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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

Little Bits

-=-=-=-=-=-

-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
This commit is contained in:
Juan Linietsky
2014-08-14 10:31:38 -03:00
parent c3e1d7b7c7
commit 2ee4ac183b
56 changed files with 3943 additions and 1757 deletions

View File

@@ -82,6 +82,8 @@
#endif
static RasterizerGLES2* _singleton = NULL;
static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
_FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
@@ -381,39 +383,96 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For
} break;
case Image::FORMAT_BC1: {
r_gl_components=1; //doesn't matter much
r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_compressed=true;
if (!s3tc_supported) {
if (!image.empty()) {
image.decompress();
}
r_gl_components=4;
r_gl_format=GL_RGBA;
r_has_alpha_cache=true;
} else {
r_gl_components=1; //doesn't matter much
r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_compressed=true;
};
} break;
case Image::FORMAT_BC2: {
r_gl_components=1; //doesn't matter much
r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_has_alpha_cache=true;
r_compressed=true;
if (!s3tc_supported) {
if (!image.empty()) {
image.decompress();
}
r_gl_components=4;
r_gl_format=GL_RGBA;
r_has_alpha_cache=true;
} else {
r_gl_components=1; //doesn't matter much
r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_has_alpha_cache=true;
r_compressed=true;
};
} break;
case Image::FORMAT_BC3: {
r_gl_components=1; //doesn't matter much
r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_has_alpha_cache=true;
r_compressed=true;
if (!s3tc_supported) {
if (!image.empty()) {
image.decompress();
}
r_gl_components=4;
r_gl_format=GL_RGBA;
r_has_alpha_cache=true;
} else {
r_gl_components=1; //doesn't matter much
r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_has_alpha_cache=true;
r_compressed=true;
};
} break;
case Image::FORMAT_BC4: {
r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
r_gl_components=1; //doesn't matter much
r_compressed=true;
if (!s3tc_supported) {
if (!image.empty()) {
image.decompress();
}
r_gl_components=4;
r_gl_format=GL_RGBA;
r_has_alpha_cache=true;
} else {
r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
r_gl_components=1; //doesn't matter much
r_compressed=true;
};
} break;
case Image::FORMAT_BC5: {
if (!s3tc_supported) {
r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
r_gl_components=1; //doesn't matter much
r_compressed=true;
if (!image.empty()) {
image.decompress();
}
r_gl_components=4;
r_gl_format=GL_RGBA;
r_has_alpha_cache=true;
} else {
r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
r_gl_components=1; //doesn't matter much
r_compressed=true;
};
} break;
case Image::FORMAT_PVRTC2: {
@@ -1078,6 +1137,15 @@ void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,con
}
GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {
Texture * texture = texture_owner.get(p_tex);
ERR_FAIL_COND_V(!texture, 0);
return texture->tex_id;
};
/* SHADER API */
RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
@@ -3995,17 +4063,17 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (p_shader->mode==VS::SHADER_MATERIAL) {
//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
Vector<const char*> enablers;
if (fragment_flags.use_color_interp)
if (fragment_flags.use_color_interp || vertex_flags.use_color_interp)
enablers.push_back("#define ENABLE_COLOR_INTERP\n");
if (fragment_flags.use_uv_interp)
if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp)
enablers.push_back("#define ENABLE_UV_INTERP\n");
if (fragment_flags.use_uv2_interp)
if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
enablers.push_back("#define ENABLE_UV2_INTERP\n");
if (fragment_flags.use_tangent_interp)
if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp)
enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
if (fragment_flags.use_var1_interp)
if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
enablers.push_back("#define ENABLE_VAR1_INTERP\n");
if (fragment_flags.use_var2_interp)
if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
enablers.push_back("#define ENABLE_VAR2_INTERP\n");
if (fragment_flags.uses_texscreen) {
enablers.push_back("#define ENABLE_TEXSCREEN\n");
@@ -4444,6 +4512,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
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);
material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]);
if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {
@@ -4716,7 +4785,8 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
}
//print_line("shadow split: "+rtos(li->shadow_split));
} else
}
material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
//matrix
@@ -5545,6 +5615,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const Skeleton *prev_skeleton =NULL;
uint8_t prev_sort_flags=0xFF;
const BakedLightData *prev_baked_light=NULL;
RID prev_baked_light_texture;
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
@@ -5561,6 +5632,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
// material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
}
@@ -5585,6 +5657,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
bool rebind=false;
bool bind_baked_light_octree=false;
bool bind_baked_lightmap=false;
bool additive=false;
@@ -5704,7 +5777,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
// material_shader.set_conditional(MaterialShaderGLES2::USE_AMBIENT_TEXTURE,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
if (!additive && baked_light) {
@@ -5722,7 +5795,37 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
} else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) {
//material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,true);
int lightmap_idx = e->instance->baked_lightmap_id;
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
bind_baked_lightmap=false;
if (baked_light->lightmaps.has(lightmap_idx)) {
RID texid = baked_light->lightmaps[lightmap_idx];
if (prev_baked_light!=baked_light || texid!=prev_baked_light_texture) {
Texture *tex = texture_owner.get(texid);
if (tex) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(tex->target,tex->tex_id); //bind the texture
}
prev_baked_light_texture=texid;
}
if (texid.is_valid()) {
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,true);
bind_baked_lightmap=true;
}
}
}
}
@@ -5793,6 +5896,14 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) {
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, 5);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);
}
_set_cull(e->mirror,p_reverse_cull);
@@ -8212,9 +8323,13 @@ void RasterizerGLES2::_update_framebuffer() {
}
void RasterizerGLES2::set_base_framebuffer(GLuint p_id) {
void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) {
base_framebuffer=p_id;
if (p_size.x != 0) {
window_size = p_size;
};
}
#if 0
@@ -8753,8 +8868,15 @@ void RasterizerGLES2::set_use_framebuffers(bool p_use) {
use_framebuffers=p_use;
}
RasterizerGLES2* RasterizerGLES2::get_singleton() {
return _singleton;
};
RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
_singleton = this;
keep_copies=p_keep_ram_copy;
use_reload_hooks=p_use_reload_hooks;
pack_arrays=p_compress_arrays;

