diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 370 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 17 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 60 |
4 files changed, 294 insertions, 157 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index d54d6e9eee..6d1c636f42 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -73,6 +73,39 @@ void RasterizerCanvasGLES2::_set_uniforms() { state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size); } + + if (state.using_light) { + + Light *light = state.using_light; + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform); + Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized(); + basis_inverse[2] = Vector2(); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse()); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); + + if (state.using_shadow) { + RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); + glBindTexture(GL_TEXTURE_2D, cls->distance); + state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color); + state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth)); + if (light->radius_cache == 0) { + state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0); + } else { + state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1)); + } + state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1); + + /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/ + } + } } void RasterizerCanvasGLES2::canvas_begin() { @@ -456,160 +489,164 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glDisableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); -#if 1 - //more compatible - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, 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. + // To work it around, we use a simpler draw method which does not flicker, but gives + // a non negligible performance hit, so it's opt-in (GH-24466). + if (use_nvidia_rect_workaround) { + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + if (state.canvas_shader.bind()) { + _set_uniforms(); + state.canvas_shader.use_material((void *)p_material); + } - Vector2 points[4] = { - r->rect.position, - r->rect.position + Vector2(r->rect.size.x, 0.0), - r->rect.position + r->rect.size, - r->rect.position + Vector2(0.0, r->rect.size.y), - }; + Vector2 points[4] = { + r->rect.position, + r->rect.position + Vector2(r->rect.size.x, 0.0), + r->rect.position + r->rect.size, + r->rect.position + Vector2(0.0, r->rect.size.y), + }; - if (r->rect.size.x < 0) { - SWAP(points[0], points[1]); - SWAP(points[2], points[3]); - } - if (r->rect.size.y < 0) { - SWAP(points[0], points[3]); - SWAP(points[1], points[2]); - } + if (r->rect.size.x < 0) { + SWAP(points[0], points[1]); + SWAP(points[2], points[3]); + } + if (r->rect.size.y < 0) { + SWAP(points[0], points[3]); + SWAP(points[1], points[2]); + } - RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map); + RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map); - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); + if (texture) { + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); - Vector2 uvs[4] = { - src_rect.position, - src_rect.position + Vector2(src_rect.size.x, 0.0), - src_rect.position + src_rect.size, - src_rect.position + Vector2(0.0, src_rect.size.y), - }; + Vector2 uvs[4] = { + src_rect.position, + src_rect.position + Vector2(src_rect.size.x, 0.0), + src_rect.position + src_rect.size, + src_rect.position + Vector2(0.0, src_rect.size.y), + }; - if (r->flags & CANVAS_RECT_TRANSPOSE) { - SWAP(uvs[1], uvs[3]); - } + if (r->flags & CANVAS_RECT_TRANSPOSE) { + SWAP(uvs[1], uvs[3]); + } - if (r->flags & CANVAS_RECT_FLIP_H) { - SWAP(uvs[0], uvs[1]); - SWAP(uvs[2], uvs[3]); - } - if (r->flags & CANVAS_RECT_FLIP_V) { - SWAP(uvs[0], uvs[3]); - SWAP(uvs[1], uvs[2]); - } + if (r->flags & CANVAS_RECT_FLIP_H) { + SWAP(uvs[0], uvs[1]); + SWAP(uvs[2], uvs[3]); + } + if (r->flags & CANVAS_RECT_FLIP_V) { + SWAP(uvs[0], uvs[3]); + SWAP(uvs[1], uvs[2]); + } - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); - bool untile = false; + bool untile = false; - if (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; - } + if (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; + } - _draw_gui_primitive(4, points, NULL, uvs); + _draw_gui_primitive(4, points, NULL, uvs); - if (untile) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + if (untile) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } else { + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2()); + _draw_gui_primitive(4, points, NULL, NULL); } - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2()); - _draw_gui_primitive(4, points, NULL, NULL); - } -#else - //disabled because it fails on buggy nvidia drivers - _bind_quad_buffer(); + } else { + // This branch is better for performance, but can produce flicker on Nvidia, see above comment. + _bind_quad_buffer(); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + if (state.canvas_shader.bind()) { + _set_uniforms(); + state.canvas_shader.use_material((void *)p_material); + } - RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); + RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); - if (!tex) { - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + if (!tex) { + Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); - if (dst_rect.size.width < 0) { - dst_rect.position.x += dst_rect.size.width; - dst_rect.size.width *= -1; - } - if (dst_rect.size.height < 0) { - dst_rect.position.y += dst_rect.size.height; - dst_rect.size.height *= -1; - } + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } - state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1)); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - } else { + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } else { - bool untile = false; + bool untile = false; - if (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; - } + if (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; + } - Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); - Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); + Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); - if (dst_rect.size.width < 0) { - dst_rect.position.x += dst_rect.size.width; - dst_rect.size.width *= -1; - } - if (dst_rect.size.height < 0) { - dst_rect.position.y += dst_rect.size.height; - dst_rect.size.height *= -1; - } + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } - if (r->flags & CANVAS_RECT_FLIP_H) { - src_rect.size.x *= -1; - } + if (r->flags & CANVAS_RECT_FLIP_H) { + src_rect.size.x *= -1; + } - if (r->flags & CANVAS_RECT_FLIP_V) { - src_rect.size.y *= -1; - } + if (r->flags & CANVAS_RECT_FLIP_V) { + src_rect.size.y *= -1; + } - if (r->flags & CANVAS_RECT_TRANSPOSE) { - dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform - } + if (r->flags & CANVAS_RECT_TRANSPOSE) { + dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform + } - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); - state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y)); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - if (untile) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + if (untile) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } } - } - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -#endif + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } } break; case Item::Command::TYPE_NINEPATCH: { @@ -1413,41 +1450,14 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons } bool light_rebind = state.canvas_shader.bind(); + state.using_light = light; + state.using_shadow = has_shadow; if (light_rebind) { _set_uniforms(); } - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform); - Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized(); - basis_inverse[2] = Vector2(); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse()); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); - - if (has_shadow) { - RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); - glBindTexture(GL_TEXTURE_2D, cls->distance); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth)); - if (light->radius_cache == 0) { - state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1)); - } - state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1); - - /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); - canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/ - } - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture); if (!t) { @@ -1460,6 +1470,8 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons glActiveTexture(GL_TEXTURE0); _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light + + state.using_light = NULL; } light = light->next_ptr; @@ -1721,6 +1733,64 @@ void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float } void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) { + + Vector2 window_size = OS::get_singleton()->get_window_size(); + int window_h = window_size.height; + int window_w = window_size.width; + + glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo); + glViewport(0, 0, window_size.width, window_size.height); + canvas_begin(); + + if (black_image[MARGIN_LEFT].is_valid()) { + _bind_canvas_texture(black_image[MARGIN_LEFT], RID()); + Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT])); + draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y)); + } else if (black_margin[MARGIN_LEFT]) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1)); + } + + if (black_image[MARGIN_RIGHT].is_valid()) { + _bind_canvas_texture(black_image[MARGIN_RIGHT], RID()); + Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT])); + draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y)); + } else if (black_margin[MARGIN_RIGHT]) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1)); + } + + if (black_image[MARGIN_TOP].is_valid()) { + _bind_canvas_texture(black_image[MARGIN_TOP], RID()); + + Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP])); + draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y)); + + } else if (black_margin[MARGIN_TOP]) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1)); + } + + if (black_image[MARGIN_BOTTOM].is_valid()) { + + _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID()); + + Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM])); + draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y)); + + } else if (black_margin[MARGIN_BOTTOM]) { + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1)); + } } void RasterizerCanvasGLES2::initialize() { @@ -1839,10 +1909,18 @@ void RasterizerCanvasGLES2::initialize() { state.lens_shader.init(); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false)); + + state.using_light = NULL; } void RasterizerCanvasGLES2::finalize() { } RasterizerCanvasGLES2::RasterizerCanvasGLES2() { +#ifdef GLES_OVER_GL + use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"); +#else + // Not needed (a priori) on GLES devices + use_nvidia_rect_workaround = false; +#endif } diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index cf593a8a62..221427198a 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -91,6 +91,8 @@ public: RasterizerStorageGLES2::Texture *current_tex_ptr; Transform vp; + Light *using_light; + bool using_shadow; } state; @@ -100,6 +102,8 @@ public: RasterizerStorageGLES2 *storage; + bool use_nvidia_rect_workaround; + virtual RID light_internal_create(); virtual void light_internal_update(RID p_rid, Light *p_light); virtual void light_internal_free(RID p_rid); diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index f0496fc153..71b826d689 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -66,8 +66,13 @@ #endif #endif -#if !defined(GLES_OVER_GL) && !defined(IPHONE_ENABLED) -// Used for debugging on mobile, but not iOS as EGL is not available +#ifndef IPHONE_ENABLED +// We include EGL below to get debug callback on GLES2 platforms, +// but EGL is not available on iOS. +#define CAN_DEBUG +#endif + +#if !defined(GLES_OVER_GL) && defined(CAN_DEBUG) #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include <GLES2/gl2platform.h> @@ -80,7 +85,7 @@ #define strcpy strcpy_s #endif -#ifndef IPHONE_ENABLED +#ifdef CAN_DEBUG 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) @@ -128,7 +133,7 @@ static void GLAPIENTRY _gl_debug_print(GLenum source, GLenum type, GLuint id, GL ERR_PRINTS(output); } -#endif // IPHONE_ENABLED +#endif // CAN_DEBUG typedef void (*DEBUGPROCARB)(GLenum source, GLenum type, @@ -222,6 +227,7 @@ void RasterizerGLES2::initialize() { #endif // GLAD_ENABLED // For debugging +#ifdef CAN_DEBUG #ifdef GLES_OVER_GL 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); @@ -237,7 +243,6 @@ void RasterizerGLES2::initialize() { */ } #else -#ifndef IPHONE_ENABLED if (OS::get_singleton()->is_stdout_verbose()) { DebugMessageCallbackARB callback = (DebugMessageCallbackARB)eglGetProcAddress("glDebugMessageCallback"); if (!callback) { @@ -252,8 +257,8 @@ void RasterizerGLES2::initialize() { glEnable(_EXT_DEBUG_OUTPUT); } } -#endif // !IPHONE_ENABLED #endif // GLES_OVER_GL +#endif // CAN_DEBUG const GLubyte *renderer = glGetString(GL_RENDERER); print_line("OpenGL ES 2.0 Renderer: " + String((const char *)renderer)); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index df1645db1f..86aac2801a 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -165,18 +165,68 @@ uniform int spot_light_count; out vec4 diffuse_light_interp; out vec4 specular_light_interp; + void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) { - float dotNL = max(dot(N, L), 0.0); - diffuse += dotNL * light_color / M_PI; + + 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 + + diffuse += light_color * diffuse_brdf_NL; 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 dotNH = max(dot(N, H), 0.0); - float intensity = (roughness >= 1.0 ? 1.0 : pow(dotNH, (1.0 - roughness) * 256.0)); - specular += light_color * intensity; + 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 + + specular += specular_brdf_NL * light_color * (1.0 / M_PI); } + + } void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) { |