[HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.
Note, the editor build requires the mbedtls module to be manually enabled, as it is currently needed as a ResourceUID dependency. This will need to be addressed in a separate PR.
This commit is contained in:
parent
42f8bfaff0
commit
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17
SConstruct
17
SConstruct
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@ -16,7 +16,6 @@ from collections import OrderedDict
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import methods
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import glsl_builders
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import gles3_builders
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from platform_methods import run_in_subprocess
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# Scan possible build platforms
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@ -706,20 +705,14 @@ if selected_platform in platform_list:
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suffix="glsl.gen.h",
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src_suffix=".glsl",
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),
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"GLES3_GLSL": env.Builder(
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action=env.Run(gles3_builders.build_gles3_headers, 'Building GLES3 GLSL header: "$TARGET"'),
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suffix="glsl.gen.h",
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src_suffix=".glsl",
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),
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}
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env.Append(BUILDERS=GLSL_BUILDERS)
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if not env["platform"] == "server":
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env.Append(
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BUILDERS={
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"GLES3_GLSL": env.Builder(
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action=run_in_subprocess(gles3_builders.build_gles3_headers),
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suffix="glsl.gen.h",
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src_suffix=".glsl",
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)
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}
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)
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scons_cache_path = os.environ.get("SCONS_CACHE")
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if scons_cache_path != None:
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CacheDir(scons_cache_path)
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@ -243,7 +243,7 @@ public:
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void set_stdout_enabled(bool p_enabled);
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void set_stderr_enabled(bool p_enabled);
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bool is_single_window() const;
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virtual bool is_single_window() const;
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virtual void disable_crash_handler() {}
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virtual bool is_disable_crash_handler() const { return false; }
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@ -25,10 +25,9 @@ SConscript("winmidi/SCsub")
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# Graphics drivers
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if env["vulkan"]:
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SConscript("vulkan/SCsub")
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SConscript("gles3/SCsub")
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if env["opengl3"]:
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SConscript("gl_context/SCsub")
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else:
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SConscript("dummy/SCsub")
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SConscript("gles3/SCsub")
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# Core dependencies
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SConscript("png/SCsub")
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@ -68,7 +68,7 @@
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#endif
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#endif
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#ifndef IPHONE_ENABLED
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#if !defined(IPHONE_ENABLED) && !defined(JAVASCRIPT_ENABLED)
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// We include EGL below to get debug callback on GLES2 platforms,
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// but EGL is not available on iOS.
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#define CAN_DEBUG
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@ -281,8 +281,7 @@
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<label for="videoMode" style="margin-right: 1rem">Video driver:</label>
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<select id="videoMode">
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<option value="" selected="selected">Auto</option>
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<option value="GLES2">WebGL</option>
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<option value="GLES3">WebGL 2</option>
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<option value="opengl3">WebGL 2</option>
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</select>
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<br />
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<br />
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@ -562,8 +561,9 @@
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const is_project_manager = args.filter(function(v) { return v == '--project-manager' }).length != 0;
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const is_game = !is_editor && !is_project_manager;
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if (video_driver) {
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args.push('--video-driver', video_driver);
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args.push('--rendering-driver', video_driver);
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}
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if (is_game) {
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if (game) {
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console.error("A game is already running. Close it first");
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@ -651,9 +651,9 @@
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selectVideoMode();
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showTab('editor');
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setLoaderEnabled(false);
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const args = ['--project-manager'];
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const args = ['--project-manager', '--single-window'];
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if (video_driver) {
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args.push('--video-driver', video_driver);
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args.push('--rendering-driver', video_driver);
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}
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editor.start({'args': args, 'persistentDrops': true}).then(function() {
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setStatusMode('hidden');
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@ -180,6 +180,13 @@ def configure(env):
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env.Prepend(CPPPATH=["#platform/javascript"])
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env.Append(CPPDEFINES=["JAVASCRIPT_ENABLED", "UNIX_ENABLED"])
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if env["opengl3"]:
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env.AppendUnique(CPPDEFINES=["GLES3_ENABLED"])
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# This setting just makes WebGL 2 APIs available, it does NOT disable WebGL 1.
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env.Append(LINKFLAGS=["-s", "USE_WEBGL2=1"])
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# Allow use to take control of swapping WebGL buffers.
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env.Append(LINKFLAGS=["-s", "OFFSCREEN_FRAMEBUFFER=1"])
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if env["javascript_eval"]:
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env.Append(CPPDEFINES=["JAVASCRIPT_EVAL_ENABLED"])
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@ -218,25 +225,11 @@ def configure(env):
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# us since we don't know requirements at compile-time.
