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-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp25
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp138
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h7
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp223
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h11
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp2
-rw-r--r--drivers/gles2/shaders/canvas.glsl18
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl2
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl13
-rw-r--r--drivers/gles2/shaders/scene.glsl52
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/canvas.glsl4
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl30
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl2
-rw-r--r--drivers/unix/file_access_unix.cpp2
-rw-r--r--drivers/unix/syslog_logger.h2
18 files changed, 395 insertions, 141 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 9a49d5a7e4..5d336d2a25 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -499,6 +499,23 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
+ bool can_tile = true;
+ if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
+ // workaround for when setting tiling does not work due to hardware limitation
+
+ RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture);
+
+ if (texture) {
+
+ texture = texture->get_ptr();
+
+ if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
+ can_tile = false;
+ }
+ }
+ }
+
// On some widespread Nvidia cards, the normal draw method can produce some
// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
// See GH-9913.
@@ -559,7 +576,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
bool untile = false;
- if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
+ if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
untile = true;
@@ -616,7 +633,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
bool untile = false;
- if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
+ if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
untile = true;
@@ -664,6 +681,9 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false);
+
} break;
case Item::Command::TYPE_NINEPATCH: {
@@ -1999,6 +2019,7 @@ void RasterizerCanvasGLES2::initialize() {
state.canvas_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
state.canvas_shader.bind();
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index a7becdde24..0fd36cfb9c 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -42,8 +42,6 @@
#define glClearDepth glClearDepthf
#endif
-#define _DEPTH_COMPONENT24_OES 0x81A6
-
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
@@ -62,6 +60,7 @@ RID RasterizerSceneGLES2::shadow_atlas_create() {
ShadowAtlas *shadow_atlas = memnew(ShadowAtlas);
shadow_atlas->fbo = 0;
shadow_atlas->depth = 0;
+ shadow_atlas->color = 0;
shadow_atlas->size = 0;
shadow_atlas->smallest_subdiv = 0;
@@ -86,9 +85,13 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
if (shadow_atlas->fbo) {
glDeleteTextures(1, &shadow_atlas->depth);
glDeleteFramebuffers(1, &shadow_atlas->fbo);
+ if (shadow_atlas->color) {
+ glDeleteTextures(1, &shadow_atlas->color);
+ }
shadow_atlas->fbo = 0;
shadow_atlas->depth = 0;
+ shadow_atlas->color = 0;
}
// erase shadow atlast references from lights
@@ -119,6 +122,16 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadow_atlas->depth, 0);
+ if (storage->config.use_rgba_3d_shadows) {
+ glGenTextures(1, &shadow_atlas->color);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shadow_atlas->size, shadow_atlas->size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shadow_atlas->color, 0);
+ }
glViewport(0, 0, shadow_atlas->size, shadow_atlas->size);
glDepthMask(GL_TRUE);
@@ -143,7 +156,7 @@ void RasterizerSceneGLES2::shadow_atlas_set_quadrant_subdivision(RID p_atlas, in
subdiv = int(Math::sqrt((float)subdiv));
- if (shadow_atlas->quadrants[p_quadrant].shadows.size() == subdiv)
+ if (shadow_atlas->quadrants[p_quadrant].shadows.size() == (int)subdiv)
return;
// erase all data from the quadrant
@@ -459,10 +472,10 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
for (int i = 0; i < 6; i++) {
glGenFramebuffers(1, &rpi->fbo[i]);
+ glGenTextures(1, &rpi->color[i]);
}
- glGenFramebuffers(1, &rpi->fbo_blur);
- glGenRenderbuffers(1, &rpi->depth);
+ glGenTextures(1, &rpi->depth);
rpi->cubemap = 0;
//glGenTextures(1, &rpi->cubemap);
@@ -510,9 +523,14 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
GLenum type = GL_UNSIGNED_BYTE;
glActiveTexture(GL_TEXTURE0);
+
+ glBindTexture(GL_TEXTURE_2D, rpi->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
if (rpi->cubemap != 0) {
glDeleteTextures(1, &rpi->cubemap);
}
+
glGenTextures(1, &rpi->cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
#if 1
@@ -523,17 +541,15 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer
