diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/SCsub | 6 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 66 | ||||
-rw-r--r-- | drivers/gles2/shaders/SCsub | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 12 |
4 files changed, 77 insertions, 11 deletions
diff --git a/drivers/gles2/SCsub b/drivers/gles2/SCsub index a17335b41b..dedd794dba 100644 --- a/drivers/gles2/SCsub +++ b/drivers/gles2/SCsub @@ -1,5 +1,9 @@ +#!/usr/bin/env python + Import('env') -env.add_source_files(env.drivers_sources,"*.cpp") +env.add_source_files(env.drivers_sources, "*.cpp") SConscript("shaders/SCsub") + +Export('env') diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index d5becc0bfc..a7edc8d935 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -36,6 +36,7 @@ #include "servers/visual/particle_system_sw.h" #include "gl_context/context_gl.h" #include <string.h> +#include <stdlib.h> #ifdef GLEW_ENABLED #define _GL_HALF_FLOAT_OES 0x140B @@ -1998,7 +1999,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive, if (use_VBO) { elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort); - elem_count=VS::ARRAY_WEIGHTS_SIZE; valid_local=false; bind=true; normalize=true; @@ -2007,7 +2007,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive, } else { elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat); - elem_count=VS::ARRAY_WEIGHTS_SIZE; valid_local=false; bind=false; datatype=GL_FLOAT; @@ -2019,7 +2018,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive, if (use_VBO) { elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte); - elem_count=VS::ARRAY_WEIGHTS_SIZE; valid_local=false; bind=true; datatype=GL_UNSIGNED_BYTE; @@ -2027,7 +2025,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive, } else { elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort); - elem_count=VS::ARRAY_WEIGHTS_SIZE; valid_local=false; bind=false; datatype=GL_UNSIGNED_SHORT; @@ -5459,9 +5456,16 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { } - light_data[VL_LIGHT_ATTENUATION][0]=l->vars[VS::LIGHT_PARAM_ENERGY]; - light_data[VL_LIGHT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_RADIUS]; - light_data[VL_LIGHT_ATTENUATION][2]=l->vars[VS::LIGHT_PARAM_ATTENUATION]; + light_data[VL_LIGHT_ATTENUATION][0] = l->vars[VS::LIGHT_PARAM_ENERGY]; + + if (l->type == VS::LIGHT_DIRECTIONAL) { + light_data[VL_LIGHT_ATTENUATION][1] = l->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE]; + } + else{ + light_data[VL_LIGHT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_RADIUS]; + } + + light_data[VL_LIGHT_ATTENUATION][2] = l->vars[VS::LIGHT_PARAM_ATTENUATION]; light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE])); light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]; @@ -7022,6 +7026,10 @@ void RasterizerGLES2::_process_glow_bloom() { void RasterizerGLES2::_process_hdr() { + if (framebuffer.luminance.empty()) { + return; + } + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, framebuffer.color ); @@ -10813,14 +10821,52 @@ void RasterizerGLES2::init() { print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION)); } + // Godot makes use of functions from ARB_framebuffer_object extension which is not implemented by all drivers. + // On the other hand, these drivers might implement the older EXT_framebuffer_object extension + // with which current source code is backward compatible. + + bool framebuffer_object_is_supported = glewIsSupported("GL_ARB_framebuffer_object"); + + if ( !framebuffer_object_is_supported ) { + WARN_PRINT("GL_ARB_framebuffer_object not supported by your graphics card."); + + if ( glewIsSupported("GL_EXT_framebuffer_object") ) { + // falling-back to the older EXT function if present + WARN_PRINT("Falling-back to GL_EXT_framebuffer_object."); + + glIsRenderbuffer = glIsRenderbufferEXT; + glBindRenderbuffer = glBindRenderbufferEXT; + glDeleteRenderbuffers = glDeleteRenderbuffersEXT; + glGenRenderbuffers = glGenRenderbuffersEXT; + glRenderbufferStorage = glRenderbufferStorageEXT; + glGetRenderbufferParameteriv = glGetRenderbufferParameterivEXT; + glIsFramebuffer = glIsFramebufferEXT; + glBindFramebuffer = glBindFramebufferEXT; + glDeleteFramebuffers = glDeleteFramebuffersEXT; + glGenFramebuffers = glGenFramebuffersEXT; + glCheckFramebufferStatus = glCheckFramebufferStatusEXT; + glFramebufferTexture1D = glFramebufferTexture1DEXT; + glFramebufferTexture2D = glFramebufferTexture2DEXT; + glFramebufferTexture3D = glFramebufferTexture3DEXT; + glFramebufferRenderbuffer = glFramebufferRenderbufferEXT; + glGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameterivEXT; + glGenerateMipmap = glGenerateMipmapEXT; + + framebuffer_object_is_supported = true; + } + else { + ERR_PRINT("Framebuffer Object is not supported by your graphics card."); + } + } + // Check for GL 2.1 compatibility, if not bail out - if (!glewIsSupported("GL_VERSION_2_1")) { + if (!(glewIsSupported("GL_VERSION_2_1") && framebuffer_object_is_supported)) { ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n" - "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault."); + "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot is now going to terminate."); OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n" "Godot Engine will self-destruct as soon as you acknowledge this error message.", "Fatal error: Insufficient OpenGL / GLES drivers"); - // TODO: If it's even possible, we should stop the execution without segfault and memory leaks :) + exit(1); } #endif diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub index 38177d725f..1de5604321 100644 --- a/drivers/gles2/shaders/SCsub +++ b/drivers/gles2/shaders/SCsub @@ -1,3 +1,5 @@ +#!/usr/bin/env python + Import('env') if env['BUILDERS'].has_key('GLSL120GLES'): @@ -6,3 +8,5 @@ if env['BUILDERS'].has_key('GLSL120GLES'): env.GLSL120GLES('canvas_shadow.glsl'); env.GLSL120GLES('blur.glsl'); env.GLSL120GLES('copy.glsl'); + +Export('env') diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index 477a451f2f..e5be25757d 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -980,6 +980,12 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_USE_SHADOW #ifdef LIGHT_TYPE_DIRECTIONAL + float shadow_fade_exponent=5.0; //hardcoded for now + float shadow_fade=pow(length(vertex_interp)/light_attenuation.g,shadow_fade_exponent); + +// optimization - skip shadows outside visible range + if(shadow_fade<1.0){ + #ifdef LIGHT_USE_PSSM @@ -1105,6 +1111,12 @@ FRAGMENT_SHADER_CODE shadow_attenuation=SAMPLE_SHADOW_TEX(shadow_coord.xy,shadow_coord.z); #endif + + shadow_attenuation=mix(shadow_attenuation,1.0,shadow_fade); + }else{ + shadow_attenuation=1.0; + }; + #endif #ifdef LIGHT_TYPE_OMNI |