More 3D Work
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
This commit is contained in:
parent
64e83bfd14
commit
703004f830
40 changed files with 1114 additions and 116 deletions
11
core/color.h
11
core/color.h
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@ -30,6 +30,7 @@
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#define COLOR_H
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#include "ustring.h"
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#include "math_funcs.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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@ -97,6 +98,16 @@ struct Color {
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return res;
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}
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_FORCE_INLINE_ Color to_linear() const {
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return Color(
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r<0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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g<0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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b<0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
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a
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);
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}
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static Color hex(uint32_t p_hex);
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static Color html(const String& p_color);
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static bool html_is_valid(const String& p_color);
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@ -1664,6 +1664,45 @@ void Image::set_compress_bc_func(void (*p_compress_func)(Image *)) {
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void Image::srgb_to_linear() {
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if (data.size()==0)
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return;
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static const uint8_t srgb2lin[256]={0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 22, 22, 23, 23, 24, 24, 25, 26, 26, 27, 27, 28, 29, 29, 30, 31, 31, 32, 33, 33, 34, 35, 36, 36, 37, 38, 38, 39, 40, 41, 42, 42, 43, 44, 45, 46, 47, 47, 48, 49, 50, 51, 52, 53, 54, 55, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 70, 71, 72, 73, 74, 75, 76, 77, 78, 80, 81, 82, 83, 84, 85, 87, 88, 89, 90, 92, 93, 94, 95, 97, 98, 99, 101, 102, 103, 105, 106, 107, 109, 110, 112, 113, 114, 116, 117, 119, 120, 122, 123, 125, 126, 128, 129, 131, 132, 134, 135, 137, 139, 140, 142, 144, 145, 147, 148, 150, 152, 153, 155, 157, 159, 160, 162, 164, 166, 167, 169, 171, 173, 175, 176, 178, 180, 182, 184, 186, 188, 190, 192, 193, 195, 197, 199, 201, 203, 205, 207, 209, 211, 213, 215, 218, 220, 222, 224, 226, 228, 230, 232, 235, 237, 239, 241, 243, 245, 248, 250, 252};
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ERR_FAIL_COND( format!=FORMAT_RGB && format!=FORMAT_RGBA );
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if (format==FORMAT_RGBA) {
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int len = data.size()/4;
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DVector<uint8_t>::Write wp = data.write();
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unsigned char *data_ptr=wp.ptr();
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for(int i=0;i<len;i++) {
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data_ptr[(i<<2)+0]=srgb2lin[ data_ptr[(i<<2)+0] ];
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data_ptr[(i<<2)+1]=srgb2lin[ data_ptr[(i<<2)+1] ];
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data_ptr[(i<<2)+2]=srgb2lin[ data_ptr[(i<<2)+2] ];
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}
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} else if (format==FORMAT_RGB) {
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int len = data.size()/3;
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DVector<uint8_t>::Write wp = data.write();
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unsigned char *data_ptr=wp.ptr();
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for(int i=0;i<len;i++) {
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data_ptr[(i*3)+0]=srgb2lin[ data_ptr[(i*3)+0] ];
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data_ptr[(i*3)+1]=srgb2lin[ data_ptr[(i*3)+1] ];
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data_ptr[(i*3)+2]=srgb2lin[ data_ptr[(i*3)+2] ];
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}
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}
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}
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void Image::premultiply_alpha() {
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if (data.size()==0)
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@ -321,6 +321,7 @@ public:
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void fix_alpha_edges();
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void premultiply_alpha();
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void srgb_to_linear();
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void blit_rect(const Image& p_src, const Rect2& p_src_rect,const Point2& p_dest);
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void brush_transfer(const Image& p_src, const Image& p_brush, const Point2& p_dest);
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@ -22,5 +22,5 @@ shoot=[key(Z)]
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max_shadow_buffer_size=1024
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framebuffer_shrink=1
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shadow_filter=1
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;debug_shadow_maps=true
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shadow_filter=3
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debug_shadow_maps=false
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@ -1,10 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<resource_file type="PackedScene" subresource_count="7" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
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<ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource>
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<ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
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<ext_resource path="res://sb.cube" type="CubeMap"></ext_resource>
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<ext_resource path="res://tiles.res" type="MeshLibrary"></ext_resource>
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<ext_resource path="res://coin.scn" type="PackedScene"></ext_resource>
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<ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
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<ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource>
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<resource type="Environment" path="local://1">
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<bool name="fxaa/enabled"> False </bool>
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<int name="background/mode"> 4 </int>
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@ -50,13 +50,14 @@
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<main_resource>
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<dictionary name="_bundled" shared="false">
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<string> "names" </string>
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<string_array len="86">
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<string_array len="89">
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<string> "world" </string>
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<string> "Spatial" </string>
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<string> "__meta__" </string>
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<string> "GridMap" </string>
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<string> "theme/theme" </string>
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<string> "theme/bake" </string>
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<string> "lighting/bake" </string>
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<string> "cell/size" </string>
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<string> "cell/octant_size" </string>
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<string> "cell/center_x" </string>
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@ -67,6 +68,8 @@
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<string> "DirectionalLight" </string>
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<string> "transform/local" </string>
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<string> "layers" </string>
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<string> "params/enabled" </string>
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<string> "params/bake_mode" </string>
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<string> "params/energy" </string>
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<string> "colors/ambient" </string>
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<string> "colors/diffuse" </string>
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@ -172,17 +175,17 @@
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<array len="4" shared="false">
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<dictionary shared="false">
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<string> "distance" </string>
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<real> 6.622579 </real>
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<real> 4.173348 </real>
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<string> "x_rot" </string>
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<real> 0.358295 </real>
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<real> 0.558294 </real>
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<string> "y_rot" </string>
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<real> 0.45 </real>
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<real> 1.049999 </real>
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<string> "use_orthogonal" </string>
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<bool> False </bool>
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<string> "use_environment" </string>
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<bool> False </bool>
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<string> "pos" </string>
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<vector3> 9.41795, 2.98588, 13.6496 </vector3>
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<vector3> 13.4293, 5.68289, 13.9717 </vector3>
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</dictionary>
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<dictionary shared="false">
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<string> "distance" </string>
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@ -267,14 +270,14 @@
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</dictionary>
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<transform> 0.522923, 0.663002, -0.535706, -0.24539, 0.718971, 0.650281, 0.816294, -0.20859, 0.53866, 0, 0, 0 </transform>
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<int> 1 </int>
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<int> 0 </int>
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<real> 1.5 </real>
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<color> 0.159092, 0.219774, 0.52093, 1 </color>
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<color> 1, 1, 1, 1 </color>
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<real> 0 </real>
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<real> 0.08 </real>
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<real> 0.5 </real>
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<resource name=""></resource> <int> 0 </int>
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<int> 2 </int>
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<resource name=""></resource> <int> 2 </int>
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<real> 40 </real>
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<real> 0.410558 </real>
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<resource resource_type="Environment" path="local://1"> </resource>
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@ -336,7 +339,7 @@
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<transform> 0.0160676, 0, -0.999871, 0, 1, 0, 0.999871, 0, 0.0160676, 8.50167, 4.15811, 15.9334 </transform>
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</array>
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<string> "nodes" </string>
