Fix rendering when using WebGL2.
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
This commit is contained in:
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5628ab9215
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fea48cdfc6
@ -1023,8 +1023,8 @@ void RasterizerCanvasGLES3::_bind_instance_data_buffer(uint32_t p_max_index) {
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glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]);
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#ifdef WEB_ENABLED
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//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
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glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * p_max_index, state.instance_data_array, GL_DYNAMIC_DRAW);
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//WebGL 2.0 does not support mapping buffers, so use slow glBufferSubData instead
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * p_max_index, state.instance_data_array);
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#else
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void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * p_max_index, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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memcpy(ubo, state.instance_data_array, sizeof(InstanceData) * p_max_index);
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@ -210,8 +210,8 @@ void main() {
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#include "canvas_uniforms_inc.glsl"
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#include "stdlib_inc.glsl"
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uniform sampler2D atlas_texture; //texunit:-2
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uniform sampler2D shadow_atlas_texture; //texunit:-3
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//uniform sampler2D atlas_texture; //texunit:-2
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//uniform sampler2D shadow_atlas_texture; //texunit:-3
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uniform sampler2D screen_texture; //texunit:-4
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uniform sampler2D sdf_texture; //texunit:-5
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uniform sampler2D normal_texture; //texunit:-6
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@ -241,54 +241,8 @@ layout(std140) uniform MaterialUniforms{
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};
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#endif
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vec2 screen_uv_to_sdf(vec2 p_uv) {
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return screen_to_sdf * p_uv;
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}
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float texture_sdf(vec2 p_sdf) {
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vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
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float d = texture(sdf_texture, uv).r;
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d *= SDF_MAX_LENGTH;
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return d * tex_to_sdf;
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}
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vec2 texture_sdf_normal(vec2 p_sdf) {
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vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
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const float EPSILON = 0.001;
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return normalize(vec2(
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texture(sdf_texture, uv + vec2(EPSILON, 0.0)).r - texture(sdf_texture, uv - vec2(EPSILON, 0.0)).r,
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texture(sdf_texture, uv + vec2(0.0, EPSILON)).r - texture(sdf_texture, uv - vec2(0.0, EPSILON)).r));
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}
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vec2 sdf_to_screen_uv(vec2 p_sdf) {
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return p_sdf * sdf_to_screen;
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}
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#GLOBALS
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#ifdef LIGHT_CODE_USED
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vec4 light_compute(
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vec3 light_vertex,
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vec3 light_position,
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vec3 normal,
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vec4 light_color,
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float light_energy,
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vec4 specular_shininess,
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inout vec4 shadow_modulate,
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vec2 screen_uv,
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vec2 uv,
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vec4 color, bool is_directional) {
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vec4 light = vec4(0.0);
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#CODE : LIGHT
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return light;
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}
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#endif
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#ifdef USE_NINEPATCH
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float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
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@ -332,95 +286,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
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#endif
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vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
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float cNdotL = max(0.0, dot(normal, light_vec));
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if (specular_shininess_used) {
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//blinn
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vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
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vec3 half_vec = normalize(view + light_vec);
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float cNdotV = max(dot(normal, view), 0.0);
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float cNdotH = max(dot(normal, half_vec), 0.0);
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float cVdotH = max(dot(view, half_vec), 0.0);
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float cLdotH = max(dot(light_vec, half_vec), 0.0);
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float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
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} else {
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return light_color * base_color * cNdotL;
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}
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}
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//float distance = length(shadow_pos);
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vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
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#ifdef LIGHT_CODE_USED
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,
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vec3 shadow_modulate
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#endif
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) {
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float shadow;
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uint shadow_mode = light_data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
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if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
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shadow = textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
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} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
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vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow /= 5.0;
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} else { //PCF13
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vec4 shadow_pixel_size = vec4(light_data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(shadow_atlas_texture, shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
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shadow /= 13.0;
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}
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vec4 shadow_color = unpackUnorm4x8(light_data[light_base].shadow_color);
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#ifdef LIGHT_CODE_USED
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shadow_color.rgb *= shadow_modulate;
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#endif
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shadow_color.a *= light_color.a; //respect light alpha
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return mix(light_color, shadow_color, shadow);
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}
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void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
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uint blend_mode = light_data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
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switch (blend_mode) {
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case LIGHT_FLAGS_BLEND_MODE_ADD: {
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color.rgb += light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_SUB: {
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color.rgb -= light_color.rgb * light_color.a;
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} break;
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case LIGHT_FLAGS_BLEND_MODE_MIX: {
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color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
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} break;
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}
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}
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float msdf_median(float r, float g, float b, float a) {
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return min(max(min(r, g), min(max(r, g), b)), a);
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}
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@ -487,8 +352,7 @@ void main() {
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color *= texture(color_texture, uv);
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}
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uint light_count = (draw_data[draw_data_instance].flags >> FLAGS_LIGHT_COUNT_SHIFT) & uint(0xF); //max 16 lights
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bool using_light = light_count > uint(0) || directional_light_count > uint(0);
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bool using_light = false;
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vec3 normal;
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@ -547,156 +411,11 @@ void main() {
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#endif
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}
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if (normal_used) {
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//convert by item transform
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normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
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//convert by canvas transform
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normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
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}
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vec3 base_color = color.rgb;
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if (bool(draw_data[draw_data_instance].flags & FLAGS_USING_LIGHT_MASK)) {