-#ifdef JAVASCRIPT_ENABLED
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
-#else
- glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
-#endif
-
+ //Generate framebuffers for rendering
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);
+ glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size, 0, format, type, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rpi->color[i], 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rpi->depth, 0);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
}
#else
@@ -551,7 +567,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size, size); // Note: used to be _DEPTH_COMPONENT24_OES. GL_DEPTH_COMPONENT untested.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
#ifdef DEBUG_ENABLED
@@ -570,6 +586,8 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
}
return true;
@@ -579,6 +597,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
+ ERR_FAIL_COND_V(rpi->current_resolution == 0, false);
int size = rpi->probe_ptr->resolution;
@@ -596,16 +615,23 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
}
+ 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
+
+ //first of all, copy rendered textures to cubemap
+ for (int i = 0; i < 6; i++) {
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
+ glViewport(0, 0, size, size);
+ glCopyTexImage2D(_cube_side_enum[i], 0, GL_RGB, 0, 0, size, size, 0);
+ }
+ //do filtering
//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;
@@ -613,13 +639,20 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
storage->shaders.cubemap_filter.bind();
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->resources.mipmap_blur_fbo);
+
//blur
while (size >= 1) {
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.mipmap_blur_color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, storage->resources.mipmap_blur_color, 0);
+ glViewport(0, 0, size, size);
+ glActiveTexture(GL_TEXTURE0);
+
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);
@@ -627,6 +660,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glCopyTexImage2D(_cube_side_enum[i], lod, GL_RGB, 0, 0, size, size, 0);
}
size >>= 1;
@@ -635,9 +669,14 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
}
// restore ranges
-
+ glActiveTexture(GL_TEXTURE0);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE3); //back to panorama
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
return true;
}
@@ -1751,7 +1790,11 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
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);
+ if (storage->config.use_rgba_3d_shadows) {
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.color);
+ } else {
+ 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);
}
@@ -1763,7 +1806,11 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
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);
+ if (storage->config.use_rgba_3d_shadows) {
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
+ } else {
+ 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);
}
@@ -1774,7 +1821,11 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
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);
+ if (storage->config.use_rgba_3d_shadows) {
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
+ } else {
+ 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);
}
@@ -2041,7 +2092,7 @@ void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1
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_EXTERIOR, p_refprobe2->probe_ptr->interior);
state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_INTENSITY, p_refprobe2->probe_ptr->intensity);
Color ambient;
@@ -2737,6 +2788,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (probe_interior) {
env_radiance_tex = 0; //do not use radiance texture on interiors
+ state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
}
// render opaque things first
@@ -2994,7 +3046,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDepthMask(GL_TRUE);
- glColorMask(0, 0, 0, 0);
+ if (!storage->config.use_rgba_3d_shadows) {
+ glColorMask(0, 0, 0, 0);
+ }
if (custom_vp_size) {
glViewport(0, 0, custom_vp_size, custom_vp_size);
@@ -3070,7 +3124,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
if (storage->frame.current_rt) {
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
- glColorMask(1, 1, 1, 1);
+ if (!storage->config.use_rgba_3d_shadows) {
+ glColorMask(1, 1, 1, 1);
+ }
}
void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
@@ -3108,6 +3164,16 @@ bool RasterizerSceneGLES2::free(RID p_rid) {
ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid);
+ for (int i = 0; i < 6; i++) {
+ glDeleteFramebuffers(1, &reflection_instance->fbo[i]);
+ glDeleteTextures(1, &reflection_instance->color[i]);
+ }
+
+ if (reflection_instance->cubemap != 0) {