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<int_array len="541"> -1, -1, 1, 0, -1, 1, 2, 0, 0, 0, 0, 3, 3, -1, 10, 4, 1, 5, 2, 6, 3, 7, 4, 8, 5, 9, 5, 10, 5, 11, 6, 12, 7, 2, 8, 0, 0, 0, 13, 13, -1, 16, 14, 9, 15, 10, 16, 11, 17, 12, 18, 13, 19, 13, 20, 5, 21, 14, 22, 15, 23, 16, 24, 17, 25, 18, 26, 19, 27, 20, 28, 21, 29, 3, 0, 0, 0, 31, 30, -1, 1, 30, 22, 0, 0, 0, 33, 32, -1, 1, 2, 23, 0, 4, 0, 35, 34, 24, 1, 14, 25, 0, 4, 0, 35, 36, 24, 1, 14, 26, 0, 4, 0, 35, 37, 24, 1, 14, 27, 0, 4, 0, 35, 38, 24, 1, 14, 28, 0, 4, 0, 35, 39, 24, 1, 14, 29, 0, 4, 0, 35, 40, 24, 1, 14, 30, 0, 4, 0, 35, 41, 24, 1, 14, 31, 0, 4, 0, 35, 42, 24, 1, 14, 32, 0, 4, 0, 35, 43, 24, 1, 14, 33, 0, 4, 0, 35, 44, 24, 1, 14, 34, 0, 4, 0, 35, 45, 24, 1, 14, 35, 0, 4, 0, 35, 46, 24, 1, 14, 36, 0, 4, 0, 35, 47, 24, 1, 14, 37, 0, 4, 0, 35, 48, 24, 1, 14, 38, 0, 4, 0, 35, 49, 24, 1, 14, 39, 0, 4, 0, 35, 50, 24, 1, 14, 40, 0, 4, 0, 35, 51, 24, 1, 14, 41, 0, 4, 0, 35, 52, 24, 1, 14, 42, 0, 4, 0, 35, 53, 24, 1, 14, 43, 0, 4, 0, 35, 54, 24, 1, 14, 44, 0, 4, 0, 35, 55, 24, 1, 14, 45, 0, 4, 0, 35, 56, 24, 1, 14, 46, 0, 4, 0, 35, 57, 24, 1, 14, 47, 0, 4, 0, 35, 58, 24, 1, 14, 48, 0, 4, 0, 35, 59, 24, 1, 14, 49, 0, 4, 0, 35, 60, 24, 1, 14, 50, 0, 4, 0, 35, 61, 24, 1, 14, 51, 0, 4, 0, 35, 62, 24, 1, 14, 52, 0, 4, 0, 35, 63, 24, 1, 14, 53, 0, 4, 0, 35, 64, 24, 1, 14, 54, 0, 4, 0, 35, 65, 24, 1, 14, 55, 0, 4, 0, 35, 66, 24, 1, 14, 56, 0, 4, 0, 35, 67, 24, 1, 14, 57, 0, 4, 0, 35, 68, 24, 1, 14, 58, 0, 4, 0, 35, 69, 24, 1, 14, 59, 0, 4, 0, 35, 70, 24, 1, 14, 60, 0, 4, 0, 35, 71, 24, 1, 14, 61, 0, 4, 0, 35, 72, 24, 1, 14, 62, 0, 4, 0, 35, 73, 24, 1, 14, 63, 0, 4, 0, 35, 74, 24, 1, 14, 64, 0, 4, 0, 35, 75, 24, 1, 14, 65, 0, 4, 0, 35, 76, 24, 1, 14, 66, 0, 4, 0, 35, 77, 24, 1, 14, 67, 0, 4, 0, 35, 78, 24, 1, 14, 68, 0, 0, 0, 33, 79, -1, 0, 0, 49, 0, 81, 80, 69, 1, 14, 70, 0, 49, 0, 81, 82, 69, 1, 14, 71, 0, 49, 0, 81, 83, 69, 1, 14, 72, 0, 49, 0, 81, 84, 69, 1, 14, 73, 0, 0, 0, 81, 85, 74, 1, 14, 75, 0 </int_array>
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<int_array len="547"> -1, -1, 1, 0, -1, 1, 2, 0, 0, 0, 0, 3, 3, -1, 11, 4, 1, 5, 2, 6, 2, 7, 3, 8, 4, 9, 5, 10, 5, 11, 5, 12, 6, 13, 7, 2, 8, 0, 0, 0, 14, 14, -1, 18, 15, 9, 16, 10, 17, 5, 18, 11, 19, 12, 20, 13, 21, 14, 22, 14, 23, 5, 24, 15, 25, 16, 26, 17, 27, 18, 28, 11, 29, 19, 30, 20, 31, 21, 32, 3, 0, 0, 0, 34, 33, -1, 1, 33, 22, 0, 0, 0, 36, 35, -1, 1, 2, 23, 0, 4, 0, 38, 37, 24, 1, 15, 25, 0, 4, 0, 38, 39, 24, 1, 15, 26, 0, 4, 0, 38, 40, 24, 1, 15, 27, 0, 4, 0, 38, 41, 24, 1, 15, 28, 0, 4, 0, 38, 42, 24, 1, 15, 29, 0, 4, 0, 38, 43, 24, 1, 15, 30, 0, 4, 0, 38, 44, 24, 1, 15, 31, 0, 4, 0, 38, 45, 24, 1, 15, 32, 0, 4, 0, 38, 46, 24, 1, 15, 33, 0, 4, 0, 38, 47, 24, 1, 15, 34, 0, 4, 0, 38, 48, 24, 1, 15, 35, 0, 4, 0, 38, 49, 24, 1, 15, 36, 0, 4, 0, 38, 50, 24, 1, 15, 37, 0, 4, 0, 38, 51, 24, 1, 15, 38, 0, 4, 0, 38, 52, 24, 1, 15, 39, 0, 4, 0, 38, 53, 24, 1, 15, 40, 0, 4, 0, 38, 54, 24, 1, 15, 41, 0, 4, 0, 38, 55, 24, 1, 15, 42, 0, 4, 0, 38, 56, 24, 1, 15, 43, 0, 4, 0, 38, 57, 24, 1, 15, 44, 0, 4, 0, 38, 58, 24, 1, 15, 45, 0, 4, 0, 38, 59, 24, 1, 15, 46, 0, 4, 0, 38, 60, 24, 1, 15, 47, 0, 4, 0, 38, 61, 24, 1, 15, 48, 0, 4, 0, 38, 62, 24, 1, 15, 49, 0, 4, 0, 38, 63, 24, 1, 15, 50, 0, 4, 0, 38, 64, 24, 1, 15, 51, 0, 4, 0, 38, 65, 24, 1, 15, 52, 0, 4, 0, 38, 66, 24, 1, 15, 53, 0, 4, 0, 38, 67, 24, 1, 15, 54, 0, 4, 0, 38, 68, 24, 1, 15, 55, 0, 4, 0, 38, 69, 24, 1, 15, 56, 0, 4, 0, 38, 70, 24, 1, 15, 57, 0, 4, 0, 38, 71, 24, 1, 15, 58, 0, 4, 0, 38, 72, 24, 1, 15, 59, 0, 4, 0, 38, 73, 24, 1, 15, 60, 0, 4, 0, 38, 74, 24, 1, 15, 61, 0, 4, 0, 38, 75, 24, 1, 15, 62, 0, 4, 0, 38, 76, 24, 1, 15, 63, 0, 4, 0, 38, 77, 24, 1, 15, 64, 0, 4, 0, 38, 78, 24, 1, 15, 65, 0, 4, 0, 38, 79, 24, 1, 15, 66, 0, 4, 0, 38, 80, 24, 1, 15, 67, 0, 4, 0, 38, 81, 24, 1, 15, 68, 0, 0, 0, 36, 82, -1, 0, 0, 49, 0, 84, 83, 69, 1, 15, 70, 0, 49, 0, 84, 85, 69, 1, 15, 71, 0, 49, 0, 84, 86, 69, 1, 15, 72, 0, 49, 0, 84, 87, 69, 1, 15, 73, 0, 0, 0, 84, 88, 74, 1, 15, 75, 0 </int_array>
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<string> "conns" </string>
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<int_array len="0"> </int_array>
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</dictionary>
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Binary file not shown.
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@ -2847,6 +2847,11 @@ int RasterizerGLES1::light_instance_get_shadow_passes(RID p_light_instance) cons
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return 0;
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}
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bool RasterizerGLES1::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
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return false;
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}
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void RasterizerGLES1::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
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LightInstance *lighti = light_instance_owner.get( p_light_instance );
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@ -482,7 +482,6 @@ class RasterizerGLES1 : public Rasterizer {
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fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
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fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
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fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
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fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0;
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}
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@ -1100,6 +1099,7 @@ public:
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virtual bool light_instance_assign_shadow(RID p_light_instance);
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virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
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virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
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virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
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virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
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virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
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@ -43,6 +43,11 @@
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#define _GL_HALF_FLOAT_OES 0x8D61
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#endif
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#define _GL_RGBA16F_EXT 0x881A
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#define _GL_RGB16F_EXT 0x881B
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#define _GL_RG16F_EXT 0x822F
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#define _GL_R16F_EXT 0x822D
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#define _GL_R32F_EXT 0x822E
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#define _DEPTH_COMPONENT24_OES 0x81A6
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@ -3317,6 +3322,11 @@ int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) cons
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return 1;
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}
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bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
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return shadow_filter>=SHADOW_FILTER_ESM;
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}
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void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
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LightInstance *lighti = light_instance_owner.get( p_light_instance );
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@ -3590,9 +3600,10 @@ void RasterizerGLES2::begin_frame() {
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glFrontFace(GL_CW);
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//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
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#ifdef TOOLS_ENABLED
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canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
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shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
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#endif
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window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
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@ -4302,6 +4313,13 @@ void RasterizerGLES2::add_particles( const RID& p_particle_instance, const Insta
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}
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Color RasterizerGLES2::_convert_color(const Color& p_color) {
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if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
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return p_color.to_linear();
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else
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return p_color;
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}
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void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {
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@ -4383,9 +4401,9 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
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//all goes to false by default
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material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter!=SHADOW_FILTER_NONE);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter>SHADOW_FILTER_PCF5);
|
||||
//material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,true);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
|
||||
|
||||
if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) {
|
||||
|
||||
|
@ -4484,6 +4502,9 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
|
|||
glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
|
||||
texcoord++;
|
||||
|
||||
} else if (E->get().value.get_type()==Variant::COLOR){
|
||||
Color c = E->get().value;
|
||||
material_shader.set_custom_uniform(E->get().index,_convert_color(c));
|
||||
} else {
|
||||
material_shader.set_custom_uniform(E->get().index,E->get().value);
|
||||
}
|
||||
|
@ -4534,6 +4555,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
|
|||
|
||||
Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
|
||||
Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
|
||||
col_begin=_convert_color(col_begin);
|
||||
col_end=_convert_color(col_end);
|
||||
float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
|
||||
float zf = camera_z_far;
|
||||
float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
|
||||
|
@ -4588,11 +4611,14 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
|
|||
LightInstance *li=light_instances[p_light];
|
||||
Light *l=li->base;
|
||||
|
||||
Color col_ambient=_convert_color(l->colors[VS::LIGHT_COLOR_AMBIENT]);
|
||||
Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
|
||||
Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
|
||||
|
||||
for(int j=0;j<3;j++) {
|
||||
light_data[VL_LIGHT_AMBIENT][j]=l->colors[VS::LIGHT_COLOR_AMBIENT][j];
|
||||
light_data[VL_LIGHT_DIFFUSE][j]=l->colors[VS::LIGHT_COLOR_DIFFUSE][j];
|
||||
light_data[VL_LIGHT_SPECULAR][j]=l->colors[VS::LIGHT_COLOR_SPECULAR][j];
|
||||
light_data[VL_LIGHT_AMBIENT][j]=col_ambient[j];
|
||||
light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
|
||||
light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
|
||||
}
|
||||
|
||||
if (l->type!=VS::LIGHT_OMNI) {
|
||||
|
@ -4626,6 +4652,8 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
|
|||
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
|
||||
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
|
||||
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7);
|
||||
if (shadow_filter==SHADOW_FILTER_ESM)
|
||||
material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));
|
||||
|
||||
if (li->base->type==VS::LIGHT_DIRECTIONAL) {
|
||||
|
||||
|
@ -6064,7 +6092,7 @@ void RasterizerGLES2::_draw_tex_bg() {
|
|||
}
|
||||
|
||||
float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
|
||||
if (current_env->fx_enabled[VS::ENV_FX_HDR])
|
||||
if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb)
|
||||
nrg*=0.25; //go down a quarter for hdr
|
||||
copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]));
|
||||
|
@ -6178,7 +6206,7 @@ void RasterizerGLES2::end_scene() {
|
|||
glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
|
||||
glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
|
||||
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
|
||||
|
||||
} else {
|
||||
if (current_rt) {
|
||||
|
@ -6218,6 +6246,7 @@ 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);
|
||||
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);
|
||||
|
@ -6237,7 +6266,8 @@ void RasterizerGLES2::end_scene() {
|
|||
}
|
||||
} else {
|
||||
|
||||
glClearColor(0.3,0.3,0.3,1.0);
|
||||
Color c = _convert_color(Color(0.3,0.3,0.3));
|
||||
glClearColor(c.r,c.g,c.b,0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
|
@ -6340,7 +6370,7 @@ void RasterizerGLES2::end_scene() {
|
|||
|
||||
//time to copy!!!