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env.Append(LINKFLAGS=["-s", "ALLOW_MEMORY_GROWTH=1"])
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# This setting just makes WebGL 2 APIs available, it does NOT disable WebGL 1.
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env.Append(LINKFLAGS=["-s", "USE_WEBGL2=1"])
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# Do not call main immediately when the support code is ready.
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env.Append(LINKFLAGS=["-s", "INVOKE_RUN=0"])
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# Allow use to take control of swapping WebGL buffers.
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env.Append(LINKFLAGS=["-s", "OFFSCREEN_FRAMEBUFFER=1"])
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# callMain for manual start, cwrap for the mono version.
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env.Append(LINKFLAGS=["-s", "EXPORTED_RUNTIME_METHODS=['callMain','cwrap']"])
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# Add code that allow exiting runtime.
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env.Append(LINKFLAGS=["-s", "EXIT_RUNTIME=1"])
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# TODO remove once we have GLES support back (temporary fix undefined symbols due to dead code elimination).
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env.Append(
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LINKFLAGS=[
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"-s",
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"EXPORTED_FUNCTIONS=['_main', '_emscripten_webgl_get_current_context']",
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]
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)
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@ -30,6 +30,9 @@
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#include "platform/javascript/display_server_javascript.h"
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#ifdef GLES3_ENABLED
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#include "drivers/gles3/rasterizer_gles3.h"
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#endif
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#include "platform/javascript/os_javascript.h"
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#include "servers/rendering/rasterizer_dummy.h"
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@ -50,14 +53,6 @@ DisplayServerJavaScript *DisplayServerJavaScript::get_singleton() {
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}
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// Window (canvas)
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void DisplayServerJavaScript::focus_canvas() {
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godot_js_display_canvas_focus();
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}
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bool DisplayServerJavaScript::is_canvas_focused() {
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return godot_js_display_canvas_is_focused() != 0;
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}
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bool DisplayServerJavaScript::check_size_force_redraw() {
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return godot_js_display_size_update() != 0;
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}
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@ -141,11 +136,12 @@ void DisplayServerJavaScript::key_callback(int p_pressed, int p_repeat, int p_mo
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int DisplayServerJavaScript::mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers) {
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DisplayServerJavaScript *ds = get_singleton();
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Point2 pos(p_x, p_y);
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Input::get_singleton()->set_mouse_position(pos);
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Ref<InputEventMouseButton> ev;
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ev.instantiate();
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ev->set_pressed(p_pressed);
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ev->set_position(Point2(p_x, p_y));
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ev->set_global_position(ev->get_position());
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ev->set_position(pos);
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ev->set_global_position(pos);
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ev->set_pressed(p_pressed);
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dom2godot_mod(ev, p_modifiers);
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@ -222,13 +218,15 @@ void DisplayServerJavaScript::mouse_move_callback(double p_x, double p_y, double
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return;
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}
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Point2 pos(p_x, p_y);
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Input::get_singleton()->set_mouse_position(pos);
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Ref<InputEventMouseMotion> ev;
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ev.instantiate();
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dom2godot_mod(ev, p_modifiers);
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ev->set_button_mask(input_mask);
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ev->set_position(Point2(p_x, p_y));
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ev->set_global_position(ev->get_position());
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ev->set_position(pos);
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ev->set_global_position(pos);
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ev->set_relative(Vector2(p_rel_x, p_rel_y));
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Input::get_singleton()->set_mouse_position(ev->get_position());
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@ -397,6 +395,10 @@ DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const {
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return MOUSE_MODE_VISIBLE;
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}
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Point2i DisplayServerJavaScript::mouse_get_position() const {
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return Input::get_singleton()->get_mouse_position();
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}
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// Wheel
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int DisplayServerJavaScript::mouse_wheel_callback(double p_delta_x, double p_delta_y) {
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if (!godot_js_display_canvas_is_focused()) {
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@ -580,7 +582,9 @@ void DisplayServerJavaScript::process_joypads() {
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Vector<String> DisplayServerJavaScript::get_rendering_drivers_func() {
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Vector<String> drivers;
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drivers.push_back("dummy");
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#ifdef GLES3_ENABLED
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drivers.push_back("opengl3");
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#endif
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return drivers;
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}
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@ -678,40 +682,34 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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// Expose method for requesting quit.
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godot_js_os_request_quit_cb(request_quit_callback);
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RasterizerDummy::make_current(); // TODO OpenGL in Godot 4.0... or webgpu?