+ glDeleteTextures(1, &reflection_instance->cubemap);
+ }
+ glDeleteTextures(1, &reflection_instance->depth);
+
reflection_probe_release_atlas_index(p_rid);
reflection_probe_instance_owner.free(p_rid);
memdelete(reflection_instance);
@@ -3124,6 +3190,8 @@ void RasterizerSceneGLES2::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_dra
void RasterizerSceneGLES2::initialize() {
state.scene_shader.init();
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_3d_shadows);
state.cube_to_dp_shader.init();
render_list.init();
@@ -3202,6 +3270,7 @@ 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_INT, NULL);
}
@@ -3245,6 +3314,17 @@ void RasterizerSceneGLES2::initialize() {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
+ if (storage->config.use_rgba_3d_shadows) {
+ glGenTextures(1, &directional_shadow.color);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, directional_shadow.size, directional_shadow.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, directional_shadow.color, 0);
+ }
+
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
ERR_PRINT("Directional shadow framebuffer status invalid");
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index aab9ae0fdc..fbb8b7e9e5 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -256,6 +256,7 @@ public:
GLuint fbo;
GLuint depth;
+ GLuint color;
Map<RID, uint32_t> shadow_owners;
};
@@ -279,6 +280,7 @@ public:
struct DirectionalShadow {
GLuint fbo;
GLuint depth;
+ GLuint color;
int light_count;
int size;
@@ -311,10 +313,9 @@ public:
int reflection_index;
GLuint fbo[6];
- GLuint cubemap;
+ GLuint color[6];
GLuint depth;
-
- GLuint fbo_blur;
+ GLuint cubemap;
int current_resolution;
mutable bool dirty;
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index c02eeaa0ee..9d2e609e5e 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -54,8 +54,6 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
-#define _DEPTH_COMPONENT24_OES 0x81A6
-
#define _RED_OES 0x1903
void RasterizerStorageGLES2::bind_quad_array() const {
@@ -67,7 +65,7 @@ void RasterizerStorageGLES2::bind_quad_array() const {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
}
-Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) const {
+Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_will_need_resize) const {
r_gl_format = 0;
Ref<Image> image = p_image;
@@ -195,7 +193,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_DXT1: {
- if (config.s3tc_supported) {
+ if (config.s3tc_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -207,7 +205,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_DXT3: {
- if (config.s3tc_supported) {
+ if (config.s3tc_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -219,7 +217,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_DXT5: {
- if (config.s3tc_supported) {
+ if (config.s3tc_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -269,7 +267,7 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
} break;
case Image::FORMAT_ETC: {
- if (config.etc1_supported) {
+ if (config.etc1_supported && !p_will_need_resize) {
r_gl_internal_format = _EXT_ETC1_RGB8_OES;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
@@ -315,17 +313,38 @@ Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_
if (need_decompress) {
if (!image.is_null()) {
+
image = image->duplicate();
+ print_line("decompressing...");
image->decompress();
ERR_FAIL_COND_V(image->is_compressed(), image);
- image->convert(Image::FORMAT_RGBA8);
+ switch (image->get_format()) {
+ case Image::FORMAT_RGB8: {
+ r_gl_format = GL_RGB;
+ r_gl_internal_format = GL_RGB;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGB8;
+ r_compressed = false;
+ } break;
+ case Image::FORMAT_RGBA8: {
+ r_gl_format = GL_RGBA;
+ r_gl_internal_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGBA8;
+ r_compressed = false;
+ } break;
+ default: {
+ image->convert(Image::FORMAT_RGBA8);
+ r_gl_format = GL_RGBA;
+ r_gl_internal_format = GL_RGBA;
+ r_gl_type = GL_UNSIGNED_BYTE;
+ r_real_format = Image::FORMAT_RGBA8;
+ r_compressed = false;
+
+ } break;
+ }
}
- r_gl_format = GL_RGBA;
- r_gl_internal_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_real_format = Image::FORMAT_RGBA8;
-
return image;
}
@@ -395,11 +414,31 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
}
}
- Image::Format real_format;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, format, internal_format, type, compressed);
-
texture->alloc_width = texture->width;
texture->alloc_height = texture->height;
+ texture->resize_to_po2 = false;
+ if (!config.support_npot_repeat_mipmap) {
+ int po2_width = next_power_of_2(p_width);
+ int po2_height = next_power_of_2(p_height);
+
+ bool is_po2 = p_width == po2_width && p_height == po2_height;
+
+ if (!is_po2 && (p_flags & VS::TEXTURE_FLAG_REPEAT || p_flags & VS::TEXTURE_FLAG_MIPMAPS)) {
+