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
|
||||
|
@ -6378,9 +6408,7 @@ void RasterizerGLES2::end_scene() {
|
|||
bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
|
||||
copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
|
||||
}
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]) {
|
||||
copy_shader.set_uniform(CopyShaderGLES2::GAMMA,float(current_env->fx_param[VS::ENV_FX_PARAM_GAMMA]));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffer.color );
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
|
||||
|
@ -6388,7 +6416,7 @@ void RasterizerGLES2::end_scene() {
|
|||
_copy_screen_quad();
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
|
||||
|
@ -6396,7 +6424,7 @@ void RasterizerGLES2::end_scene() {
|
|||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
|
||||
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,false);
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);
|
||||
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
|
||||
|
@ -6443,6 +6471,7 @@ void RasterizerGLES2::end_shadow_map() {
|
|||
|
||||
float dp_direction=0.0;
|
||||
bool flip_facing=false;
|
||||
Rect2 vp_rect;
|
||||
|
||||
switch(shadow->base->type) {
|
||||
|
||||
|
@ -6455,24 +6484,30 @@ void RasterizerGLES2::end_shadow_map() {
|
|||
|
||||
if (shadow_pass==0) {
|
||||
|
||||
glViewport(0, sb->size*0.5, sb->size*0.5, sb->size*0.5);
|
||||
glScissor(0, sb->size*0.5, sb->size*0.5, sb->size*0.5);
|
||||
vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2);
|
||||
glViewport(0, sb->size/2, sb->size/2, sb->size/2);
|
||||
glScissor(0, sb->size/2, sb->size/2, sb->size/2);
|
||||
} else if (shadow_pass==1) {
|
||||
|
||||
glViewport(0, 0, sb->size*0.5, sb->size*0.5);
|
||||
glScissor(0, 0, sb->size*0.5, sb->size*0.5);
|
||||
vp_rect=Rect2(0, 0, sb->size/2, sb->size/2);
|
||||
glViewport(0, 0, sb->size/2, sb->size/2);
|
||||
glScissor(0, 0, sb->size/2, sb->size/2);
|
||||
|
||||
} else if (shadow_pass==2) {
|
||||
|
||||
glViewport(sb->size*0.5, sb->size*0.5, sb->size*0.5, sb->size*0.5);
|
||||
glScissor(sb->size*0.5, sb->size*0.5, sb->size*0.5, sb->size*0.5);
|
||||
vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
|
||||
glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
|
||||
glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
|
||||
} else if (shadow_pass==3) {
|
||||
|
||||
glViewport(sb->size*0.5, 0, sb->size*0.5, sb->size*0.5);
|
||||
glScissor(sb->size*0.5, 0, sb->size*0.5, sb->size*0.5);
|
||||
vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2);
|
||||
glViewport(sb->size/2, 0, sb->size/2, sb->size/2);
|
||||
glScissor(sb->size/2, 0, sb->size/2, sb->size/2);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
} else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
|
||||
|
@ -6481,14 +6516,16 @@ void RasterizerGLES2::end_shadow_map() {
|
|||
|
||||
cm = shadow->custom_projection[0];
|
||||
light_transform=shadow->custom_transform[0];
|
||||
glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
|
||||
glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
|
||||
vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
|
||||
glViewport(0, sb->size/2, sb->size, sb->size/2);
|
||||
glScissor(0, sb->size/2, sb->size, sb->size/2);
|
||||
} else {
|
||||
|
||||
cm = shadow->custom_projection[1];
|
||||
light_transform=shadow->custom_transform[1];
|
||||
glViewport(0, 0, sb->size, sb->size*0.5);
|
||||
glScissor(0, 0, sb->size, sb->size*0.5);
|
||||
vp_rect=Rect2(0, 0, sb->size, sb->size/2);
|
||||
glViewport(0, 0, sb->size, sb->size/2);
|
||||
glScissor(0, 0, sb->size, sb->size/2);
|
||||
|
||||
}
|
||||
|
||||
|
@ -6497,6 +6534,7 @@ void RasterizerGLES2::end_shadow_map() {
|
|||
} else {
|
||||
cm = shadow->custom_projection[0];
|
||||
light_transform=shadow->custom_transform[0];
|
||||
vp_rect=Rect2(0, 0, sb->size, sb->size);
|
||||
glViewport(0, 0, sb->size, sb->size);
|
||||
}
|
||||
|
||||
|
@ -6527,11 +6565,13 @@ void RasterizerGLES2::end_shadow_map() {
|
|||
shadow->dp.y=dp_direction;
|
||||
|
||||
if (shadow_pass==0) {
|
||||
glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
|
||||
glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
|
||||
vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
|
||||
glViewport(0, sb->size/2, sb->size, sb->size/2);
|
||||
glScissor(0, sb->size/2, sb->size, sb->size/2);
|
||||
} else {
|
||||
glViewport(0, 0, sb->size, sb->size*0.5);
|
||||
glScissor(0, 0, sb->size, sb->size*0.5);
|
||||
vp_rect=Rect2(0, 0, sb->size, sb->size/2);
|
||||
glViewport(0, 0, sb->size, sb->size/2);
|
||||
glScissor(0, 0, sb->size, sb->size/2);
|
||||
}
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
shadow->projection=cm;
|
||||
|
@ -6565,6 +6605,7 @@ void RasterizerGLES2::end_shadow_map() {
|
|||
z_far=cm.get_z_far();
|
||||
|
||||
glViewport(0, 0, sb->size, sb->size);
|
||||
vp_rect=Rect2(0, 0, sb->size, sb->size);
|
||||
_glClearDepth(1.0f);
|
||||
glClearColor(1,1,1,1);
|
||||
if (use_rgba_shadowmaps)
|
||||
|
@ -6583,16 +6624,124 @@ void RasterizerGLES2::end_shadow_map() {
|
|||
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
|
||||
//glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
|
||||
//if (!use_rgba_shadowmaps)
|
||||
glColorMask(1, 1, 1, 1);
|
||||
|
||||
if (shadow_filter==SHADOW_FILTER_ESM) {
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps);
|
||||
|
||||
Vector2 psize(1.0/sb->size,1.0/sb->size);
|
||||
float pscale = 1.0;
|
||||
int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES];
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
#ifdef GLEW_ENABLED
|
||||
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
||||
#endif
|
||||
|
||||
for(int i=0;i<VS::ARRAY_MAX;i++) {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
if (!use_rgba_shadowmaps) {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
glDepthMask(true);
|
||||
} else {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
for(int i=0;i<passes;i++) {
|
||||
|
||||
|
||||
Vector2 src_sb_uv[4]={
|
||||
(vp_rect.pos+Vector2(0,vp_rect.size.y))/sb->size,
|
||||
(vp_rect.pos+vp_rect.size)/sb->size,
|
||||
(vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size,
|
||||
(vp_rect.pos)/sb->size
|
||||
};
|
||||
/*
|
||||
Vector2 src_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)
|
||||
};
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, sb->depth);
|
||||
#ifdef GLEW_ENABLED
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
#endif
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
|
||||
|
||||
copy_shader.bind();
|
||||
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
|
||||
//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
|
||||
|
||||
|
||||
_draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
|
||||
|
||||
|
||||
Vector2 src_bb_uv[4]={
|
||||
(vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size,
|
||||
(vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size,
|
||||
(vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size,
|
||||
(vp_rect.pos)/blur_shadow_buffer.size,
|
||||
};
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth);
|
||||
#ifdef GLEW_ENABLED
|
||||
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
#endif
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
|
||||
copy_shader.bind();
|
||||
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
|
||||
|
||||
_draw_gui_primitive(4,dst_pos,NULL,src_bb_uv);
|
||||
|
||||
|
||||
}
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
|
||||
|
||||
}
|
||||
|
||||
DEBUG_TEST_ERROR("Drawing Shadow");
|
||||
shadow=NULL;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
|
||||
glColorMask(1, 1, 1, 1);
|
||||
//glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
}
|
||||
|
||||
|
@ -6635,23 +6784,14 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P
|
|||
// Size2 debug_size(512,512);
|
||||
|
||||
|
||||
for (int i=0;i<p_shadows.size();i++) {
|
||||
int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0;
|
||||
for (int i=0;i<p_shadows.size()+useblur;i++) {
|
||||
|
||||
ShadowBuffer *sb=&p_shadows[i];
|
||||
ShadowBuffer *sb=i==p_shadows.size()?&blur_shadow_buffer:&p_shadows[i];
|
||||
|
||||
if (!sb->owner)
|
||||
if (!sb->owner && i!=p_shadows.size())
|
||||
continue;
|
||||
|
||||
|
||||
if (sb->owner->base->type==VS::LIGHT_DIRECTIONAL) {
|
||||
|
||||
//if (sb->owner->shadow_pass!=scene_pass-1)
|
||||
// continue;
|
||||
} else {
|
||||
|
||||
//if (sb->owner->shadow_pass!=frame)
|
||||
// continue;
|
||||
}
|
||||
_debug_draw_shadow(sb->depth, Rect2( ofs, debug_size ));
|
||||
ofs.x+=debug_size.x;
|
||||
if ( (ofs.x+debug_size.x) > viewport.width ) {
|
||||
|
@ -7560,6 +7700,11 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
|
|||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 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, depth, 0);
|
||||
|
@ -7778,9 +7923,17 @@ void RasterizerGLES2::_update_framebuffer() {
|
|||
|
||||
#endif
|
||||
//color
|
||||
|
||||
GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
|
||||
GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB;
|
||||
GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
|
||||
GLuint format_luminance = use_fp16_fb?_GL_R32F_EXT:GL_RGBA;
|
||||
GLuint format_luminance_type = use_fp16_fb?GL_FLOAT:GL_UNSIGNED_BYTE;
|
||||
GLuint format_luminance_components = use_fp16_fb?GL_RED:GL_RGBA;
|
||||
|
||||
glGenTextures(1, &framebuffer.color);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffer.color);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
@ -7814,7 +7967,7 @@ void RasterizerGLES2::_update_framebuffer() {
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
|
||||
glGenTextures(1, &framebuffer.sample_color);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, GL_RGBA, format_type, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
@ -7873,8 +8026,8 @@ void RasterizerGLES2::_update_framebuffer() {
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0,
