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-rw-r--r--drivers/gles2/SCsub6
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp66
-rw-r--r--drivers/gles2/shaders/SCsub4
-rw-r--r--drivers/gles2/shaders/material.glsl12
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