diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/builtin_openssl2/SCsub | 3 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 18 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 12 |
3 files changed, 27 insertions, 6 deletions
diff --git a/drivers/builtin_openssl2/SCsub b/drivers/builtin_openssl2/SCsub index a28bc2922c..0c035cc4a5 100644 --- a/drivers/builtin_openssl2/SCsub +++ b/drivers/builtin_openssl2/SCsub @@ -656,7 +656,8 @@ if "platform" in env and env["platform"] == "winrt": # Workaround for compilation error with GCC/Clang when -Werror is too greedy (GH-4517) import os -if not (os.name=="nt" and os.getenv("VSINSTALLDIR")!=None): # not Windows and not MSVC +import methods +if not (os.name=="nt" and methods.msvc_is_detected() ): # not Windows and not MSVC env_drivers.Append(CFLAGS=["-Wno-error=implicit-function-declaration"]) env_drivers.add_source_files(env.drivers_sources,openssl_sources) diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index aeb3d9e039..e0326f6728 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 @@ -5455,9 +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]; @@ -10816,11 +10824,11 @@ void RasterizerGLES2::init() { // Check for GL 2.1 compatibility, if not bail out if (!glewIsSupported("GL_VERSION_2_1")) { 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/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 |