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Support OpenGL 3 (#13321)
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@ -312,7 +312,7 @@ local function check_requirements(name, requires)
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end
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local video_driver = core.get_active_driver()
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local shaders_support = video_driver == "opengl" or video_driver == "ogles2"
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local shaders_support = video_driver == "opengl" or video_driver == "opengl3" or video_driver == "ogles2"
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local special = {
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android = PLATFORM == "Android",
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desktop = PLATFORM ~= "Android",
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@ -440,7 +440,6 @@ enable_raytraced_culling (Enable Raytraced Culling) bool true
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# Shaders allow advanced visual effects and may increase performance on some video
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# cards.
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# This only works with the OpenGL video backend.
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#
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# Requires: shaders_support
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enable_shaders (Shaders) bool true
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@ -1798,8 +1797,8 @@ shader_path (Shader path) path
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# The rendering back-end.
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# Note: A restart is required after changing this!
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# OpenGL is the default for desktop, and OGLES2 for Android.
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# Shaders are supported by OpenGL and OGLES2 (experimental).
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video_driver (Video driver) enum ,opengl,ogles1,ogles2
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# Shaders are supported by everything but OGLES1.
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video_driver (Video driver) enum ,opengl,opengl3,ogles1,ogles2
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# Distance in nodes at which transparency depth sorting is enabled
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# Use this to limit the performance impact of transparency depth sorting
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@ -14,7 +14,7 @@ centroid varying vec2 varTexCoord;
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// smoothstep - squared
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float smstsq(float f)
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{
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f = f * f * (3 - 2 * f);
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f = f * f * (3. - 2. * f);
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return f;
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}
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@ -14,7 +14,7 @@ centroid varying vec2 varTexCoord;
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// smoothstep - squared
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float smstsq(float f)
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{
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f = f * f * (3 - 2 * f);
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f = f * f * (3. - 2. * f);
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return f;
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}
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@ -161,7 +161,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
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float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
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if (depth > 0.0 && f_normal_length > 0.0)
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// 5 is empirical factor that controls how fast shadow loses sharpness
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sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
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sharpness_factor = clamp(5.0 * depth * depth_to_blur, 0.0, 1.0);
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depth = 0.0;
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float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
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@ -242,7 +242,7 @@ void main(void)
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1.0 * sinLight / cosLight;
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@ -250,7 +250,7 @@ void main(void)
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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@ -147,7 +147,7 @@ void main(void)
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0);
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@ -155,7 +155,7 @@ void main(void)
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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@ -215,7 +215,8 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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m_rendering_engine->get_raw_device()->
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setWindowCaption((utf8_to_wide(PROJECT_NAME_C) +
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L" " + utf8_to_wide(g_version_hash) +
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L" [" + wstrgettext("Main Menu") + L"]").c_str());
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L" [" + wstrgettext("Main Menu") + L"]" +
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L" [" + m_rendering_engine->getVideoDriver()->getName() + L"]" ).c_str());
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try { // This is used for catching disconnects
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@ -292,15 +292,16 @@ std::vector<video::E_DRIVER_TYPE> RenderingEngine::getSupportedVideoDrivers()
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// Order by preference (best first)
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static const video::E_DRIVER_TYPE glDrivers[] = {
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video::EDT_OPENGL,
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video::EDT_OPENGL3,
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video::EDT_OGLES2,
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video::EDT_OGLES1,
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video::EDT_NULL,
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};
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std::vector<video::E_DRIVER_TYPE> drivers;
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for (u32 i = 0; i < ARRLEN(glDrivers); i++) {
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if (IrrlichtDevice::isDriverSupported(glDrivers[i]))
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drivers.push_back(glDrivers[i]);
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for (video::E_DRIVER_TYPE driver: glDrivers) {
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if (IrrlichtDevice::isDriverSupported(driver))
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drivers.push_back(driver);
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}
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return drivers;
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@ -328,6 +329,7 @@ const VideoDriverInfo &RenderingEngine::getVideoDriverInfo(irr::video::E_DRIVER_
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static const std::unordered_map<int, VideoDriverInfo> driver_info_map = {
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{(int)video::EDT_NULL, {"null", "NULL Driver"}},
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{(int)video::EDT_OPENGL, {"opengl", "OpenGL"}},
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{(int)video::EDT_OPENGL3, {"opengl3", "OpenGL 3+"}},
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{(int)video::EDT_OGLES1, {"ogles1", "OpenGL ES1"}},
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{(int)video::EDT_OGLES2, {"ogles2", "OpenGL ES2"}},
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};
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@ -261,7 +261,7 @@ public:
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worldViewProj *= worldView;
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m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
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if (driver->getDriverType() == video::EDT_OGLES2) {
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if (driver->getDriverType() == video::EDT_OGLES2 || driver->getDriverType() == video::EDT_OPENGL3) {
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core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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@ -594,17 +594,19 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
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// Create shaders header
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bool use_gles = driver->getDriverType() == video::EDT_OGLES2;
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bool fully_programmable = driver->getDriverType() == video::EDT_OGLES2 || driver->getDriverType() == video::EDT_OPENGL3;
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std::stringstream shaders_header;
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shaders_header
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<< std::noboolalpha
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<< std::showpoint // for GLSL ES
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;
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std::string vertex_header, fragment_header, geometry_header;
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if (use_gles) {
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shaders_header << R"(
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#version 100
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)";
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if (fully_programmable) {
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if (driver->getDriverType() == video::EDT_OPENGL3) {
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shaders_header << "#version 150\n";
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} else {
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shaders_header << "#version 100\n";
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}
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vertex_header = R"(
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precision mediump float;
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@ -658,7 +660,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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abort();
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}
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bool use_discard = use_gles;
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bool use_discard = fully_programmable;
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// For renderers that should use discard instead of GL_ALPHA_TEST
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const char *renderer = reinterpret_cast<const char*>(GL.GetString(GL.RENDERER));
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if (strstr(renderer, "GC7000"))
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