893,7 +5005,7 @@ void RasterizerStorageGLES3::update_dirty_skeletons() {
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
- E->get()->base_changed();
+ E->get()->base_changed(true, false);
}
skeleton_update_list.remove(skeleton_update_list.first());
@@ -4959,8 +5071,9 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param
case VS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
} break;
+ default: {}
}
light->param[p_param] = p_value;
@@ -4972,7 +5085,7 @@ void RasterizerStorageGLES3::light_set_shadow(RID p_light, bool p_enabled) {
light->shadow = p_enabled;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_set_shadow_color(RID p_light, const Color &p_color) {
@@ -5005,7 +5118,7 @@ void RasterizerStorageGLES3::light_set_cull_mask(RID p_light, uint32_t p_mask) {
light->cull_mask = p_mask;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
@@ -5014,6 +5127,9 @@ void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool
ERR_FAIL_COND(!light);
light->reverse_cull = p_enabled;
+
+ light->version++;
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
@@ -5024,7 +5140,7 @@ void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOm
light->omni_shadow_mode = p_mode;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) {
@@ -5042,7 +5158,7 @@ void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light, VS::Light
light->omni_shadow_detail = p_detail;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
@@ -5052,7 +5168,7 @@ void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light, VS::
light->directional_shadow_mode = p_mode;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light, bool p_enable) {
@@ -5062,7 +5178,7 @@ void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light, boo
light->directional_blend_splits = p_enable;
light->version++;
- light->instance_change_notify();
+ light->instance_change_notify(true, false);
}
bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
@@ -5193,7 +5309,7 @@ void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::R
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
- reflection_probe->instance_change_notify();
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
@@ -5234,7 +5350,7 @@ void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, floa
ERR_FAIL_COND(!reflection_probe);
reflection_probe->max_distance = p_distance;
- reflection_probe->instance_change_notify();
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
@@ -5242,7 +5358,7 @@ void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vec
ERR_FAIL_COND(!reflection_probe);
reflection_probe->extents = p_extents;
- reflection_probe->instance_change_notify();
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
@@ -5250,7 +5366,7 @@ void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, con
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
- reflection_probe->instance_change_notify();
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
@@ -5274,7 +5390,7 @@ void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bo
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
- reflection_probe->instance_change_notify();
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
@@ -5282,7 +5398,10 @@ void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
- reflection_probe->instance_change_notify();
+ reflection_probe->instance_change_notify(true, false);
+}
+
+void RasterizerStorageGLES3::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
}
AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
@@ -5367,7 +5486,7 @@ void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe, const AABB &p_boun
gip->bounds = p_bounds;
gip->version++;
- gip->instance_change_notify();
+ gip->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const {
@@ -5384,7 +5503,7 @@ void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe, float p_size) {
gip->cell_size = p_size;
gip->version++;
- gip->instance_change_notify();
+ gip->instance_change_notify(true, false);
}
float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const {
@@ -5417,7 +5536,7 @@ void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe, const PoolVe
gip->dynamic_data = p_data;
gip->version++;
- gip->instance_change_notify();
+ gip->instance_change_notify(true, false);
}
PoolVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const {
@@ -5649,7 +5768,7 @@ void RasterizerStorageGLES3::lightmap_capture_set_bounds(RID p_capture, const AA
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->bounds = p_bounds;
- capture->instance_change_notify();
+ capture->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::lightmap_capture_get_bounds(RID p_capture) const {
@@ -5670,7 +5789,7 @@ void RasterizerStorageGLES3::lightmap_capture_set_octree(RID p_capture, const Po
PoolVector<uint8_t>::Read r = p_octree.read();
copymem(w.ptr(), r.ptr(), p_octree.size());
}
- capture->instance_change_notify();
+ capture->instance_change_notify(true, false);
}
PoolVector<uint8_t> RasterizerStorageGLES3::lightmap_capture_get_octree(RID p_capture) const {
@@ -5893,7 +6012,7 @@ void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles, const AA
ERR_FAIL_COND(!particles);
particles->custom_aabb = p_aabb;
_particles_update_histories(particles);
- particles->instance_change_notify();
+ particles->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::particles_set_speed_scale(RID p_particles, float p_scale) {
@@ -5983,9 +6102,21 @@ AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
+ const float *data;
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]);
- float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT);
+#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
+ PoolVector<uint8_t> vector;
+ vector.resize(particles->amount * 16 * 6);
+ {
+ PoolVector<uint8_t>::Write w = vector.write();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, w.ptr());
+ }
+ PoolVector<uint8_t>::Read r = vector.read();
+ data = reinterpret_cast<const float *>(r.ptr());
+#else
+ data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT);
+#endif
AABB aabb;
Transform inv = particles->emission_transform.affine_inverse();
@@ -6002,7 +6133,13 @@ AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
aabb.expand_to(pos);
}
+#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
+ r = PoolVector<uint8_t>::Read();
+ vector = PoolVector<uint8_t>();
+#else
glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
float longest_axis = 0;
@@ -6301,12 +6438,19 @@ void RasterizerStorageGLES3::update_particles() {
particles->particle_valid_histories[0] = true;
}
- particles->instance_change_notify(); //make sure shadows are updated
+ particles->instance_change_notify(true, false); //make sure shadows are updated
}
glDisable(GL_RASTERIZER_DISCARD);
}
+bool RasterizerStorageGLES3::particles_is_inactive(RID p_particles) const {
+
+ const Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+ return !particles->emitting && particles->inactive;
+}
+
////////
void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
@@ -6825,7 +6969,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
- if (rt->buffers.active == false) {
+ if (!rt->buffers.active) {
glDepthMask(GL_TRUE);
}
@@ -7351,7 +7495,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid);
glDeleteTextures(1, &gi_probe_data->tex_id);
- gi_probe_owner.free(p_rid);
+ gi_probe_data_owner.free(p_rid);
memdelete(gi_probe_data);
} else if (lightmap_capture_data_owner.owns(p_rid)) {
@@ -7359,7 +7503,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid);
lightmap_capture->instance_remove_deps();
- gi_probe_owner.free(p_rid);
+ lightmap_capture_data_owner.free(p_rid);
memdelete(lightmap_capture);
} else if (canvas_occluder_owner.owns(p_rid)) {
@@ -7529,7 +7673,7 @@ void RasterizerStorageGLES3::initialize() {
config.etc2_supported = true;
config.hdr_supported = false;
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
- config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc");
+ config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
#endif
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc");
@@ -7668,6 +7812,8 @@ void RasterizerStorageGLES3::initialize() {
{
//transform feedback buffers
uint32_t xf_feedback_size = GLOBAL_DEF_RST("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/blend_shape_max_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/blend_shape_max_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
+
for (int i = 0; i < 2; i++) {
glGenBuffers(1, &resources.transform_feedback_buffers[i]);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 0bd9c22be5..398ffdeb82 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -43,6 +43,12 @@
#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/particles.glsl.gen.h"
+// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead.