+ if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
+ //not supported
+ ERR_PRINTS("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
+ texture->flags &= ~(VS::TEXTURE_FLAG_REPEAT | VS::TEXTURE_FLAG_MIPMAPS);
+ } else {
+ texture->alloc_height = po2_height;
+ texture->alloc_width = po2_width;
+ texture->resize_to_po2 = true;
+ }
+ }
+ }
+
+ Image::Format real_format;
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
texture->gl_format_cache = format;
texture->gl_type_cache = type;
@@ -414,7 +453,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
//prealloc if video
- glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, NULL);
+ glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
}
texture->active = true;
@@ -439,7 +478,18 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p
}
Image::Format real_format;
- Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed);
+ Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
+
+ if (texture->resize_to_po2) {
+ if (p_image->is_compressed()) {
+ ERR_PRINTS("Texture '" + texture->path + "' was required to be a power of 2 (because it uses either mipmaps or repeat), so it was decompressed. This will hurt performance and memory usage.");
+ }
+
+ if (img == p_image) {
+ img = img->duplicate();
+ }
+ img->resize_to_po2(false);
+ }
if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
@@ -575,7 +625,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
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);
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
PoolVector<uint8_t> data;
@@ -620,7 +670,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer)
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);
+ _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
PoolVector<uint8_t> data;
@@ -974,18 +1024,8 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
glGenTextures(1, &sky->radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
- // Now we create a new framebuffer. The new cubemap images will be used as
- // attachements for it, so we can fill them by issuing draw calls.
- GLuint tmp_fb;
-
int size = p_radiance_size / 4; //divide by four because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
- int lod = 0;
-
- int mipmaps = 6;
-
- int mm_level = mipmaps;
-
GLenum internal_format = GL_RGB;
GLenum format = GL_RGB;
GLenum type = GL_UNSIGNED_BYTE;
@@ -998,6 +1038,12 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
+ //no filters for now
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_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);
+
#else
while (size >= 1) {
@@ -1011,39 +1057,50 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
}
#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;
+ glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo);
+ int mipmaps = 6;
+ int lod = 0;
+ int mm_level = mipmaps;
size = p_radiance_size;
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, true);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, true);
+ shaders.cubemap_filter.bind();
- // now render to the framebuffer, mipmap level for mipmap level
+ // third, render to the framebuffer using separate textures, then copy to mipmaps
while (size >= 1) {
+ //make framebuffer size the texture size, need to use a separate texture for compatibility
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, resources.mipmap_blur_color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resources.mipmap_blur_color, 0);
+ if (lod == 1) {
+ //bind panorama for smaller lods
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
+ shaders.cubemap_filter.bind();
+ }
+ glViewport(0, 0, size, size);
+ bind_quad_array();
- for (int i = 0; i < 6; i++) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], sky->radiance, lod);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- break; //may be too small
- }
-
- glViewport(0, 0, size, size);
+ glActiveTexture(GL_TEXTURE2); //back to panorama
- bind_quad_array();
+ for (int i = 0; i < 6; i++) {
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
- float roughness = mm_level ? lod / (float)(mipmaps - 1) : 1;
+ float roughness = mm_level >= 0 ? lod / (float)(mipmaps - 1) : 1;
roughness = MIN(1.0, roughness); //keep max at 1
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
+ shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glCopyTexImage2D(_cube_side_enum[i], lod, GL_RGB, 0, 0, size, size, 0);
}
size >>= 1;
@@ -1053,16 +1110,28 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
lod++;
}
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
+ shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
+
// restore ranges
+ glActiveTexture(GL_TEXTURE2); //back to panorama
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);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE3); //back to panorama
