Jelajahi Sumber

-Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too

Juan Linietsky 7 tahun lalu
induk
melakukan
65fd37c149

File diff ditekan karena terlalu besar
+ 739 - 641
drivers/gles2/rasterizer_scene_gles2.cpp


+ 85 - 64
drivers/gles2/rasterizer_scene_gles2.h

@@ -53,12 +53,34 @@
 
 class RasterizerSceneGLES2 : public RasterizerScene {
 public:
+	enum ShadowFilterMode {
+		SHADOW_FILTER_NEAREST,
+		SHADOW_FILTER_PCF5,
+		SHADOW_FILTER_PCF13,
+	};
+
+	ShadowFilterMode shadow_filter_mode;
+
 	RID default_material;
 	RID default_material_twosided;
 	RID default_shader;
 	RID default_shader_twosided;
 
+	RID default_worldcoord_material;
+	RID default_worldcoord_material_twosided;
+	RID default_worldcoord_shader;
+	RID default_worldcoord_shader_twosided;
+
+	RID default_overdraw_material;
+	RID default_overdraw_shader;
+
+	uint64_t render_pass;
 	uint64_t scene_pass;
+	uint32_t current_material_index;
+	uint32_t current_geometry_index;
+	uint32_t current_light_index;
+	uint32_t current_refprobe_index;
+	uint32_t current_shader_index;
 
 	RasterizerStorageGLES2 *storage;
 	struct State {
@@ -172,11 +194,16 @@ public:
 		bool cull_front;
 		bool cull_disabled;
 		bool used_sss;
-		bool used_screen_texture;
 		bool using_contact_shadows;
 
 		VS::ViewportDebugDraw debug_draw;
 		*/
+
+		bool used_screen_texture;
+		bool shadow_is_dual_parabolloid;
+		float dual_parbolloid_direction;
+		float dual_parbolloid_zfar;
+
 	} state;
 
 	/* SHADOW ATLAS API */
@@ -373,6 +400,10 @@ public:
 	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
 	virtual void light_instance_mark_visible(RID p_light_instance);
 
+	LightInstance **render_light_instances;
+	int render_directional_lights;
+	int render_light_instance_count;
+
 	/* REFLECTION INSTANCE */
 
 	virtual RID gi_probe_instance_create();
@@ -382,40 +413,18 @@ public:
 
 	/* RENDER LIST */
 
+	enum LightMode {
+		LIGHTMODE_NORMAL,
+		LIGHTMODE_UNSHADED,
+		LIGHTMODE_LIGHTMAP,
+		LIGHTMODE_LIGHTMAP_CAPTURE,
+	};
+
 	struct RenderList {
+
 		enum {
-			DEFAULT_MAX_ELEMENTS = 65536,
-			SORT_FLAG_SKELETON = 1,
-			SORT_FLAG_INSTANCING = 2,
-			MAX_DIRECTIONAL_LIGHTS = 16,
-			MAX_LIGHTS = 4096,
-			MAX_REFLECTIONS = 1024,
-
-			SORT_KEY_PRIORITY_SHIFT = 56,
-			SORT_KEY_PRIORITY_MASK = 0xFF,
-			//depth layer for opaque (56-52)
-			SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
-			SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
-//64 bits unsupported in MSVC
-#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 49)
-#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 48)
-#define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 47)
-#define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46)
-#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45)
-#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44)
-			SORT_KEY_SHADING_SHIFT = 44,
-			SORT_KEY_SHADING_MASK = 63,
-			//44-28 material index
-			SORT_KEY_MATERIAL_INDEX_SHIFT = 28,
-			//28-8 geometry index
-			SORT_KEY_GEOMETRY_INDEX_SHIFT = 8,
-			//bits 5-7 geometry type
-			SORT_KEY_GEOMETRY_TYPE_SHIFT = 5,
-			//bits 0-5 for flags
-			SORT_KEY_OPAQUE_PRE_PASS = 8,
-			SORT_KEY_CULL_DISABLED_FLAG = 4,
-			SORT_KEY_SKELETON_FLAG = 2,
-			SORT_KEY_MIRROR_FLAG = 1
+			MAX_LIGHTS = 255,
+			DEFAULT_MAX_ELEMENTS = 65536
 		};
 
 		int max_elements;
@@ -427,7 +436,38 @@ public:
 			RasterizerStorageGLES2::Material *material;
 			RasterizerStorageGLES2::GeometryOwner *owner;
 