+#ifdef __EMSCRIPTEN__
+void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
+void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
+#endif
+
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
@@ -175,22 +181,12 @@ public:
SelfList<RasterizerScene::InstanceBase>::List instance_list;
- _FORCE_INLINE_ void instance_change_notify() {
+ _FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
- instances->self()->base_changed();
- instances = instances->next();
- }
- }
-
- _FORCE_INLINE_ void instance_material_change_notify() {
-
- SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
- while (instances) {
-
- instances->self()->base_material_changed();
+ instances->self()->base_changed(p_aabb, p_materials);
instances = instances->next();
}
}
@@ -443,6 +439,7 @@ public:
};
int light_mode;
+
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
@@ -658,7 +655,7 @@ public:
bool active;
virtual void material_changed_notify() {
- mesh->instance_material_change_notify();
+ mesh->instance_change_notify(false, true);
mesh->update_multimeshes();
}
@@ -691,7 +688,7 @@ public:
}
};
- class MultiMesh;
+ struct MultiMesh;
struct Mesh : public GeometryOwner {
@@ -706,7 +703,7 @@ public:
SelfList<MultiMesh> *mm = multimeshes.first();
while (mm) {
- mm->self()->instance_material_change_notify();
+ mm->self()->instance_change_notify(false, true);
mm = mm->next();
}
}
@@ -1005,6 +1002,7 @@ public:
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
+ virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
virtual AABB reflection_probe_get_aabb(RID p_probe) const;
virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
@@ -1263,6 +1261,8 @@ public:
virtual int particles_get_draw_passes(RID p_particles) const;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
+ virtual bool particles_is_inactive(RID p_particles) const;
+
/* INSTANCE */
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 11c84e7db8..adb145711d 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -31,6 +31,7 @@
#include "shader_compiler_gles3.h"
#include "core/os/os.h"
+#include "core/project_settings.h"
#define SL ShaderLanguage
@@ -78,6 +79,12 @@ static int _get_datatype_size(SL::DataType p_type) {
case SL::TYPE_SAMPLER2D: return 16;
case SL::TYPE_ISAMPLER2D: return 16;
case SL::TYPE_USAMPLER2D: return 16;
+ case SL::TYPE_SAMPLER2DARRAY: return 16;
+ case SL::TYPE_ISAMPLER2DARRAY: return 16;
+ case SL::TYPE_USAMPLER2DARRAY: return 16;
+ case SL::TYPE_SAMPLER3D: return 16;
+ case SL::TYPE_ISAMPLER3D: return 16;
+ case SL::TYPE_USAMPLER3D: return 16;
case SL::TYPE_SAMPLERCUBE: return 16;
}
@@ -111,6 +118,12 @@ static int _get_datatype_alignment(SL::DataType p_type) {
case SL::TYPE_SAMPLER2D: return 16;
case SL::TYPE_ISAMPLER2D: return 16;
case SL::TYPE_USAMPLER2D: return 16;
+ case SL::TYPE_SAMPLER2DARRAY: return 16;
+ case SL::TYPE_ISAMPLER2DARRAY: return 16;
+ case SL::TYPE_USAMPLER2DARRAY: return 16;
+ case SL::TYPE_SAMPLER3D: return 16;
+ case SL::TYPE_ISAMPLER3D: return 16;
+ case SL::TYPE_USAMPLER3D: return 16;
case SL::TYPE_SAMPLERCUBE: return 16;
}
@@ -120,8 +133,7 @@ static String _interpstr(SL::DataInterpolation p_interp) {
switch (p_interp) {
case SL::INTERPOLATION_FLAT: return "flat ";
- case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective ";
- case SL::INTERPOLATION_SMOOTH: return "smooth ";
+ case SL::INTERPOLATION_SMOOTH: return "";
}
return "";
}
@@ -154,15 +166,17 @@ static String _opstr(SL::Operator p_op) {
static String _mkid(const String &p_id) {
- return "m_" + p_id;
+ String id = "m_" + p_id;
+ return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl
}
static String f2sp0(float p_float) {
- if (int(p_float) == p_float)
- return itos(p_float) + ".0";
- else
- return rtoss(p_float);
+ String num = rtoss(p_float);
+ if (num.find(".") == -1 && num.find("e") == -1) {
+ num += ".0";
+ }
+ return num;
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
@@ -215,7 +229,7 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
text += ")";
return text;
} break;
- case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
+ case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4: {
@@ -463,6 +477,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
//code for functions
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
+ current_func_name = fnode->name;
function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
}
@@ -859,7 +874,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
+ actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
//for light
actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
@@ -901,12 +918,24 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
@@ -919,7 +948,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
- actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
+ actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 2a3b8a9b91..404a9107ab 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -122,6 +122,11 @@ bool ShaderGLES3::bind() {
ERR_FAIL_COND_V(!version, false);
+ if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
+ glUseProgram(0);
+ return false;
+ }
+
glUseProgram(version->id);
DEBUG_TEST_ERROR("Use Program");
@@ -214,20 +219,15 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
strings.push_back("#version 300 es\n");
#endif
- int define_line_ofs = 1;
-
for (int i = 0; i < custom_defines.size(); i++) {
strings.push_back(custom_defines[i].get_data());
- define_line_ofs++;
}
for (int j = 0; j < conditional_count; j++) {
bool enable = ((1 << j) & conditional_version.version);
strings.push_back(enable ? conditional_defines[j] : "");
- if (enable)
- define_line_ofs++;
if (enable) {
DEBUG_PRINT(conditional_defines[j]);
@@ -248,7 +248,6 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
ERR_FAIL_COND_V(!custom_code_map.has(conditional_version.code_version), NULL);
cc = &custom_code_map[conditional_version.code_version];
v.code_version = cc->version;
- define_line_ofs += 2;
}
/* CREATE PROGRAM */
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index ca74317218..0d360e8453 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -128,11 +128,13 @@ private:
Vector<GLint> texture_uniform_locations;
uint32_t code_version;
bool ok;
- Version() {
- code_version = 0;
- ok = false;
- uniform_location = NULL;
- }
+ Version() :
+ id(0),
+ vert_id(0),
+ frag_id(0),
+ uniform_location(NULL),
+ code_version(0),
+ ok(false) {}
};
Version *version;
@@ -336,6 +338,7 @@ public:
}
uint32_t get_version() const { return new_conditional_version.version; }
+ _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index f1811fa7b5..27fd1514e7 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -20,3 +20,4 @@ if 'GLES3_GLSL' in env['BUILDERS']:
env.GLES3_GLSL('exposure.glsl');
env.GLES3_GLSL('tonemap.glsl');
env.GLES3_GLSL('particles.glsl');
+ env.GLES3_GLSL('lens_distorted.glsl');
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 5203f53fa2..51a4edd233 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -92,11 +92,6 @@ const bool at_light_pass = true;
const bool at_light_pass = false;
#endif
-#ifdef USE_PARTICLES
-uniform int h_frames;
-uniform int v_frames;
-#endif
-
#if defined(USE_MATERIAL)
/* clang-format off */
@@ -146,15 +141,6 @@ void main() {
#ifdef USE_PARTICLES
//scale by texture size
outvec.xy /= color_texpixel_size;
-
- //compute h and v frames and adjust UV interp for animation
- int total_frames = h_frames * v_frames;
- int frame = min(int(float(total_frames) * instance_custom.z), total_frames - 1);
- float frame_w = 1.0 / float(h_frames);
- float frame_h = 1.0 / float(v_frames);
- uv_interp.x = uv_interp.x * frame_w + frame_w * float(frame % h_frames);
- uv_interp.y = uv_interp.y * frame_h + frame_h * float(frame / h_frames);
-
#endif
#define extra_matrix extra_matrix_instance
@@ -182,7 +168,6 @@ VERTEX_SHADER_CODE
color_interp = color;
#ifdef USE_PIXEL_SNAP
-
outvec.xy = floor(outvec + 0.5).xy;
#endif
@@ -492,6 +477,7 @@ void main() {
#if defined(NORMALMAP_USED)
vec3 normal_map = vec3(0.0, 0.0, 1.0);
+ normal_used = true;
#endif
/* clang-format off */
diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl
index b67d06bc10..fc15ca31b1 100644
--- a/drivers/gles3/shaders/effect_blur.glsl
+++ b/drivers/gles3/shaders/effect_blur.glsl
@@ -94,6 +94,7 @@ uniform sampler2D source_dof_original; //texunit:2
uniform float exposure;
uniform float white;
+uniform highp float luminance_cap;
#ifdef GLOW_USE_AUTO_EXPOSURE
@@ -271,7 +272,7 @@ void main() {
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
- frag_color *= feedback;
+ frag_color = min(frag_color * feedback, vec4(luminance_cap));
#endif
diff --git a/drivers/gles3/shaders/lens_distorted.glsl b/drivers/gles3/shaders/lens_distorted.glsl
new file mode 100644
index 0000000000..7b9d0b347f
--- /dev/null
+++ b/drivers/gles3/shaders/lens_distorted.glsl
@@ -0,0 +1,64 @@
+/* clang-format off */
+[vertex]
+
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+
+uniform vec2 offset;
+uniform vec2 scale;
+
+out vec2 uv_interp;
+
+void main() {
+
+ uv_interp = vertex_attrib.xy * 2.0 - 1.0;
+
+ vec2 v = vertex_attrib.xy * scale + offset;
+ gl_Position = vec4(v, 0.0, 1.0);
+}
+
+/* clang-format off */
+[fragment]
+
+uniform sampler2D source; //texunit:0
+/* clang-format on */
+
+uniform vec2 eye_center;
+uniform float k1;
+uniform float k2;
+uniform float upscale;
+uniform float aspect_ratio;
+
+in vec2 uv_interp;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ vec2 coords = uv_interp;
+ vec2 offset = coords - eye_center;
+
+ // take aspect ratio into account
+ offset.y /= aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + eye_center;
+ coords /= upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ frag_color = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ frag_color = textureLod(source, coords, 0.0);
+ }
+}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 12cbe02d0c..407e7ec591 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -3,6 +3,8 @@
#define M_PI 3.14159265359
+#define SHADER_IS_SRGB false
+
/*
from VisualServer:
@@ -40,8 +42,6 @@ layout(location = 4) in vec2 uv_attrib;
layout(location = 5) in vec2 uv2_attrib;
#endif
-uniform float normal_mult;
-
#ifdef USE_SKELETON
layout(location = 6) in uvec4 bone_indices; // attrib:6
layout(location = 7) in vec4 bone_weights; // attrib:7
@@ -96,6 +96,8 @@ layout(std140) uniform SceneData { // ubo:0
bool fog_depth_enabled;
highp float fog_depth_begin;
+ highp float fog_depth_end;
+ mediump float fog_density;
highp float fog_depth_curve;
bool fog_transmit_enabled;
highp float fog_transmit_curve;
@@ -276,11 +278,10 @@ void main() {
}
#endif
- vec3 normal = normal_attrib * normal_mult;
+ vec3 normal = normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 tangent = tangent_attrib.xyz;
- tangent *= normal_mult;
float binormalf = tangent_attrib.a;
#endif
@@ -514,6 +515,7 @@ VERTEX_SHADER_CODE
/* clang-format off */
[fragment]
+
/* texture unit usage, N is max_texture_unity-N
1-skeleton
@@ -533,6 +535,7 @@ uniform highp mat4 world_transform;
/* clang-format on */
#define M_PI 3.14159265359
+#define SHADER_IS_SRGB false
/* Varyings */
@@ -671,6 +674,8 @@ layout(std140) uniform SceneData {
bool fog_depth_enabled;
highp float fog_depth_begin;
+ highp float fog_depth_end;
+ mediump float fog_density;
highp float fog_depth_curve;
bool fog_transmit_enabled;
highp float fog_transmit_curve;
@@ -916,13 +921,14 @@ float GTR1(float NdotH, float a) {
return (a2 - 1.0) / (M_PI * log(a2) * t);
}
-vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) {
- float dielectric = (0.034 * 2.0) * specular;
- // energy conservation
- return mix(vec3(dielectric), albedo, metallic); // TODO: reference?
