From 2ac767b1f52f2d5d9d6b2dc00e8c3d065b9fc9bb Mon Sep 17 00:00:00 2001 From: romulox_x Date: Sat, 21 Feb 2015 13:57:12 -0800 Subject: changed viewport clearing to use the alpha value of the clear color, and made the transparent bg option of viewport force a clear color of 0,0,0,0 --- drivers/gles2/rasterizer_gles2.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index fe42b67d23..b6a48652cb 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -4280,7 +4280,7 @@ void RasterizerGLES2::clear_viewport(const Color& p_color) { } glEnable(GL_SCISSOR_TEST); - glClearColor(p_color.r,p_color.g,p_color.b,1.0); + glClearColor(p_color.r,p_color.g,p_color.b,p_color.a); glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared.. glDisable(GL_SCISSOR_TEST); }; -- cgit v1.2.3 From 320700fc92f48c4c9d01c69f36cad1affc58b535 Mon Sep 17 00:00:00 2001 From: romulox_x Date: Sun, 1 Mar 2015 15:44:02 -0800 Subject: changed the blending function when using a transparent render target so that it blends properly --- drivers/gles2/rasterizer_gles2.cpp | 63 ++++++++++++++++++++++++++++++++------ 1 file changed, 54 insertions(+), 9 deletions(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index b6a48652cb..aba0b5ca90 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -6398,7 +6398,12 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } } break; case VS::MATERIAL_BLEND_MODE_ADD: { @@ -6414,7 +6419,12 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans } break; case VS::MATERIAL_BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } } break; @@ -6681,7 +6691,12 @@ void RasterizerGLES2::_copy_to_texscreen() { #endif glDisable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); @@ -7155,7 +7170,12 @@ void RasterizerGLES2::end_scene() { current_depth_mask=true; texscreen_copied=false; glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } glDisable(GL_BLEND); current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; @@ -7172,7 +7192,12 @@ void RasterizerGLES2::end_scene() { } glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } glDisable(GL_BLEND); current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false); @@ -7809,7 +7834,12 @@ void RasterizerGLES2::canvas_begin() { #endif glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glLineWidth(1.0); glBindBuffer(GL_ARRAY_BUFFER,0); @@ -7866,7 +7896,12 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) { case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } } break; case VS::MATERIAL_BLEND_MODE_ADD: { @@ -8675,7 +8710,12 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } } break; case VS::MATERIAL_BLEND_MODE_ADD: { @@ -8805,7 +8845,12 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + if (current_rt && current_rt_transparent) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } } -- cgit v1.2.3 From a1f715a4da71fbc2b7d6fad68624bf8b22c6da17 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Mon, 2 Mar 2015 00:54:10 -0300 Subject: support for 2D shadow casters Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader. --- drivers/gles2/rasterizer_gles2.cpp | 598 +++++++++++++++++++++++++++++-- drivers/gles2/rasterizer_gles2.h | 62 +++- drivers/gles2/shaders/SCsub | 1 + drivers/gles2/shaders/canvas.glsl | 123 ++++++- drivers/gles2/shaders/canvas_shadow.glsl | 62 ++++ 5 files changed, 806 insertions(+), 40 deletions(-) create mode 100644 drivers/gles2/shaders/canvas_shadow.glsl (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index aba0b5ca90..aa7bad0b8f 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -971,7 +971,7 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu - if ((!texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) { + if (!(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) { texture->has_alpha=true; } @@ -2525,7 +2525,7 @@ Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,ui void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) { ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?"); - ERR_FAIL_V(); + ERR_FAIL(); } Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const { @@ -4116,6 +4116,10 @@ void RasterizerGLES2::begin_frame() { shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter"))); #endif + canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5,shadow_filter==SHADOW_FILTER_PCF5); + canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13,shadow_filter==SHADOW_FILTER_PCF13); + canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM); + window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height ); double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec @@ -7874,7 +7878,8 @@ void RasterizerGLES2::canvas_begin() { canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; canvas_texscreen_used=false; uses_texpixel_size=false; - canvas_last_shader=RID(); + + canvas_last_material=NULL; } @@ -8364,6 +8369,476 @@ void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) { //canvas_transform = Variant(p_transform); } +RID RasterizerGLES2::canvas_light_occluder_create() { + + CanvasOccluder *co = memnew( CanvasOccluder ); + co->index_id=0; + co->vertex_id=0; + co->len=0; + + return canvas_occluder_owner.make_rid(co); +} + +void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const DVector& p_lines) { + + CanvasOccluder *co = canvas_occluder_owner.get(p_occluder); + ERR_FAIL_COND(!co); + + co->lines=p_lines; + + if (p_lines.size()!