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https://github.com/godotengine/godot.git
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Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though
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2c88f4d4b5
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ffcd954211
@ -133,7 +133,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &shadow_atlas->depth);
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glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadow_atlas->size, shadow_atlas->size, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -2662,19 +2662,19 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
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glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo);
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}
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glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo);
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if (state.spot_light_count) {
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glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo);
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}
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glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo);
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}
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@ -2770,9 +2770,10 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
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glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count*sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo);
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}
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glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo);
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}
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@ -4804,7 +4805,7 @@ void RasterizerSceneGLES3::initialize() {
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//gen cubemap first
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for(int i=0;i<6;i++) {
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glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -4838,7 +4839,7 @@ void RasterizerSceneGLES3::initialize() {
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glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo);
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glGenTextures(1,&directional_shadow.depth);
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glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -4928,7 +4929,7 @@ void RasterizerSceneGLES3::initialize() {
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glGenTextures(1,&cube.depth);
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glBindTexture(GL_TEXTURE_2D,cube.depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -93,16 +93,26 @@ Image RasterizerStorageGLES3::_get_gl_image_and_format(const Image& p_image, Ima
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switch(p_format) {
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case Image::FORMAT_L8: {
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#ifdef GLES_OVER_GL
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r_gl_internal_format=GL_R8;
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r_gl_format=GL_RED;
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r_gl_type=GL_UNSIGNED_BYTE;
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#else
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r_gl_internal_format=GL_LUMINANCE;
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r_gl_format=GL_LUMINANCE;
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r_gl_type=GL_UNSIGNED_BYTE;
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#endif
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} break;
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case Image::FORMAT_LA8: {
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#ifdef GLES_OVER_GL
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r_gl_internal_format=GL_RG8;
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r_gl_format=GL_RG;
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r_gl_type=GL_UNSIGNED_BYTE;
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#else
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r_gl_internal_format=GL_LUMINANCE_ALPHA;
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r_gl_format=GL_LUMINANCE_ALPHA;
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r_gl_type=GL_UNSIGNED_BYTE;
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#endif
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} break;
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case Image::FORMAT_R8: {
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@ -734,6 +744,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image
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}
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//set swizle for older format compatibility
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#ifdef GLES_OVER_GL
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switch(texture->format) {
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case Image::FORMAT_L8: {
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@ -759,6 +770,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image
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} break;
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}
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#endif
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if (config.use_anisotropic_filter) {
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if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
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@ -1096,7 +1108,7 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_r
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ERR_FAIL_COND_V(!texture,RID());
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ERR_FAIL_COND_V(!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP),RID());
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bool use_float=true;
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bool use_float=config.hdr_supported;
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if (p_resolution<0) {
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p_resolution=texture->width;
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@ -1316,7 +1328,7 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in
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int mm_level=mipmaps;
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bool use_float=true;
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bool use_float=config.hdr_supported;
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GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
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GLenum format = GL_RGBA;
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@ -5570,9 +5582,10 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
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GLuint color_type;
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Image::Format image_format;
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bool hdr = rt->flags[RENDER_TARGET_HDR] && config.hdr_supported;
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hdr=false;
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if (!rt->flags[RENDER_TARGET_HDR] || rt->flags[RENDER_TARGET_NO_3D]) {
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if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) {
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color_internal_format=GL_RGBA8;
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color_format=GL_RGBA;
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@ -5597,7 +5610,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
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glGenTextures(1, &rt->depth);
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glBindTexture(GL_TEXTURE_2D, rt->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -5621,6 +5634,10 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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printf("framebuffer fail, status: %x\n",status);
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}
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ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
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Texture *tex = texture_owner.get(rt->texture);
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@ -5668,7 +5685,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
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if (msaa==0)
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glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA16F,rt->width,rt->height);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,rt->buffers.diffuse);
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@ -5676,7 +5693,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
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glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
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if (msaa==0)
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glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA16F,rt->width,rt->height);
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glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height);
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else
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glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height);
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@ -6460,9 +6477,11 @@ void RasterizerStorageGLES3::initialize() {
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config.latc_supported=config.extensions.has("GL_EXT_texture_compression_latc");
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config.bptc_supported=config.extensions.has("GL_ARB_texture_compression_bptc");
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#ifdef GLES_OVER_GL
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config.hdr_supported=true;
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config.etc2_supported=false;
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#else
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config.etc2_supported=true;
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config.hdr_supported=false;
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#endif
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config.pvrtc_supported=config.extensions.has("GL_IMG_texture_compression_pvrtc");