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ 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 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) {
#if defined(USE_LIGHT_SHADER_CODE)
// light is written by the light shader
@@ -944,6 +950,18 @@ LIGHT_SHADER_CODE
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cNdotH = max(dot(N, H), 0.0);
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
+ float cLdotH = max(dot(L, H), 0.0);
+#endif
+
if (metallic < 1.0) {
#if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL;
@@ -978,13 +996,9 @@ LIGHT_SHADER_CODE
#elif defined(DIFFUSE_BURLEY)
{
-
- vec3 H = normalize(V + L);
- float cLdotH = max(0.0, dot(L, H));
-
- float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
- float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV);
- float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL);
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
/*
float energyBias = mix(roughness, 0.0, 0.5);
@@ -1020,16 +1034,23 @@ LIGHT_SHADER_CODE
#if defined(SPECULAR_BLINN)
- vec3 H = normalize(V + L);
- float cNdotH = max(dot(N, H), 0.0);
- float intensity = pow(cNdotH, (1.0 - roughness) * 256.0);
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
float cRdotV = max(0.0, dot(R, V));
- float intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
specular_light += light_color * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_TOON)
@@ -1047,18 +1068,12 @@ LIGHT_SHADER_CODE
#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
- vec3 H = normalize(V + L);
-
- float cNdotH = max(dot(N, H), 0.0);
- float cLdotH = max(dot(L, H), 0.0);
-
#if defined(LIGHT_USE_ANISOTROPY)
+ float alpha = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
- float rx = roughness / aspect;
- float ry = roughness * aspect;
- float ax = rx * rx;
- float ay = ry * ry;
+ float ax = alpha / aspect;
+ float ay = alpha * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
@@ -1070,33 +1085,27 @@ LIGHT_SHADER_CODE
float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
#endif
// F
- float F0 = 1.0; // FIXME
+ vec3 f0 = F0(metallic, specular, diffuse_color);
float cLdotH5 = SchlickFresnel(cLdotH);
- float F = mix(cLdotH5, 1.0, F0);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
- float specular_brdf_NL = cNdotL * D * F * G;
+ vec3 specular_brdf_NL = cNdotL * D * F * G;
specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#endif
#if defined(LIGHT_USE_CLEARCOAT)
- if (clearcoat_gloss > 0.0) {
-#if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN)
- vec3 H = normalize(V + L);
-#endif
+
#if !defined(SPECULAR_SCHLICK_GGX)
- float cNdotH = max(dot(N, H), 0.0);
- float cLdotH = max(dot(L, H), 0.0);
- float cLdotH5 = SchlickFresnel(cLdotH);
+ float cLdotH5 = SchlickFresnel(cLdotH);
#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
- float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
- float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
- }
+ specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
#endif
}
@@ -1121,8 +1130,9 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p
avg += textureProj(shadow, vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
return avg * (1.0 / 13.0);
+#endif
-#elif defined(SHADOW_MODE_PCF_5)
+#ifdef SHADOW_MODE_PCF_5
float avg = textureProj(shadow, vec4(pos, depth, 1.0));
avg += textureProj(shadow, vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
@@ -1131,7 +1141,9 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p
avg += textureProj(shadow, vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
return avg * (1.0 / 5.0);
-#else
+#endif
+
+#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
return textureProj(shadow, vec4(pos, depth, 1.0));
@@ -1173,7 +1185,7 @@ 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 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) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1227,10 +1239,10 @@ 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, 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);
}
-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 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) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
@@ -1262,7 +1274,7 @@ 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, 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);
}
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) {
@@ -1322,7 +1334,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 t
reflection_accum += reflection;
}
-#ifndef USE_LIGHTMAP
+#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (reflections[idx].ambient.a > 0.0) { //compute ambient using skybox
vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal, 0.0)).xyz;
@@ -1492,7 +1504,7 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
//irradiance
- vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI)), max_distance, p_bias);
+ vec3 irr_light = voxel_cone_trace(probe, cell_size, probe_pos, environment, blend_ambient, ref_vec, max(min_ref_tan, tan(roughness * 0.5 * M_PI * 0.99)), max_distance, p_bias);
irr_light *= multiplier;
//irr_light=vec3(0.0);
@@ -1573,24 +1585,24 @@ void main() {
float alpha = 1.0;
-#if defined(DO_SIDE_CHECK)
- float side = gl_FrontFacing ? 1.0 : -1.0;
-#else
- float side = 1.0;
-#endif
-
#if defined(ALPHA_SCISSOR_USED)
float alpha_scissor = 0.5;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- vec3 binormal = normalize(binormal_interp) * side;
- vec3 tangent = normalize(tangent_interp) * side;
+ vec3 binormal = normalize(binormal_interp);
+ vec3 tangent = normalize(tangent_interp);
#else
vec3 binormal = vec3(0.0);
vec3 tangent = vec3(0.0);
#endif
- vec3 normal = normalize(normal_interp) * side;
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
#if defined(ENABLE_UV_INTERP)
vec2 uv = uv_interp;
@@ -1646,7 +1658,7 @@ FRAGMENT_SHADER_CODE
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
- normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
#endif
@@ -1877,7 +1889,7 @@ 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, 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);
#endif
#endif //#USE_LIGHT_DIRECTIONAL
@@ -1939,7 +1951,7 @@ FRAGMENT_SHADER_CODE
} else {
specular_light += env_reflection_light;
}
-#ifndef USE_LIGHTMAP
+#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
if (ambient_accum.a > 0.0) {
ambient_light = ambient_accum.rgb / ambient_accum.a;
}
@@ -1951,11 +1963,11 @@ FRAGMENT_SHADER_CODE
#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, 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);
}