-			uint64_t sort_key;
+			bool use_accum; //is this an add pass for multipass
+			bool *use_accum_ptr;
+
+			union {
+				//TODO: should be endian swapped on big endian
+				struct {
+					int32_t depth_layer : 16;
+					int32_t priority : 16;
+				};
+
+				uint32_t depth_key;
+			};
+
+			union {
+				struct {
+					//from least significant to most significant in sort, TODO: should be endian swapped on big endian
+
+					uint64_t geometry_index : 14;
+					uint64_t instancing : 1;
+					uint64_t skeleton : 1;
+					uint64_t shader_index : 10;
+					uint64_t material_index : 10;
+					uint64_t light_index : 8;
+					uint64_t light_type2 : 1; // if 1==0 : nolight/directional, else omni/spot
+					uint64_t refprobe_1_index : 8;
+					uint64_t refprobe_0_index : 8;
+					uint64_t light_type1 : 1; //no light, directional is 0, omni spot is 1
+					uint64_t light_mode : 2; // LightMode enum
+				};
+
+				uint64_t sort_key;
+			};
 		};
 
 		Element *base_elements;
@@ -445,7 +485,11 @@ public:
 
 		struct SortByKey {
 			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-				return A->sort_key < B->sort_key;
+				if (A->depth_key == B->depth_key) {
+					return A->sort_key < B->sort_key;
+				} else {
+					return A->depth_key < B->depth_key;
+				}
 			}
 		};
 
@@ -476,29 +520,6 @@ public:
 			}
 		}
 
-		struct SortByReverseDepthAndPriority {
-
-			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-				uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
-				uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
-				if (layer_A == layer_B) {
-					return A->instance->depth > B->instance->depth;
-				} else {
-					return layer_A < layer_B;
-				}
-			}
-		};
-
-		void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
-
-			SortArray<Element *, SortByReverseDepthAndPriority> sorter;
-			if (p_alpha) {
-				sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
-			} else {
-				sorter.sort(elements, element_count);
-			}
-		}
-
 		// element adding and stuff
 
 		_FORCE_INLINE_ Element *add_element() {
@@ -549,7 +570,6 @@ public:
 
 	void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
 	void _render_render_list(RenderList::Element **p_elements, int p_element_count,
-			const RID *p_directional_lights, int p_directional_light_count,
 			const Transform &p_view_transform,
 			const CameraMatrix &p_projection,
 			RID p_shadow_atlas,
@@ -559,14 +579,15 @@ public:
 			float p_shadow_normal_bias,
 			bool p_reverse_cull,
 			bool p_alpha_pass,
-			bool p_shadow,
-			bool p_directional_add);
+			bool p_shadow);
 
 	void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy);
 
-	void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
-	void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
-	void _render_geometry(RenderList::Element *p_element);
+	_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
+	_FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
+	_FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
+	_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform);
+	_FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
 
 	virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
 	virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);

+ 8 - 0
drivers/gles2/rasterizer_storage_gles2.cpp

@@ -52,6 +52,8 @@ GLuint RasterizerStorageGLES2::system_fbo = 0;
 #define _GL_HALF_FLOAT_OES 0x8D61
 #endif
 
+#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+
 void RasterizerStorageGLES2::bind_quad_array() const {
 	glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
 	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
@@ -4225,6 +4227,12 @@ void RasterizerStorageGLES2::initialize() {
 
 		glBindTexture(GL_TEXTURE_2D, 0);
 	}
+
+#ifdef GLES_OVER_GL
+	glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
+#endif
+
+	config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
 }
 
 void RasterizerStorageGLES2::finalize() {

+ 4 - 0
drivers/gles2/rasterizer_storage_gles2.h

@@ -406,6 +406,9 @@ public:
 
 		String path;
 
+		uint32_t index;
+		uint64_t last_pass;
+
 		struct CanvasItem {
 
 			enum BlendMode {
@@ -491,6 +494,7 @@ public:
 			valid = false;
 			custom_code_id = 0;
 			version = 1;
+			last_pass = 0;
 		}
 	};
 

+ 18 - 2
drivers/gles2/shader_compiler_gles2.cpp

@@ -31,6 +31,7 @@
 #include "shader_compiler_gles2.h"
 