=co->len) { + + if (co->index_id) + glDeleteBuffers(1,&co->index_id); + if (co->vertex_id) + glDeleteBuffers(1,&co->vertex_id); + + co->index_id=0; + co->vertex_id=0; + co->len=0; + + } + + if (p_lines.size()) { + + + + DVector geometry; + DVector indices; + int lc = p_lines.size(); + + geometry.resize(lc*6); + indices.resize(lc*3); + + DVector::Write vw=geometry.write(); + DVector::Write iw=indices.write(); + + + DVector::Read lr=p_lines.read(); + + const int POLY_HEIGHT = 16384; + + for(int i=0;ivertex_id) { + glGenBuffers(1,&co->vertex_id); + glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); + glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW); + } else { + + glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); + glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr()); + + } + + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + if (!co->index_id) { + + glGenBuffers(1,&co->index_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW); + } else { + + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr()); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + + co->len=lc; + + } + + + +} + +RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { + + CanvasLightShadow *cls = memnew( CanvasLightShadow ); + if (p_width>max_texture_size) + p_width=max_texture_size; + + cls->size=p_width; + glActiveTexture(GL_TEXTURE0); + + glGenFramebuffers(1, &cls->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); + + // Create a render buffer + glGenRenderbuffers(1, &cls->rbo); + glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo); + + // Create a texture for storing the depth + glGenTextures(1, &cls->depth); + glBindTexture(GL_TEXTURE_2D, cls->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Remove artifact on the edges of the shadowmap + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + cls->height=16; + + //print_line("ERROR? "+itos(glGetError())); + if ( read_depth_supported ) { + + // We'll use a depth texture to store the depths in the shadow map + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + +#ifdef GLEW_ENABLED + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#endif + + // Attach the depth texture to FBO depth attachment point + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, cls->depth, 0); + +#ifdef GLEW_ENABLED + glDrawBuffer(GL_NONE); +#endif + } else { + // We'll use a RGBA texture into which we pack the depth info + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + // Attach the RGBA texture to FBO color attachment point + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, cls->depth, 0); + + // Allocate 16-bit depth buffer + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); + + // Attach the render buffer as depth buffer - will be ignored + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, cls->rbo); + + + } + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + //printf("errnum: %x\n",status); +#ifdef GLEW_ENABLED + if (read_depth_supported) { + glDrawBuffer(GL_BACK); + } +#endif + glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); + DEBUG_TEST_ERROR("2D Shadow Buffer Init"); + ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() ); + +#ifdef GLEW_ENABLED + if (read_depth_supported) { + glDrawBuffer(GL_BACK); + } +#endif + + return canvas_light_shadow_owner.make_rid(cls); +} + +void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) { + + CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer); + ERR_FAIL_COND(!cls); + + + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_DITHER); + glDisable(GL_CULL_FACE); + glDepthFunc(GL_LEQUAL); + glEnable(GL_DEPTH_TEST); + glDepthMask(true); + + glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); + + if (!use_rgba_shadowmaps) + glColorMask(0, 0, 0, 0); + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + canvas_shadow_shader.bind(); + + const int vp_height = 10; + + glViewport(0, 0, cls->size,cls->height); + _glClearDepth(1.0f); + glClearColor(1,1,1,1); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + + VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + + + for(int i=0;i<4;i++) { + + //make sure it remains orthogonal, makes easy to read angle later + + Transform light; + light.origin[0]=p_light_xform[2][0]; + light.origin[1]=p_light_xform[2][1]; + light.basis[0][0]=p_light_xform[0][0]; + light.basis[0][1]=p_light_xform[1][0]; + light.basis[1][0]=p_light_xform[0][1]; + light.basis[1][1]=p_light_xform[1][1]; + + //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); + + /// p_near=1; + CameraMatrix projection; + { + real_t fov = 90; + real_t near = p_near; + real_t far = p_far; + real_t aspect = 1.0; + + real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) ); + real_t ymin = - ymax; + real_t xmin = ymin * aspect; + real_t xmax = ymax * aspect; + + projection.set_frustum( xmin, xmax, ymin, ymax, near, far ); + } + + Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0)); + projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse()); + + //print_line("near: "+rtos(p_near)); + //print_line("far: "+rtos(p_far)); + //projection.set_perspective(60,size/float(vp_height),p_near,p_far); + + // CameraMatrix light_mat = projection * CameraMatrix(camera); + + canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection); + canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light); + + if (i==0) + *p_xform_cache=projection; + + glViewport(0, (cls->height/4)*i, cls->size,cls->height/4); + + CanvasLightOccluderInstance *instance=p_occluders; + + while(instance) { + + CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer); + if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) { + + instance=instance->next; + continue; + } + + canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX,instance->xform_cache); + if (cull!=instance->cull_cache) { + + cull=instance->cull_cache; + switch(cull) { + case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { + + glDisable(GL_CULL_FACE); + + } break; + case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { + + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT); + } break; + case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { + + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + + } break; + } + } +/* + if (i==0) { + for(int i=0;ilines.size();i++) { + Vector2 p = instance->xform_cache.xform(cc->lines.get(i)); + Plane pp(Vector3(p.x,p.y,0),1); + pp.normal = light.xform(pp.normal); + pp = projection.xform4(pp); + print_line(itos(i)+": "+pp.normal/pp.d); + //pp=light_mat.xform4(pp); + //print_line(itos(i)+": "+pp.normal/pp.d); + } + } +*/ + glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); + glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0); + + + instance=instance->next; + } + + + } + + glDisableVertexAttribArray(VS::ARRAY_VERTEX); + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + + if (shadow_filter==SHADOW_FILTER_ESM) { + //blur the buffer +#if 0 + //this is ignord, it did not make any difference.. + if (read_depth_supported) { + glDepthFunc(GL_ALWAYS); + } else { + glDisable(GL_DEPTH_TEST); + glDepthMask(false); + } + glDisable(GL_CULL_FACE); + glViewport(0, 0, cls->size,cls->height); + + int passes=1; + CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur); + + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true); + copy_shader.bind(); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + + for(int i=0;ifbo); + glActiveTexture(GL_TEXTURE0); + + if (read_depth_supported) + glBindTexture(GL_TEXTURE_2D,cls->depth); + else + glBindTexture(GL_TEXTURE_2D,cls->rgba); + + + { + Vector2 src_sb_uv[4]={ + Vector2( 0, 1), + Vector2( 1, 1), + Vector2( 1, 0), + Vector2( 0, 0) + }; + static const Vector2 dst_pos[4]={ + Vector2(-1, 1), + Vector2( 1, 1), + Vector2( 1,-1), + Vector2(-1,-1) + }; + + + + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size); + _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv); + } + + glActiveTexture(GL_TEXTURE0); + if (read_depth_supported) + glBindTexture(GL_TEXTURE_2D,blur->depth); + else + glBindTexture(GL_TEXTURE_2D,blur->rgba); + + glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); + + { + float hlimit = float(cls->size) / blur->size; + //hlimit*=2.0; + Vector2 src_sb_uv[4]={ + Vector2( 0, 1), + Vector2( hlimit, 1), + Vector2( hlimit, 0), + Vector2( 0, 0) + }; + static const Vector2 dst_pos[4]={ + Vector2(-1, 1), + Vector2( 1, 1), + Vector2( 1,-1), + Vector2(-1,-1) + }; + + + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size); + _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv); + } + + } + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); + glDepthFunc(GL_LEQUAL); +#endif + } + + glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); + glColorMask(1, 1, 1, 1); + + + +} + + +void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow) { + + CanvasLight* light=p_lights_with_shadow; + + canvas_begin(); //reset + + int h = 10; + int w = viewport.width; + int ofs = h; + while(light) { + + if (light->shadow_buffer.is_valid()) { + + CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer); + if (sb) { + glActiveTexture(GL_TEXTURE0); + if (read_depth_supported) + glBindTexture(GL_TEXTURE_2D,sb->depth); + else + glBindTexture(GL_TEXTURE_2D,sb->rgba); + _draw_textured_quad(Rect2(h,ofs,w-h*2,h),Rect2(0,0,sb->size,10),Size2(sb->size,10),false,false); + ofs+=h*2; + + } + } + + light=light->shadows_next_ptr; + } + +} + void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) { if (p_flip==normal_flip) @@ -8508,14 +8983,14 @@ void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem } -void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItem *shader_owner,Shader* shader) { +void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) { if (canvas_shader.bind()) rebind_texpixel_size=true; - if (shader_owner->shader_version!=shader->version) { + if (material->shader_version!=shader->version) { //todo optimize uniforms - shader_owner->shader_version=shader->version; + material->shader_version=shader->version; } if (shader->has_texscreen && framebuffer.active) { @@ -8558,14 +9033,14 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItem *shader_owner, } -void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItem *shader_owner,Shader* shader) { +void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* shader) { //this can be optimized.. int tex_id=1; int idx=0; for(Map::Element *E=shader->uniforms.front();E;E=E->next()) { - Map::Element *F=shader_owner->shader_param.find(E->key()); + Map::Element *F=material->shader_param.find(E->key()); if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) { @@ -8623,6 +9098,8 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_modulate=p_modulate; canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); + bool reset_modulate=false; + while(p_item_list) { CanvasItem *ci=p_item_list; @@ -8632,12 +9109,13 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const draw_viewport_func(ci->vp_render->owner,ci->vp_render->udata,ci->vp_render->rect); } memdelete(ci->vp_render); - ci->vp_render=NULL; - canvas_last_shader=RID(); + ci->vp_render=NULL; + canvas_last_material=NULL; canvas_use_modulate=p_modulate!=Color(1,1,1,1); canvas_modulate=p_modulate; canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); rebind_shader=true; + reset_modulate=true; } @@ -8660,13 +9138,14 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const //begin rect - CanvasItem *shader_owner = ci->shader_owner?ci->shader_owner:ci; + CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci; + CanvasItemMaterial *material = material_owner->material; - if (shader_owner->shader!=canvas_last_shader || rebind_shader) { + if (material!=canvas_last_material || rebind_shader) { Shader *shader = NULL; - if (shader_owner->shader.is_valid()) { - shader = this->shader_owner.get(shader_owner->shader); + if (material && material->shader.is_valid()) { + shader = shader_owner.get(material->shader); if (shader && !shader->valid) { shader=NULL; } @@ -8676,7 +9155,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const if (shader) { canvas_shader.set_custom_shader(shader->custom_code_id); - _canvas_item_setup_shader_params(shader_owner,shader); + _canvas_item_setup_shader_params(material,shader); } else { shader_cache=NULL; canvas_shader.set_custom_shader(0); @@ -8688,16 +9167,26 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); if (canvas_use_modulate) - canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); - canvas_last_shader=shader_owner->shader; + reset_modulate=true; + canvas_last_material=material; rebind_shader=false; } - if (shader_cache) { + if (material && shader_cache) { + + _canvas_item_setup_shader_uniforms(material,shader_cache); + } - _canvas_item_setup_shader_uniforms(shader_owner,shader_cache); + if (material && material->unshaded) { + canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1)); + reset_modulate=true; + } else if (reset_modulate) { + canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); + reset_modulate=false; } + + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); @@ -8747,7 +9236,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const _canvas_item_render_commands(ci,current_clip,reclip); - if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light) { + if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && (!material || !material->unshaded)) { CanvasLight *light = p_light; bool light_used=false; @@ -8785,13 +9274,15 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const normal_flip=Vector2(1,1); } + canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,light->shadow_buffer.is_valid()); + bool light_rebind = canvas_shader.bind(); if (light_rebind) { - if (shader_owner && shader_cache) { - _canvas_item_setup_shader_params(shader_owner,shader_cache); - _canvas_item_setup_shader_uniforms(shader_owner,shader_cache); + if (material && shader_cache) { + _canvas_item_setup_shader_params(material,shader_cache); + _canvas_item_setup_shader_uniforms(material,shader_cache); } canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); @@ -8800,6 +9291,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const if (canvas_use_modulate) canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1)); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE,1.0/light->shadow_buffer_size); } @@ -8808,6 +9300,23 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,light->color); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height); + if (light->shadow_buffer.is_valid()) { + + CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer); + glActiveTexture(GL_TEXTURE0+max_texture_units-3); + if (read_depth_supported) + glBindTexture(GL_TEXTURE_2D,cls->depth); + else + glBindTexture(GL_TEXTURE_2D,cls->rgba); + + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse()); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); + + } + + glActiveTexture(GL_TEXTURE0+max_texture_units-2); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2); Texture *t = texture_owner.get(light->texture); @@ -8831,12 +9340,13 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false); canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,false); canvas_shader.bind(); - if (shader_owner && shader_cache) { - _canvas_item_setup_shader_params(shader_owner,shader_cache); - _canvas_item_setup_shader_uniforms(shader_owner,shader_cache); + if (material && shader_cache) { + _canvas_item_setup_shader_params(material,shader_cache); + _canvas_item_setup_shader_uniforms(material,shader_cache); } canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); @@ -9067,6 +9577,11 @@ bool RasterizerGLES2::is_environment(const RID& p_rid) const { } bool RasterizerGLES2::is_shader(const RID& p_rid) const { + return shader_owner.owns(p_rid); +} + +bool RasterizerGLES2::is_canvas_light_occluder(const RID& p_rid) const { + return false; } @@ -9244,7 +9759,30 @@ void RasterizerGLES2::free(const RID& p_rid) { glDeleteTextures(1,&sampled_light->texture); sampled_light_owner.free(p_rid); memdelete( sampled_light ); + } else if (canvas_occluder_owner.owns(p_rid)) { + + CanvasOccluder *co = canvas_occluder_owner.get(p_rid); + if (co->index_id) + glDeleteBuffers(1,&co->index_id); + if (co->vertex_id) + glDeleteBuffers(1,&co->vertex_id); + + canvas_occluder_owner.free(p_rid); + memdelete(co); + + } else if (canvas_light_shadow_owner.owns(p_rid)) { + + CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid); + glDeleteFramebuffers(1,&cls->fbo); + glDeleteRenderbuffers(1,&cls->rbo); + glDeleteTextures(1,&cls->depth); + if (!read_depth_supported) { + glDeleteTextures(1,&cls->rgba); + } + + canvas_light_shadow_owner.free(p_rid); + memdelete(cls); }; } @@ -9779,10 +10317,12 @@ void RasterizerGLES2::init() { material_shader.init(); canvas_shader.init(); copy_shader.init(); + canvas_shadow_shader.init(); #ifdef GLEW_ENABLED material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true); canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true); + canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL,true); copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true); #endif @@ -9923,8 +10463,11 @@ void RasterizerGLES2::init() { glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units); + glGetIntegerv(GL_MAX_TEXTURE_SIZE,&max_texture_size); //read_depth_supported=false; + canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size); + { //shadowmaps OS::VideoMode vm=OS::get_singleton()->get_video_mode(); @@ -9946,6 +10489,7 @@ void RasterizerGLES2::init() { //material_shader material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps); + canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps); } @@ -9978,7 +10522,7 @@ void RasterizerGLES2::init() { void RasterizerGLES2::finish() { - + free(canvas_shadow_blur); } int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) { diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 173ca14180..f09714f50c 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -51,6 +51,7 @@ #include "drivers/gles2/shaders/material.glsl.h" #include "drivers/gles2/shaders/canvas.glsl.h" +#include "drivers/gles2/shaders/canvas_shadow.glsl.h" #include "drivers/gles2/shaders/blur.glsl.h" #include "drivers/gles2/shaders/copy.glsl.h" #include "drivers/gles2/shader_compiler_gles2.h" @@ -816,6 +817,7 @@ class RasterizerGLES2 : public Rasterizer { bool current_depth_mask; VS::MaterialBlendMode current_blend_mode; bool use_fast_texture_filter; + int max_texture_size; bool fragment_lighting; RID shadow_material; @@ -1160,6 +1162,7 @@ class RasterizerGLES2 : public Rasterizer { void _process_glow_and_bloom(); //void _update_blur_buffer(); + /*********/ /* FRAME */ /*********/ @@ -1178,6 +1181,45 @@ class RasterizerGLES2 : public Rasterizer { } _rinfo; + /*******************/ + /* CANVAS OCCLUDER */ + /*******************/ + + + struct CanvasOccluder { + + GLuint vertex_id; // 0 means, unconfigured + GLuint index_id; // 0 means, unconfigured + DVector lines; + int len; + }; + + RID_Owner canvas_occluder_owner; + + /***********************/ + /* CANVAS LIGHT SHADOW */ + /***********************/ + + + struct CanvasLightShadow { + + int size; + int height; + GLuint fbo; + GLuint rbo; + GLuint depth; + GLuint rgba; //for older devices + + GLuint blur; + + }; + + RID_Owner canvas_light_shadow_owner; + + RID canvas_shadow_blur; + + /* ETC */ + RenderTarget *current_rt; bool current_rt_transparent; bool