فهرست منبع

Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though

Juan Linietsky 8 سال پیش
والد
کامیت
ffcd954211

+ 9 - 8
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -133,7 +133,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){
 		glActiveTexture(GL_TEXTURE0);
 		glGenTextures(1, &shadow_atlas->depth);
 		glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0,
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, shadow_atlas->size, shadow_atlas->size, 0,
 			     GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -2662,19 +2662,19 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu
 		glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo);
 		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp);
 		glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
-		glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo);
 	}
 
+	glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo);
+
 	if (state.spot_light_count) {
 
 		glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo);
 		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp);
 		glBindBuffer(GL_UNIFORM_BUFFER, 0);
 
-		glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo);
 	}
 
+	glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo);
 
 
 }
@@ -2770,9 +2770,10 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
 		glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count*sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp);
 		glBindBuffer(GL_UNIFORM_BUFFER, 0);
 
-		glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo);
 	}
 
+	glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo);
+
 }
 
 
@@ -4804,7 +4805,7 @@ void RasterizerSceneGLES3::initialize() {
 		//gen cubemap first
 		for(int i=0;i<6;i++) {
 
-			glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT,  cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+			glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT24,  cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 		}
 
 		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -4838,7 +4839,7 @@ void RasterizerSceneGLES3::initialize() {
 		glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo);
 		glGenTextures(1,&directional_shadow.depth);
 		glBindTexture(GL_TEXTURE_2D,directional_shadow.depth);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,  directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,  directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -4928,7 +4929,7 @@ void RasterizerSceneGLES3::initialize() {
 
 			glGenTextures(1,&cube.depth);
 			glBindTexture(GL_TEXTURE_2D,cube.depth);
-			glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,  cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+			glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,  cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

+ 28 - 9
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -93,16 +93,26 @@ Image RasterizerStorageGLES3::_get_gl_image_and_format(const Image& p_image, Ima
 	switch(p_format) {
 
 		case Image::FORMAT_L8: {
+#ifdef GLES_OVER_GL
 			r_gl_internal_format=GL_R8;
 			r_gl_format=GL_RED;
 			r_gl_type=GL_UNSIGNED_BYTE;
-
+#else
+			r_gl_internal_format=GL_LUMINANCE;
+			r_gl_format=GL_LUMINANCE;
+			r_gl_type=GL_UNSIGNED_BYTE;
+#endif
 		} break;
 		case Image::FORMAT_LA8: {
-
+#ifdef GLES_OVER_GL
 			r_gl_internal_format=GL_RG8;
 			r_gl_format=GL_RG;
 			r_gl_type=GL_UNSIGNED_BYTE;
+#else
+			r_gl_internal_format=GL_LUMINANCE_ALPHA;
+			r_gl_format=GL_LUMINANCE_ALPHA;
+			r_gl_type=GL_UNSIGNED_BYTE;
+#endif
 		} break;
 		case Image::FORMAT_R8: {
 
@@ -734,6 +744,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image
 	}
 
 	//set swizle for older format compatibility
+#ifdef GLES_OVER_GL
 	switch(texture->format) {
 
 		case Image::FORMAT_L8: {
@@ -759,6 +770,7 @@ void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image
 		} break;
 
 	}
+#endif
 	if (config.use_anisotropic_filter) {
 
 		if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
@@ -1096,7 +1108,7 @@ RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_r
 	ERR_FAIL_COND_V(!texture,RID());
 	ERR_FAIL_COND_V(!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP),RID());
 
-	bool use_float=true;
+	bool use_float=config.hdr_supported;
 
 	if (p_resolution<0) {
 		p_resolution=texture->width;
@@ -1316,7 +1328,7 @@ void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, in
 
 	int mm_level=mipmaps;
 
-	bool use_float=true;
+	bool use_float=config.hdr_supported;
 
 	GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
 	GLenum format = GL_RGBA;
@@ -5570,9 +5582,10 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 	GLuint color_type;
 	Image::Format image_format;
 
+	bool hdr = rt->flags[RENDER_TARGET_HDR] && config.hdr_supported;
+	hdr=false;
 