 #include "core/os/os.h"
+#include "core/project_settings.h"
 #include "core/string_buffer.h"
 #include "core/string_builder.h"
 
@@ -830,6 +831,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
 	// gl_InstanceID is not available in OpenGL ES 2.0
 	actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
+	actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
 
 	//builtins
 
@@ -900,16 +902,30 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+	bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+	if (!force_lambert) {
+		actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+	}
+
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+	bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+	if (!force_blinn) {
+		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+	} else {
+		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+	}
+
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+	actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+	actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
 
 	/* PARTICLES SHADER */
 

+ 21 - 67
drivers/gles2/shader_gles2.cpp

@@ -57,7 +57,7 @@
 
 ShaderGLES2 *ShaderGLES2::active = NULL;
 
-// #define DEBUG_SHADER
+//#define DEBUG_SHADER
 
 #ifdef DEBUG_SHADER
 
@@ -132,6 +132,11 @@ bool ShaderGLES2::bind() {
 
 	ERR_FAIL_COND_V(!version, false);
 
+	if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
+		glUseProgram(0);
+		return false;
+	}
+
 	glUseProgram(version->id);
 
 	// find out uniform names and locations
@@ -171,72 +176,24 @@ void ShaderGLES2::unbind() {
 	active = NULL;
 }
 
-static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
-
-	int last_find_pos = -1;
-	// NVIDIA
-	String error = p_error;
-	while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
-
-		int end_pos = last_find_pos + 1;
-
-		while (true) {
-
-			if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
-
-				end_pos++;
-				continue;
-			} else if (p_error[end_pos] == ')') {
-				break;
-			} else {
-
-				end_pos = -1;
-				break;
-			}
-		}
+static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
 
-		if (end_pos == -1)
-			continue;
+	int line = 1;
+	String total_code;
 
-		String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
-		String begin = error.substr(0, last_find_pos + 1);
-		String end = error.substr(end_pos, error.length());
-		int num = numstr.to_int() + p_code_start - p_offset;
-		error = begin + itos(num) + end;
+	for (int i = 0; i < p_code.size(); i++) {
+		total_code += String(p_code[i]);
 	}
 
-	// ATI
-	last_find_pos = -1;
-	while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) {
-
-		last_find_pos += 6;
-		int end_pos = last_find_pos + 1;
+	Vector<String> lines = String(total_code).split("\n");
 
-		while (true) {
-
-			if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
-
-				end_pos++;
-				continue;
-			} else if (p_error[end_pos] == ':') {
-				break;
-			} else {
+	for (int j = 0; j < lines.size(); j++) {
 
-				end_pos = -1;
-				break;
-			}
-		}
-		continue;
-		if (end_pos == -1)
-			continue;
-
-		String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
-		String begin = error.substr(0, last_find_pos + 1);
-		String end = error.substr(end_pos, error.length());
-		int num = numstr.to_int() + p_code_start - p_offset;
-		error = begin + itos(num) + end;
+		print_line(itos(line) + ": " + lines[j]);
+		line++;
 	}
-	return error;
+
+	ERR_PRINTS(p_error);
 }
 
 ShaderGLES2::Version *ShaderGLES2::get_current_version() {
@@ -316,7 +273,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
 	if (cc) {
 		for (int i = 0; i < cc->custom_defines.size(); i++) {
 			strings.push_back(cc->custom_defines.write[i]);
-			DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
+			DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
 		}
 	}
 
@@ -375,9 +332,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
 			String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
 
 			err_string += ilogmem;
-			err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs);
 
-			ERR_PRINTS(err_string);
+			_display_error_with_code(err_string, strings);
 
 			Memory::free_static(ilogmem);
 			glDeleteShader(v.vert_id);
@@ -451,9 +407,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
 			String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
 
 			err_string += ilogmem;
-			err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
 
-			ERR_PRINTS(err_string);
+			_display_error_with_code(err_string, strings);
 
 			Memory::free_static(ilogmem);
 			glDeleteShader(v.frag_id);
@@ -503,9 +458,8 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
 		String err_string = get_shader_name() + ": Program linking failed:\n";
 
 		err_string += ilogmem;
-		err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
 
-		ERR_PRINTS(err_string);
+		_display_error_with_code(err_string, strings);
 