View File

@@ -1175,6 +1175,8 @@ public:
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
GLuint _texture_get_name(RID p_tex);
/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
@@ -1508,7 +1510,7 @@ public:
virtual int get_render_info(VS::RenderInfo p_info);
void set_base_framebuffer(GLuint p_id);
void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
virtual void flush_frame(); //not necesary in most cases
void set_extensions(const char *p_strings);
@@ -1520,6 +1522,7 @@ public:
virtual bool has_feature(VS::Features p_feature) const;
static RasterizerGLES2* get_singleton();
RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false);
virtual ~RasterizerGLES2();

View File

@@ -150,6 +150,26 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
if (vnode->name==vname_vertex && p_assign_left) {
vertex_code_writes_vertex=true;
}
if (vnode->name==vname_color_interp) {
flags->use_color_interp=true;
}
if (vnode->name==vname_uv_interp) {
flags->use_uv_interp=true;
}
if (vnode->name==vname_uv2_interp) {
flags->use_uv2_interp=true;
}
if (vnode->name==vname_var1_interp) {
flags->use_var1_interp=true;
}
if (vnode->name==vname_var2_interp) {
flags->use_var2_interp=true;
}
if (vnode->name==vname_tangent_interp || vnode->name==vname_binormal_interp) {
flags->use_tangent_interp=true;
}
}
if (type==ShaderLanguage::SHADER_MATERIAL_FRAGMENT) {
@@ -614,6 +634,11 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
replace_table["texscreen"]= "texscreen";
replace_table["texpos"]= "texpos";
mode_replace_table[0]["SRC_VERTEX"]="vertex_in.xyz";
mode_replace_table[0]["SRC_NORMAL"]="normal_in";
mode_replace_table[0]["SRC_TANGENT"]="tangent_in";
mode_replace_table[0]["SRC_BINORMALF"]="binormalf";
mode_replace_table[0]["VERTEX"]="vertex_interp";
mode_replace_table[0]["NORMAL"]="normal_interp";
mode_replace_table[0]["TANGENT"]="tangent_interp";
@@ -626,6 +651,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[0]["WORLD_MATRIX"]="world_transform";
mode_replace_table[0]["INV_CAMERA_MATRIX"]="camera_inverse_transform";
mode_replace_table[0]["PROJECTION_MATRIX"]="projection_transform";
mode_replace_table[0]["MODELVIEW_MATRIX"]="modelview";
mode_replace_table[0]["POINT_SIZE"]="gl_PointSize";
mode_replace_table[0]["VAR1"]="var1_interp";
mode_replace_table[0]["VAR2"]="var2_interp";