|
||||
GL_RGBA, format_type, NULL);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
|
||||
|
||||
|
@ -7922,8 +8075,8 @@ void RasterizerGLES2::_update_framebuffer() {
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lb.size, lb.size, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
|
||||
format_luminance_components, format_luminance_type, NULL);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
GL_TEXTURE_2D, lb.color, 0);
|
||||
|
||||
|
@ -8052,6 +8205,7 @@ void RasterizerGLES2::init() {
|
|||
// framebuffer.blur[1].fbo=false;
|
||||
framebuffer.active=false;
|
||||
|
||||
|
||||
//do a single initial clear
|
||||
glClearColor(0,0,0,1);
|
||||
//glClearDepth(1.0);
|
||||
|
@ -8086,8 +8240,9 @@ void RasterizerGLES2::init() {
|
|||
use_attribute_instancing=true;
|
||||
#ifdef OSX_ENABLED
|
||||
use_rgba_shadowmaps=true;
|
||||
use_fp16_fb=false;
|
||||
#else
|
||||
use_rgba_shadowmaps=false;
|
||||
|
||||
#endif
|
||||
use_half_float=true;
|
||||
|
||||
|
@ -8098,6 +8253,9 @@ void RasterizerGLES2::init() {
|
|||
}
|
||||
read_depth_supported=extensions.has("GL_OES_depth_texture");
|
||||
use_rgba_shadowmaps=!read_depth_supported;
|
||||
if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) {
|
||||
use_rgba_shadowmaps=true; //no other way, go back to rgba
|
||||
}
|
||||
pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
|
||||
etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
|
||||
use_depth24 = extensions.has("GL_OES_depth24");
|
||||
|
@ -8131,6 +8289,10 @@ void RasterizerGLES2::init() {
|
|||
use_attribute_instancing=false;
|
||||
}
|
||||
|
||||
if (use_fp16_fb) {
|
||||
use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float");
|
||||
}
|
||||
|
||||
|
||||
//etc_supported=false;
|
||||
use_hw_skeleton_xform=false;
|
||||
|
@ -8150,15 +8312,19 @@ void RasterizerGLES2::init() {
|
|||
|
||||
//don't use a shadowbuffer too big in GLES, this should be the maximum
|
||||
int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2;
|
||||
while(max_shadow_size>=16) {
|
||||
int smsize=max_shadow_size;
|
||||
while(smsize>=16) {
|
||||
|
||||
ShadowBuffer sb;
|
||||
bool s = sb.init(max_shadow_size,!use_rgba_shadowmaps);
|
||||
bool s = sb.init(smsize,!use_rgba_shadowmaps);
|
||||
if (s)
|
||||
near_shadow_buffers.push_back(sb);
|
||||
max_shadow_size/=2;
|
||||
smsize/=2;
|
||||
}
|
||||
|
||||
blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps);
|
||||
|
||||
|
||||
//material_shader
|
||||
material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
|
||||
|
||||
|
@ -8168,6 +8334,9 @@ void RasterizerGLES2::init() {
|
|||
shadow_material = material_create(); //empty with nothing
|
||||
shadow_mat_ptr = material_owner.get(shadow_material);
|
||||
overdraw_material = create_overdraw_debug_material();
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
|
||||
|
||||
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
|
||||
|
||||
npo2_textures_available=true;
|
||||
//fragment_lighting=false;
|
||||
|
@ -8423,6 +8592,8 @@ void RasterizerGLES2::reload_vram() {
|
|||
near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
|
||||
}
|
||||
|
||||
blur_shadow_buffer.init(near_shadow_buffers[0].size,!use_rgba_shadowmaps);
|
||||
|
||||
|
||||
|
||||
canvas_shader.clear_caches();
|
||||
|
@ -8473,8 +8644,8 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo
|
|||
fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
|
||||
read_depth_supported=true; //todo check for extension
|
||||
shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5)));
|
||||
Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM,VSM"));
|
||||
|
||||
Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM"));
|
||||
use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true));
|
||||
use_shadow_mapping=true;
|
||||
use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true));
|
||||
skel_default.resize(1024*4);
|
||||
|
|
|
@ -80,6 +80,7 @@ class RasterizerGLES2 : public Rasterizer {
|
|||
bool read_depth_supported;
|
||||
bool use_framebuffers;
|
||||
bool use_shadow_mapping;
|
||||
bool use_fp16_fb;
|
||||
ShadowFilterTechnique shadow_filter;
|
||||
|
||||
bool use_shadow_esm;
|
||||
|
@ -585,6 +586,8 @@ class RasterizerGLES2 : public Rasterizer {
|
|||
vars[VS::LIGHT_PARAM_SHADOW_DARKENING]=0.0;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.2;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0;
|
||||
vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1;
|
||||
colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
|
||||
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
|
||||
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
|
||||
|
@ -645,7 +648,6 @@ class RasterizerGLES2 : public Rasterizer {
|
|||
fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0;
|
||||
|
||||
}
|
||||
|
||||
|
@ -998,6 +1000,8 @@ class RasterizerGLES2 : public Rasterizer {
|
|||
};
|
||||
|
||||
Vector<ShadowBuffer> near_shadow_buffers;
|
||||
ShadowBuffer blur_shadow_buffer;
|
||||
|
||||
Vector<ShadowBuffer> far_shadow_buffers;
|
||||
|
||||
LightInstance *shadow;
|
||||
|
@ -1100,6 +1104,7 @@ class RasterizerGLES2 : public Rasterizer {
|
|||
bool cull_front;
|
||||
bool lights_use_shadow;
|
||||
_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
|
||||
_FORCE_INLINE_ Color _convert_color(const Color& p_color);
|
||||
|
||||
void _process_glow_bloom();
|
||||
void _process_hdr();
|
||||
|
@ -1376,6 +1381,7 @@ public:
|
|||
|
||||
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
|
||||
virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
|
||||
virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
|
||||
virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
|
||||
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const;
|
||||
|
||||
|
|
|
@ -308,6 +308,8 @@ public:
|
|||
uniforms_dirty = true;
|
||||
};
|
||||
|
||||
uint32_t get_version() const { return new_conditional_version.version; }
|
||||
|
||||
void set_uniform_camera(int p_idx, const CameraMatrix& p_mat) {
|
||||
|
||||
uniform_cameras[p_idx] = p_mat;
|
||||
|
|
|
@ -54,8 +54,12 @@ varying vec3 cube_interp;
|
|||
uniform samplerCube source_cube;
|
||||
#else
|
||||
varying vec2 uv_interp;
|
||||
#ifdef HIGHP_SOURCE
|
||||
uniform highp sampler2D source;
|
||||
#else
|
||||
uniform sampler2D source;
|
||||
#endif
|
||||
#endif
|
||||
varying vec2 uv2_interp;
|
||||
|
||||
#ifdef USE_GLOW
|
||||
|
@ -83,12 +87,6 @@ uniform vec3 bcs;
|
|||
|
||||
#endif
|
||||
|
||||
#ifdef USE_GAMMA
|
||||
|
||||
uniform float gamma;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLOW_COPY
|
||||
|
||||
uniform float bloom;
|
||||
|
@ -96,7 +94,7 @@ uniform float bloom_treshold;
|
|||
|
||||
#endif
|
||||
|
||||
#if defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE)
|
||||
#if defined(SHADOW_BLUR_V_PASS) || defined(SHADOW_BLUR_H_PASS) || defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE)
|
||||
|
||||
uniform vec2 pixel_size;
|
||||
uniform float pixel_scale;
|
||||
|
@ -133,6 +131,17 @@ uniform float custom_alpha;
|
|||
void main() {
|
||||
|
||||
//vec4 color = color_interp;
|
||||
#ifdef USE_HIGHP_SOURCE
|
||||
|
||||
#ifdef USE_CUBEMAP
|
||||
highp vec4 color = textureCube( source_cube, normalize(cube_interp) );
|
||||
|
||||
#else
|
||||
highp vec4 color = texture2D( source, uv_interp );
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
#ifdef USE_CUBEMAP
|
||||
vec4 color = textureCube( source_cube, normalize(cube_interp) );
|
||||
|
||||
|
@ -141,6 +150,8 @@ void main() {
|
|||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_FXAA
|
||||
|
||||
#define FXAA_REDUCE_MIN (1.0/ 128.0)
|
||||
|
@ -226,17 +237,103 @@ void main() {
|
|||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_BLUR_V_PASS
|
||||
|
||||
#ifdef USE_RGBA_DEPTH
|
||||
|
||||
#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
|
||||
|
||||
highp float depth = VEC42DEPTH(color)*0.383;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale))*0.006;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale))*0.061;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale))*0.242;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale))*0.242;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale))*0.061;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale))*0.006;
|
||||
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
color=comp;
|
||||
|
||||
#else
|
||||
|
||||
highp float depth = color.r*0.383;
|
||||
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale).r*0.006;
|
||||
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale).r*0.061;
|
||||
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale).r*0.242;
|
||||
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale).r*0.242;
|
||||
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale).r*0.061;
|
||||
depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale).r*0.006;
|
||||
|
||||
#ifdef USE_GLES_OVER_GL
|
||||
gl_FragDepth = depth;
|
||||
|
||||
#else
|
||||
gl_FragDepthEXT = depth;
|
||||
#endif
|
||||
|
||||
return;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_BLUR_H_PASS
|
||||
|
||||
|
||||
#ifdef USE_RGBA_DEPTH
|
||||
|
||||
#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
|
||||
|
||||
highp float depth = VEC42DEPTH(color)*0.383;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale))*0.006;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale))*0.061;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale))*0.242;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale))*0.242;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale))*0.061;
|
||||
depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale))*0.006;
|
||||
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
color=comp;
|
||||
#else
|
||||
|
||||
|
||||
highp float depth = color.r*0.383;
|
||||
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale).r*0.006;
|