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color = vec4(0.0); //invisible by default due to using light mask
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}
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#ifdef MODE_LIGHT_ONLY
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color = vec4(0.0);
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#else
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color *= canvas_modulation;
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#endif
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#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
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for (uint i = uint(0); i < directional_light_count; i++) {
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uint light_base = i;
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vec2 direction = light_data[light_base].position;
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vec4 light_color = light_data[light_base].color;
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#ifdef LIGHT_CODE_USED
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vec4 shadow_modulate = vec4(1.0);
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light_color = light_compute(light_vertex, vec3(direction, light_data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
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#else
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if (normal_used) {
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vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_data[light_base].height));
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light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
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}
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#endif
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if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
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vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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vec4 shadow_uv = vec4(shadow_pos.x, light_data[light_base].shadow_y_ofs, shadow_pos.y * light_data[light_base].shadow_zfar_inv, 1.0);
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light_color = light_shadow_compute(light_base, light_color, shadow_uv
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#ifdef LIGHT_CODE_USED
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,
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shadow_modulate.rgb
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#endif
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);
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}
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light_blend_compute(light_base, light_color, color.rgb);
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}
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// Positional Lights
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for (uint i = uint(0); i < MAX_LIGHTS_PER_ITEM; i++) {
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if (i >= light_count) {
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break;
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}
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uint light_base;
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if (i < uint(8)) {
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if (i < uint(4)) {
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light_base = draw_data[draw_data_instance].lights.x;
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} else {
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light_base = draw_data[draw_data_instance].lights.y;
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}
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} else {
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if (i < uint(12)) {
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light_base = draw_data[draw_data_instance].lights.z;
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} else {
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light_base = draw_data[draw_data_instance].lights.w;
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}
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}
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light_base >>= (i & uint(3)) * uint(8);
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light_base &= uint(0xFF);
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vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_data[light_base].texture_matrix[0], light_data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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vec2 tex_uv_atlas = tex_uv * light_data[light_base].atlas_rect.zw + light_data[light_base].atlas_rect.xy;
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vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
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vec4 light_base_color = light_data[light_base].color;
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#ifdef LIGHT_CODE_USED
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vec4 shadow_modulate = vec4(1.0);
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vec3 light_position = vec3(light_data[light_base].position, light_data[light_base].height);
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light_color.rgb *= light_base_color.rgb;
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light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
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#else
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light_color.rgb *= light_base_color.rgb * light_base_color.a;
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if (normal_used) {
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vec3 light_pos = vec3(light_data[light_base].position, light_data[light_base].height);
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vec3 pos = light_vertex;
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vec3 light_vec = normalize(light_pos - pos);
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float cNdotL = max(0.0, dot(normal, light_vec));
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light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
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}
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#endif
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if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
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//if outside the light texture, light color is zero
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light_color.a = 0.0;
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}
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if (bool(light_data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
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vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_data[light_base].shadow_matrix[0], light_data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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vec2 pos_norm = normalize(shadow_pos);
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vec2 pos_abs = abs(pos_norm);
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vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
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vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
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float tex_ofs;
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float distance;
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if (pos_rot.y > 0.0) {
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if (pos_rot.x > 0.0) {
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tex_ofs = pos_box.y * 0.125 + 0.125;
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distance = shadow_pos.x;
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} else {
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tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
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distance = shadow_pos.y;
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}
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} else {
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if (pos_rot.x < 0.0) {
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tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
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distance = -shadow_pos.x;
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} else {
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tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
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distance = -shadow_pos.y;
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}
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}
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distance *= light_data[light_base].shadow_zfar_inv;
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//float distance = length(shadow_pos);
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vec4 shadow_uv = vec4(tex_ofs, light_data[light_base].shadow_y_ofs, distance, 1.0);
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light_color = light_shadow_compute(light_base, light_color, shadow_uv
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#ifdef LIGHT_CODE_USED
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,
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shadow_modulate.rgb
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#endif
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);
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}
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light_blend_compute(light_base, light_color, color.rgb);
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}
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#endif // UNSHADED
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frag_color = color;
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}
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@ -94,27 +94,6 @@ layout(std140) uniform CanvasData { //ubo:0
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#define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
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#define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
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struct Light {
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mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
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mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
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vec4 color;
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uint shadow_color; // packed
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uint flags; //index to light texture
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float shadow_pixel_size;
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float height;
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vec2 position;
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float shadow_zfar_inv;
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float shadow_y_ofs;
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vec4 atlas_rect;
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};
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layout(std140) uniform LightData { //ubo:2
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Light light_data[MAX_LIGHTS];
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};
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layout(std140) uniform DrawDataInstances { //ubo:3
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DrawData draw_data[MAX_DRAW_DATA_INSTANCES];
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@ -68,7 +68,7 @@ void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_inte
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glGenTextures(1, &depth_texture);
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glBindTexture(GL_TEXTURE_2D, depth_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
Loading…
Reference in New Issue
Block a user