 		Memory::free_static(ilogmem);
 		glDeleteShader(v.frag_id);

+ 2 - 1
drivers/gles2/shader_gles2.h

@@ -468,7 +468,8 @@ public:
 	// like forward declared nested classes.
 	void use_material(void *p_material);
 
-	uint32_t get_version() const { return new_conditional_version.version; }
+	_FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
+	_FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
 
 	void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
 

File diff ditekan karena terlalu besar
+ 826 - 258
drivers/gles2/shaders/scene.glsl


+ 18 - 18
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1557,8 +1557,11 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
 			RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh *>(e->owner);
 			RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface *>(e->geometry);
 
-			int amount = MAX(multi_mesh->size, multi_mesh->visible_instances);
+			int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
 
+			if (amount == -1) {
+				amount = multi_mesh->size;
+			}
 #ifdef DEBUG_ENABLED
 
 			if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME && s->array_wireframe_id) {
@@ -2364,14 +2367,15 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
 	e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
 	e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
 
-	if (!p_depth_pass) {
+	if (e->material->last_pass != render_pass) {
+		e->material->last_pass = render_pass;
+		e->material->index = current_material_index++;
+	}
 
-		if (e->material->last_pass != render_pass) {
-			e->material->last_pass = render_pass;
-			e->material->index = current_material_index++;
-		}
+	e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+	e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;
 
-		e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+	if (!p_depth_pass) {
 
 		if (e->instance->gi_probe_instances.size()) {
 			e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
@@ -2386,9 +2390,6 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
 		}
 
 		e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
-	} else {
-		e->sort_key |= uint64_t(e->instance->depth_layer) << RenderList::SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT;
-		e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
 	}
 
 	/*
@@ -2738,7 +2739,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
 
 			ubo_data.shadow_split_offsets[j] = li->shadow_transform[j].split;
 
-			Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse();
+			Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).affine_inverse();
 
 			CameraMatrix bias;
 			bias.set_light_bias();
@@ -3131,7 +3132,6 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
 	current_material_index = 0;
 	state.used_sss = false;
 	state.used_screen_texture = false;
-
 	//fill list
 
 	for (int i = 0; i < p_cull_count; i++) {
@@ -5147,13 +5147,13 @@ void RasterizerSceneGLES3::initialize() {
 
 void RasterizerSceneGLES3::iteration() {
 
-	shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode")));
-	subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface");
-	subsurface_scatter_weight_samples = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/weight_samples");
-	subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality")));
-	subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale");
+	shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
+	subsurface_scatter_follow_surface = GLOBAL_GET("rendering/quality/subsurface_scattering/follow_surface");
+	subsurface_scatter_weight_samples = GLOBAL_GET("rendering/quality/subsurface_scattering/weight_samples");
+	subsurface_scatter_quality = SubSurfaceScatterQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/quality")));
+	subsurface_scatter_size = GLOBAL_GET("rendering/quality/subsurface_scattering/scale");
 
-	state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, ProjectSettings::get_singleton()->get("rendering/quality/voxel_cone_tracing/high_quality"));
+	state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH, GLOBAL_GET("rendering/quality/voxel_cone_tracing/high_quality"));
 }
 
 void RasterizerSceneGLES3::finalize() {

+ 16 - 2
drivers/gles3/shader_compiler_gles3.cpp

@@ -31,6 +31,7 @@
 #include "shader_compiler_gles3.h"
 
 #include "core/os/os.h"
+#include "core/project_settings.h"
 
 #define SL ShaderLanguage
 
@@ -860,6 +861,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
 	actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
 	actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
+	actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
 
 	//for light
 	actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
@@ -901,12 +903,24 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+	bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+	if (!force_lambert) {
+		actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+	}
+
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+	bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+	if (!force_blinn) {
+		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+	} else {
+		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+	}
+
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";

+ 5 - 0
drivers/gles3/shader_gles3.cpp

@@ -122,6 +122,11 @@ bool ShaderGLES3::bind() {
 
 	ERR_FAIL_COND_V(!version, false);
 
+	if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
+		glUseProgram(0);
+		return false;
+	}
+
 	glUseProgram(version->id);
 
 	DEBUG_TEST_ERROR("Use Program");