||||
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale).r*0.061;
|
||||
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale).r*0.242;
|
||||
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale).r*0.242;
|
||||
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale).r*0.061;
|
||||
depth+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale).r*0.006;
|
||||
|
||||
#ifdef USE_GLES_OVER_GL
|
||||
gl_FragDepth = depth;
|
||||
#else
|
||||
gl_FragDepthEXT = depth;
|
||||
#endif
|
||||
|
||||
return;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_HDR
|
||||
|
||||
|
||||
#ifdef USE_8BIT_HDR
|
||||
highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1);
|
||||
highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult );
|
||||
color.rgb*=LUM_RANGE;
|
||||
hdr_lum*=LUM_RANGE; //restore to full range
|
||||
#else
|
||||
highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r;
|
||||
#endif
|
||||
|
||||
highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported
|
||||
color.rgb*=tone_scale;
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef USE_GLOW_COPY
|
||||
|
||||
highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
|
||||
|
@ -281,10 +378,15 @@ void main() {
|
|||
|
||||
#endif
|
||||
|
||||
#ifdef USE_GAMMA
|
||||
|
||||
color.rgb = pow(color.rgb,gamma);
|
||||
#ifdef USE_SRGB
|
||||
|
||||
{ //i have my doubts about how fast this is
|
||||
color.rgb = min(color.rgb,vec3(1.0)); //clamp just in case
|
||||
vec3 S1 = sqrt(color.rgb);
|
||||
vec3 S2 = sqrt(S1);
|
||||
vec3 S3 = sqrt(S2);
|
||||
color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.225411470 * color.rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
@ -292,13 +394,20 @@ void main() {
|
|||
|
||||
//highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0));
|
||||
highp float lum = max(color.r,max(color.g,color.b));
|
||||
#ifdef USE_8BIT_HDR
|
||||
highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
color=comp;
|
||||
#else
|
||||
color.rgb=vec3(lum);
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_HDR_REDUCE
|
||||
|
||||
#ifdef USE_8BIT_HDR
|
||||
highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0);
|
||||
highp float lum_accum = dot(color,_multcv );
|
||||
lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv );
|
||||
|
@ -310,16 +419,42 @@ void main() {
|
|||
lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv );
|
||||
lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv );
|
||||
lum_accum/=9.0;
|
||||
#else
|
||||
|
||||
highp float lum_accum = color.r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ).r;
|
||||
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ).r;
|
||||
lum_accum/=9.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_HDR_STORE
|
||||
|
||||
#ifdef USE_8BIT_HDR
|
||||
highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv );
|
||||
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
|
||||
#else
|
||||
highp float vd_lum=texture2D( source_vd_lum, vec2(0.0) );
|
||||
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance,max_luminance);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_8BIT_HDR
|
||||
highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
color=comp;
|
||||
#else
|
||||
color.rgb=vec3(lum_accum);
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_RGBE
|
||||
|
@ -338,6 +473,8 @@ void main() {
|
|||
#ifdef USE_CUSTOM_ALPHA
|
||||
color.a=custom_alpha;
|
||||
#endif
|
||||
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
|
|
|
@ -342,7 +342,7 @@ VERTEX_SHADER_CODE
|
|||
|
||||
#ifdef USE_FOG
|
||||
|
||||
fog_interp.a = pow( clamp( (-vertex_interp.z-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
|
||||
fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
|
||||
fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a );
|
||||
#endif
|
||||
|
||||
|
@ -666,9 +666,14 @@ float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
|
|||
|
||||
#ifdef USE_SHADOW_ESM
|
||||
|
||||
uniform float esm_multiplier;
|
||||
|
||||
float SAMPLE_SHADOW_TEX(vec2 p_uv,float p_depth) {
|
||||
|
||||
#if defined (USE_DEPTH_SHADOWS)
|
||||
//these only are used if interpolation exists
|
||||
highp float occluder = SHADOW_DEPTH(shadow_texture, p_uv);
|
||||
#else
|
||||
vec2 unnormalized = p_uv/shadow_texel_size;
|
||||
vec2 fractional = fract(unnormalized);
|
||||
unnormalized = floor(unnormalized);
|
||||
|
@ -681,7 +686,8 @@ float SAMPLE_SHADOW_TEX(vec2 p_uv,float p_depth) {
|
|||
|
||||
highp float occluder = (exponent.w + (exponent.x - exponent.w) * fractional.y);
|
||||
occluder = occluder + ((exponent.z + (exponent.y - exponent.z) * fractional.y) - occluder)*fractional.x;
|
||||
return clamp(exp(28.0 * ( occluder - p_depth )),0.0,1.0);
|
||||
#endif
|
||||
return clamp(exp(esm_multiplier* ( occluder - p_depth )),0.0,1.0);
|
||||
|
||||
}
|
||||
|
||||
|
@ -818,7 +824,7 @@ FRAGMENT_SHADER_CODE
|
|||
vec3 col_up=texture2D(ambient_octree_tex,octant_uv).rgb;
|
||||
octant_uv.y+=ambient_octree_pix_size.y*2.0;
|
||||
vec3 col_down=texture2D(ambient_octree_tex,octant_uv).rgb;
|
||||
ambientmap_color=mix(col_down,col_up,1.0-sub.z);
|
||||
ambientmap_color=mix(col_up,col_down,sub.z);
|
||||
|
||||
ambientmap_color*=diffuse.rgb;
|
||||
|
||||
|
@ -866,6 +872,15 @@ FRAGMENT_SHADER_CODE
|
|||
vec2 pssm_coord;
|
||||
float pssm_z;
|
||||
|
||||
#if defined(LIGHT_USE_PSSM) && defined(USE_SHADOW_ESM)
|
||||
#define USE_PSSM_BLEND
|
||||
float pssm_blend;
|
||||
vec2 pssm_coord_2;
|
||||
float pssm_z_2;
|
||||
vec3 light_pssm_split_inv = 1.0/light_pssm_split;
|
||||
float w_inv = 1.0/gl_FragCoord.w;
|
||||
#endif
|
||||
|
||||
#ifdef LIGHT_USE_PSSM4
|
||||
|
||||
|
||||
|
@ -874,10 +889,21 @@ FRAGMENT_SHADER_CODE
|
|||
if (gl_FragCoord.w > light_pssm_split.x) {
|
||||
pssm_coord=shadow_coord.xy;
|
||||
pssm_z=shadow_coord.z;
|
||||
#if defined(USE_PSSM_BLEND)
|
||||
pssm_coord_2=shadow_coord2.xy;
|
||||
pssm_z_2=shadow_coord2.z;
|
||||
pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
|
||||
#endif
|
||||
|
||||
} else {
|
||||
pssm_coord=shadow_coord2.xy;
|
||||
pssm_z=shadow_coord2.z;
|
||||
#if defined(USE_PSSM_BLEND)
|
||||
pssm_coord_2=shadow_coord3.xy;
|
||||
pssm_z_2=shadow_coord3.z;
|
||||
pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
|
||||
#endif
|
||||
|
||||
}
|
||||
} else {
|
||||
|
||||
|
@ -885,9 +911,21 @@ FRAGMENT_SHADER_CODE
|
|||
if (gl_FragCoord.w > light_pssm_split.z) {
|
||||
pssm_coord=shadow_coord3.xy;
|
||||
pssm_z=shadow_coord3.z;
|
||||
#if defined(USE_PSSM_BLEND)
|
||||
pssm_coord_2=shadow_coord4.xy;
|
||||
pssm_z_2=shadow_coord4.z;
|
||||
pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
|
||||
#endif
|
||||
|
||||
} else {
|
||||
pssm_coord=shadow_coord4.xy;
|
||||
pssm_z=shadow_coord4.z;
|
||||
#if defined(USE_PSSM_BLEND)
|
||||
pssm_coord_2=shadow_coord4.xy;
|
||||
pssm_z_2=shadow_coord4.z;
|
||||
pssm_blend=0.0;
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -896,16 +934,31 @@ FRAGMENT_SHADER_CODE
|
|||
if (gl_FragCoord.w > light_pssm_split.x) {
|
||||
pssm_coord=shadow_coord.xy;
|
||||
pssm_z=shadow_coord.z;
|
||||
#if defined(USE_PSSM_BLEND)
|
||||
pssm_coord_2=shadow_coord2.xy;
|
||||
pssm_z_2=shadow_coord2.z;
|
||||
pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
|
||||
#endif
|
||||
|
||||
} else {
|
||||
pssm_coord=shadow_coord2.xy;
|
||||
pssm_z=shadow_coord2.z;
|
||||
#if defined(USE_PSSM_BLEND)
|
||||
pssm_coord_2=shadow_coord2.xy;
|
||||
pssm_z_2=shadow_coord2.z;
|
||||
pssm_blend=0.0;
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//one one sample
|
||||
shadow_attenuation=SAMPLE_SHADOW_TEX(pssm_coord,pssm_z);
|
||||
#if defined(USE_PSSM_BLEND)
|
||||
shadow_attenuation=mix(shadow_attenuation,SAMPLE_SHADOW_TEX(pssm_coord_2,pssm_z_2),pssm_blend);
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1054,7 +1107,7 @@ FRAGMENT_SHADER_CODE
|
|||
diffuse.a=glow;
|
||||
#endif
|
||||
|
||||
#ifdef USE_HDR
|
||||
#ifdef USE_8BIT_HDR
|
||||
diffuse.rgb*=0.25;
|
||||
#endif
|
||||
|
||||
|
|
|
@ -1330,12 +1330,17 @@ Error GDCompiler::_parse_class(GDScript *p_script,GDScript *p_owner,const GDPars
|
|||
}
|
||||
path=base.get_base_dir().plus_file(path);
|
||||
}
|
||||
|
||||
script = ResourceLoader::load(path);
|
||||
if (script.is_null()) {
|
||||
_set_error("Could not load base class: "+path,p_class);
|
||||
return ERR_FILE_NOT_FOUND;
|
||||
}
|
||||
if (!script->valid) {
|
||||
|
||||
_set_error("Script not fully loaded (cyclic preload?): "+path,p_class);
|
||||
return ERR_BUSY;
|
||||
}
|
||||
//print_line("EXTENDS PATH: "+path+" script is "+itos(script.is_valid())+" indices is "+itos(script->member_indices.size())+" valid? "+itos(script->valid));
|
||||
|
||||
if (p_class->extends_class.size()) {
|
||||
|
||||
|
@ -1438,6 +1443,9 @@ Error GDCompiler::_parse_class(GDScript *p_script,GDScript *p_owner,const GDPars
|
|||
}
|
||||
|
||||
|
||||
print_line("Script: "+p_script->get_path()+" indices: "+itos(p_script->member_indices.size()));
|
||||
|
||||
|
||||
for(int i=0;i<p_class->variables.size();i++) {
|
||||
|
||||
StringName name = p_class->variables[i].identifier;
|
||||
|
|
|
@ -93,6 +93,7 @@ const char *GDFunctions::get_func_name(Function p_func) {
|
|||
"load",
|
||||
"inst2dict",
|
||||
"dict2inst",
|
||||
"hash",
|
||||
"print_stack",
|
||||
};
|
||||
|
||||
|
@ -863,6 +864,12 @@ void GDFunctions::call(Function p_func,const Variant **p_args,int p_arg_count,Va
|
|||
|
||||
r_ret = gdscr->_new(NULL,0,r_error);
|
||||
|
||||
} break;
|
||||
case HASH: {
|
||||
|
||||
VALIDATE_ARG_COUNT(1);
|
||||
r_ret=p_args[0]->hash();
|
||||
|
||||
} break;
|
||||
|
||||
case PRINT_STACK: {
|
||||
|
@ -1238,6 +1245,12 @@ MethodInfo GDFunctions::get_info(Function p_func) {
|
|||
mi.return_val.type=Variant::OBJECT;
|
||||
return mi;
|
||||
} break;
|
||||
case HASH: {
|
||||
|
||||
MethodInfo mi("hash",PropertyInfo(Variant::NIL,"var:var"));
|
||||
mi.return_val.type=Variant::INT;
|
||||
return mi;