current_rt_vflip; @@ -1192,7 +1234,7 @@ class RasterizerGLES2 : public Rasterizer { bool uses_texpixel_size; bool rebind_texpixel_size; Transform canvas_transform; - RID canvas_last_shader; + CanvasItemMaterial *canvas_last_material; bool canvas_texscreen_used; Vector2 normal_flip; _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip); @@ -1227,10 +1269,12 @@ class RasterizerGLES2 : public Rasterizer { VS::ScenarioDebugMode current_debug; RID overdraw_material; + mutable MaterialShaderGLES2 material_shader; mutable CanvasShaderGLES2 canvas_shader; BlurShaderGLES2 blur_shader; CopyShaderGLES2 copy_shader; + mutable CanvasShadowShaderGLES2 canvas_shadow_shader; mutable ShaderCompilerGLES2 shader_precompiler; @@ -1254,8 +1298,8 @@ class RasterizerGLES2 : public Rasterizer { template _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip); - _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItem *shader_owner,Shader* p_shader); - _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItem *shader_owner,Shader* p_shader); + _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader); + _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader); public: /* TEXTURE API */ @@ -1572,7 +1616,17 @@ public: virtual void canvas_set_transform(const Matrix32& p_transform); virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light); + virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow); + /* CANVAS LIGHT SHADOW */ + + //buffer + virtual RID canvas_light_shadow_buffer_create(int p_width); + virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache); + + //occluder + virtual RID canvas_light_occluder_create(); + virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector& p_lines); /* ENVIRONMENT */ @@ -1611,6 +1665,8 @@ public: virtual bool is_environment(const RID& p_rid) const; virtual bool is_shader(const RID& p_rid) const; + virtual bool is_canvas_light_occluder(const RID& p_rid) const; + virtual void free(const RID& p_rid); virtual void init(); diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub index c665cf9036..9679223b16 100644 --- a/drivers/gles2/shaders/SCsub +++ b/drivers/gles2/shaders/SCsub @@ -3,6 +3,7 @@ Import('env') if env['BUILDERS'].has_key('GLSL120GLES'): env.GLSL120GLES('material.glsl'); env.GLSL120GLES('canvas.glsl'); + env.GLSL120GLES('canvas_shadow.glsl'); env.GLSL120GLES('blur.glsl'); env.GLSL120GLES('copy.glsl'); diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 227a8b7bdd..9022f30d7f 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -34,6 +34,10 @@ varying vec4 local_rot; uniform vec2 normal_flip; #endif +#ifdef USE_SHADOWS +highp varying vec2 pos; +#endif + #endif #if defined(ENABLE_VAR1_INTERP) @@ -63,6 +67,8 @@ VERTEX_SHADER_CODE outvec = modelview_matrix * outvec; #endif + + #ifdef USE_PIXEL_SNAP outvec.xy=floor(outvec.xy+0.5); @@ -75,6 +81,9 @@ VERTEX_SHADER_CODE light_uv_interp.xy = (light_matrix * outvec).xy; light_uv_interp.zw = outvec.xy-light_pos; +#ifdef USE_SHADOWS + pos=outvec.xy; +#endif #if defined(NORMAL_USED) local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x; @@ -154,6 +163,15 @@ varying vec4 local_rot; uniform sampler2D shadow_texture; uniform float shadow_attenuation; +uniform highp mat4 shadow_matrix; +uniform highp mat4 light_local_matrix; +highp varying vec2 pos; +uniform float shadowpixel_size; + +#ifdef SHADOW_ESM +uniform float shadow_esm_multiplier; +#endif + #endif #endif @@ -173,10 +191,6 @@ void main() { vec3 normal = vec3(0,0,1); #endif -#ifdef USE_MODULATE - - color*=modulate; -#endif color *= texture2D( texture, uv_interp ); #if defined(ENABLE_SCREEN_UV) @@ -191,6 +205,12 @@ FRAGMENT_SHADER_CODE color = vec4(vec3(enc32),1.0); #endif +#ifdef USE_MODULATE + + color*=modulate; +#endif + + #ifdef USE_LIGHTING #if defined(NORMAL_USED) @@ -201,13 +221,96 @@ FRAGMENT_SHADER_CODE vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color; #ifdef USE_SHADOWS - //this might not be that great on mobile? - float light_dist = length(light_texture.zw); - float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5; - float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0)); - if (light_dist>shadow_dist) { - light*=shadow_attenuation; + + + vec2 lpos = (light_local_matrix * vec4(pos,0.0,1.0)).xy; + float angle_to_light = -atan(lpos.x,lpos.y); + float PI = 3.14159265358979323846264; + /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays + float ang*/ + + float su,sz; + + float abs_angle = abs(angle_to_light); + vec2 point; + float sh; + if (abs_angle<45.0*PI/180.0) { + point = lpos; + sh=0+(1.0/8.0); + } else if (abs_angle>135.0*PI/180.0) { + point = -lpos; + sh = 0.5+(1.0/8.0); + } else if (angle_to_light>0) { + + point = vec2(lpos.y,-lpos.x); + sh = 0.25+(1.0/8.0); + } else { + + point = vec2(-lpos.y,lpos.x); + sh = 0.75+(1.0/8.0); + + } + + + vec4 s = shadow_matrix * vec4(point,0.0,1.0); + s.xyz/=s.w; + su=s.x*0.5+0.5; + sz=s.z*0.5+0.5; + + float shadow_attenuation; + +#ifdef SHADOW_PCF5 + + shadow_attenuation=0.0; + shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z Date: Mon, 2 Mar 2015 19:21:19 -0300 Subject: time was not being set properly with the rest of the uniforms. --- drivers/gles2/rasterizer_gles2.cpp | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index aa7bad0b8f..e167b647e7 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -9023,11 +9023,6 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *mater canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); } - if (shader->uses_time) { - canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0)); - draw_next_frame=true; - } - //if uses TIME - draw_next_frame=true uses_texpixel_size=shader->uses_texpixel_size; @@ -9083,6 +9078,13 @@ void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *mat glActiveTexture(GL_TEXTURE0); } + if (shader->uses_time) { + canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0)); + draw_next_frame=true; + } + //if uses TIME - draw_next_frame=true + + } void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) { -- cgit v1.2.3 From 09489e3a78de39bb4d8690f3c65f8a5e7a56a95e Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Mon, 9 Mar 2015 02:34:56 -0300 Subject: lot of