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, 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);
}
#endif //USE_VERTEX_LIGHTING
@@ -1976,7 +1988,7 @@ FRAGMENT_SHADER_CODE
diffuse_light *= ao_light_affect;
#endif
- //energy conservation
+ // base color remapping
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;
@@ -1993,10 +2005,10 @@ FRAGMENT_SHADER_CODE
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 AB = vec2(-1.04, 1.04) * a004 + r.zw;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- vec3 specular_color = metallic_to_specular_color(metallic, specular, albedo);
- specular_light *= AB.x * specular_color + AB.y;
+ vec3 f0 = F0(metallic, specular, albedo);
+ specular_light *= env.x * f0 + env.y;
#endif
}
@@ -2015,10 +2027,11 @@ FRAGMENT_SHADER_CODE
//apply fog
if (fog_depth_enabled) {
+ float fog_far = fog_depth_end > 0 ? fog_depth_end : z_far;
- float fog_z = smoothstep(fog_depth_begin, z_far, length(vertex));
+ float fog_z = smoothstep(fog_depth_begin, fog_far, length(vertex));
- fog_amount = pow(fog_z, fog_depth_curve);
+ fog_amount = pow(fog_z, fog_depth_curve) * fog_density;
if (fog_transmit_enabled) {
vec3 total_light = emission + ambient_light + specular_light + diffuse_light;
float transmit = pow(fog_z, fog_transmit_curve);
@@ -2035,7 +2048,7 @@ FRAGMENT_SHADER_CODE
emission = emission * rev_amount + fog_color * fog_amount;
ambient_light *= rev_amount;
- specular_light *rev_amount;
+ specular_light *= rev_amount;
diffuse_light *= rev_amount;
}
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index dd6d78849b..80ad003c80 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -124,13 +124,16 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
#endif
vec3 tonemap_filmic(vec3 color, float white) {
- const float A = 0.15f;
- const float B = 0.50f;
+ // exposure bias: input scale (color *= bias, white *= bias) to make the brighness consistent with other tonemappers
+ // also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
+ // has no effect on the curve's general shape or visual properties
+ const float exposure_bias = 2.0f;
+ const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
+ const float B = 0.30f * exposure_bias;
const float C = 0.10f;
const float D = 0.20f;
- const float E = 0.02f;
+ const float E = 0.01f;
const float F = 0.30f;
- const float W = 11.2f;
vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
@@ -139,10 +142,11 @@ vec3 tonemap_filmic(vec3 color, float white) {
}
vec3 tonemap_aces(vec3 color, float white) {
- const float A = 2.51f;
- const float B = 0.03f;
- const float C = 2.43f;
- const float D = 0.59f;
+ const float exposure_bias = 0.85f;
+ const float A = 2.51f * exposure_bias * exposure_bias;
+ const float B = 0.03f * exposure_bias;
+ const float C = 2.43f * exposure_bias * exposure_bias;
+ const float D = 0.59f * exposure_bias;
const float E = 0.14f;
vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
@@ -151,8 +155,8 @@ vec3 tonemap_aces(vec3 color, float white) {
return clamp(color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f));
}
-vec3 tonemap_reindhart(vec3 color, float white) {
- return clamp((color) / (1.0f + color) * (1.0f + (color / (white))), vec3(0.0f), vec3(1.0f)); // whitepoint is probably not in linear space here!
+vec3 tonemap_reinhard(vec3 color, float white) {
+ return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
}
vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1]
@@ -161,8 +165,8 @@ vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped
}
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
-#ifdef USE_REINDHART_TONEMAPPER
- return tonemap_reindhart(color, white);
+#ifdef USE_REINHARD_TONEMAPPER
+ return tonemap_reinhard(color, white);
#endif
#ifdef USE_FILMIC_TONEMAPPER
diff --git a/drivers/png/SCsub b/drivers/png/SCsub
index 39480351a6..22fb1817d1 100644
--- a/drivers/png/SCsub
+++ b/drivers/png/SCsub
@@ -26,14 +26,24 @@ if env['builtin_libpng']:
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
- env_png.add_source_files(env.drivers_sources, thirdparty_sources)
env_png.Append(CPPPATH=[thirdparty_dir])
+ # Needed for drivers includes and in platform/javascript
+ env.Append(CPPPATH=[thirdparty_dir])
# Currently .ASM filter_neon.S does not compile on NT.
import os
- if ("neon_enabled" in env and env["neon_enabled"]) and os.name != "nt":
+ use_neon = "neon_enabled" in env and env["neon_enabled"] and os.name != "nt"
+ if use_neon:
env_png.Append(CPPFLAGS=["-DPNG_ARM_NEON_OPT=2"])
- env_neon = env_png.Clone()
+ else:
+ env_png.Append(CPPFLAGS=["-DPNG_ARM_NEON_OPT=0"])
+
+ env_thirdparty = env_png.Clone()
+ env_thirdparty.disable_warnings()
+ env_thirdparty.add_source_files(env.drivers_sources, thirdparty_sources)
+
+ if use_neon:
+ env_neon = env_thirdparty.Clone()
if "S_compiler" in env:
env_neon['CC'] = env['S_compiler']
neon_sources = []
@@ -41,8 +51,6 @@ if env['builtin_libpng']:
neon_sources.append(env_neon.Object(thirdparty_dir + "/arm/filter_neon_intrinsics.c"))
neon_sources.append(env_neon.Object(thirdparty_dir + "/arm/filter_neon.S"))
env.drivers_sources += neon_sources
- else:
- env_png.Append(CPPFLAGS=["-DPNG_ARM_NEON_OPT=0"])
# Godot source files
env_png.add_source_files(env.drivers_sources, "*.cpp")
diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp
index 04acb9387e..a4ea889d3b 100644
--- a/drivers/png/image_loader_png.cpp
+++ b/drivers/png/image_loader_png.cpp
@@ -227,10 +227,7 @@ static void user_read_data(png_structp png_ptr, png_bytep data, png_size_t p_len
PNGReadStatus *rstatus;
rstatus = (PNGReadStatus *)png_get_io_ptr(png_ptr);
- png_size_t to_read = p_length;
- if (rstatus->size >= 0) {
- to_read = MIN(p_length, rstatus->size - rstatus->offset);
- }
+ png_size_t to_read = MIN(p_length, rstatus->size - rstatus->offset);
memcpy(data, &rstatus->image[rstatus->offset], to_read);
rstatus->offset += to_read;
diff --git a/drivers/pulseaudio/SCsub b/drivers/pulseaudio/SCsub
index ee39fd2631..28b315ae66 100644
--- a/drivers/pulseaudio/SCsub
+++ b/drivers/pulseaudio/SCsub
@@ -3,5 +3,3 @@
Import('env')
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.cpp b/drivers/pulseaudio/audio_driver_pulseaudio.cpp
index 7578fbc0a0..720824d451 100644
--- a/drivers/pulseaudio/audio_driver_pulseaudio.cpp
+++ b/drivers/pulseaudio/audio_driver_pulseaudio.cpp
@@ -43,10 +43,13 @@ void AudioDriverPulseAudio::pa_state_cb(pa_context *c, void *userdata) {
case PA_CONTEXT_FAILED:
ad->pa_ready = -1;
break;
-
case PA_CONTEXT_READY:
ad->pa_ready = 1;
break;
+ default:
+ // TODO: Check if we want to handle some of the other
+ // PA context states like PA_CONTEXT_UNCONNECTED.
