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-rw-r--r--drivers/gles3/SCsub2
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp62
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h27
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp61
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h23
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/SCsub38
-rw-r--r--drivers/gles3/shaders/copy.glsl5
-rw-r--r--drivers/gles3/shaders/particles.glsl9
-rw-r--r--drivers/unix/SCsub2
11 files changed, 190 insertions, 42 deletions
diff --git a/drivers/gles3/SCsub b/drivers/gles3/SCsub
index a17335b41b..2471dd3739 100644
--- a/drivers/gles3/SCsub
+++ b/drivers/gles3/SCsub
@@ -1,3 +1,5 @@
+#!/usr/bin/env python
+
Import('env')
env.add_source_files(env.drivers_sources,"*.cpp")
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 5f435275df..5859820364 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -32,7 +32,7 @@
#include "rasterizer_storage_gles3.h"
#include "servers/visual/rasterizer.h"
-#include "shaders/canvas_shadow.glsl.h"
+#include "shaders/canvas_shadow.glsl.gen.h"
class RasterizerCanvasGLES3 : public RasterizerCanvas {
public:
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 913aa62452..96c3da99f0 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -977,6 +977,27 @@ void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable,
env->fog_height_curve = p_height_curve;
}
+bool RasterizerSceneGLES3::is_environment(RID p_env) {
+
+ return environment_owner.owns(p_env);
+}
+
+VS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) {
+
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX);
+
+ return env->bg_mode;
+}
+
+int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) {
+
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, -1);
+
+ return env->canvas_max_layer;
+}
+
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
LightInstance *light_instance = memnew(LightInstance);
@@ -3561,7 +3582,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss);
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse);
+ glBindTexture(GL_TEXTURE_2D, composite_from);
glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo);
glViewport(0, 0, exposure_shrink_size, exposure_shrink_size);
@@ -3957,6 +3978,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
+ use_mrt = use_mrt && env && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@@ -4020,6 +4042,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->frame.clear_request = false;
}
+ } else if (env->bg_mode == VS::ENV_BG_CANVAS) {
+
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_COLOR) {
clear_color = env->bg_color.to_linear();
@@ -4037,7 +4063,39 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->frame.clear_request = false;
}
- glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
+ if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
+ glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
+ }
+
+ if (env && env->bg_mode == VS::ENV_BG_CANVAS) {
+ //copy canvas to 3d buffer and convert it to linear
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
+
+ storage->shaders.copy.bind();
+
+ _copy_screen();
+
+ //turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ }
state.texscreen_copied = false;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 3e15da52ab..5f0db446a9 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -33,17 +33,17 @@
/* Must come before shaders or the Windows build fails... */
#include "rasterizer_storage_gles3.h"
-#include "drivers/gles3/shaders/cube_to_dp.glsl.h"
-#include "drivers/gles3/shaders/effect_blur.glsl.h"
-#include "drivers/gles3/shaders/exposure.glsl.h"
-#include "drivers/gles3/shaders/resolve.glsl.h"
-#include "drivers/gles3/shaders/scene.glsl.h"
-#include "drivers/gles3/shaders/screen_space_reflection.glsl.h"
-#include "drivers/gles3/shaders/ssao.glsl.h"
-#include "drivers/gles3/shaders/ssao_blur.glsl.h"
-#include "drivers/gles3/shaders/ssao_minify.glsl.h"
-#include "drivers/gles3/shaders/subsurf_scattering.glsl.h"
-#include "drivers/gles3/shaders/tonemap.glsl.h"
+#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h"
+#include "drivers/gles3/shaders/effect_blur.glsl.gen.h"
+#include "drivers/gles3/shaders/exposure.glsl.gen.h"
+#include "drivers/gles3/shaders/resolve.glsl.gen.h"
+#include "drivers/gles3/shaders/scene.glsl.gen.h"
+#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h"
+#include "drivers/gles3/shaders/ssao.glsl.gen.h"
+#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h"
+#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h"
+#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h"