work on 2D lighting and isometric maps added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc. --- drivers/gles2/rasterizer_gles2.cpp | 10 +- drivers/gles2/shader_compiler_gles2.cpp | 17 ++- drivers/gles2/shaders/canvas.glsl | 180 ++++++++++++++++---------------- 3 files changed, 111 insertions(+), 96 deletions(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index e167b647e7..b6444b2978 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -9276,7 +9276,10 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const normal_flip=Vector2(1,1); } - canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,light->shadow_buffer.is_valid()); + + bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask; + + canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow); bool light_rebind = canvas_shader.bind(); @@ -9302,7 +9305,9 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,light->color); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height); - if (light->shadow_buffer.is_valid()) { + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse()); + + if (has_shadow) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer); glActiveTexture(GL_TEXTURE0+max_texture_units-3); @@ -9313,7 +9318,6 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse()); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); } diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index b2052c7cbb..be40043573 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -808,12 +808,19 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { mode_replace_table[4]["POINT_COORD"]="gl_PointCoord"; mode_replace_table[4]["TIME"]="time"; - mode_replace_table[5]["SRC_COLOR"]="color"; - mode_replace_table[5]["COLOR"]="color"; + mode_replace_table[5]["POSITION"]="gl_Position"; mode_replace_table[5]["NORMAL"]="normal"; - mode_replace_table[5]["LIGHT_DIR"]="light_dir"; - mode_replace_table[5]["LIGHT_DISTANCE"]="light_distance"; - mode_replace_table[5]["LIGHT"]="light"; + mode_replace_table[5]["UV"]="uv_interp"; + mode_replace_table[5]["COLOR"]="color"; + mode_replace_table[5]["TEXTURE"]="texture"; + mode_replace_table[5]["TEXTURE_PIXEL_SIZE"]="texpixel_size"; + mode_replace_table[5]["VAR1"]="var1_interp"; + mode_replace_table[5]["VAR2"]="var2_interp"; + mode_replace_table[5]["LIGHT_VEC"]="light_vec"; + mode_replace_table[5]["LIGHT_HEIGHT"]="light_height"; + mode_replace_table[5]["LIGHT_COLOR"]="light"; + mode_replace_table[5]["LIGHT"]="light_out"; + mode_replace_table[5]["SCREEN_UV"]="screen_uv"; mode_replace_table[5]["POINT_COORD"]="gl_PointCoord"; mode_replace_table[5]["TIME"]="time"; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 9022f30d7f..0e19736fd5 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -26,6 +26,7 @@ uniform float time; #ifdef USE_LIGHTING uniform highp mat4 light_matrix; +uniform highp mat4 light_local_matrix; uniform vec2 light_pos; varying vec4 light_uv_interp; @@ -80,7 +81,7 @@ VERTEX_SHADER_CODE #ifdef USE_LIGHTING light_uv_interp.xy = (light_matrix * outvec).xy; - light_uv_interp.zw = outvec.xy-light_pos; + light_uv_interp.zw =(light_local_matrix * outvec).xy; #ifdef USE_SHADOWS pos=outvec.xy; #endif @@ -164,7 +165,6 @@ uniform sampler2D shadow_texture; uniform float shadow_attenuation; uniform highp mat4 shadow_matrix; -uniform highp mat4 light_local_matrix; highp varying vec2 pos; uniform float shadowpixel_size; @@ -188,7 +188,7 @@ void main() { vec4 color = color_interp; #if defined(NORMAL_USED) - vec3 normal = vec3(0,0,1); + vec3 normal = vec3(0.0,0.0,1.0); #endif @@ -197,6 +197,7 @@ void main() { vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif + { FRAGMENT_SHADER_CODE } @@ -213,79 +214,110 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTING + vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping + #if defined(NORMAL_USED) normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; #endif float att=1.0; - vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color; -#ifdef USE_SHADOWS + vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color; + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader +{ + vec4 light_out=vec4(0.0,0.0,0.0,0.0); +LIGHT_SHADER_CODE + color=light_out; +} +#else - vec2 lpos = (light_local_matrix * vec4(pos,0.0,1.0)).xy; - float angle_to_light = -atan(lpos.x,lpos.y); - float PI = 3.14159265358979323846264; - /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays - float ang*/ +#if defined(NORMAL_USED) + vec3 light_normal = normalize(vec3(light_vec,-light_height)); + light*=max(dot(-light_normal,normal),0.0); +#endif - float su,sz; + color*=light; +/* +#ifdef USE_NORMAL + color.xy=local_rot.xy;//normal.xy; + color.zw=vec2(0.0,1.0); +#endif +*/ - float abs_angle = abs(angle_to_light); - vec2 point; - float sh; - if (abs_angle<45.0*PI/180.0) { - point = lpos; - sh=0+(1.0/8.0); - } else if (abs_angle>135.0*PI/180.0) { - point = -lpos; - sh = 0.5+(1.0/8.0); - } else if (angle_to_light>0) { +//light shader code +#endif - point = vec2(lpos.y,-lpos.x); - sh = 0.25+(1.0/8.0); + if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) { + color.a=0.0; //invisible } else { - point = vec2(-lpos.y,lpos.x); - sh = 0.75+(1.0/8.0); +#ifdef USE_SHADOWS - } + float angle_to_light = -atan(light_vec.x,light_vec.y); + float PI = 3.14159265358979323846264; + /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays + float ang*/ + + float su,sz; + float abs_angle = abs(angle_to_light); + vec2 point; + float sh; + if (abs_angle<45.0*PI/180.0) { + point = light_vec; + sh=0.0+(1.0/8.0); + } else if (abs_angle>135.0*PI/180.0) { + point = -light_vec; + sh = 0.5+(1.0/8.0); + } else if (angle_to_light>0.0) { - vec4 s = shadow_matrix * vec4(point,0.0,1.0); - s.xyz/=s.w; - su=s.x*0.5+0.5; - sz=s.z*0.5+0.5; + point = vec2(light_vec.y,-light_vec.x); + sh = 0.25+(1.0/8.0); + } else { - float shadow_attenuation; + point = vec2(-light_vec.y,light_vec.x); + sh = 0.75+(1.0/8.0); + + } + + + vec4 s = shadow_matrix * vec4(point,0.0,1.0); + s.xyz/=s.w; + su=s.x*0.5+0.5; + sz=s.z*0.5+0.5; + + float shadow_attenuation; #ifdef SHADOW_PCF5 - shadow_attenuation=0.0; - shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z Date: Tue, 10 Mar 2015 00:53:09 -0300 Subject: New Demo, Screen Space Shaders -Fixes to screen space shaders. -Fixes to isometric light demo. --- drivers/gles2/shader_compiler_gles2.