+ break;
}
}
@@ -340,12 +343,12 @@ void AudioDriverPulseAudio::thread_func(void *p_udata) {
unsigned int out_idx = 0;
for (unsigned int i = 0; i < ad->buffer_frames; i++) {
- for (unsigned int j = 0; j < ad->pa_map.channels - 1; j++) {
+ for (int j = 0; j < ad->pa_map.channels - 1; j++) {
ad->samples_out.write[out_idx++] = ad->samples_in[in_idx++] >> 16;
}
- uint32_t l = ad->samples_in[in_idx++];
- uint32_t r = ad->samples_in[in_idx++];
- ad->samples_out.write[out_idx++] = ((l >> 1) + (r >> 1)) >> 16;
+ uint32_t l = ad->samples_in[in_idx++] >> 16;
+ uint32_t r = ad->samples_in[in_idx++] >> 16;
+ ad->samples_out.write[out_idx++] = (l + r) / 2;
}
}
}
@@ -371,7 +374,7 @@ void AudioDriverPulseAudio::thread_func(void *p_udata) {
const void *ptr = ad->samples_out.ptr();
ret = pa_stream_write(ad->pa_str, (char *)ptr + write_ofs, bytes_to_write, NULL, 0LL, PA_SEEK_RELATIVE);
if (ret != 0) {
- ERR_PRINT("pa_stream_write error");
+ ERR_PRINTS("PulseAudio: pa_stream_write error: " + String(pa_strerror(ret)));
} else {
avail_bytes -= bytes_to_write;
write_ofs += bytes_to_write;
@@ -398,6 +401,9 @@ void AudioDriverPulseAudio::thread_func(void *p_udata) {
break;
}
}
+
+ avail_bytes = 0;
+ write_ofs = 0;
}
if (ad->pa_rec_str && pa_stream_get_state(ad->pa_rec_str) == PA_STREAM_READY) {
@@ -610,20 +616,18 @@ Error AudioDriverPulseAudio::capture_init_device() {
break;
}
- print_verbose("PulseAudio: detected " + itos(pa_rec_map.channels) + " input channels");
-
pa_sample_spec spec;
spec.format = PA_SAMPLE_S16LE;
spec.channels = pa_rec_map.channels;
spec.rate = mix_rate;
- int latency = 30;
- input_buffer_frames = closest_power_of_2(latency * mix_rate / 1000);
- int buffer_size = input_buffer_frames * spec.channels;
+ int input_latency = 30;
+ int input_buffer_frames = closest_power_of_2(input_latency * mix_rate / 1000);
+ int input_buffer_size = input_buffer_frames * spec.channels;
pa_buffer_attr attr;
- attr.fragsize = buffer_size * sizeof(int16_t);
+ attr.fragsize = input_buffer_size * sizeof(int16_t);
pa_rec_str = pa_stream_new(pa_ctx, "Record", &spec, &pa_rec_map);
if (pa_rec_str == NULL) {
@@ -639,9 +643,10 @@ Error AudioDriverPulseAudio::capture_init_device() {
ERR_FAIL_V(ERR_CANT_OPEN);
}
- input_buffer.resize(input_buffer_frames * 8);
- input_position = 0;
- input_size = 0;
+ input_buffer_init(input_buffer_frames);
+
+ print_verbose("PulseAudio: detected " + itos(pa_rec_map.channels) + " input channels");
+ print_verbose("PulseAudio: input buffer frames: " + itos(input_buffer_frames) + " calculated latency: " + itos(input_buffer_frames * 1000 / mix_rate) + "ms");
return OK;
}
@@ -757,7 +762,6 @@ AudioDriverPulseAudio::AudioDriverPulseAudio() {
mix_rate = 0;
buffer_frames = 0;
- input_buffer_frames = 0;
pa_buffer_size = 0;
channels = 0;
pa_ready = 0;
diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.h b/drivers/pulseaudio/audio_driver_pulseaudio.h
index f8358a452b..d8bab841ff 100644
--- a/drivers/pulseaudio/audio_driver_pulseaudio.h
+++ b/drivers/pulseaudio/audio_driver_pulseaudio.h
@@ -64,7 +64,6 @@ class AudioDriverPulseAudio : public AudioDriver {
unsigned int mix_rate;
unsigned int buffer_frames;
- unsigned int input_buffer_frames;
unsigned int pa_buffer_size;
int channels;
int pa_ready;
diff --git a/drivers/register_driver_types.cpp b/drivers/register_driver_types.cpp
index c6d36a5749..9f5d9c1abf 100644
--- a/drivers/register_driver_types.cpp
+++ b/drivers/register_driver_types.cpp
@@ -31,11 +31,11 @@
#include "register_driver_types.h"
#include "core/math/geometry.h"
-#include "png/image_loader_png.h"
-#include "png/resource_saver_png.h"
+#include "drivers/png/image_loader_png.h"
+#include "drivers/png/resource_saver_png.h"
#ifdef TOOLS_ENABLED
-#include "convex_decomp/b2d_decompose.h"
+#include "drivers/convex_decomp/b2d_decompose.h"
#endif
#ifdef TOOLS_ENABLED
diff --git a/drivers/rtaudio/SCsub b/drivers/rtaudio/SCsub
index 2b0a602965..285658073c 100644
--- a/drivers/rtaudio/SCsub
+++ b/drivers/rtaudio/SCsub
@@ -11,9 +11,12 @@ thirdparty_sources = [
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
-env.add_source_files(env.drivers_sources, thirdparty_sources)
env.Append(CPPPATH=[thirdparty_dir])
+env_thirdparty = env.Clone()
+env_thirdparty.disable_warnings()
+env_thirdparty.add_source_files(env.drivers_sources, thirdparty_sources)
+
# Driver source files
env.add_source_files(env.drivers_sources, "*.cpp")
diff --git a/drivers/rtaudio/audio_driver_rtaudio.cpp b/drivers/rtaudio/audio_driver_rtaudio.cpp
index 10ba0663f2..bc6ceb1e7e 100644
--- a/drivers/rtaudio/audio_driver_rtaudio.cpp
+++ b/drivers/rtaudio/audio_driver_rtaudio.cpp
@@ -114,11 +114,12 @@ Error AudioDriverRtAudio::init() {
unsigned int buffer_frames = closest_power_of_2(latency * mix_rate / 1000);
print_verbose("Audio buffer frames: " + itos(buffer_frames) + " calculated latency: " + itos(buffer_frames * 1000 / mix_rate) + "ms");
- short int tries = 2;
+ short int tries = 4;
- while (tries >= 0) {
+ while (tries > 0) {
switch (speaker_mode) {
case SPEAKER_MODE_STEREO: parameters.nChannels = 2; break;
+ case SPEAKER_SURROUND_31: parameters.nChannels = 4; break;
case SPEAKER_SURROUND_51: parameters.nChannels = 6; break;
case SPEAKER_SURROUND_71: parameters.nChannels = 8; break;
};
@@ -128,12 +129,14 @@ Error AudioDriverRtAudio::init() {
active = true;
break;
- } catch (RtAudioError &e) {
+ } catch (RtAudioError) {
// try with less channels
ERR_PRINT("Unable to open audio, retrying with fewer channels...");
switch (speaker_mode) {
- case SPEAKER_SURROUND_51: speaker_mode = SPEAKER_MODE_STEREO; break;
+ case SPEAKER_MODE_STEREO: break; // Required to silence unhandled enum value warning.
+ case SPEAKER_SURROUND_31: speaker_mode = SPEAKER_MODE_STEREO; break;
+ case SPEAKER_SURROUND_51: speaker_mode = SPEAKER_SURROUND_31; break;
case SPEAKER_SURROUND_71: speaker_mode = SPEAKER_SURROUND_51; break;
}
diff --git a/drivers/unix/SCsub b/drivers/unix/SCsub
index ada8255580..4888f56099 100644
--- a/drivers/unix/SCsub
+++ b/drivers/unix/SCsub
@@ -5,5 +5,3 @@ Import('env')
env.add_source_files(env.drivers_sources, "*.cpp")
env["check_c_headers"] = [ [ "mntent.h", "HAVE_MNTENT" ] ]
-
-Export('env')
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index a5a9258c4a..bea249d4b6 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -309,7 +309,7 @@ Error DirAccessUnix::change_dir(String p_dir) {
// prev_dir is the directory we are changing out of
String prev_dir;
char real_current_dir_name[2048];
- getcwd(real_current_dir_name, 2048);
+ ERR_FAIL_COND_V(getcwd(real_current_dir_name, 2048) == NULL, ERR_BUG);
if (prev_dir.parse_utf8(real_current_dir_name))
prev_dir = real_current_dir_name; //no utf8, maybe latin?
@@ -328,9 +328,20 @@ Error DirAccessUnix::change_dir(String p_dir) {
return ERR_INVALID_PARAMETER;
}
+ String base = _get_root_path();
+ if (base != String() && !try_dir.begins_with(base)) {
+ ERR_FAIL_COND_V(getcwd(real_current_dir_name, 2048) == NULL, ERR_BUG);
+ String new_dir;
+ new_dir.parse_utf8(real_current_dir_name);
+
+ if (!new_dir.begins_with(base)) {
+ try_dir = current_dir; //revert
+ }
+ }
+
// the directory exists, so set current_dir to try_dir
current_dir = try_dir;
- chdir(prev_dir.utf8().get_data());
+ ERR_FAIL_COND_V(chdir(prev_dir.utf8().get_data()) != 0, ERR_BUG);
return OK;
}
@@ -391,7 +402,7 @@ size_t DirAccessUnix::get_space_left() {
return vfs.f_bfree * vfs.f_bsize;
#else
-#warning THIS IS BROKEN
+ // FIXME: Implement this.