|
||||
} break;
|
||||
|
||||
case PRINT_STACK: {
|
||||
MethodInfo mi("print_stack");
|
||||
|
|
|
@ -89,6 +89,7 @@ public:
|
|||
RESOURCE_LOAD,
|
||||
INST2DICT,
|
||||
DICT2INST,
|
||||
HASH,
|
||||
PRINT_STACK,
|
||||
FUNC_MAX
|
||||
|
||||
|
|
|
@ -1451,6 +1451,7 @@ Error GDScript::reload() {
|
|||
|
||||
|
||||
|
||||
|
||||
valid=false;
|
||||
GDParser parser;
|
||||
Error err = parser.parse(source,basedir);
|
||||
|
@ -1721,6 +1722,7 @@ GDScript::GDScript() {
|
|||
_base=NULL;
|
||||
_owner=NULL;
|
||||
tool=false;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -183,6 +183,7 @@ class GDScript : public Script {
|
|||
bool valid;
|
||||
|
||||
|
||||
|
||||
friend class GDInstance;
|
||||
friend class GDFunction;
|
||||
friend class GDCompiler;
|
||||
|
|
|
@ -441,7 +441,7 @@ class RasterizerFlash : public Rasterizer {
|
|||
fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_SRGB_CONVERT]=1.0;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -40,7 +40,9 @@ static const char* _light_param_names[VS::LIGHT_PARAM_MAX]={
|
|||
"params/attenuation",
|
||||
"shadow/darkening",
|
||||
"shadow/z_offset",
|
||||
"shadow/z_slope_scale"
|
||||
"shadow/z_slope_scale",
|
||||
"shadow/esm_multiplier",
|
||||
"shadow/blur_passes"
|
||||
};
|
||||
|
||||
void Light::set_parameter(Parameter p_param, float p_value) {
|
||||
|
@ -479,6 +481,8 @@ void Light::_bind_methods() {
|
|||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkening", PROPERTY_HINT_RANGE, "0,64,0.01"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_DARKENING );
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_offset", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_OFFSET);
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/z_slope_scale", PROPERTY_HINT_RANGE, "0,128,0.001"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_Z_SLOPE_SCALE);
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/esm_multiplier", PROPERTY_HINT_RANGE, "1.0,512.0,0.1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_ESM_MULTIPLIER);
|
||||
ADD_PROPERTYI( PropertyInfo( Variant::INT, "shadow/blur_passes", PROPERTY_HINT_RANGE, "0,4,1"), _SCS("set_parameter"), _SCS("get_parameter"), PARAM_SHADOW_BLUR_PASSES);
|
||||
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "projector",PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_projector"), _SCS("get_projector"));
|
||||
ADD_PROPERTY( PropertyInfo( Variant::INT, "operator",PROPERTY_HINT_ENUM,"Add,Sub"), _SCS("set_operator"), _SCS("get_operator"));
|
||||
|
||||
|
@ -511,6 +515,8 @@ Light::Light(VisualServer::LightType p_type) {
|
|||
set_parameter(PARAM_SHADOW_DARKENING,0.0);
|
||||
set_parameter(PARAM_SHADOW_Z_OFFSET,0.05);
|
||||
set_parameter(PARAM_SHADOW_Z_SLOPE_SCALE,0);
|
||||
set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60);
|
||||
set_parameter(PARAM_SHADOW_BLUR_PASSES,1);
|
||||
|
||||
set_color( COLOR_AMBIENT, Color(0,0,0));
|
||||
set_color( COLOR_DIFFUSE, Color(1,1,1));
|
||||
|
|
|
@ -53,6 +53,8 @@ public:
|
|||
PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING,
|
||||
PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET,
|
||||
PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
|
||||
PARAM_SHADOW_ESM_MULTIPLIER=VisualServer::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
|
||||
PARAM_SHADOW_BLUR_PASSES=VisualServer::LIGHT_PARAM_SHADOW_BLUR_PASSES,
|
||||
PARAM_MAX=VisualServer::LIGHT_PARAM_MAX
|
||||
};
|
||||
|
||||
|
|
|
@ -1078,6 +1078,18 @@ void Node::remove_from_group(const StringName& p_identifier) {
|
|||
|
||||
}
|
||||
|
||||
Array Node::_get_groups() const {
|
||||
|
||||
Array groups;
|
||||
List<GroupInfo> gi;
|
||||
get_groups(&gi);
|
||||
for (List<GroupInfo>::Element *E=gi.front();E;E=E->next()) {
|
||||
groups.push_back(E->get().name);
|
||||
}
|
||||
|
||||
return groups;
|
||||
}
|
||||
|
||||
void Node::get_groups(List<GroupInfo> *p_groups) const {
|
||||
|
||||
const StringName *K=NULL;
|
||||
|
@ -1712,6 +1724,7 @@ void Node::_bind_methods() {
|
|||
ObjectTypeDB::bind_method(_MD("remove_from_group","group"),&Node::remove_from_group);
|
||||
ObjectTypeDB::bind_method(_MD("is_in_group","group"),&Node::is_in_group);
|
||||
ObjectTypeDB::bind_method(_MD("move_child","child_node:Node","to_pos"),&Node::move_child);
|
||||
ObjectTypeDB::bind_method(_MD("get_groups"),&Node::_get_groups);
|
||||
ObjectTypeDB::bind_method(_MD("raise"),&Node::raise);
|
||||
ObjectTypeDB::bind_method(_MD("set_owner","owner:Node"),&Node::set_owner);
|
||||
ObjectTypeDB::bind_method(_MD("get_owner:Node"),&Node::get_owner);
|
||||
|
|
|
@ -125,6 +125,7 @@ private:
|
|||
|
||||
void _duplicate_and_reown(Node* p_new_parent, const Map<Node*,Node*>& p_reown_map) const;
|
||||
Array _get_children() const;
|
||||
Array _get_groups() const;
|
||||
|
||||
friend class SceneMainLoop;
|
||||
|
||||
|
|
|
@ -140,6 +140,7 @@
|
|||
#include "scene/resources/mesh_library.h"
|
||||
|
||||
#include "scene/resources/image_path_finder.h"
|
||||
#include "scene/resources/polygon_path_finder.h"
|
||||
|
||||
#include "scene/resources/sample.h"
|
||||
#include "scene/audio/sample_player.h"
|
||||
|
@ -536,6 +537,7 @@ void register_scene_types() {
|
|||
ObjectTypeDB::register_type<StyleBoxImageMask>();
|
||||
ObjectTypeDB::register_type<Theme>();
|
||||
ObjectTypeDB::register_type<ImagePathFinder>();
|
||||
ObjectTypeDB::register_type<PolygonPathFinder>();
|
||||
ObjectTypeDB::register_type<BitMap>();
|
||||
|
||||
OS::get_singleton()->yield(); //may take time to init
|
||||
|
|
|
@ -140,8 +140,8 @@ void Environment::_bind_methods() {
|
|||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/brightness",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_BRIGHTNESS);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/contrast",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_CONTRAST);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"bcs/saturation",PROPERTY_HINT_RANGE,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_BCS_SATURATION);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"gamma/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_GAMMA);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::REAL,"gamma/gamma",PROPERTY_HINT_EXP_EASING,"0.01,8,0.01"),_SCS("fx_set_param"),_SCS("fx_get_param"), FX_PARAM_GAMMA);
|
||||
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"srgb/enabled"),_SCS("set_enable_fx"),_SCS("is_fx_enabled"), FX_SRGB);
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -194,7 +194,7 @@ void Environment::_bind_methods() {
|
|||
BIND_CONSTANT( FX_HDR );
|
||||
BIND_CONSTANT( FX_FOG );
|
||||
BIND_CONSTANT( FX_BCS);
|
||||
BIND_CONSTANT( FX_GAMMA );
|
||||
BIND_CONSTANT( FX_SRGB );
|
||||
BIND_CONSTANT( FX_MAX );
|
||||
|
||||
|
||||
|
@ -226,7 +226,6 @@ void Environment::_bind_methods() {
|
|||
BIND_CONSTANT( FX_PARAM_BCS_BRIGHTNESS );
|
||||
BIND_CONSTANT( FX_PARAM_BCS_CONTRAST );
|
||||
BIND_CONSTANT( FX_PARAM_BCS_SATURATION );
|
||||
BIND_CONSTANT( FX_PARAM_GAMMA );
|
||||
BIND_CONSTANT( FX_PARAM_MAX );
|
||||
|
||||
}
|
||||
|
@ -269,7 +268,7 @@ Environment::Environment() {
|
|||
fx_set_param(FX_PARAM_BCS_BRIGHTNESS,1.0);
|
||||
fx_set_param(FX_PARAM_BCS_CONTRAST,1.0);
|
||||
fx_set_param(FX_PARAM_BCS_SATURATION,1.0);
|
||||
fx_set_param(FX_PARAM_GAMMA,1.0);
|
||||
|
||||
}
|
||||
Environment::~Environment() {
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ public:
|
|||
FX_HDR=VS::ENV_FX_HDR,
|
||||
FX_FOG=VS::ENV_FX_FOG,
|
||||
FX_BCS=VS::ENV_FX_BCS,
|
||||
FX_GAMMA=VS::ENV_FX_GAMMA,
|
||||
FX_SRGB=VS::ENV_FX_SRGB,
|
||||
FX_MAX=VS::ENV_FX_MAX,
|
||||
};
|
||||
|
||||
|
@ -102,7 +102,6 @@ public:
|
|||
FX_PARAM_BCS_BRIGHTNESS=VS::ENV_FX_PARAM_BCS_BRIGHTNESS,
|
||||
FX_PARAM_BCS_CONTRAST=VS::ENV_FX_PARAM_BCS_CONTRAST,
|
||||
FX_PARAM_BCS_SATURATION=VS::ENV_FX_PARAM_BCS_SATURATION,
|
||||
FX_PARAM_GAMMA=VS::ENV_FX_PARAM_GAMMA,
|
||||
FX_PARAM_MAX=VS::ENV_FX_PARAM_MAX
|
||||
};
|
||||
private:
|
||||
|
|
413
scene/resources/polygon_path_finder.cpp
Normal file
413
scene/resources/polygon_path_finder.cpp
Normal file
|
@ -0,0 +1,413 @@
|
|||
#include "polygon_path_finder.h"
|
||||
#include "geometry.h"
|
||||
|
||||
|
||||
bool PolygonPathFinder::_is_point_inside(const Vector2& p_point) {
|
||||
|
||||
int crosses=0;
|
||||
|
||||
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
|
||||
const Edge& e=E->get();
|
||||
|
||||
Vector2 a = points[e.points[0]].pos;
|
||||
Vector2 b = points[e.points[1]].pos;
|
||||
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,p_point,outside_point,NULL)) {
|
||||
crosses++;
|
||||
}
|
||||
}
|
||||
|
||||
return crosses&1;
|
||||
}
|
||||
|
||||
void PolygonPathFinder::setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections) {
|
||||
|
||||
|
||||
ERR_FAIL_COND(p_connections.size()&1);
|
||||
|
||||
points.clear();
|
||||
edges.clear();
|
||||
|
||||
//insert points
|
||||
|
||||
int point_count=p_points.size();
|
||||
points.resize(point_count+2);
|
||||
|
||||
for(int i=0;i<p_points.size();i++) {
|
||||
|
||||
points[i].pos=p_points[i];
|
||||
|
||||
outside_point.x = i==0?p_points[0].x:(MAX( p_points[i].x, outside_point.x ));
|
||||
outside_point.y = i==0?p_points[0].y:(MAX( p_points[i].y, outside_point.y ));
|
||||
}
|
||||
|
||||
outside_point.x+=20.451+Math::randf()*10.2039;
|
||||
outside_point.y+=21.193+Math::randf()*12.5412;
|
||||
|
||||
//insert edges (which are also connetions)
|
||||
|
||||
for(int i=0;i<p_connections.size();i+=2) {
|
||||
|
||||
Edge e(p_connections[i],p_connections[i+1]);
|
||||
ERR_FAIL_INDEX(e.points[0],point_count);
|
||||
ERR_FAIL_INDEX(e.points[1],point_count);
|
||||
points[p_connections[i]].connections.insert(p_connections[i+1]);
|
||||
points[p_connections[i+1]].connections.insert(p_connections[i]);
|
||||
edges.insert(e);
|
||||
}
|
||||
|
||||
|
||||
//fill the remaining connections based on visibility
|
||||
|
||||
for(int i=0;i<point_count;i++) {
|
||||
|
||||