-
-	if (!rt->flags[RENDER_TARGET_HDR] || rt->flags[RENDER_TARGET_NO_3D]) {
+	if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) {
 
 		color_internal_format=GL_RGBA8;
 		color_format=GL_RGBA;
@@ -5597,7 +5610,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 
 		glGenTextures(1, &rt->depth);
 		glBindTexture(GL_TEXTURE_2D, rt->depth);
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0,
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
 			     GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -5621,6 +5634,10 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 		glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
 
+		if (status != GL_FRAMEBUFFER_COMPLETE) {
+			printf("framebuffer fail, status: %x\n",status);
+		}
+
 		ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
 
 		Texture *tex = texture_owner.get(rt->texture);
@@ -5668,7 +5685,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 		if (msaa==0)
 			glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height);
 		else
-			glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA16F,rt->width,rt->height);
+			glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height);
 
 		glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,rt->buffers.diffuse);
 
@@ -5676,7 +5693,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 		glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
 
 		if (msaa==0)
-			glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA16F,rt->width,rt->height);
+			glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height);
 		else
 			glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height);
 
@@ -6460,9 +6477,11 @@ void RasterizerStorageGLES3::initialize() {
 	config.latc_supported=config.extensions.has("GL_EXT_texture_compression_latc");
 	config.bptc_supported=config.extensions.has("GL_ARB_texture_compression_bptc");
 #ifdef GLES_OVER_GL
+	config.hdr_supported=true;
 	config.etc2_supported=false;
 #else
 	config.etc2_supported=true;
+	config.hdr_supported=false;
 #endif
 	config.pvrtc_supported=config.extensions.has("GL_IMG_texture_compression_pvrtc");
 	config.srgb_decode_supported=config.extensions.has("GL_EXT_texture_sRGB_decode");

+ 2 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -46,6 +46,8 @@ public:
 		bool etc2_supported;
 		bool pvrtc_supported;
 
+		bool hdr_supported;
+
 		bool srgb_decode_supported;
 
 		bool use_rgba_2d_shadows;

+ 2 - 2
drivers/gles3/shaders/scene.glsl

@@ -533,8 +533,8 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
 	float ratio_incr = 1.0/steps;
 
 	do {
-		source += incr*2;
-		bias+=incr*2;
+		source += incr*2.0;
+		bias+=incr*2.0;
 
 		vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
 		float depth = texture(depth_buffer,uv_depth.xy).r;

+ 9 - 9
drivers/gles3/shaders/ssao.glsl

@@ -29,7 +29,7 @@ void main() {
 
 
 uniform sampler2D source_depth; //texunit:0
-uniform usampler2D source_depth_mipmaps; //texunit:1
+uniform highp usampler2D source_depth_mipmaps; //texunit:1
 uniform sampler2D source_normal; //texunit:2
 
 uniform ivec2 screen_size;
@@ -78,8 +78,8 @@ vec3 reconstructCSFaceNormal(vec3 C) {
 /** 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) */
 vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR){
     // Radius relative to ssR
-    float alpha = float(sampleNumber + 0.5) * (1.0 / NUM_SAMPLES);
-    float angle = alpha * (NUM_SPIRAL_TURNS * 6.28) + spinAngle;
+    float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
+    float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
 
     ssR = alpha;
     return vec2(cos(angle), sin(angle));
@@ -193,7 +193,7 @@ void main() {
 
 
 	// Hash function used in the HPG12 AlchemyAO paper
-	float randomPatternRotationAngle = (3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10;
+	float randomPatternRotationAngle = float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10);
 
 	// Reconstruct normals from positions. These will lead to 1-pixel black lines
 	// at depth discontinuities, however the blur will wipe those out so they are not visible
@@ -208,12 +208,12 @@ void main() {
 		sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle);
 	}
 
-	float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / NUM_SAMPLES));
+	float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
 
 #ifdef ENABLE_RADIUS2
 
 	//go again for radius2
-	randomPatternRotationAngle = (5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11;
+	randomPatternRotationAngle = float((5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11);
 