return 0;
#endif
};
@@ -405,7 +416,7 @@ DirAccessUnix::DirAccessUnix() {
// set current directory to an absolute path of the current directory
char real_current_dir_name[2048];
- getcwd(real_current_dir_name, 2048);
+ ERR_FAIL_COND(getcwd(real_current_dir_name, 2048) == NULL);
if (current_dir.parse_utf8(real_current_dir_name))
current_dir = real_current_dir_name;
diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp
index 9dcc6038ab..833b17f122 100644
--- a/drivers/unix/net_socket_posix.cpp
+++ b/drivers/unix/net_socket_posix.cpp
@@ -42,12 +42,8 @@
#include <sys/types.h>
#include <unistd.h>
#ifndef NO_FCNTL
-#ifdef __HAIKU__
#include <fcntl.h>
#else
-#include <sys/fcntl.h>
-#endif
-#else
#include <sys/ioctl.h>
#endif
#include <netinet/in.h>
@@ -59,7 +55,7 @@
#include <netinet/tcp.h>
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(__APPLE__)
#define MSG_NOSIGNAL SO_NOSIGPIPE
#endif
@@ -68,29 +64,33 @@
#define SOCK_BUF(x) x
#define SOCK_CBUF(x) x
#define SOCK_IOCTL ioctl
-#define SOCK_POLL ::poll
#define SOCK_CLOSE ::close
/* Windows */
#elif defined(WINDOWS_ENABLED)
#include <winsock2.h>
#include <ws2tcpip.h>
+
+#include <mswsock.h>
// Some custom defines to minimize ifdefs
#define SOCK_EMPTY INVALID_SOCKET
#define SOCK_BUF(x) (char *)(x)
#define SOCK_CBUF(x) (const char *)(x)
#define SOCK_IOCTL ioctlsocket
-#define SOCK_POLL WSAPoll
#define SOCK_CLOSE closesocket
// Windows doesn't have this flag
#ifndef MSG_NOSIGNAL
#define MSG_NOSIGNAL 0
#endif
+// Workaround missing flag in MinGW
+#if defined(__MINGW32__) && !defined(SIO_UDP_NETRESET)
+#define SIO_UDP_NETRESET _WSAIOW(IOC_VENDOR, 15)
+#endif
#endif
-static size_t _set_addr_storage(struct sockaddr_storage *p_addr, const IP_Address &p_ip, uint16_t p_port, IP::Type p_ip_type) {
+size_t NetSocketPosix::_set_addr_storage(struct sockaddr_storage *p_addr, const IP_Address &p_ip, uint16_t p_port, IP::Type p_ip_type) {
memset(p_addr, 0, sizeof(struct sockaddr_storage));
if (p_ip_type == IP::TYPE_IPV6 || p_ip_type == IP::TYPE_ANY) { // IPv6 socket
@@ -110,7 +110,7 @@ static size_t _set_addr_storage(struct sockaddr_storage *p_addr, const IP_Addres
} else { // IPv4 socket
// IPv4 socket with IPv6 address
- ERR_FAIL_COND_V(!p_ip.is_ipv4(), 0);
+ ERR_FAIL_COND_V(!p_ip.is_wildcard() && !p_ip.is_ipv4(), 0);
struct sockaddr_in *addr4 = (struct sockaddr_in *)p_addr;
addr4->sin_family = AF_INET;
@@ -122,12 +122,11 @@ static size_t _set_addr_storage(struct sockaddr_storage *p_addr, const IP_Addres
addr4->sin_addr.s_addr = INADDR_ANY;
}
- copymem(&addr4->sin_addr.s_addr, p_ip.get_ipv4(), 16);
return sizeof(sockaddr_in);
}
}
-static void _set_ip_port(IP_Address &r_ip, uint16_t &r_port, struct sockaddr_storage *p_addr) {
+void NetSocketPosix::_set_ip_port(struct sockaddr_storage *p_addr, IP_Address &r_ip, uint16_t &r_port) {
if (p_addr->ss_family == AF_INET) {
@@ -260,6 +259,21 @@ Error NetSocketPosix::open(Type p_sock_type, IP::Type &ip_type) {
}
_is_stream = p_sock_type == TYPE_TCP;
+
+#if defined(WINDOWS_ENABLED)
+ if (!_is_stream) {
+ // Disable windows feature/bug reporting WSAECONNRESET/WSAENETRESET when
+ // recv/recvfrom and an ICMP reply was received from a previous send/sendto.
+ unsigned long disable = 0;
+ if (ioctlsocket(_sock, SIO_UDP_CONNRESET, &disable) == SOCKET_ERROR) {
+ print_verbose("Unable to turn off UDP WSAECONNRESET behaviour on Windows");
+ }
+ if (ioctlsocket(_sock, SIO_UDP_NETRESET, &disable) == SOCKET_ERROR) {
+ // This feature seems not to be supported on wine.
+ print_verbose("Unable to turn off UDP WSAENETRESET behaviour on Windows");
+ }
+ }
+#endif
return OK;
}
@@ -331,10 +345,58 @@ Error NetSocketPosix::connect_to_host(IP_Address p_host, uint16_t p_port) {
return OK;
}
-Error NetSocketPosix::poll(PollType p_type, int timeout) const {
+Error NetSocketPosix::poll(PollType p_type, int p_timeout) const {
ERR_FAIL_COND_V(!is_open(), ERR_UNCONFIGURED);
+#if defined(WINDOWS_ENABLED)
+ bool ready = false;
+ fd_set rd, wr, ex;
+ fd_set *rdp = NULL;
+ fd_set *wrp = NULL;
+ FD_ZERO(&rd);
+ FD_ZERO(&wr);
+ FD_ZERO(&ex);
+ FD_SET(_sock, &ex);
+ struct timeval timeout = { p_timeout, 0 };
+ // For blocking operation, pass NULL timeout pointer to select.
+ struct timeval *tp = NULL;
+ if (p_timeout >= 0) {
+ // If timeout is non-negative, we want to specify the timeout instead.
+ tp = &timeout;
+ }
+
+ switch (p_type) {
+ case POLL_TYPE_IN:
+ FD_SET(_sock, &rd);
+ rdp = &rd;
+ break;
+ case POLL_TYPE_OUT:
+ FD_SET(_sock, &wr);
+ wrp = &wr;
+ break;
+ case POLL_TYPE_IN_OUT:
+ FD_SET(_sock, &rd);
+ FD_SET(_sock, &wr);
+ rdp = &rd;
+ wrp = &wr;
+ }
+ int ret = select(1, rdp, wrp, &ex, tp);
+
+ ERR_FAIL_COND_V(ret == SOCKET_ERROR, FAILED);
+
+ if (ret == 0)
+ return ERR_BUSY;
+
+ ERR_FAIL_COND_V(FD_ISSET(_sock, &ex), FAILED);
+
+ if (rdp && FD_ISSET(_sock, rdp))
+ ready = true;
+ if (wrp && FD_ISSET(_sock, wrp))
+ ready = true;
+
+ return ready ? OK : ERR_BUSY;
+#else
struct pollfd pfd;
pfd.fd = _sock;
pfd.events = POLLIN;
@@ -351,14 +413,16 @@ Error NetSocketPosix::poll(PollType p_type, int timeout) const {
pfd.events = POLLOUT || POLLIN;
}
- int ret = SOCK_POLL(&pfd, 1, timeout);
+ int ret = ::poll(&pfd, 1, p_timeout);
ERR_FAIL_COND_V(ret < 0, FAILED);
+ ERR_FAIL_COND_V(pfd.revents & POLLERR, FAILED);
if (ret == 0)
return ERR_BUSY;
return OK;
+#endif
}
Error NetSocketPosix::recv(uint8_t *p_buffer, int p_len, int &r_read) {
@@ -490,7 +554,7 @@ void NetSocketPosix::set_ipv6_only_enabled(bool p_enabled) {
void NetSocketPosix::set_tcp_no_delay_enabled(bool p_enabled) {
ERR_FAIL_COND(!is_open());
- ERR_FAIL_COND(_ip_type != TYPE_TCP);
+ ERR_FAIL_COND(!_is_stream); // Not TCP
int par = p_enabled ? 1 : 0;
if (setsockopt(_sock, IPPROTO_TCP, TCP_NODELAY, SOCK_CBUF(&par), sizeof(int)) < 0) {
@@ -543,7 +607,7 @@ Ref<NetSocket> NetSocketPosix::accept(IP_Address &r_ip, uint16_t &r_port) {
SOCKET_TYPE fd = ::accept(_sock, (struct sockaddr *)&their_addr, &size);
ERR_FAIL_COND_V(fd == SOCK_EMPTY, out);
- _set_ip_port(r_ip, r_port, &their_addr);
+ _set_ip_port(&their_addr, r_ip, r_port);
NetSocketPosix *ns = memnew(NetSocketPosix);
ns->_set_socket(fd, _ip_type, _is_stream);
diff --git a/drivers/unix/net_socket_posix.h b/drivers/unix/net_socket_posix.h
index 8177e01987..010f2ea6e0 100644
--- a/drivers/unix/net_socket_posix.h
+++ b/drivers/unix/net_socket_posix.h
@@ -39,6 +39,7 @@
#define SOCKET_TYPE SOCKET
#else
+#include <sys/socket.h>
#define SOCKET_TYPE int
#endif
@@ -68,6 +69,8 @@ protected:
public:
static void make_default();
static void cleanup();
+ static void _set_ip_port(struct sockaddr_storage *p_addr, IP_Address &r_ip, uint16_t &r_port);
+ static size_t _set_addr_storage(struct sockaddr_storage *p_addr, const IP_Address &p_ip, uint16_t p_port, IP::Type p_ip_type);
virtual Error open(Type p_sock_type, IP::Type &ip_type);
virtual void close();
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index 9936c95cf9..279274734f 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -45,6 +45,7 @@
#ifdef __APPLE__
#include <mach-o/dyld.h>
+#include <mach/mach_time.h>
#endif
#if defined(__FreeBSD__) || defined(__OpenBSD__)
@@ -64,6 +65,32 @@
#include <sys/wait.h>
#include <unistd.h>
+/// Clock Setup function (used by get_ticks_usec)
+static uint64_t _clock_start = 0;
+#if defined(__APPLE__)
+static double _clock_scale = 0;
+static void _setup_clock() {
+ mach_timebase_info_data_t info;
+ kern_return_t ret = mach_timebase_info(&info);
+ ERR_EXPLAIN("OS CLOCK IS NOT WORKING!");
+ ERR_FAIL_COND(ret != 0);
+ _clock_scale = ((double)info.numer / (double)info.denom) / 1000.0;
+ _clock_start = mach_absolute_time() * _clock_scale;
+}
+#else
+#if defined(CLOCK_MONOTONIC_RAW) && !defined(JAVASCRIPT_ENABLED) // This is a better clock on Linux.