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config.srgb_decode_supported=config.extensions.has("GL_EXT_texture_sRGB_decode");
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@ -46,6 +46,8 @@ public:
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bool etc2_supported;
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bool pvrtc_supported;
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bool hdr_supported;
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bool srgb_decode_supported;
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bool use_rgba_2d_shadows;
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@ -533,8 +533,8 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
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float ratio_incr = 1.0/steps;
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do {
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source += incr*2;
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bias+=incr*2;
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source += incr*2.0;
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bias+=incr*2.0;
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vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
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float depth = texture(depth_buffer,uv_depth.xy).r;
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@ -29,7 +29,7 @@ void main() {
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uniform sampler2D source_depth; //texunit:0
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uniform usampler2D source_depth_mipmaps; //texunit:1
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uniform highp usampler2D source_depth_mipmaps; //texunit:1
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uniform sampler2D source_normal; //texunit:2
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uniform ivec2 screen_size;
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@ -78,8 +78,8 @@ vec3 reconstructCSFaceNormal(vec3 C) {
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/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
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vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR){
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// Radius relative to ssR
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float alpha = float(sampleNumber + 0.5) * (1.0 / NUM_SAMPLES);
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float angle = alpha * (NUM_SPIRAL_TURNS * 6.28) + spinAngle;
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float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
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float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
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ssR = alpha;
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return vec2(cos(angle), sin(angle));
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@ -193,7 +193,7 @@ void main() {
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// Hash function used in the HPG12 AlchemyAO paper
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float randomPatternRotationAngle = (3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10;
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float randomPatternRotationAngle = float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10);
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// Reconstruct normals from positions. These will lead to 1-pixel black lines
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// at depth discontinuities, however the blur will wipe those out so they are not visible
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@ -208,12 +208,12 @@ void main() {
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sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle);
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}
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float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / NUM_SAMPLES));
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float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
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#ifdef ENABLE_RADIUS2
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//go again for radius2
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randomPatternRotationAngle = (5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11;
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randomPatternRotationAngle = float((5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11);
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// Reconstruct normals from positions. These will lead to 1-pixel black lines
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// at depth discontinuities, however the blur will wipe those out so they are not visible
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@ -228,15 +228,15 @@ void main() {
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sum += sampleAO(ssC, C, n_C, ssDiskRadius,radius2, i, randomPatternRotationAngle);
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}
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A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / NUM_SAMPLES)));
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A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES))));
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#endif
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// Bilateral box-filter over a quad for free, respecting depth edges
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// (the difference that this makes is subtle)
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if (abs(dFdx(C.z)) < 0.02) {
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A -= dFdx(A) * ((ssC.x & 1) - 0.5);
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A -= dFdx(A) * (float(ssC.x & 1) - 0.5);
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}
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if (abs(dFdy(C.z)) < 0.02) {
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A -= dFdy(A) * ((ssC.y & 1) - 0.5);
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A -= dFdy(A) * (float(ssC.y & 1) - 0.5);
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}
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visibility = A;
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@ -43,7 +43,7 @@ void main() {
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fdepth = fdepth * 2.0 - 1.0;
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fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
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fdepth /= camera_z_far;
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depth = uint(clamp(fdepth*65535,0.0,65535.0));
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depth = uint(clamp(fdepth*65535.0,0.0,65535.0));
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#else
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depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
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@ -27,7 +27,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "audio_server_javascript.h"
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#if 0
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#include "emscripten.h"
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AudioMixer *AudioServerJavascript::get_mixer() {
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@ -847,3 +847,4 @@ AudioServerJavascript::AudioServerJavascript() {
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stream_volume_scale=1.0;
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}
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#endif
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@ -28,7 +28,7 @@
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/*************************************************************************/
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#ifndef AUDIO_SERVER_JAVASCRIPT_H
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#define AUDIO_SERVER_JAVASCRIPT_H
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#if 0
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#include "servers/audio_server.h"
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class AudioServerJavascript : public AudioServer {
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@ -223,3 +223,4 @@ public:
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};
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#endif // AUDIO_SERVER_JAVASCRIPT_H
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#endif
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@ -86,7 +86,6 @@ def configure(env):
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env.Append(CPPFLAGS=["-fno-exceptions", '-DNO_SAFE_CAST', '-fno-rtti'])
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env.Append(CPPFLAGS=['-DJAVASCRIPT_ENABLED', '-DUNIX_ENABLED', '-DPTHREAD_NO_RENAME', '-DNO_FCNTL', '-DMPC_FIXED_POINT', '-DTYPED_METHOD_BIND', '-DNO_THREADS'])
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env.Append(CPPFLAGS=['-DGLES3_ENABLED'])
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env.Append(CPPFLAGS=['-DGLES_NO_CLIENT_ARRAYS'])
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if env['wasm'] == 'yes':
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env.Append(LINKFLAGS=['-s', 'BINARYEN=1'])
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@ -151,7 +151,7 @@ int main(int argc, char *argv[]) {
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/* Initialize the window */
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printf("let it go!\n");
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printf("let it go dude!\n");
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glutInit(&argc, argv);
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os = new OS_JavaScript(_gfx_init,NULL,NULL);
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#if 0
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@ -282,6 +282,8 @@ void OS_JavaScript::initialize(const VideoMode& p_desired,int p_video_driver,int
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javascript_eval = memnew(JavaScript);
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GlobalConfig::get_singleton()->add_singleton(GlobalConfig::Singleton("JavaScript", javascript_eval));
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#endif
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visual_server->init();
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}
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void OS_JavaScript::set_main_loop( MainLoop * p_main_loop ) {
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