for(int j=i+1;j<point_count;j++) {
|
||||
|
||||
if (edges.has(Edge(i,j)))
|
||||
continue; //if in edge ignore
|
||||
|
||||
Vector2 from=points[i].pos;
|
||||
Vector2 to=points[j].pos;
|
||||
|
||||
if (!_is_point_inside(from*0.5+to*0.5)) //connection between points in inside space
|
||||
continue;
|
||||
|
||||
bool valid=true;
|
||||
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
const Edge& e=E->get();
|
||||
if (e.points[0]==i || e.points[1]==i || e.points[0]==j || e.points[1]==j )
|
||||
continue;
|
||||
|
||||
|
||||
Vector2 a = points[e.points[0]].pos;
|
||||
Vector2 b = points[e.points[1]].pos;
|
||||
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,from,to,NULL)) {
|
||||
valid=false;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (valid) {
|
||||
points[i].connections.insert(j);
|
||||
points[j].connections.insert(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Vector<Vector2> PolygonPathFinder::find_path(const Vector2& p_from, const Vector2& p_to) {
|
||||
|
||||
Vector<Vector2> path;
|
||||
if (!_is_point_inside(p_from))
|
||||
return path;
|
||||
if (!_is_point_inside(p_to))
|
||||
return path;
|
||||
|
||||
//test direct connection
|
||||
{
|
||||
|
||||
bool can_see_eachother=true;
|
||||
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
const Edge& e=E->get();
|
||||
Vector2 a = points[e.points[0]].pos;
|
||||
Vector2 b = points[e.points[1]].pos;
|
||||
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,p_from,p_to,NULL)) {
|
||||
can_see_eachother=false;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (can_see_eachother) {
|
||||
|
||||
path.push_back(p_from);
|
||||
path.push_back(p_to);
|
||||
return path;
|
||||
}
|
||||
}
|
||||
|
||||
//add to graph
|
||||
|
||||
int aidx = points.size()-2;
|
||||
int bidx = points.size()-1;
|
||||
points[aidx].pos=p_from;
|
||||
points[bidx].pos=p_to;
|
||||
points[aidx].distance=0;
|
||||
points[bidx].distance=0;
|
||||
points[aidx].distance=0;
|
||||
points[bidx].distance=0;
|
||||
|
||||
|
||||
for(int i=0;i<points.size()-2;i++) {
|
||||
|
||||
|
||||
bool valid_a=true;
|
||||
bool valid_b=true;
|
||||
points[i].prev=-1;
|
||||
points[i].distance=0;
|
||||
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
|
||||
const Edge& e=E->get();
|
||||
|
||||
if (e.points[0]==i || e.points[1]==i)
|
||||
continue;
|
||||
|
||||
Vector2 a = points[e.points[0]].pos;
|
||||
Vector2 b = points[e.points[1]].pos;
|
||||
|
||||
if (valid_a) {
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,p_from,points[i].pos,NULL)) {
|
||||
valid_a=false;
|
||||
}
|
||||
}
|
||||
|
||||
if (valid_b) {
|
||||
|
||||
if (Geometry::segment_intersects_segment_2d(a,b,p_to,points[i].pos,NULL)) {
|
||||
valid_b=false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!valid_a && !valid_b)
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
if (valid_a) {
|
||||
points[i].connections.insert(aidx);
|
||||
points[aidx].connections.insert(i);
|
||||
}
|
||||
|
||||
if (valid_b) {
|
||||
points[i].connections.insert(bidx);
|
||||
points[bidx].connections.insert(i);
|
||||
}
|
||||
|
||||
}
|
||||
//solve graph
|
||||
|
||||
Set<int> open_list;
|
||||
|
||||
points[aidx].distance=0;
|
||||
points[aidx].prev=aidx;
|
||||
for(Set<int>::Element *E=points[aidx].connections.front();E;E=E->next()) {
|
||||
|
||||
open_list.insert(E->get());
|
||||
points[E->get()].distance=p_from.distance_to(points[E->get()].pos);
|
||||
points[E->get()].prev=aidx;
|
||||
|
||||
}
|
||||
|
||||
|
||||
bool found_route=false;
|
||||
|
||||
while(true) {
|
||||
|
||||
if (open_list.size()==0) {
|
||||
break;
|
||||
}
|
||||
//check open list
|
||||
|
||||
int least_cost_point=-1;
|
||||
float least_cost=1e30;
|
||||
|
||||
//this could be faster (cache previous results)
|
||||
for (Set<int>::Element *E=open_list.front();E;E=E->next()) {
|
||||
|
||||
const Point& p =points[E->get()];
|
||||
float cost = p.distance;
|
||||
cost+=p.pos.distance_to(p_to);
|
||||
if (cost<least_cost) {
|
||||
|
||||
least_cost_point=E->get();
|
||||
least_cost=cost;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Point &np = points[least_cost_point];
|
||||
//open the neighbours for search
|
||||
|
||||
for(Set<int>::Element *E=np.connections.front();E;E=E->next()) {
|
||||
|
||||
Point& p =points[E->get()];
|
||||
float distance = np.pos.distance_to(p.pos) + np.distance;
|
||||
|
||||
if (p.prev!=-1) {
|
||||
//oh this was visited already, can we win the cost?
|
||||
|
||||
if (p.distance>distance) {
|
||||
|
||||
p.prev=least_cost_point; //reasign previous
|
||||
p.distance=distance;
|
||||
}
|
||||
} else {
|
||||
//add to open neighbours
|
||||
|
||||
p.prev=least_cost_point;
|
||||
p.distance=distance;
|
||||
open_list.insert(E->get());
|
||||
|
||||
if (E->get()==bidx) {
|
||||
//oh my reached end! stop algorithm
|
||||
found_route=true;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (found_route)
|
||||
break;
|
||||
|
||||
open_list.erase(least_cost_point);
|
||||
}
|
||||
|
||||
if (found_route) {
|
||||
int at = bidx;
|
||||
path.push_back(points[at].pos);
|
||||
do {
|
||||
at=points[at].prev;
|
||||
path.push_back(points[at].pos);
|
||||
} while (at!=aidx);
|
||||
|
||||
path.invert();;
|
||||
}
|
||||
|
||||
for(int i=0;i<points.size()-2;i++) {
|
||||
|
||||
points[i].connections.erase(aidx);
|
||||
points[i].connections.erase(bidx);
|
||||
points[i].prev=-1;
|
||||
points[i].distance=0;
|
||||
}
|
||||
|
||||
points[aidx].connections.clear();
|
||||
points[aidx].prev=-1;
|
||||
points[aidx].distance=0;
|
||||
points[bidx].connections.clear();
|
||||
points[bidx].prev=-1;
|
||||
points[bidx].distance=0;
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
void PolygonPathFinder::_set_data(const Dictionary& p_data) {
|
||||
|
||||
|
||||
ERR_FAIL_COND(!p_data.has("points"));
|
||||
ERR_FAIL_COND(!p_data.has("connections"));
|
||||
ERR_FAIL_COND(!p_data.has("segments"));
|
||||
|
||||
DVector<Vector2> p=p_data["points"];
|
||||
Array c=p_data["connections"];
|
||||
|
||||
ERR_FAIL_COND(c.size()!=p.size());
|
||||
if (c.size())
|
||||
return;
|
||||
|
||||
int pc = p.size();
|
||||
points.resize(pc+2);
|
||||
|
||||
DVector<Vector2>::Read pr=p.read();
|
||||
for(int i=0;i<pc;i++) {
|
||||
points[i].pos=pr[i];
|
||||
DVector<int> con=c[i];
|
||||
DVector<int>::Read cr=con.read();
|
||||
int cc=con.size();
|
||||
for(int j=0;j<cc;j++) {
|
||||
|
||||
points[i].connections.insert(cr[j]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
DVector<int> segs=p_data["segments"];
|
||||
int sc=segs.size();
|
||||
ERR_FAIL_COND(sc&1);
|
||||
DVector<int>::Read sr = segs.read();
|
||||
for(int i=0;i<sc;i+=2) {
|
||||
|
||||
Edge e(sr[i],sr[i+1]);
|
||||
edges.insert(e);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Dictionary PolygonPathFinder::_get_data() const{
|
||||
|
||||
Dictionary d;
|
||||
DVector<Vector2> p;
|
||||
DVector<int> ind;
|
||||
Array connections;
|
||||
p.resize(points.size()-2);
|
||||
connections.resize(points.size()-2);
|
||||
ind.resize(edges.size()*2);
|
||||
{
|
||||
DVector<Vector2>::Write wp=p.write();
|
||||
for(int i=0;i<points.size()-2;i++) {
|
||||
wp[i]=points[i].pos;
|
||||
DVector<int> c;
|
||||
c.resize(points[i].connections.size());
|
||||
{
|
||||
DVector<int>::Write cw=c.write();
|
||||
int idx=0;
|
||||
for (Set<int>::Element *E=points[i].connections.front();E;E=E->next()) {
|
||||
cw[idx++]=E->get();
|
||||
}
|
||||
}
|
||||
connections[i]=c;
|
||||
}
|
||||
}
|
||||
{
|
||||
|
||||
DVector<int>::Write iw=ind.write();
|
||||
int idx=0;
|
||||
for (Set<Edge>::Element *E=edges.front();E;E=E->next()) {
|
||||
iw[idx++]=E->get().points[0];
|
||||
iw[idx++]=E->get().points[1];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
d["points"]=p;
|
||||
d["connections"]=connections;
|
||||
d["segments"]=ind;
|
||||
|
||||
return d;
|
||||
|
||||
}
|
||||
|
||||
void PolygonPathFinder::_bind_methods() {
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("setup","points","connections"),&PolygonPathFinder::setup);
|
||||
ObjectTypeDB::bind_method(_MD("find_path","from","to"),&PolygonPathFinder::find_path);
|
||||
ObjectTypeDB::bind_method(_MD("_set_data"),&PolygonPathFinder::_set_data);
|
||||
ObjectTypeDB::bind_method(_MD("_get_data"),&PolygonPathFinder::_get_data);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY,"data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_data"),_SCS("_get_data"));
|
||||
|
||||
}
|
||||
|
||||
PolygonPathFinder::PolygonPathFinder()
|
||||
{
|
||||
}
|
||||
|
||||
|
58
scene/resources/polygon_path_finder.h
Normal file
58
scene/resources/polygon_path_finder.h
Normal file
|
@ -0,0 +1,58 @@
|
|||
#ifndef POLYGON_PATH_FINDER_H
|
||||
#define POLYGON_PATH_FINDER_H
|
||||
|
||||
#include "resource.h"
|
||||
|
||||
class PolygonPathFinder : public Resource {
|
||||
|
||||
OBJ_TYPE(PolygonPathFinder,Resource);
|
||||
|
||||
struct Point {
|
||||
Vector2 pos;
|
||||
Set<int> connections;
|
||||
float distance;
|
||||
int prev;
|
||||
};
|
||||
|
||||
struct Edge {
|
||||
|
||||
int points[2];
|
||||
|
||||
_FORCE_INLINE_ bool operator<(const Edge& p_edge) const {
|
||||
|
||||
if (points[0]==p_edge.points[0])
|
||||
return points[1]<p_edge.points[1];
|
||||
else
|
||||
return points[0]<p_edge.points[0];
|
||||
}
|
||||
|
||||
Edge(int a=0, int b=0) {
|
||||
|
||||
if (a>b) {
|
||||
SWAP(a,b);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Vector2 outside_point;
|
||||
|
||||
Vector<Point> points;
|
||||
Set<Edge> edges;
|
||||
|
||||
bool _is_point_inside(const Vector2& p_point);
|
||||
|
||||
void _set_data(const Dictionary& p_data);
|
||||
Dictionary _get_data() const;
|
||||
protected:
|
||||
|
||||
static void _bind_methods();
|
||||
public:
|
||||
|
||||
|
||||
void setup(const Vector<Vector2>& p_points, const Vector<int>& p_connections);
|
||||
Vector<Vector2> find_path(const Vector2& p_from, const Vector2& p_to);
|
||||
|
||||
PolygonPathFinder();
|
||||
};
|
||||
|