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
// Framebuffer did its job. thank mr framebuffer
+ glActiveTexture(GL_TEXTURE0); //back to panorama
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
- glDeleteFramebuffers(1, &tmp_fb);
}
/* SHADER API */
@@ -2386,7 +2455,6 @@ AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) co
}
Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
- WARN_PRINT("GLES2 mesh_surface_get_blend_shapes is not implemented");
return Vector<PoolVector<uint8_t> >();
}
Vector<AABB> RasterizerStorageGLES2::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
@@ -3610,6 +3678,7 @@ RID RasterizerStorageGLES2::reflection_probe_create() {
reflection_probe->intensity = 1.0;
reflection_probe->interior_ambient = Color();
reflection_probe->interior_ambient_energy = 1.0;
+ reflection_probe->interior_ambient_probe_contrib = 0.0;
reflection_probe->max_distance = 0;
reflection_probe->extents = Vector3(1, 1, 1);
reflection_probe->origin_offset = Vector3(0, 0, 0);
@@ -3695,6 +3764,7 @@ void RasterizerStorageGLES2::reflection_probe_set_as_interior(RID p_probe, bool
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
@@ -4237,11 +4307,8 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth);
-#ifdef JAVASCRIPT_ENABLED
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-#else
- glTexImage2D(GL_TEXTURE_2D, 0, _DEPTH_COMPONENT24_OES, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-#endif
+
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);
@@ -4464,15 +4531,17 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- glGenRenderbuffers(1, &cls->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
-#ifdef JAVASCRIPT_ENABLED
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
-#else
- glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, cls->size, cls->height);
-#endif
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glGenTextures(1, &cls->depth);
+ glBindTexture(GL_TEXTURE_2D, cls->depth);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, cls->depth, 0);
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
@@ -4837,7 +4906,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
glDeleteFramebuffers(1, &cls->fbo);
- glDeleteRenderbuffers(1, &cls->depth);
+ glDeleteTextures(1, &cls->depth);
glDeleteTextures(1, &cls->distance);
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
@@ -4850,6 +4919,9 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const {
+ if (p_feature == "pvrtc")
+ return config.pvrtc_supported;
+
if (p_feature == "s3tc")
return config.s3tc_supported;
@@ -4899,16 +4971,23 @@ void RasterizerStorageGLES2::initialize() {
#ifdef GLES_OVER_GL
config.float_texture_supported = true;
config.s3tc_supported = true;
+ config.pvrtc_supported = false;
config.etc1_supported = false;
+ config.support_npot_repeat_mipmap = true;
#else
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.extensions.has("WEBGL_compressed_texture_s3tc");
config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1");
+ config.pvrtc_supported = config.extensions.has("IMG_texture_compression_pvrtc");
+ config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
+
#endif
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
+ config.use_rgba_3d_shadows = false;
#else
config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
+ config.use_rgba_3d_shadows = config.extensions.has("GL_OES_depth_texture");
#endif
#ifdef GLES_OVER_GL
@@ -4919,6 +4998,8 @@ void RasterizerStorageGLES2::initialize() {
#ifdef GLES_OVER_GL
config.support_write_depth = true;
+#elif defined(JAVASCRIPT_ENABLED)
+ config.support_write_depth = false;
#else
config.support_write_depth = config.extensions.has("GL_EXT_frag_depth");
#endif
@@ -4940,7 +5021,7 @@ void RasterizerStorageGLES2::initialize() {
shaders.copy.init();
shaders.cubemap_filter.init();
- bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile");
+ bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::LOW_QUALITY, !ggx_hq);
{
@@ -5060,10 +5141,20 @@ void RasterizerStorageGLES2::initialize() {
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
glBindTexture(GL_TEXTURE_2D, 0);
}
+ {
+
+ glGenFramebuffers(1, &resources.mipmap_blur_fbo);
+ glGenTextures(1, &resources.mipmap_blur_color);
+ }
+
#ifdef GLES_OVER_GL
//this needs to be enabled manually in OpenGL 2.1
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index a0fa2aacc5..f6c8faa497 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -72,16 +72,19 @@ public:
bool float_texture_supported;
bool s3tc_supported;
bool etc1_supported;
+ bool pvrtc_supported;
bool keep_original_textures;
bool force_vertex_shading;
bool use_rgba_2d_shadows;
+ bool use_rgba_3d_shadows;
bool support_32_bits_indices;
bool support_write_depth;
bool support_half_float_vertices;
+ bool support_npot_repeat_mipmap;
} config;