+ 1 - 0
drivers/gles3/shader_gles3.h

@@ -336,6 +336,7 @@ public:
 	}
 
 	uint32_t get_version() const { return new_conditional_version.version; }
+	_FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
 
 	void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
 

+ 22 - 6
drivers/gles3/shaders/scene.glsl

@@ -3,6 +3,8 @@
 
 #define M_PI 3.14159265359
 
+#define SHADER_IS_SRGB false
+
 /*
 from VisualServer:
 
@@ -514,6 +516,7 @@ VERTEX_SHADER_CODE
 /* clang-format off */
 [fragment]
 
+
 /* texture unit usage, N is max_texture_unity-N
 
 1-skeleton
@@ -533,6 +536,7 @@ uniform highp mat4 world_transform;
 /* clang-format on */
 
 #define M_PI 3.14159265359
+#define SHADER_IS_SRGB false
 
 /* Varyings */
 
@@ -1020,18 +1024,30 @@ LIGHT_SHADER_CODE
 
 #if defined(SPECULAR_BLINN)
 
+		//normalized blinn
 		vec3 H = normalize(V + L);
 		float cNdotH = max(dot(N, H), 0.0);
-		float intensity = pow(cNdotH, (1.0 - roughness) * 256.0);
+		float cVdotH = max(dot(V, H), 0.0);
+		float cLdotH = max(dot(L, H), 0.0);
+		float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
+		float blinn = pow( cNdotH, shininess );
+		blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
+		float intensity = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
+
 		specular_light += light_color * intensity * specular_blob_intensity * attenuation;
 
 #elif defined(SPECULAR_PHONG)
 
 		vec3 R = normalize(-reflect(L, N));
 		float cRdotV = max(0.0, dot(R, V));
-		float intensity = pow(cRdotV, (1.0 - roughness) * 256.0);
+		float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
+		float phong = pow( cRdotV, shininess );
+		phong *= (shininess + 8.0) / (8.0 * 3.141592654);
+		float intensity = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
+
 		specular_light += light_color * intensity * specular_blob_intensity * attenuation;
 
+
 #elif defined(SPECULAR_TOON)
 
 		vec3 R = normalize(-reflect(L, N));
@@ -1070,11 +1086,11 @@ LIGHT_SHADER_CODE
 		float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
 #endif
 		// F
-		float F0 = 1.0; // FIXME
-		float cLdotH5 = SchlickFresnel(cLdotH);
-		float F = mix(cLdotH5, 1.0, F0);
+		//float F0 = 1.0;
+		//float cLdotH5 = SchlickFresnel(cLdotH);
+		//float F = mix(cLdotH5, 1.0, F0);
 
-		float specular_brdf_NL = cNdotL * D * F * G;
+		float specular_brdf_NL = cNdotL * D /* F */ * G;
 
 		specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
 #endif

+ 5 - 1
gles_builders.py

@@ -232,7 +232,11 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
     fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n")
     if header_data.conditionals:
         fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable)  {  _set_conditional(p_conditional,p_enable); }\n\n")
-    fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ")
+    fd.write("\t#ifdef DEBUG_ENABLED\n ")
+    fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; if (!is_version_valid()) return; ERR_FAIL_COND( get_active()!=this ); \n\n ")
+    fd.write("\t#else\n ")    
+    fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; \n\n ")
+    fd.write("\t#endif\n")    
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")

+ 3 - 1
scene/resources/material.cpp

@@ -562,7 +562,9 @@ void SpatialMaterial::_update_shader() {
 
 	if (flags[FLAG_SRGB_VERTEX_COLOR]) {
 
-		code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
+		code += "\tif (!OUTPUT_IS_SRGB) {\n";
+		code += "\t\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
+		code += "\t}\n";
 	}
 	if (flags[FLAG_USE_POINT_SIZE]) {
 

+ 4 - 0
servers/visual/shader_types.cpp

@@ -78,6 +78,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
 	shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
 
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
@@ -112,6 +113,8 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;
 
+	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
+
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
@@ -138,6 +141,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
 
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
 

+ 4 - 0
servers/visual_server.cpp

@@ -2393,6 +2393,10 @@ VisualServer::VisualServer() {
 
 	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
 	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
+	GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley", false);
+	GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley.mobile", true);
+	GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx", false);
+	GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true);
 
 	GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
 	GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno");

Beberapa file tidak ditampilkan karena terlalu banyak file yang berubah dalam diff ini