 	// Reconstruct normals from positions. These will lead to 1-pixel black lines
 	// at depth discontinuities, however the blur will wipe those out so they are not visible
@@ -228,15 +228,15 @@ void main() {
 		sum += sampleAO(ssC, C, n_C, ssDiskRadius,radius2, i, randomPatternRotationAngle);
 	}
 
-	A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / NUM_SAMPLES)));
+	A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / float(NUM_SAMPLES))));
 #endif
 	// Bilateral box-filter over a quad for free, respecting depth edges
 	// (the difference that this makes is subtle)
 	if (abs(dFdx(C.z)) < 0.02) {
-		A -= dFdx(A) * ((ssC.x & 1) - 0.5);
+		A -= dFdx(A) * (float(ssC.x & 1) - 0.5);
 	}
 	if (abs(dFdy(C.z)) < 0.02) {
-		A -= dFdy(A) * ((ssC.y & 1) - 0.5);
+		A -= dFdy(A) * (float(ssC.y & 1) - 0.5);
 	}
 
 	visibility = A;

+ 1 - 1
drivers/gles3/shaders/ssao_minify.glsl

@@ -43,7 +43,7 @@ void main() {
 	fdepth = fdepth * 2.0 - 1.0;
 	fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
 	fdepth /= camera_z_far;
-	depth = uint(clamp(fdepth*65535,0.0,65535.0));
+	depth = uint(clamp(fdepth*65535.0,0.0,65535.0));
 
 #else
 	depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;

+ 2 - 1
platform/javascript/audio_server_javascript.cpp

@@ -27,7 +27,7 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 #include "audio_server_javascript.h"
-
+#if 0
 #include "emscripten.h"
 
 AudioMixer *AudioServerJavascript::get_mixer() {
@@ -847,3 +847,4 @@ AudioServerJavascript::AudioServerJavascript() {
 	stream_volume_scale=1.0;
 
 }
+#endif

+ 2 - 1
platform/javascript/audio_server_javascript.h

@@ -28,7 +28,7 @@
 /*************************************************************************/
 #ifndef AUDIO_SERVER_JAVASCRIPT_H
 #define AUDIO_SERVER_JAVASCRIPT_H
-
+#if 0
 #include "servers/audio_server.h"
 
 class AudioServerJavascript  : public AudioServer  {
@@ -223,3 +223,4 @@ public:
 };
 
 #endif // AUDIO_SERVER_JAVASCRIPT_H
+#endif

+ 0 - 1
platform/javascript/detect.py

@@ -86,7 +86,6 @@ def configure(env):
     env.Append(CPPFLAGS=["-fno-exceptions", '-DNO_SAFE_CAST', '-fno-rtti'])
     env.Append(CPPFLAGS=['-DJAVASCRIPT_ENABLED', '-DUNIX_ENABLED', '-DPTHREAD_NO_RENAME', '-DNO_FCNTL', '-DMPC_FIXED_POINT', '-DTYPED_METHOD_BIND', '-DNO_THREADS'])
     env.Append(CPPFLAGS=['-DGLES3_ENABLED'])
-    env.Append(CPPFLAGS=['-DGLES_NO_CLIENT_ARRAYS'])
 
     if env['wasm'] == 'yes':
         env.Append(LINKFLAGS=['-s', 'BINARYEN=1'])

+ 1 - 1
platform/javascript/javascript_main.cpp

@@ -151,7 +151,7 @@ int main(int argc, char *argv[]) {
 
 
 	/* Initialize the window */
-	printf("let it go!\n");
+	printf("let it go dude!\n");
 	glutInit(&argc, argv);
 	os = new OS_JavaScript(_gfx_init,NULL,NULL);
 #if 0

+ 2 - 0
platform/javascript/os_javascript.cpp

@@ -282,6 +282,8 @@ void OS_JavaScript::initialize(const VideoMode& p_desired,int p_video_driver,int
 	javascript_eval = memnew(JavaScript);
 	GlobalConfig::get_singleton()->add_singleton(GlobalConfig::Singleton("JavaScript", javascript_eval));
 #endif
+
+	visual_server->init();
 }
 
 void OS_JavaScript::set_main_loop( MainLoop * p_main_loop ) {