View File

@@ -8,6 +8,9 @@
precision mediump float;
precision mediump int;
#endif
/*
from VisualServer:
@@ -22,6 +25,26 @@ ARRAY_WEIGHTS=7,
ARRAY_INDEX=8,
*/
//hack to use uv if no uv present so it works with lightmap
#ifdef ENABLE_AMBIENT_LIGHTMAP
#ifdef USE_LIGHTMAP_ON_UV2
#ifndef ENABLE_UV2_INTERP
#define ENABLE_UV2_INTERP
#endif
#else
#ifndef ENABLE_UV_INTERP
#define ENABLE_UV_INTERP
#endif
#endif
#endif
/* INPUT ATTRIBS */
attribute highp vec4 vertex_attrib; // attrib:0
@@ -238,6 +261,7 @@ void main() {
#if defined(ENABLE_TANGENT_INTERP)
vec3 tangent_in = tangent_attrib.xyz;
tangent_in*=normal_mult;
float binormalf = tangent_attrib.a;
#endif
#ifdef USE_SKELETON
@@ -272,7 +296,7 @@ void main() {
#if defined(ENABLE_TANGENT_INTERP)
tangent_interp=normalize(tangent_in);
binormal_interp = normalize( cross(normal_interp,tangent_interp) * tangent_attrib.a );
binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
#endif
#if defined(ENABLE_UV_INTERP)
@@ -453,6 +477,27 @@ precision mediump int;
#endif
//hack to use uv if no uv present so it works with lightmap
#ifdef ENABLE_AMBIENT_LIGHTMAP
#ifdef USE_LIGHTMAP_ON_UV2
#ifndef ENABLE_UV2_INTERP
#define ENABLE_UV2_INTERP
#endif
#else
#ifndef ENABLE_UV_INTERP
#define ENABLE_UV_INTERP
#endif
#endif
#endif
/* Varyings */
#if defined(ENABLE_COLOR_INTERP)
@@ -545,6 +590,13 @@ uniform int ambient_octree_steps;
#endif
#ifdef ENABLE_AMBIENT_LIGHTMAP
uniform highp sampler2D ambient_lightmap;
uniform float ambient_lightmap_multiplier;
#endif
FRAGMENT_SHADER_GLOBALS
@@ -783,6 +835,34 @@ FRAGMENT_SHADER_CODE
}
#endif
float shadow_attenuation = 1.0;
#ifdef ENABLE_AMBIENT_LIGHTMAP
vec3 ambientmap_color = vec3(0.0,0.0,0.0);
vec2 ambientmap_uv = vec2(0.0,0.0);
#ifdef USE_LIGHTMAP_ON_UV2
ambientmap_uv = uv2_interp;
#else
ambientmap_uv = uv_interp;
#endif
vec4 amcol = texture2D(ambient_lightmap,ambientmap_uv);
shadow_attenuation=amcol.a;
ambientmap_color = amcol.rgb;
ambientmap_color*=ambient_lightmap_multiplier;
ambientmap_color*=diffuse.rgb;
#endif
#ifdef ENABLE_AMBIENT_OCTREE
vec3 ambientmap_color = vec3(0.0,0.0,0.0);
@@ -828,7 +908,7 @@ FRAGMENT_SHADER_CODE
#endif
float shadow_attenuation = 1.0;
@@ -1120,7 +1200,7 @@ LIGHT_SHADER_CODE
#endif
#ifdef ENABLE_AMBIENT_OCTREE
#if defined(ENABLE_AMBIENT_OCTREE) || defined(ENABLE_AMBIENT_LIGHTMAP)
diffuse.rgb+=ambientmap_color;
#endif