ソースを参照

Many more GLES2 fixes

Juan Linietsky 7 年 前
コミット
3333166b07

+ 24 - 15
drivers/gles2/rasterizer_scene_gles2.cpp

@@ -1804,8 +1804,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 			float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
 
-			Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
-			attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+			float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
 
 			if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
@@ -1858,8 +1857,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
 
 			Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
 			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
-			Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
-			attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+			float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
 			float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
 			float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
 			float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
@@ -2024,6 +2022,9 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 		ReflectionProbeInstance *refprobe_2 = NULL;
 		RasterizerStorageGLES2::Texture *lightmap = NULL;
 		bool use_lightmap_capture = false;
+		bool rebind_light = false;
+		bool rebind_reflection = false;
+		bool rebind_lightmap = false;
 
 		if (!p_shadow) {
 
@@ -2059,6 +2060,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 
 				_setup_light_type(light, shadow_atlas);
 				rebind = true;
+				rebind_light = true;
 			}
 
 			int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix
@@ -2142,6 +2144,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 					glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap);
 				}
 				rebind = true;
+				rebind_reflection = true;
 			}
 
 			use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty();
@@ -2171,6 +2174,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 					glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
 				}
 				rebind = true;
+				rebind_lightmap = true;
 			}
 		}
 
@@ -2233,17 +2237,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 					state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
 				}
 
-				if (light) {
-					_setup_light(light, shadow_atlas, p_view_transform);
-				}
-
-				if (refprobe_1 || refprobe_2) {
-					_setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env);
-				}
-
-				if (lightmap) {
-					state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy);
-				}
+				//rebind all these
+				rebind_light = true;
+				rebind_reflection = true;
+				rebind_lightmap = true;
 			}
 
 			state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse);
@@ -2257,6 +2254,18 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
 			state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
 		}
 
+		if (rebind_light && light) {
+			_setup_light(light, shadow_atlas, p_view_transform);
+		}
+
+		if (rebind_reflection && (refprobe_1 || refprobe_2)) {
+			_setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env);
+		}
+
+		if (rebind_lightmap && lightmap) {
+			state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy);
+		}
+
 		state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
 
 		if (use_lightmap_capture) { //this is per instance, must be set always if present

+ 1 - 1
drivers/gles2/rasterizer_storage_gles2.cpp

@@ -3914,7 +3914,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
 
 	glGenRenderbuffers(1, &rt->depth);
 	glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
-	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height);
+	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, rt->width, rt->height);
 	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
 
 	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

+ 53 - 22
drivers/gles2/shaders/scene.glsl

@@ -165,7 +165,7 @@ uniform vec3 light_direction;
 uniform vec3 light_position;
 
 uniform float light_range;
-uniform vec4 light_attenuation;
+uniform float light_attenuation;
 
 // spot
 uniform float light_spot_attenuation;
@@ -463,10 +463,15 @@ VERTEX_SHADER_CODE
 
 	float normalized_distance = light_length / light_range;
 
-	float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+	if (normalized_distance < 1.0) {
 
-	vec3 attenuation = vec3(omni_attenuation);
-	light_att = vec3(omni_attenuation);
+		float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+
+		vec3 attenuation = vec3(omni_attenuation);
+		light_att = vec3(omni_attenuation);
+	} else {
+		light_att = vec3(0.0);
+	}
 
 	L = normalize(light_vec);
 
@@ -478,17 +483,30 @@ VERTEX_SHADER_CODE
 	float light_length = length(light_rel_vec);
 	float normalized_distance = light_length / light_range;
 
-	float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
-	vec3 spot_dir = light_direction;
+	if (normalized_distance < 1.0) {
+
+		float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+		vec3 spot_dir = light_direction;
+
+		float spot_cutoff = light_spot_angle;
 
-	float spot_cutoff = light_spot_angle;
+		float angle = dot(-normalize(light_rel_vec), spot_dir);
 
-	float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
-	float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+		if (angle > spot_cutoff) {
 
-	spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+			float scos = max(angle, spot_cutoff);
+			float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+
+			spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+
+			light_att = vec3(spot_attenuation);
+		} else {
+			light_att=vec3(0.0);
+		}
+	} else {
+		light_att=vec3(0.0);
+	}
 
-	light_att = vec3(spot_attenuation);
 	L = normalize(light_rel_vec);
 
 #endif
@@ -814,7 +832,7 @@ uniform vec3 light_direction;
 // omni
 uniform vec3 light_position;
 
-uniform vec4 light_attenuation;
+uniform float light_attenuation;
 
 // spot
 uniform float light_spot_attenuation;
@@ -1267,6 +1285,7 @@ void main() {
 	float clearcoat_gloss = 0.0;
 	float anisotropy = 0.0;
 	vec2 anisotropy_flow = vec2(1.0, 0.0);
+	float sss_strength = 0.0; //unused
 
 	float alpha = 1.0;
 	float side = 1.0;
@@ -1474,10 +1493,14 @@ FRAGMENT_SHADER_CODE
 	float light_length = length(light_vec);
 
 	float normalized_distance = light_length / light_range;
+	if (normalized_distance < 1.0) {
 
-	float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
+		float omni_attenuation = pow(1.0 - normalized_distance, light_attenuation);
 
-	light_att = vec3(omni_attenuation);
+		light_att = vec3(omni_attenuation);
+	} else {
+		light_att = vec3(0.0);
+	}
 	L = normalize(light_vec);
 