struct Resources {
@@ -91,6 +94,9 @@ public:
GLuint normal_tex;
GLuint aniso_tex;
+ GLuint mipmap_blur_fbo;
+ GLuint mipmap_blur_color;
+
GLuint radical_inverse_vdc_cache_tex;
bool use_rgba_2d_shadows;
@@ -240,6 +246,8 @@ public:
int mipmaps;
+ bool resize_to_po2;
+
bool active;
GLenum tex_id;
@@ -275,6 +283,7 @@ public:
ignore_mipmaps(false),
compressed(false),
mipmaps(0),
+ resize_to_po2(false),
active(false),
tex_id(0),
stored_cube_sides(0),
@@ -313,7 +322,7 @@ public:
mutable RID_Owner<Texture> texture_owner;
- Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) const;
+ Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_will_need_resize) const;
virtual RID texture_create();
virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index fdd905458b..d00b03fb8a 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -770,7 +770,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
/** CANVAS ITEM SHADER **/
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
- actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
+ actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index e74c7d7166..b13801946f 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -107,6 +107,7 @@ vec2 select(vec2 a, vec2 b, bvec2 c) {
void main() {
vec4 color = color_attrib;
+ vec2 uv;
#ifdef USE_INSTANCING
mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
@@ -121,9 +122,9 @@ void main() {
#ifdef USE_TEXTURE_RECT
if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
+ uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
} else {
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
+ uv = src_rect.xy + abs(src_rect.zw) * vertex;
}
vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
@@ -140,7 +141,7 @@ void main() {
#else
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
- uv_interp = uv_attrib;
+ uv = uv_attrib;
#endif
{
@@ -189,6 +190,7 @@ VERTEX_SHADER_CODE
#endif
+ uv_interp = uv;
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
@@ -345,10 +347,14 @@ void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
+#ifdef USE_FORCE_REPEAT
+ //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that dont support it
+ uv = mod(uv, vec2(1.0, 1.0));
+#endif
#if !defined(COLOR_USED)
//default behavior, texture by color
- color *= texture2D(color_texture, uv_interp);
+ color *= texture2D(color_texture, uv);
#endif
#ifdef SCREEN_UV_USED
@@ -365,7 +371,7 @@ void main() {
#endif
if (use_default_normal) {
- normal.xy = texture2D(normal_texture, uv_interp).xy * 2.0 - 1.0;
+ normal.xy = texture2D(normal_texture, uv).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
@@ -480,7 +486,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
#else
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
index d39212826e..01b2c59325 100644
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -48,7 +48,7 @@ void main() {
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
gl_FragColor = comp;
#else
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index 7643297a14..a6902836ed 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -187,6 +187,18 @@ void main() {
vec2 uv = (uv_interp * 2.0) - 1.0;
vec3 N = texelCoordToVec(uv, face_id);
+#ifdef USE_DIRECT_WRITE
+
+#ifdef USE_SOURCE_PANORAMA
+
+ gl_FragColor = vec4(texturePanorama(source_panorama, N).rgb, 1.0);
+#else
+
+ gl_FragColor = vec4(textureCube(source_cube, N).rgb, 1.0);
+#endif //USE_SOURCE_PANORAMA
+
+#else
+
vec4 sum = vec4(0.0);
for (int sample_num = 0; sample_num < SAMPLE_COUNT; sample_num++) {
@@ -221,4 +233,5 @@ void main() {
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);
+#endif
}
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index faf88cf33d..371ea8498a 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -96,6 +96,10 @@ uniform float light_normal_bias;
// varyings
//
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+varying highp vec4 position_interp;
+#endif
+
varying highp vec3 vertex_interp;
varying vec3 normal_interp;
@@ -355,7 +359,7 @@ void main() {
uv2_interp = uv2_attrib;
#endif
-#ifdef OVERRIDE_POSITION
+#if defined(OVERRIDE_POSITION)
highp vec4 position;
#endif
@@ -647,11 +651,15 @@ VERTEX_SHADER_CODE
#endif //use vertex lighting
-#ifdef OVERRIDE_POSITION
+#if defined(OVERRIDE_POSITION)
gl_Position = position;
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+ position_interp = gl_Position;
+#endif
}
/* clang-format off */
@@ -975,6 +983,10 @@ uniform vec4 light_clamp;
// varyings
//
+#if defined(RENDER_DEPTH) && defined(USE_RGBA_SHADOWS)
+varying highp vec4 position_interp;
+#endif
+
varying highp vec3 vertex_interp;
varying vec3 normal_interp;
@@ -1335,8 +1347,18 @@ LIGHT_SHADER_CODE
#ifdef USE_SHADOW
-#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
-#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
+#ifdef USE_RGBA_SHADOWS
+
