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:
Juan Linietsky 2014-06-16 10:22:26 -03:00
parent 64e83bfd14
commit 703004f830
40 changed files with 1114 additions and 116 deletions

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@ -30,6 +30,7 @@
#define COLOR_H
#include "ustring.h"
#include "math_funcs.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@ -97,6 +98,16 @@ struct Color {
return res;
}
_FORCE_INLINE_ Color to_linear() const {
return Color(
r<0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
g<0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
b<0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
a
);
}
static Color hex(uint32_t p_hex);
static Color html(const String& p_color);
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 *)) {
void Image::srgb_to_linear() {
if (data.size()==0)
return;
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};
ERR_FAIL_COND( format!=FORMAT_RGB && format!=FORMAT_RGBA );
if (format==FORMAT_RGBA) {
int len = data.size()/4;
DVector<uint8_t>::Write wp = data.write();
unsigned char *data_ptr=wp.ptr();
for(int i=0;i<len;i++) {
data_ptr[(i<<2)+0]=srgb2lin[ data_ptr[(i<<2)+0] ];
data_ptr[(i<<2)+1]=srgb2lin[ data_ptr[(i<<2)+1] ];
data_ptr[(i<<2)+2]=srgb2lin[ data_ptr[(i<<2)+2] ];
}
} else if (format==FORMAT_RGB) {
int len = data.size()/3;
DVector<uint8_t>::Write wp = data.write();
unsigned char *data_ptr=wp.ptr();
for(int i=0;i<len;i++) {
data_ptr[(i*3)+0]=srgb2lin[ data_ptr[(i*3)+0] ];
data_ptr[(i*3)+1]=srgb2lin[ data_ptr[(i*3)+1] ];
data_ptr[(i*3)+2]=srgb2lin[ data_ptr[(i*3)+2] ];
}
}
}
void Image::premultiply_alpha() {
if (data.size()==0)

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@ -321,6 +321,7 @@ public:
void fix_alpha_edges();
void premultiply_alpha();
void srgb_to_linear();
void blit_rect(const Image& p_src, const Rect2& p_src_rect,const Point2& p_dest);
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)]
max_shadow_buffer_size=1024
framebuffer_shrink=1
shadow_filter=1
;debug_shadow_maps=true
shadow_filter=3
debug_shadow_maps=false

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="7" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
<ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource>
<ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
<ext_resource path="res://sb.cube" type="CubeMap"></ext_resource>
<ext_resource path="res://tiles.res" type="MeshLibrary"></ext_resource>
<ext_resource path="res://coin.scn" type="PackedScene"></ext_resource>
<ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
<ext_resource path="res://enemy.scn" type="PackedScene"></ext_resource>
<resource type="Environment" path="local://1">
<bool name="fxaa/enabled"> False </bool>
<int name="background/mode"> 4 </int>
@ -50,13 +50,14 @@
<main_resource>
<dictionary name="_bundled" shared="false">
<string> "names" </string>
<string_array len="86">
<string_array len="89">
<string> "world" </string>
<string> "Spatial" </string>
<string> "__meta__" </string>
<string> "GridMap" </string>
<string> "theme/theme" </string>
<string> "theme/bake" </string>
<string> "lighting/bake" </string>
<string> "cell/size" </string>
<string> "cell/octant_size" </string>
<string> "cell/center_x" </string>
@ -67,6 +68,8 @@
<string> "DirectionalLight" </string>
<string> "transform/local" </string>
<string> "layers" </string>
<string> "params/enabled" </string>
<string> "params/bake_mode" </string>
<string> "params/energy" </string>
<string> "colors/ambient" </string>
<string> "colors/diffuse" </string>
@ -172,17 +175,17 @@
<array len="4" shared="false">
<dictionary shared="false">
<string> "distance" </string>
<real> 6.622579 </real>
<real> 4.173348 </real>
<string> "x_rot" </string>
<real> 0.358295 </real>
<real> 0.558294 </real>
<string> "y_rot" </string>
<real> 0.45 </real>
<real> 1.049999 </real>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "pos" </string>
<vector3> 9.41795, 2.98588, 13.6496 </vector3>
<vector3> 13.4293, 5.68289, 13.9717 </vector3>
</dictionary>
<dictionary shared="false">
<string> "distance" </string>
@ -267,14 +270,14 @@
</dictionary>
<transform> 0.522923, 0.663002, -0.535706, -0.24539, 0.718971, 0.650281, 0.816294, -0.20859, 0.53866, 0, 0, 0 </transform>
<int> 1 </int>
<int> 0 </int>
<real> 1.5 </real>
<color> 0.159092, 0.219774, 0.52093, 1 </color>
<color> 1, 1, 1, 1 </color>
<real> 0 </real>
<real> 0.08 </real>
<real> 0.5 </real>
<resource name=""></resource> <int> 0 </int>
<int> 2 </int>
<resource name=""></resource> <int> 2 </int>
<real> 40 </real>
<real> 0.410558 </real>
<resource resource_type="Environment" path="local://1"> </resource>
@ -336,7 +339,7 @@
<transform> 0.0160676, 0, -0.999871, 0, 1, 0, 0.999871, 0, 0.0160676, 8.50167, 4.15811, 15.9334 </transform>
</array>
<string> "nodes" </string>
<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>
<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>
<string> "conns" </string>
<int_array len="0"> </int_array>
</dictionary>