+#define GODOT_CLOCK CLOCK_MONOTONIC_RAW
+#else
+#define GODOT_CLOCK CLOCK_MONOTONIC
+#endif
+static void _setup_clock() {
+ struct timespec tv_now = { 0, 0 };
+ ERR_EXPLAIN("OS CLOCK IS NOT WORKING!");
+ ERR_FAIL_COND(clock_gettime(GODOT_CLOCK, &tv_now) != 0);
+ _clock_start = ((uint64_t)tv_now.tv_nsec / 1000L) + (uint64_t)tv_now.tv_sec * 1000000L;
+}
+#endif
+
void OS_Unix::debug_break() {
assert(false);
@@ -126,8 +153,7 @@ void OS_Unix::initialize_core() {
IP_Unix::make_default();
#endif
- ticks_start = 0;
- ticks_start = get_ticks_usec();
+ _setup_clock();
struct sigaction sa;
sa.sa_handler = &handle_sigchld;
@@ -246,17 +272,27 @@ void OS_Unix::delay_usec(uint32_t p_usec) const {
}
uint64_t OS_Unix::get_ticks_usec() const {
- struct timeval tv_now;
- gettimeofday(&tv_now, NULL);
-
- uint64_t longtime = (uint64_t)tv_now.tv_usec + (uint64_t)tv_now.tv_sec * 1000000L;
- longtime -= ticks_start;
+#if defined(__APPLE__)
+ uint64_t longtime = mach_absolute_time() * _clock_scale;
+#else
+ // Unchecked return. Static analyzers might complain.
+ // If _setup_clock() succeded, we assume clock_gettime() works.
+ struct timespec tv_now = { 0, 0 };
+ clock_gettime(GODOT_CLOCK, &tv_now);
+ uint64_t longtime = ((uint64_t)tv_now.tv_nsec / 1000L) + (uint64_t)tv_now.tv_sec * 1000000L;
+#endif
+ longtime -= _clock_start;
return longtime;
}
Error OS_Unix::execute(const String &p_path, const List<String> &p_arguments, bool p_blocking, ProcessID *r_child_id, String *r_pipe, int *r_exitcode, bool read_stderr) {
+#ifdef __EMSCRIPTEN__
+ // Don't compile this code at all to avoid undefined references.
+ // Actual virtual call goes to OS_JavaScript.
+ ERR_FAIL_V(ERR_BUG);
+#else
if (p_blocking && r_pipe) {
String argss;
@@ -323,6 +359,7 @@ Error OS_Unix::execute(const String &p_path, const List<String> &p_arguments, bo
}
return OK;
+#endif
}
Error OS_Unix::kill(const ProcessID &p_pid) {
@@ -456,9 +493,11 @@ String OS_Unix::get_executable_path() const {
//fix for running from a symlink
char buf[256];
memset(buf, 0, 256);
- readlink("/proc/self/exe", buf, sizeof(buf));
+ ssize_t len = readlink("/proc/self/exe", buf, sizeof(buf));
String b;
- b.parse_utf8(buf);
+ if (len > 0) {
+ b.parse_utf8(buf, len);
+ }
if (b == "") {
WARN_PRINT("Couldn't get executable path from /proc/self/exe, using argv[0]");
return OS::get_executable_path();
diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h
index f4abfa2dd4..b702454603 100644
--- a/drivers/unix/os_unix.h
+++ b/drivers/unix/os_unix.h
@@ -42,8 +42,6 @@
class OS_Unix : public OS {
- uint64_t ticks_start;
-
protected:
// UNIX only handles the core functions.
// inheriting platforms under unix (eg. X11) should handle the rest
diff --git a/drivers/unix/socket_helpers.h b/drivers/unix/socket_helpers.h
deleted file mode 100644
index 5b42c13eae..0000000000
--- a/drivers/unix/socket_helpers.h
+++ /dev/null
@@ -1,156 +0,0 @@
-/*************************************************************************/
-/* socket_helpers.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef SOCKET_HELPERS_H
-#define SOCKET_HELPERS_H
-
-#include <string.h>
-
-#if defined(__MINGW32__) && (!defined(__MINGW64_VERSION_MAJOR) || __MINGW64_VERSION_MAJOR < 4)
-// Workaround for mingw-w64 < 4.0
-#ifndef IPV6_V6ONLY
-#define IPV6_V6ONLY 27
-#endif
-#endif
-
-// helpers for sockaddr -> IP_Address and back, should work for posix and winsock. All implementations should use this
-
-static size_t _set_sockaddr(struct sockaddr_storage *p_addr, const IP_Address &p_ip, int p_port, IP::Type p_sock_type = IP::TYPE_ANY) {
-
- memset(p_addr, 0, sizeof(struct sockaddr_storage));
-
- ERR_FAIL_COND_V(!p_ip.is_valid(), 0);
-
- // IPv6 socket
- if (p_sock_type == IP::TYPE_IPV6 || p_sock_type == IP::TYPE_ANY) {
-
- // IPv6 only socket with IPv4 address
- ERR_FAIL_COND_V(p_sock_type == IP::TYPE_IPV6 && p_ip.is_ipv4(), 0);
-
- struct sockaddr_in6 *addr6 = (struct sockaddr_in6 *)p_addr;
- addr6->sin6_family = AF_INET6;
- addr6->sin6_port = htons(p_port);
- copymem(&addr6->sin6_addr.s6_addr, p_ip.get_ipv6(), 16);
- return sizeof(sockaddr_in6);
-
- } else { // IPv4 socket
-
- // IPv4 socket with IPv6 address
- ERR_FAIL_COND_V(!p_ip.is_ipv4(), 0);
-
- struct sockaddr_in *addr4 = (struct sockaddr_in *)p_addr;
- addr4->sin_family = AF_INET;
- addr4->sin_port = htons(p_port); // short, network byte order
- copymem(&addr4->sin_addr.s_addr, p_ip.get_ipv4(), 16);
- return sizeof(sockaddr_in);
- };
-};
-
-static size_t _set_listen_sockaddr(struct sockaddr_storage *p_addr, int p_port, IP::Type p_sock_type, const IP_Address p_bind_address) {
-
- memset(p_addr, 0, sizeof(struct sockaddr_storage));
- if (p_sock_type == IP::TYPE_IPV4) {
- struct sockaddr_in *addr4 = (struct sockaddr_in *)p_addr;
- addr4->sin_family = AF_INET;
- addr4->sin_port = htons(p_port);
- if (p_bind_address.is_valid()) {
- copymem(&addr4->sin_addr.s_addr, p_bind_address.get_ipv4(), 4);
- } else {
- addr4->sin_addr.s_addr = INADDR_ANY;
- }
- return sizeof(sockaddr_in);
- } else {
- struct sockaddr_in6 *addr6 = (struct sockaddr_in6 *)p_addr;
-
- addr6->sin6_family = AF_INET6;
- addr6->sin6_port = htons(p_port);
- if (p_bind_address.is_valid()) {
- copymem(&addr6->sin6_addr.s6_addr, p_bind_address.get_ipv6(), 16);
- } else {
- addr6->sin6_addr = in6addr_any;
- }
- return sizeof(sockaddr_in6);
- };
-};
-
-static int _socket_create(IP::Type &p_type, int type, int protocol) {
-
- ERR_FAIL_COND_V(p_type > IP::TYPE_ANY || p_type < IP::TYPE_NONE, ERR_INVALID_PARAMETER);
-
- int family = p_type == IP::TYPE_IPV4 ? AF_INET : AF_INET6;
- int sockfd = socket(family, type, protocol);
-
- if (sockfd == -1 && p_type == IP::TYPE_ANY) {
- // Careful here, changing the referenced parameter so the caller knows that we are using an IPv4 socket
- // in place of a dual stack one, and further calls to _set_sock_addr will work as expected.