+#include "drivers/gles3/shaders/tonemap.glsl.gen.h"
class RasterizerSceneGLES3 : public RasterizerScene {
public:
@@ -536,6 +536,11 @@ public:
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_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);
+
+ virtual VS::EnvironmentBG environment_get_background(RID p_env);
+ virtual int environment_get_canvas_max_layer(RID p_env);
+
/* LIGHT INSTANCE */
struct LightDataUBO {
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 81baf542c0..24a57b772b 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5068,6 +5068,14 @@ void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles, float p_lif
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
}
+
+void RasterizerStorageGLES3::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
+}
+
void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles, float p_time) {
Particles *particles = particles_owner.getornull(p_particles);
@@ -5199,6 +5207,14 @@ void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p
particles->draw_passes[p_pass] = p_mesh;
}
+void RasterizerStorageGLES3::particles_restart(RID p_particles) {
+
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
void RasterizerStorageGLES3::particles_request_process(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
@@ -5288,7 +5304,12 @@ void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_de
if (particles->clear) {
particles->cycle_number = 0;
+ particles->random_seed = Math::rand();
} else if (new_phase < particles->phase) {
+ if (particles->one_shot) {
+ particles->emitting = false;
+ shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, false);
+ }
particles->cycle_number++;
}
@@ -5298,6 +5319,8 @@ void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_de
shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * particles->speed_scale);
shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, particles->clear);
+ glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), particles->random_seed);
+
if (particles->use_local_coords)
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, Transform());
else
@@ -5353,6 +5376,44 @@ void RasterizerStorageGLES3::update_particles() {
Particles *particles = particle_update_list.first()->self();
+ if (particles->restart_request) {
+ particles->emitting = true; //restart from zero
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->particle_valid_histories[0] = false;
+ particles->particle_valid_histories[1] = false;
+ particles->restart_request = false;
+ }
+
+ if (particles->inactive && !particles->emitting) {
+
+ particle_update_list.remove(particle_update_list.first());
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->particle_valid_histories[0] = false;
+ particles->particle_valid_histories[1] = false;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * frame.delta;
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ particle_update_list.remove(particle_update_list.first());
+ continue;
+ }
+ }
+
Material *material = material_owner.getornull(particles->process_material);
if (!material || !material->shader || material->shader->mode != VS::SHADER_PARTICLES) {
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index ca0194bd5e..2ef47fe2cb 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -35,11 +35,11 @@
#include "servers/visual/shader_language.h"
#include "shader_compiler_gles3.h"
#include "shader_gles3.h"
-#include "shaders/blend_shape.glsl.h"
-#include "shaders/canvas.glsl.h"
-#include "shaders/copy.glsl.h"
-#include "shaders/cubemap_filter.glsl.h"
-#include "shaders/particles.glsl.h"
+#include "shaders/blend_shape.glsl.gen.h"
+#include "shaders/canvas.glsl.gen.h"
+#include "shaders/copy.glsl.gen.h"
+#include "shaders/cubemap_filter.glsl.gen.h"
+#include "shaders/particles.glsl.gen.h"
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
@@ -1033,12 +1033,16 @@ public:
struct Particles : public GeometryOwner {
+ bool inactive;
+ float inactive_time;
bool emitting;
+ bool one_shot;
int amount;
float lifetime;
float pre_process_time;
float explosiveness;
float randomness;
+ bool restart_request;
Rect3 custom_aabb;
bool use_local_coords;
RID process_material;
@@ -1060,6 +1064,7 @@ public:
float phase;
float prev_phase;
uint64_t prev_ticks;
+ uint32_t random_seed;
uint32_t cycle_number;
@@ -1077,6 +1082,7 @@ public:
: particle_element(this) {
cycle_number = 0;
emitting = false;
+ one_shot = false;
amount = 0;
lifetime = 1.0;
pre_process_time = 0.0;
@@ -1088,6 +1094,9 @@ public:
frame_remainder = 0;
histories_enabled = false;
speed_scale = 1.0;
+ random_seed = 0;
+