||||
#endif // POLYGON_PATH_FINDER_H
|
|
@ -167,6 +167,7 @@ public:
|
|||
};
|
||||
|
||||
|
||||
|
||||
/* TEXTURE API */
|
||||
|
||||
virtual RID texture_create()=0;
|
||||
|
@ -455,6 +456,7 @@ public:
|
|||
virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0;
|
||||
virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0)=0;
|
||||
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0;
|
||||
virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0;
|
||||
|
||||
/* SHADOWS */
|
||||
|
||||
|
|
|
@ -1371,6 +1371,12 @@ int RasterizerDummy::light_instance_get_shadow_passes(RID p_light_instance) cons
|
|||
return 0;
|
||||
}
|
||||
|
||||
bool RasterizerDummy::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void RasterizerDummy::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
|
||||
|
||||
LightInstance *lighti = light_instance_owner.get( p_light_instance );
|
||||
|
|
|
@ -345,7 +345,7 @@ class RasterizerDummy : public Rasterizer {
|
|||
fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
|
||||
fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
@ -628,6 +628,7 @@ public:
|
|||
virtual bool light_instance_assign_shadow(RID p_light_instance);
|
||||
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
|
||||
virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
|
||||
virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
|
||||
virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
|
||||
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
|
||||
|
||||
|
|
|
@ -3970,6 +3970,8 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc
|
|||
//float cull_max=p_cull_range.max;
|
||||
|
||||
|
||||
bool overlap = rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance);
|
||||
|
||||
float cull_min=p_camera->znear;
|
||||
float cull_max=p_camera->zfar;
|
||||
float max_dist = rasterizer->light_directional_get_shadow_param(p_light->base_rid,VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE);
|
||||
|
@ -3999,7 +4001,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc
|
|||
camera_matrix.set_orthogonal(
|
||||
p_camera->size,
|
||||
viewport_rect.width / (float)viewport_rect.height,
|
||||
distances[i],
|
||||
distances[(i==0 || !overlap )?i:i-1],
|
||||
distances[i+1],
|
||||
p_camera->vaspect
|
||||
|
||||
|
@ -4011,7 +4013,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc
|
|||
camera_matrix.set_perspective(
|
||||
p_camera->fov,
|
||||
viewport_rect.width / (float)viewport_rect.height,
|
||||
distances[i],
|
||||
distances[(i==0 || !overlap )?i:i-1],
|
||||
distances[i+1],
|
||||
p_camera->vaspect
|
||||
|
||||
|
|
|
@ -165,6 +165,7 @@ void VisualServerWrapMT::finish() {
|
|||
|
||||
|
||||
texture_free_cached_ids();
|
||||
mesh_free_cached_ids();
|
||||
|
||||
thread=NULL;
|
||||
} else {
|
||||
|
@ -187,6 +188,7 @@ VisualServerWrapMT::VisualServerWrapMT(VisualServer* p_contained,bool p_create_t
|
|||
draw_thread_up=false;
|
||||
alloc_mutex=Mutex::create();
|
||||
texture_pool_max_size=GLOBAL_DEF("render/thread_textures_prealloc",20);
|
||||
mesh_pool_max_size=GLOBAL_DEF("render/thread_meshes_prealloc",20);
|
||||
if (!p_create_thread) {
|
||||
server_thread=Thread::get_caller_ID();
|
||||
} else {
|
||||
|
|
|
@ -66,6 +66,16 @@ class VisualServerWrapMT : public VisualServer {
|
|||
int texture_pool_max_size;
|
||||
List<RID> texture_id_pool;
|
||||
|
||||
int mesh_pool_max_size;
|
||||
List<RID> mesh_id_pool;
|
||||
|
||||
//#define DEBUG_SYNC
|
||||
|
||||
#ifdef DEBUG_SYNC
|
||||
#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__));
|
||||
#else
|
||||
#define SYNC_DEBUG
|
||||
#endif
|
||||
|
||||
public:
|
||||
|
||||
|
@ -74,6 +84,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type();\
|
||||
|
@ -115,6 +126,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type();\
|
||||
|
@ -168,6 +180,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1);\
|
||||
|
@ -179,6 +192,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1);\
|
||||
|
@ -231,6 +245,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2);\
|
||||
|
@ -242,6 +257,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2);\
|
||||
|
@ -294,6 +310,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3);\
|
||||
|
@ -357,6 +374,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3, p4);\
|
||||
|
@ -368,6 +386,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3, p4);\
|
||||
|
@ -420,6 +439,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3, p4, p5);\
|
||||
|
@ -431,6 +451,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3, p4, p5);\
|
||||
|
@ -483,6 +504,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5, p6,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3, p4, p5, p6);\
|
||||
|
@ -546,6 +568,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5, p6, p7,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3, p4, p5, p6, p7);\
|
||||
|
@ -557,6 +580,7 @@ public:
|
|||
if (Thread::get_caller_ID()!=server_thread) {\
|
||||
m_r ret;\
|
||||
command_queue.push_and_ret( visual_server, &VisualServer::m_type,p1, p2, p3, p4, p5, p6, p7,&ret);\
|
||||
SYNC_DEBUG\
|
||||
return ret;\
|
||||
} else {\
|
||||
return visual_server->m_type(p1, p2, p3, p4, p5, p6, p7);\
|
||||
|
@ -691,7 +715,7 @@ public:
|
|||
FUNC1RC(float,fixed_material_get_point_size,RID);
|
||||
|
||||
/* SURFACE API */
|
||||
FUNC0R(RID,mesh_create);
|
||||
FUNCRID(mesh);
|
||||
|
||||
FUNC2(mesh_set_morph_target_count,RID,int);
|
||||
FUNC1RC(int,mesh_get_morph_target_count,RID);
|
||||
|
@ -1122,7 +1146,7 @@ public:
|
|||
/* RENDER INFO */
|
||||
|
||||
FUNC1R(int,get_render_info,RenderInfo );
|
||||
FUNC1RC(bool,has_feature,Features );
|
||||
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
|
||||
|
||||
FUNC2(set_boot_image,const Image& , const Color& );
|
||||
FUNC1(set_default_clear_color,const Color& );
|
||||
|
|
|
@ -481,6 +481,8 @@ public:
|
|||
LIGHT_PARAM_SHADOW_DARKENING,
|
||||
LIGHT_PARAM_SHADOW_Z_OFFSET,
|
||||
LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
|
||||
LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
|
||||
LIGHT_PARAM_SHADOW_BLUR_PASSES,
|
||||
LIGHT_PARAM_MAX
|
||||
};
|
||||
|
||||
|
@ -728,7 +730,7 @@ public:
|
|||
ENV_FX_HDR,
|
||||
ENV_FX_FOG,
|
||||
ENV_FX_BCS,
|
||||
ENV_FX_GAMMA,
|
||||
ENV_FX_SRGB,
|
||||
ENV_FX_MAX
|
||||
};
|
||||
|
||||
|
@ -768,7 +770,6 @@ public:
|
|||
ENV_FX_PARAM_BCS_BRIGHTNESS,
|
||||
ENV_FX_PARAM_BCS_CONTRAST,
|
||||
ENV_FX_PARAM_BCS_SATURATION,
|
||||
ENV_FX_PARAM_GAMMA,
|
||||
ENV_FX_PARAM_MAX
|
||||
};
|
||||
|
||||
|
|
|
@ -4067,7 +4067,7 @@ EditorNode::EditorNode() {
|
|||
|
||||
|
||||
import_menu->get_popup()->add_separator();
|
||||
import_menu->get_popup()->add_item("Import Settings",SETTINGS_IMPORT);
|
||||
import_menu->get_popup()->add_item("Re-Import..",SETTINGS_IMPORT);
|
||||
|
||||
editor_plugin_screen=NULL;
|
||||
editor_plugin_over=NULL;
|
||||
|
|
|
@ -45,6 +45,7 @@ static const char *flag_names[]={
|
|||
"Repeat",
|
||||
"Filter (Magnifying)",
|
||||
"Premultiply Alpha",
|
||||
"Convert SRGB->Linear",
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -57,6 +58,7 @@ static const char *flag_short_names[]={
|
|||
"Repeat",
|
||||
"Filter",
|
||||
"PMAlpha",
|
||||
"ToLinear",
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -927,6 +929,10 @@ Error EditorTextureImportPlugin::import2(const String& p_path, const Ref<Resourc
|
|||
image.premultiply_alpha();
|
||||
}
|
||||
|
||||
if ((image.get_format()==Image::FORMAT_RGB || image.get_format()==Image::FORMAT_RGBA) && flags&IMAGE_FLAG_CONVERT_TO_LINEAR) {
|
||||
|
||||
image.srgb_to_linear();
|
||||
}
|
||||
|
||||
if (shrink>1) {
|
||||
|
||||
|
@ -985,6 +991,11 @@ Error EditorTextureImportPlugin::import2(const String& p_path, const Ref<Resourc
|
|||
image.premultiply_alpha();
|
||||
}
|
||||
|
||||
if ((image.get_format()==Image::FORMAT_RGB || image.get_format()==Image::FORMAT_RGBA) && flags&IMAGE_FLAG_CONVERT_TO_LINEAR) {
|
||||
|
||||
image.srgb_to_linear();
|
||||
}
|
||||
|
||||
int orig_w=image.get_width();
|
||||
int orig_h=image.get_height();
|
||||
|
||||
|
|
|
@ -92,7 +92,8 @@ public:
|
|||
IMAGE_FLAG_NO_MIPMAPS=16, //normal for 2D games
|
||||
IMAGE_FLAG_REPEAT=32, //usually disabled in 2D
|
||||
IMAGE_FLAG_FILTER=64, //almost always enabled
|
||||
IMAGE_FLAG_PREMULT_ALPHA=128//almost always enabled
|
||||
IMAGE_FLAG_PREMULT_ALPHA=128,//almost always enabled
|
||||
IMAGE_FLAG_CONVERT_TO_LINEAR=256 //convert image to linear
|
||||
};
|
||||
|
||||
virtual String get_name() const;
|
||||
|
|
|
@ -912,12 +912,6 @@ float BakedLightBaker::_throw_ray(int p_light_index,const Vector3& p_begin, cons
|
|||
Color diffuse_at_point(0.8,0.8,0.8);
|
||||
Color specular_at_point(0.0,0.0,0.0);
|
||||
|
||||
if (triangle->material) {
|
||||
|
||||
//triangle->get_uv(r_point);
|
||||
diffuse_at_point=triangle->material->diffuse.get_color(uv);
|
||||
specular_at_point=triangle->material->specular.get_color(uv);
|
||||
}
|
||||
|
||||
float dist = p_begin.distance_to(r_point);
|
||||
|
||||
|
@ -963,6 +957,14 @@ float BakedLightBaker::_throw_ray(int p_light_index,const Vector3& p_begin, cons
|
|||
|
||||
|
||||
|
||||
if (triangle->material) {
|
||||
|
||||
//triangle->get_uv(r_point);
|
||||
|
||||
diffuse_at_point=triangle->material->diffuse.get_color(uv);
|
||||
specular_at_point=triangle->material->specular.get_color(uv);
|
||||
}
|
||||
|
||||
|
||||
diffuse_at_point.r=res_light.r*diffuse_at_point.r;
|
||||
diffuse_at_point.g=res_light.g*diffuse_at_point.g;
|
||||
|
|
|
@ -111,7 +111,7 @@ void BakedLightEditor::_notification(int p_option) {
|
|||
ERR_FAIL_COND(node->get_baked_light().is_null());
|
||||
|
||||
baker->update_octree_image(octree_texture);
|
||||
#if 0
|
||||
#if 1
|
||||
//debug
|
||||
Image img(baker->baked_octree_texture_w,baker->baked_octree_texture_h,0,Image::FORMAT_RGBA,octree_texture);
|
||||
Ref<ImageTexture> it = memnew( ImageTexture );
|
||||
|
|
Loading…
Reference in a new issue