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@ -2847,6 +2847,11 @@ int RasterizerGLES1::light_instance_get_shadow_passes(RID p_light_instance) cons
return 0;
}
bool RasterizerGLES1::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
return false;
}
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) {
LightInstance *lighti = light_instance_owner.get( p_light_instance );

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@ -482,7 +482,6 @@ class RasterizerGLES1 : 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;
}
@ -1100,6 +1099,7 @@ 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; }

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@ -43,6 +43,11 @@
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
#define _GL_RGBA16F_EXT 0x881A
#define _GL_RGB16F_EXT 0x881B
#define _GL_RG16F_EXT 0x822F
#define _GL_R16F_EXT 0x822D
#define _GL_R32F_EXT 0x822E
#define _DEPTH_COMPONENT24_OES 0x81A6
@ -3317,6 +3322,11 @@ int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) cons
return 1;
}
bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
return shadow_filter>=SHADOW_FILTER_ESM;
}
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) {
LightInstance *lighti = light_instance_owner.get( p_light_instance );
@ -3590,9 +3600,10 @@ void RasterizerGLES2::begin_frame() {
glFrontFace(GL_CW);
//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
#ifdef TOOLS_ENABLED
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
#endif
window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
@ -4302,6 +4313,13 @@ void RasterizerGLES2::add_particles( const RID& p_particle_instance, const Insta
}
Color RasterizerGLES2::_convert_color(const Color& p_color) {
if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
return p_color.to_linear();
else
return p_color;
}
void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {
@ -4383,9 +4401,9 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
//all goes to false by default
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);

View File

@ -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;

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@ -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;

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@ -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;
}

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@ -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

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@ -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;

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@ -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");

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@ -89,6 +89,7 @@ public:
RESOURCE_LOAD,
INST2DICT,
DICT2INST,
HASH,
PRINT_STACK,
FUNC_MAX

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@ -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;
}

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@ -183,6 +183,7 @@ class GDScript : public Script {
bool valid;
friend class GDInstance;
friend class GDFunction;
friend class GDCompiler;

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@ -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;
}

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@ -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));

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@ -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
};

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@ -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);

View File

@ -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;

View File

@ -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

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@ -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() {

View File

@ -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:

View 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()
{
}

View 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

View File

@ -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 */

View File

@ -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 );

View File

@ -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; }

View File

@ -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

View File

@ -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 {

View File

@ -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& );

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@ -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
};

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@ -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;

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@ -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();

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@ -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;

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@ -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;

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@ -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 );