fixes for light2d in androids that do not support
read depth
This commit is contained in:
parent
7f8a0cddcf
commit
ad634876b5
Binary file not shown.
@ -9129,6 +9129,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
|
||||
canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
|
||||
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
|
||||
|
||||
|
||||
bool reset_modulate=false;
|
||||
bool prev_distance_field=false;
|
||||
|
||||
@ -10578,6 +10579,7 @@ void RasterizerGLES2::init() {
|
||||
shadow_mat_ptr = material_owner.get(shadow_material);
|
||||
overdraw_material = create_overdraw_debug_material();
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
|
||||
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
|
||||
|
||||
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
|
||||
|
||||
|
@ -299,32 +299,45 @@ LIGHT_SHADER_CODE
|
||||
|
||||
highp float shadow_attenuation;
|
||||
|
||||
#ifdef USE_DEPTH_SHADOWS
|
||||
|
||||
#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
|
||||
|
||||
#else
|
||||
|
||||
//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
|
||||
#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#ifdef SHADOW_PCF5
|
||||
|
||||
shadow_attenuation=0.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation/=5.0;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SHADOW_PCF13
|
||||
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
|
||||
shadow_attenuation/=13.0;
|
||||
|
||||
#endif
|
||||
@ -336,8 +349,8 @@ LIGHT_SHADER_CODE
|
||||
float unnormalized = su/shadowpixel_size;
|
||||
float fractional = fract(unnormalized);
|
||||
unnormalized = floor(unnormalized);
|
||||
float zc = texture2D(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh)).z;
|
||||
float zn = texture2D(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh)).z;
|
||||
float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
|
||||
float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
|
||||
float z = mix(zc,zn,fractional);
|
||||
shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
|
||||
}
|
||||
@ -346,7 +359,7 @@ LIGHT_SHADER_CODE
|
||||
|
||||
#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
|
||||
|
||||
shadow_attenuation = texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
|
||||
shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -24,7 +24,7 @@ def get_opts():
|
||||
('NDK_TOOLCHAIN', 'toolchain to use for the NDK',"arm-eabi-4.4.0"),
|
||||
#android 2.3
|
||||
('ndk_platform', 'compile for platform: (2.2,2.3)',"2.2"),
|
||||
('NDK_TARGET', 'toolchain to use for the NDK',"arm-linux-androideabi-4.8"),
|
||||
('NDK_TARGET', 'toolchain to use for the NDK',"arm-linux-androideabi-4.9"),
|
||||
('android_stl','enable STL support in android port (for modules)','no'),
|
||||
('armv6','compile for older phones running arm v6 (instead of v7+neon+smp)','no'),
|
||||
('x86','Xompile for Android-x86','no')
|
||||
@ -91,7 +91,7 @@ def configure(env):
|
||||
gcc_path=gcc_path+"/darwin-x86_64/bin" #this may be wrong
|
||||
env['SHLINKFLAGS'][1] = '-shared'
|
||||
elif (os.name=="nt"):
|
||||
gcc_path=gcc_path+"/windows/bin" #this may be wrong
|
||||
gcc_path=gcc_path+"/windows-x86_64/bin" #this may be wrong
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user