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+
+#else
+
+#define SHADOW_DEPTH(m_val) (m_val).r
+
+#endif
+
+#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos)))
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos)))
float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
@@ -1598,14 +1620,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
@@ -1812,7 +1834,7 @@ FRAGMENT_SHADER_CODE
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
- light_att *= sample_shadow(light_directional_shadow, shadow_coord);
+ light_att *= mix(shadow_color.rgb, vec3(1.0), sample_shadow(light_directional_shadow, shadow_coord));
#endif //orthogonal
#else //fragment version of pssm
@@ -2105,5 +2127,15 @@ FRAGMENT_SHADER_CODE
#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
-#endif // not RENDER_DEPTH
+#else // not RENDER_DEPTH
+//depth render
+#ifdef USE_RGBA_SHADOWS
+
+ highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
+ highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ gl_FragColor = comp;
+
+#endif
+#endif
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 4cf9054bf6..e645e39f3f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -5053,7 +5053,7 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n");
state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n");
- state.max_ubo_reflections = MIN(RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO));
+ state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO));
state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 99e594d242..ccd5fff99f 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5522,6 +5522,7 @@ void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
+ reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 88368516c1..6c1806a657 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -495,7 +495,7 @@ FRAGMENT_SHADER_CODE
#endif
}
#ifdef DEBUG_ENCODED_32
- highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1));
+ highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0));
color = vec4(vec3(enc32), 1.0);
#endif
@@ -589,7 +589,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
#else
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 68d0713385..13fff7f4d1 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -36,7 +36,7 @@ void main() {
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
distance_buf = comp;
#else
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 125faa4eac..3b06b08dec 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -400,7 +400,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
@@ -409,7 +409,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
@@ -418,7 +418,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
@@ -427,7 +427,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
world_matrix = transpose(m) * world_matrix;
@@ -1521,8 +1521,8 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
@@ -1536,10 +1536,10 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0, 0.707107),
- vec3(0, 0.707107, 0.707107),
- vec3(-0.707107, 0, 0.707107),
- vec3(0, -0.707107, 0.707107));
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
@@ -1575,7 +1575,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
//find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
vec3 bitangent = normalize(cross(tangent, normal));
mat3 normal_mat = mat3(tangent, bitangent, normal);
@@ -1963,14 +1963,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 86546319a0..39f1ea6155 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -77,7 +77,7 @@ void main() {
return;
}
//ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
- //ray_dir = normalize(vec3(1, 1, -1));
+ //ray_dir = normalize(vec3(1.0, 1.0, -1.0));
////////////////
diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp
index 072ffd96e7..6e045817bc 100644
--- a/drivers/unix/file_access_unix.cpp
+++ b/drivers/unix/file_access_unix.cpp
@@ -246,7 +246,7 @@ void FileAccessUnix::store_8(uint8_t p_dest) {
void FileAccessUnix::store_buffer(const uint8_t *p_src, int p_length) {
ERR_FAIL_COND(!f);
- ERR_FAIL_COND(fwrite(p_src, 1, p_length, f) != p_length);
+ ERR_FAIL_COND((int)fwrite(p_src, 1, p_length, f) != p_length);
}
bool FileAccessUnix::file_exists(const String &p_path) {
diff --git a/drivers/unix/syslog_logger.h b/drivers/unix/syslog_logger.h
index 5cfe3964f6..49a34dacc3 100644
--- a/drivers/unix/syslog_logger.h
+++ b/drivers/unix/syslog_logger.h
@@ -37,7 +37,7 @@
class SyslogLogger : public Logger {
public:
- virtual void logv(const char *p_format, va_list p_list, bool p_err);
+ virtual void logv(const char *p_format, va_list p_list, bool p_err) _PRINTF_FORMAT_ATTRIBUTE_2_0;
virtual void print_error(const char *p_function, const char *p_file, int p_line, const char *p_code, const char *p_rationale, ErrorType p_type);
virtual ~SyslogLogger();