+ restart_request = false;
custom_aabb = Rect3(Vector3(-4, -4, -4), Vector3(8, 8, 8));
@@ -1098,6 +1107,8 @@ public:
prev_ticks = 0;
clear = true;
+ inactive = true;
+ inactive_time = false;
glGenBuffers(2, particle_buffers);
glGenVertexArrays(2, particle_vaos);
@@ -1125,6 +1136,7 @@ public:
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
+ virtual void particles_set_one_shot(RID p_particles, bool p_one_shot);
virtual void particles_set_pre_process_time(RID p_particles, float p_time);
virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
@@ -1134,6 +1146,7 @@ public:
virtual void particles_set_process_material(RID p_particles, RID p_material);
virtual void particles_set_fixed_fps(RID p_particles, int p_fps);
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
+ virtual void particles_restart(RID p_particles);
virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 3376f99112..41421a3e2f 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -795,6 +795,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
+ actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index f9baeae97d..0c69c8cf74 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -1,22 +1,22 @@
+#!/usr/bin/env python
+
Import('env')
if env['BUILDERS'].has_key('GLES3_GLSL'):
- env.GLES3_GLSL('copy.glsl');
- env.GLES3_GLSL('resolve.glsl');
- env.GLES3_GLSL('canvas.glsl');
- env.GLES3_GLSL('canvas_shadow.glsl');
- env.GLES3_GLSL('scene.glsl');
- env.GLES3_GLSL('cubemap_filter.glsl');
- env.GLES3_GLSL('cube_to_dp.glsl');
- env.GLES3_GLSL('blend_shape.glsl');
- env.GLES3_GLSL('screen_space_reflection.glsl');
- env.GLES3_GLSL('effect_blur.glsl');
- env.GLES3_GLSL('subsurf_scattering.glsl');
- env.GLES3_GLSL('ssao.glsl');
- env.GLES3_GLSL('ssao_minify.glsl');
- env.GLES3_GLSL('ssao_blur.glsl');
- env.GLES3_GLSL('exposure.glsl');
- env.GLES3_GLSL('tonemap.glsl');
- env.GLES3_GLSL('particles.glsl');
-
-
+ env.GLES3_GLSL('copy.glsl');
+ env.GLES3_GLSL('resolve.glsl');
+ env.GLES3_GLSL('canvas.glsl');
+ env.GLES3_GLSL('canvas_shadow.glsl');
+ env.GLES3_GLSL('scene.glsl');
+ env.GLES3_GLSL('cubemap_filter.glsl');
+ env.GLES3_GLSL('cube_to_dp.glsl');
+ env.GLES3_GLSL('blend_shape.glsl');
+ env.GLES3_GLSL('screen_space_reflection.glsl');
+ env.GLES3_GLSL('effect_blur.glsl');
+ env.GLES3_GLSL('subsurf_scattering.glsl');
+ env.GLES3_GLSL('ssao.glsl');
+ env.GLES3_GLSL('ssao_minify.glsl');
+ env.GLES3_GLSL('ssao_blur.glsl');
+ env.GLES3_GLSL('exposure.glsl');
+ env.GLES3_GLSL('tonemap.glsl');
+ env.GLES3_GLSL('particles.glsl');
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index 4c8648903e..b0fb525e20 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -129,6 +129,11 @@ void main() {
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#endif
+#ifdef SRGB_TO_LINEAR
+
+ color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1 + 0.055)),vec3(2.4)),color.rgb * (1.0 / 12.92),lessThan(color.rgb,vec3(0.04045)));
+#endif
+
#ifdef DEBUG_GRADIENT
color.rg=uv_interp;
color.b=0.0;
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index 7e7b083f73..ec2577538c 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -37,6 +37,7 @@ uniform bool clear;
uniform uint cycle;
uniform float lifetime;
uniform mat4 emission_transform;
+uniform uint random_seed;
out highp vec4 out_color; //tfb:
@@ -104,7 +105,9 @@ void main() {
bool shader_active = velocity_active.a > 0.5;
if (system_phase > prev_system_phase) {
- if (prev_system_phase < restart_phase && system_phase >= restart_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= prev_system_phase && restart_phase < system_phase ) {
restart=true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (system_phase - restart_phase) * lifetime;
@@ -112,12 +115,12 @@ void main() {
}
} else {
- if (prev_system_phase < restart_phase) {
+ if (restart_phase >= prev_system_phase) {
restart=true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (1.0 - restart_phase + system_phase) * lifetime;
#endif
- } else if (system_phase >= restart_phase) {
+ } else if (restart_phase < system_phase ) {
restart=true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (system_phase - restart_phase) * lifetime;
diff --git a/drivers/unix/SCsub b/drivers/unix/SCsub
index 3766e782e4..96efc91b7a 100644
--- a/drivers/unix/SCsub
+++ b/drivers/unix/SCsub
@@ -8,7 +8,7 @@ g_set_p += 'String OS_Unix::get_global_settings_path() const {\n'
g_set_p += '\treturn "' + env["unix_global_settings_path"] + '";\n'
g_set_p += '}\n'
g_set_p += '#endif'
-f = open("os_unix_global_settings_path.cpp", "wb")
+f = open("os_unix_global_settings_path.gen.cpp", "wb")
f.write(g_set_p)
f.close()