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-rw-r--r--drivers/builtin_openssl2/SCsub3
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp18
-rw-r--r--drivers/gles2/shaders/material.glsl12
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