- p_type = IP::TYPE_IPV4;
- family = AF_INET;
- sockfd = socket(family, type, protocol);
- }
-
- ERR_FAIL_COND_V(sockfd == -1, -1);
-
- if (family == AF_INET6) {
- // Select IPv4 over IPv6 mapping
- int opt = p_type != IP::TYPE_ANY;
- if (setsockopt(sockfd, IPPROTO_IPV6, IPV6_V6ONLY, (const char *)&opt, sizeof(opt)) != 0) {
- WARN_PRINT("Unable to set/unset IPv4 address mapping over IPv6");
- }
- }
- if (protocol == IPPROTO_UDP && p_type != IP::TYPE_IPV6) {
- // Enable broadcasting for UDP sockets if it's not IPv6 only (IPv6 has no broadcast option).
- int broadcast = 1;
- if (setsockopt(sockfd, SOL_SOCKET, SO_BROADCAST, (char *)&broadcast, sizeof(broadcast)) != 0) {
- WARN_PRINT("Error when enabling broadcasting");
- }
- }
-
- return sockfd;
-}
-
-static void _set_ip_addr_port(IP_Address &r_ip, int &r_port, struct sockaddr_storage *p_addr) {
-
- if (p_addr->ss_family == AF_INET) {
-
- struct sockaddr_in *addr4 = (struct sockaddr_in *)p_addr;
- r_ip.set_ipv4((uint8_t *)&(addr4->sin_addr.s_addr));
-
- r_port = ntohs(addr4->sin_port);
-
- } else if (p_addr->ss_family == AF_INET6) {
-
- struct sockaddr_in6 *addr6 = (struct sockaddr_in6 *)p_addr;
- r_ip.set_ipv6(addr6->sin6_addr.s6_addr);
-
- r_port = ntohs(addr6->sin6_port);
- };
-};
-
-#endif
diff --git a/drivers/unix/thread_posix.cpp b/drivers/unix/thread_posix.cpp
index fcefe0a3b3..54bbbf2dad 100644
--- a/drivers/unix/thread_posix.cpp
+++ b/drivers/unix/thread_posix.cpp
@@ -103,8 +103,6 @@ void ThreadPosix::wait_to_finish_func_posix(Thread *p_thread) {
Error ThreadPosix::set_name_func_posix(const String &p_name) {
- pthread_t running_thread = pthread_self();
-
#ifdef PTHREAD_NO_RENAME
return ERR_UNAVAILABLE;
@@ -117,6 +115,7 @@ Error ThreadPosix::set_name_func_posix(const String &p_name) {
#else
+ pthread_t running_thread = pthread_self();
#ifdef PTHREAD_BSD_SET_NAME
pthread_set_name_np(running_thread, p_name.utf8().get_data());
int err = 0; // Open/FreeBSD ignore errors in this function
diff --git a/drivers/wasapi/SCsub b/drivers/wasapi/SCsub
index 233593b0f9..4c24925192 100644
--- a/drivers/wasapi/SCsub
+++ b/drivers/wasapi/SCsub
@@ -4,5 +4,3 @@ Import('env')
# Driver source files
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp
index 3d4979175b..8665f701b1 100644
--- a/drivers/wasapi/audio_driver_wasapi.cpp
+++ b/drivers/wasapi/audio_driver_wasapi.cpp
@@ -336,10 +336,7 @@ Error AudioDriverWASAPI::init_capture_device(bool reinit) {
HRESULT hr = audio_input.audio_client->GetBufferSize(&max_frames);
ERR_FAIL_COND_V(hr != S_OK, ERR_CANT_OPEN);
- // Set the buffer size
- input_buffer.resize(max_frames * CAPTURE_BUFFER_CHANNELS);
- input_position = 0;
- input_size = 0;
+ input_buffer_init(max_frames);
return OK;
}
@@ -796,19 +793,18 @@ Error AudioDriverWASAPI::capture_start() {
return err;
}
- if (audio_input.active == false) {
- audio_input.audio_client->Start();
- audio_input.active = true;
-
- return OK;
+ if (audio_input.active) {
+ return FAILED;
}
- return FAILED;
+ audio_input.audio_client->Start();
+ audio_input.active = true;
+ return OK;
}
Error AudioDriverWASAPI::capture_stop() {
- if (audio_input.active == true) {
+ if (audio_input.active) {
audio_input.audio_client->Stop();
audio_input.active = false;
diff --git a/drivers/windows/SCsub b/drivers/windows/SCsub
index ee39fd2631..28b315ae66 100644
--- a/drivers/windows/SCsub
+++ b/drivers/windows/SCsub
@@ -3,5 +3,3 @@
Import('env')
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index b4492a2022..2582478259 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -114,7 +114,7 @@ Error FileAccessWindows::_open(const String &p_path, int p_mode_flags) {
path = path + ".tmp";
}
- f = _wfopen(path.c_str(), mode_string);
+ _wfopen_s(&f, path.c_str(), mode_string);
if (f == NULL) {
last_error = ERR_FILE_CANT_OPEN;
@@ -278,7 +278,7 @@ bool FileAccessWindows::file_exists(const String &p_name) {
FILE *g;
//printf("opening file %s\n", p_fname.c_str());
String filename = fix_path(p_name);
- g = _wfopen(filename.c_str(), L"rb");
+ _wfopen_s(&g, filename.c_str(), L"rb");
if (g == NULL) {
return false;
diff --git a/drivers/winmidi/SCsub b/drivers/winmidi/SCsub
index 233593b0f9..4c24925192 100644
--- a/drivers/winmidi/SCsub
+++ b/drivers/winmidi/SCsub
@@ -4,5 +4,3 @@ Import('env')
# Driver source files
env.add_source_files(env.drivers_sources, "*.cpp")
-
-Export('env')
diff --git a/drivers/xaudio2/SCsub b/drivers/xaudio2/SCsub
index cb780a893b..3dca95b429 100644
--- a/drivers/xaudio2/SCsub
+++ b/drivers/xaudio2/SCsub
@@ -5,5 +5,3 @@ Import('env')
env.add_source_files(env.drivers_sources, "*.cpp")
env.Append(CXXFLAGS=['-DXAUDIO2_ENABLED'])
env.Append(LINKFLAGS=['xaudio2_8.lib'])
-
-Export('env')
diff --git a/drivers/zlib/SCsub b/drivers/zlib/SCsub
deleted file mode 100644
index 407deb5f6e..0000000000
--- a/drivers/zlib/SCsub
+++ /dev/null
@@ -1,26 +0,0 @@
-#!/usr/bin/env python
-
-Import('env')
-
-# Not cloning the env, the includes need to be accessible for core/
-
-# Thirdparty source files
-# No check here as already done in drivers/SCsub
-thirdparty_dir = "#thirdparty/zlib/"
-thirdparty_sources = [
- "adler32.c",
- "compress.c",
- "crc32.c",
- "deflate.c",
- "infback.c",
- "inffast.c",
- "inflate.c",
- "inftrees.c",
- "trees.c",
- "uncompr.c",
- "zutil.c",
-]
-thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
-
-env.add_source_files(env.drivers_sources, thirdparty_sources)
-env.Append(CPPPATH=[thirdparty_dir])