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'drivers/gles2') diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index be40043573..8d378ceec1 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -61,6 +61,7 @@ static String _typestr(SL::DataType p_type) { case SL::TYPE_VEC2: return "vec2"; case SL::TYPE_VEC3: return "vec3"; case SL::TYPE_VEC4: return "vec4"; + case SL::TYPE_MAT2: return "mat2"; case SL::TYPE_MAT3: return "mat3"; case SL::TYPE_MAT4: return "mat4"; case SL::TYPE_TEXTURE: return "sampler2D"; @@ -284,6 +285,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+_mknum(v.x)+", "+_mknum(v.y)+")"; } break; case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+_mknum(v.x)+", "+_mknum(v.y)+", "+_mknum(v.z)+")"; } break; case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+_mknum(v.normal.x)+", "+_mknum(v.normal.y)+", "+_mknum(v.normal.z)+", "+_mknum(v.d)+")"; } break; + case SL::TYPE_MAT2: { Matrix32 x = cnode->value; code="mat2( vec2("+_mknum(x[0][0])+", "+_mknum(x[0][1])+"), vec2("+_mknum(x[1][0])+", "+_mknum(x[1][1])+"))"; } break; case SL::TYPE_MAT3: { Matrix3 x = cnode->value; code="mat3( vec3("+_mknum(x.get_axis(0).x)+", "+_mknum(x.get_axis(0).y)+", "+_mknum(x.get_axis(0).z)+"), vec3("+_mknum(x.get_axis(1).x)+", "+_mknum(x.get_axis(1).y)+", "+_mknum(x.get_axis(1).z)+"), vec3("+_mknum(x.get_axis(2).x)+", "+_mknum(x.get_axis(2).y)+", "+_mknum(x.get_axis(2).z)+"))"; } break; case SL::TYPE_MAT4: { Transform x = cnode->value; code="mat4( vec4("+_mknum(x.basis.get_axis(0).x)+", "+_mknum(x.basis.get_axis(0).y)+", "+_mknum(x.basis.get_axis(0).z)+",0.0), vec4("+_mknum(x.basis.get_axis(1).x)+", "+_mknum(x.basis.get_axis(1).y)+", "+_mknum(x.basis.get_axis(1).z)+",0.0), vec4("+_mknum(x.basis.get_axis(2).x)+", "+_mknum(x.basis.get_axis(2).y)+", "+_mknum(x.basis.get_axis(2).z)+",0.0), vec4("+_mknum(x.origin.x)+", "+_mknum(x.origin.y)+", "+_mknum(x.origin.z)+",1.0))"; } break; default: code="value.get_type())+" ("+itos(cnode->datatype)+">"; @@ -476,6 +478,11 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a m="[2]"; else if (mnode->name=="w") m="[3]"; + } else if (mnode->basetype==SL::TYPE_MAT2) { + if (mnode->name=="x") + m="[0]"; + else if (mnode->name=="y") + m="[1]"; } else if (mnode->basetype==SL::TYPE_MAT3) { if (mnode->name=="x") @@ -657,6 +664,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { replace_table["vec2" ]= "vec2"; replace_table["vec3" ]= "vec3"; replace_table["vec4" ]= "vec4"; + replace_table["mat2" ]= "mat2"; replace_table["mat3" ]= "mat3"; replace_table["mat4" ]= "mat4"; replace_table["texture" ]= "sampler2D"; -- cgit v1.2.3 From 650e13f3cd68c9b45879a905548c34e9fb5bb46f Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Thu, 12 Mar 2015 01:05:50 -0300 Subject: back buffer copy node, to improve on texscreen() back buffer copy node and respective demo --- drivers/gles2/rasterizer_gles2.cpp | 62 +++++++++++++++++++++++++++++++++----- 1 file changed, 54 insertions(+), 8 deletions(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index b6444b2978..49fae098a8 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -989,8 +989,14 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); - else - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + else { + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + } else { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + + } + } if (texture->flags&VS::TEXTURE_FLAG_FILTER) { @@ -1283,8 +1289,14 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) { if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); - else - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + else{ + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + } else { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + + } + } if (texture->flags&VS::TEXTURE_FLAG_FILTER) { @@ -8554,7 +8566,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { //printf("errnum: %x\n",status); #ifdef GLEW_ENABLED if (read_depth_supported) { - glDrawBuffer(GL_BACK); + //glDrawBuffer(GL_BACK); } #endif glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); @@ -8563,7 +8575,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { #ifdef GLEW_ENABLED if (read_depth_supported) { - glDrawBuffer(GL_BACK); + //glDrawBuffer(GL_BACK); } #endif @@ -9138,6 +9150,40 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const } } + if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) { + + Rect2 rect; + int x,y,w,h; + + if (ci->copy_back_buffer->full) { + + x = viewport.x; + y = window_size.height-(viewport.height+viewport.y); + w = viewport.width; + h = viewport.height; + } else { + x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x; + y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y); + w = ci->copy_back_buffer->screen_rect.size.x; + h = ci->copy_back_buffer->screen_rect.size.y; + } + glActiveTexture(GL_TEXTURE0+max_texture_units-1); + glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); + +#ifdef GLEW_ENABLED + glReadBuffer(GL_COLOR_ATTACHMENT0); +#endif + glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,w,h); +// if (current_clip) { +// // print_line(" a clip "); +// } + + canvas_texscreen_used=true; + glActiveTexture(GL_TEXTURE0); + } + + + //begin rect CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci; @@ -9904,7 +9950,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { //printf("errnum: %x\n",status); #ifdef GLEW_ENABLED if (p_use_depth) { - glDrawBuffer(GL_BACK); + //glDrawBuffer(GL_BACK); } #endif glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -9913,7 +9959,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { #ifdef GLEW_ENABLED if (p_use_depth) { - glDrawBuffer(GL_BACK); + //glDrawBuffer(GL_BACK); } #endif -- cgit v1.2.3 From 53e1694e1e2b76026d862e84c1de88f62601cbc3 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Mon, 16 Mar 2015 00:47:37 -0300 Subject: New option to send canvas to render buffer allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D. --- drivers/gles2/rasterizer_gles2.cpp | 50 +++++++++++++++++++++++++------------- drivers/gles2/rasterizer_gles2.h | 4 +++ 2 files changed, 37 insertions(+), 17 deletions(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 49fae098a8..a21b0775e9 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -4288,7 +4288,7 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) { void RasterizerGLES2::clear_viewport(const Color& p_color) { - if (current_rt) { + if (current_rt || using_canvas_bg) { glScissor( 0, 0, viewport.width, viewport.height ); } else { @@ -6944,7 +6944,7 @@ void RasterizerGLES2::_draw_tex_bg() { RID texture; - if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) { + if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE]; } else { texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP]; @@ -6961,25 +6961,20 @@ void RasterizerGLES2::_draw_tex_bg() { copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true); - if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) { + if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false); } else { copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true); } - if (current_env->bg_mode==VS::ENV_BG_CUBEMAP_RGBE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) { - copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,true); - } else { - copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false); - } copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true); copy_shader.bind(); - if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) { + if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); } else { glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0); @@ -7006,7 +7001,7 @@ void RasterizerGLES2::_draw_tex_bg() { Vector3( 0, 0, 0) }; - if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) { + if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { //regular texture //adjust aspect @@ -7076,7 +7071,7 @@ void RasterizerGLES2::end_scene() { if (framebuffer.active) { //detect when to use the framebuffer object - if (texscreen_used || framebuffer.scale!=1) { + if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) { use_fb=true; } else if (current_env) { use_fb=false; @@ -7128,6 +7123,7 @@ void RasterizerGLES2::end_scene() { switch(current_env->bg_mode) { + case VS::ENV_BG_CANVAS: case VS::ENV_BG_KEEP: { //copy from framebuffer if framebuffer glClear(GL_DEPTH_BUFFER_BIT); @@ -7140,7 +7136,7 @@ void RasterizerGLES2::end_scene() { bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR]; else bgcolor = Globals::get_singleton()->get("render/default_clear_color"); - bgcolor = _convert_color(bgcolor); + bgcolor = _convert_color(bgcolor); float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0; glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a); _glClearDepth(1.0); @@ -7148,9 +7144,7 @@ void RasterizerGLES2::end_scene() { } break; case VS::ENV_BG_TEXTURE: - case VS::ENV_BG_CUBEMAP: - case VS::ENV_BG_TEXTURE_RGBE: - case VS::ENV_BG_CUBEMAP_RGBE: { + case VS::ENV_BG_CUBEMAP: { glClear(GL_DEPTH_BUFFER_BIT); @@ -7369,8 +7363,12 @@ void RasterizerGLES2::end_scene() { _debug_shadows(); } // _debug_luminances(); - _debug_samplers(); +// _debug_samplers(); + if (using_canvas_bg) { + using_canvas_bg=false; + glColorMask(1,1,1,1); //don't touch alpha + } } void RasterizerGLES2::end_shadow_map() { @@ -7839,8 +7837,26 @@ void RasterizerGLES2::flush_frame() { /* CANVAS API */ +void RasterizerGLES2::begin_canvas_bg() { + + if (framebuffer.active) { + using_canvas_bg=true; + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); + glViewport( 0,0,viewport.width , viewport.height ); + } else { + using_canvas_bg=false; + } + +} + void RasterizerGLES2::canvas_begin() { + + if (using_canvas_bg) { + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); + glColorMask(1,1,1,0); //don't touch alpha + } + glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); @@ -10567,7 +10583,7 @@ void RasterizerGLES2::init() { glBindBuffer(GL_ARRAY_BUFFER,0); //unbind - + using_canvas_bg=false; _update_framebuffer(); DEBUG_TEST_ERROR("Initializing"); } diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index f09714f50c..b7895ad82e 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -677,6 +677,7 @@ class RasterizerGLES2 : public Rasterizer { bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0; bg_param[VS::ENV_BG_PARAM_SCALE]=1.0; bg_param[VS::ENV_BG_PARAM_GLOW]=0.0; + bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER]=0; for(int i=0;i Date: Sat, 21 Mar 2015 00:43:33 -0300 Subject: signed distance field font support --- drivers/gles2/rasterizer_gles2.cpp | 12 ++++++++++++ drivers/gles2/shaders/canvas.glsl | 10 +++++++++- 2 files changed, 21 insertions(+), 1 deletion(-) (limited to 'drivers/gles2') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index a21b0775e9..05c977f344 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -9127,8 +9127,10 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_use_modulate=p_modulate!=Color(1,1,1,1); canvas_modulate=p_modulate; canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false); bool reset_modulate=false; + bool prev_distance_field=false; while(p_item_list) { @@ -9144,12 +9146,22 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const canvas_use_modulate=p_modulate!=Color(1,1,1,1); canvas_modulate=p_modulate; canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false); + prev_distance_field=false; rebind_shader=true; reset_modulate=true; } + if (prev_distance_field!=ci->distance_field) { + + canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field); + prev_distance_field=ci->distance_field; + rebind_shader=true; + } + + if (current_clip!=ci->final_clip_owner) { current_clip=ci->final_clip_owner; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 0e19736fd5..e6d2569977 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -191,8 +191,16 @@ void main() { vec3 normal = vec3(0.0,0.0,1.0); #endif - +#ifdef USE_DISTANCE_FIELD + const float smoothing = 1.0/32.0; + float distance = texture2D(texture, uv_interp).a; + color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); +#else color *= texture2D( texture, uv_interp ); + +#endif + + #if defined(ENABLE_SCREEN_UV) vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif -- cgit v1.2.3