 #endif
@@ -1643,17 +1666,25 @@ FRAGMENT_SHADER_CODE
 	float light_length = length(light_rel_vec);
 	float normalized_distance = light_length / light_range;
 
-	float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation.w);
-	vec3 spot_dir = light_direction;
-
-	float spot_cutoff = light_spot_angle;
+	if (normalized_distance < 1.0) {
+		float spot_attenuation = pow(1.0 - normalized_distance, light_attenuation);
+		vec3 spot_dir = light_direction;
 
-	float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);
-	float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+		float spot_cutoff = light_spot_angle;
+		float angle = dot(-normalize(light_rel_vec), spot_dir);
 
-	spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
+		if (angle > spot_cutoff) {
+			float scos = max(angle, spot_cutoff);
+			float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_cutoff));
+			spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
 
-	light_att = vec3(spot_attenuation);
+			light_att = vec3(spot_attenuation);
+		} else {
+			light_att = vec3(0.0);
+		}
+	} else {
+		light_att = vec3(0.0);
+	}
 
 	L = normalize(light_rel_vec);
 

+ 38 - 36
scene/resources/material.cpp

@@ -817,7 +817,7 @@ void SpatialMaterial::_update_shader() {
 		code += "\tALPHA = albedo.a * albedo_tex.a;\n";
 	}
 
-	if (proximity_fade_enabled) {
+	if (!VisualServer::get_singleton()->is_low_end() && proximity_fade_enabled) {
 		code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
 		code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
 		code += "\tworld_pos.xyz/=world_pos.w;\n";
@@ -825,43 +825,45 @@ void SpatialMaterial::_update_shader() {
 	}
 
 	if (distance_fade != DISTANCE_FADE_DISABLED) {
-		if (distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER) {
-
-			code += "\t{\n";
-			if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
-				code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
-
-			} else {
-				code += "\t\tfloat fade_distance=-VERTEX.z;\n";
+		if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
+
+			if (!VisualServer::get_singleton()->is_low_end()) {
+				code += "\t{\n";
+				if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
+					code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
+
+				} else {
+					code += "\t\tfloat fade_distance=-VERTEX.z;\n";
+				}
+
+				code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
+				code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
+				code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
+				code += "\t\tint index = x + y * 4;\n";
+				code += "\t\tfloat limit = 0.0;\n\n";
+				code += "\t\tif (x < 8) {\n";
+				code += "\t\t\tif (index == 0) limit = 0.0625;\n";
+				code += "\t\t\tif (index == 1) limit = 0.5625;\n";
+				code += "\t\t\tif (index == 2) limit = 0.1875;\n";
+				code += "\t\t\tif (index == 3) limit = 0.6875;\n";
+				code += "\t\t\tif (index == 4) limit = 0.8125;\n";
+				code += "\t\t\tif (index == 5) limit = 0.3125;\n";
+				code += "\t\t\tif (index == 6) limit = 0.9375;\n";
+				code += "\t\t\tif (index == 7) limit = 0.4375;\n";
+				code += "\t\t\tif (index == 8) limit = 0.25;\n";
+				code += "\t\t\tif (index == 9) limit = 0.75;\n";
+				code += "\t\t\tif (index == 10) limit = 0.125;\n";
+				code += "\t\t\tif (index == 11) limit = 0.625;\n";
+				code += "\t\t\tif (index == 12) limit = 1.0;\n";
+				code += "\t\t\tif (index == 13) limit = 0.5;\n";
+				code += "\t\t\tif (index == 14) limit = 0.875;\n";
+				code += "\t\t\tif (index == 15) limit = 0.375;\n";
+				code += "\t\t}\n\n";
+				code += "\tif (fade < limit)\n";
+				code += "\t\tdiscard;\n";
+				code += "\t}\n\n";
 			}
 
-			code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
-			code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
-			code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
-			code += "\t\tint index = x + y * 4;\n";
-			code += "\t\tfloat limit = 0.0;\n\n";
-			code += "\t\tif (x < 8) {\n";
-			code += "\t\t\tif (index == 0) limit = 0.0625;\n";
-			code += "\t\t\tif (index == 1) limit = 0.5625;\n";
-			code += "\t\t\tif (index == 2) limit = 0.1875;\n";
-			code += "\t\t\tif (index == 3) limit = 0.6875;\n";
-			code += "\t\t\tif (index == 4) limit = 0.8125;\n";
-			code += "\t\t\tif (index == 5) limit = 0.3125;\n";
-			code += "\t\t\tif (index == 6) limit = 0.9375;\n";
-			code += "\t\t\tif (index == 7) limit = 0.4375;\n";
-			code += "\t\t\tif (index == 8) limit = 0.25;\n";
-			code += "\t\t\tif (index == 9) limit = 0.75;\n";
-			code += "\t\t\tif (index == 10) limit = 0.125;\n";
-			code += "\t\t\tif (index == 11) limit = 0.625;\n";
-			code += "\t\t\tif (index == 12) limit = 1.0;\n";
-			code += "\t\t\tif (index == 13) limit = 0.5;\n";
-			code += "\t\t\tif (index == 14) limit = 0.875;\n";
-			code += "\t\t\tif (index == 15) limit = 0.375;\n";
-			code += "\t\t}\n\n";
-			code += "\tif (fade < limit)\n";
-			code += "\t\tdiscard;\n";
-			code += "\t}\n\n";
-
 		} else {
 			code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
 		}