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#if 0
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EmscriptenWebGLContextAttributes attributes;
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emscripten_webgl_init_context_attributes(&attributes);
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attributes.alpha = GLOBAL_GET("display/window/per_pixel_transparency/allowed");
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attributes.antialias = false;
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ERR_FAIL_INDEX_V(p_video_driver, VIDEO_DRIVER_MAX, ERR_INVALID_PARAMETER);
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#ifdef GLES3_ENABLED
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// TODO "vulkan" defaults to webgl2 for now.
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bool wants_webgl2 = p_rendering_driver == "opengl3" || p_rendering_driver == "vulkan";
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bool webgl2_init_failed = wants_webgl2 && !godot_js_display_has_webgl(2);
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if (wants_webgl2 && !webgl2_init_failed) {
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EmscriptenWebGLContextAttributes attributes;
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emscripten_webgl_init_context_attributes(&attributes);
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//attributes.alpha = GLOBAL_GET("display/window/per_pixel_transparency/allowed");
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attributes.alpha = true;
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attributes.antialias = false;
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attributes.majorVersion = 2;
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if (p_desired.layered) {
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set_window_per_pixel_transparency_enabled(true);
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webgl_ctx = emscripten_webgl_create_context(canvas_id, &attributes);
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if (emscripten_webgl_make_context_current(webgl_ctx) != EMSCRIPTEN_RESULT_SUCCESS) {
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webgl2_init_failed = true;
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} else {
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RasterizerGLES3::make_current();
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}
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}
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bool gl_initialization_error = false;
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if (RasterizerGLES3::is_viable() == OK) {
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attributes.majorVersion = 1;
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RasterizerGLES3::register_config();
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RasterizerGLES3::make_current();
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} else {
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gl_initialization_error = true;
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}
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE ctx = emscripten_webgl_create_context(canvas_id, &attributes);
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if (emscripten_webgl_make_context_current(ctx) != EMSCRIPTEN_RESULT_SUCCESS) {
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gl_initialization_error = true;
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}
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if (gl_initialization_error) {
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OS::get_singleton()->alert("Your browser does not seem to support WebGL. Please update your browser version.",
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if (webgl2_init_failed) {
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OS::get_singleton()->alert("Your browser does not seem to support WebGL2. Please update your browser version.",
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"Unable to initialize video driver");
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return ERR_UNAVAILABLE;
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}
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video_driver_index = p_video_driver;
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if (!wants_webgl2 || webgl2_init_failed) {
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RasterizerDummy::make_current();
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}
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#else
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RasterizerDummy::make_current();
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#endif
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// JS Input interface (js/libs/library_godot_input.js)
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@ -738,8 +736,12 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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}
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DisplayServerJavaScript::~DisplayServerJavaScript() {
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//emscripten_webgl_commit_frame();
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//emscripten_webgl_destroy_context(webgl_ctx);
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#ifdef GLES3_ENABLED
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if (webgl_ctx) {
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emscripten_webgl_commit_frame();
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emscripten_webgl_destroy_context(webgl_ctx);
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}
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#endif
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}
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bool DisplayServerJavaScript::has_feature(Feature p_feature) const {
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@ -968,5 +970,9 @@ bool DisplayServerJavaScript::get_swap_cancel_ok() {
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}
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void DisplayServerJavaScript::swap_buffers() {
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//emscripten_webgl_commit_frame();
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#ifdef GLES3_ENABLED
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if (webgl_ctx) {
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emscripten_webgl_commit_frame();
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}
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#endif
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}
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@ -51,6 +51,10 @@ private:
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};
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JSKeyEvent key_event;
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#ifdef GLES3_ENABLED
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE webgl_ctx = 0;
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#endif
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WindowMode window_mode = WINDOW_MODE_WINDOWED;
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ObjectID window_attached_instance_id = {};
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@ -72,8 +76,6 @@ private:
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bool swap_cancel_ok = false;
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// utilities
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static void focus_canvas();
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static bool is_canvas_focused();
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static void dom2godot_mod(Ref<InputEventWithModifiers> ev, int p_mod);
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static const char *godot2dom_cursor(DisplayServer::CursorShape p_shape);
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@ -121,6 +123,7 @@ public:
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// mouse
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virtual void mouse_set_mode(MouseMode p_mode) override;
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virtual MouseMode mouse_get_mode() const override;
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virtual Point2i mouse_get_position() const override;
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// touch
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virtual bool screen_is_touchscreen(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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@ -90,6 +90,7 @@ public:
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String get_user_data_dir() const override;
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bool is_userfs_persistent() const override;
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bool is_single_window() const override { return true; }
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void alert(const String &p_alert, const String &p_title = "ALERT!") override;
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