From 0dc21a22cbabaf314c8396fe006e830bc88b349f Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 10 Jan 2022 19:03:10 +0100 Subject: [PATCH] Allow falling back to GLES2 This allows running the TPS demo on a greater range of devices and platforms, while also allowing its use for GLES2 renderer testing. Several automatic adjustments are made to ensure it looks as good as possible (within the limitations of GLES2 and the lack of baked lightmaps). --- level/geometry/environment.tres | 10 +++- level/level.gd | 18 +++++-- menu/menu.gd | 7 +++ menu/menu.tscn | 12 +++++ player/bullet/bullet.tscn | 86 ++++++++++++--------------------- project.godot | 1 + 6 files changed, 76 insertions(+), 58 deletions(-) diff --git a/level/geometry/environment.tres b/level/geometry/environment.tres index ac118237..1612b8d3 100644 --- a/level/geometry/environment.tres +++ b/level/geometry/environment.tres @@ -1,7 +1,15 @@ -[gd_resource type="Environment" format=2] +[gd_resource type="Environment" load_steps=2 format=2] + +[sub_resource type="ProceduralSky" id=1] +sky_top_color = Color( 0.65098, 0.498039, 0.356863, 1 ) +sky_horizon_color = Color( 0.101961, 0.0784314, 0.054902, 1 ) +ground_bottom_color = Color( 0.101961, 0.0784314, 0.054902, 1 ) +ground_horizon_color = Color( 0.101961, 0.0784314, 0.054902, 1 ) +sun_energy = 0.0 [resource] background_mode = 1 +background_sky = SubResource( 1 ) ambient_light_color = Color( 0.258824, 0.203922, 0.152941, 1 ) ambient_light_sky_contribution = 0.0 fog_enabled = true diff --git a/level/level.gd b/level/level.gd index 405744b0..64ab038e 100644 --- a/level/level.gd +++ b/level/level.gd @@ -8,13 +8,25 @@ signal replace_main_scene # Useless, but needed as there is no clean way to chec onready var world_environment = $WorldEnvironment func _ready(): - if Settings.gi_quality == Settings.GIQuality.HIGH: + if OS.get_current_video_driver() == OS.VIDEO_DRIVER_GLES3 and Settings.gi_quality == Settings.GIQuality.HIGH: ProjectSettings["rendering/quality/voxel_cone_tracing/high_quality"] = true - elif Settings.gi_quality == Settings.GIQuality.LOW: + elif OS.get_current_video_driver() == OS.VIDEO_DRIVER_GLES3 and Settings.gi_quality == Settings.GIQuality.LOW: ProjectSettings["rendering/quality/voxel_cone_tracing/high_quality"] = false else: + # GLES2 fallback only supports ReflectionProbe, not GIProbe. + # However, ReflectionProbes don't blend well with environment lighting in GLES2, + # so it looks better (and performs better) when ReflectionProbes are also hidden. $GIProbe.hide() - $ReflectionProbes.show() + if OS.get_current_video_driver() == OS.VIDEO_DRIVER_GLES3: + $ReflectionProbes.show() + else: + $ReflectionProbes.hide() + # Brighten level if falling back to GLES2, as it looks very dark otherwise. + # A procedural sky is used to provide ambient and reflected lighting as a fallback. + world_environment.environment.background_mode = Environment.BG_SKY + world_environment.environment.ambient_light_sky_contribution = 1.0 + # Adjust glow strength for GLES2 (since there is no HDR). + world_environment.environment.glow_strength = 1.5 if Settings.aa_quality == Settings.AAQuality.AA_8X: get_viewport().msaa = Viewport.MSAA_8X diff --git a/menu/menu.gd b/menu/menu.gd index f6f02f2e..7cc90b2c 100644 --- a/menu/menu.gd +++ b/menu/menu.gd @@ -8,6 +8,7 @@ signal replace_main_scene signal quit # Useless, but needed as there is no clean way to check if a node exposes a signal onready var ui = $UI +onready var gles2_fallback = ui.get_node(@"GLES2Fallback") onready var main = ui.get_node(@"Main") onready var play_button = main.get_node(@"Play") onready var settings_button = main.get_node(@"Settings") @@ -54,6 +55,12 @@ onready var loading_progress = loading.get_node(@"Progress") onready var loading_done_timer = loading.get_node(@"DoneTimer") func _ready(): + if OS.get_current_video_driver() == OS.VIDEO_DRIVER_GLES2: + gles2_fallback.visible = true + # GI and SSAO are not supported in GLES2. + gi_menu.visible = false + ssao_menu.visible = false + get_tree().set_screen_stretch(SceneTree.STRETCH_MODE_2D, SceneTree.STRETCH_ASPECT_KEEP, Vector2(1920, 1080)) play_button.grab_focus() var sound_effects = $BackgroundCache/RedRobot/SoundEffects diff --git a/menu/menu.tscn b/menu/menu.tscn index 4031b1b2..cbc48ee4 100644 --- a/menu/menu.tscn +++ b/menu/menu.tscn @@ -200,6 +200,18 @@ __meta__ = { "_edit_use_anchors_": false } +[node name="GLES2Fallback" type="Label" parent="UI"] +visible = false +margin_left = 97.9495 +margin_top = 200.0 +margin_right = 837.949 +margin_bottom = 253.0 +custom_colors/font_color = Color( 1, 0.870588, 0.356863, 1 ) +text = "GLES2 fallback (degraded graphics quality)" +__meta__ = { +"_edit_use_anchors_": false +} + [node name="Main" type="Control" parent="UI"] anchor_left = -0.000673103 anchor_top = -0.00189865 diff --git a/player/bullet/bullet.tscn b/player/bullet/bullet.tscn index 0a602c8f..fa26d9a7 100644 --- a/player/bullet/bullet.tscn +++ b/player/bullet/bullet.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=63 format=2] +[gd_scene load_steps=57 format=2] [ext_resource path="res://player/bullet/bullet.gd" type="Script" id=1] [ext_resource path="res://effects_shared/BlastMesh_Sphere.mesh" type="ArrayMesh" id=2] @@ -373,26 +373,6 @@ scale_curve = SubResource( 40 ) radius = 0.3 height = 0.6 -[sub_resource type="Gradient" id=43] -colors = PoolColorArray( 1, 1, 1, 1, 1, 1, 1, 0 ) - -[sub_resource type="GradientTexture" id=44] -gradient = SubResource( 43 ) - -[sub_resource type="Curve" id=45] -max_value = 4.0 -_data = [ Vector2( 0.150987, 4 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.6936 ), 0.0, 0.0, 0, 0 ] - -[sub_resource type="CurveTexture" id=46] -curve = SubResource( 45 ) - -[sub_resource type="ParticlesMaterial" id=47] -spread = 180.0 -gravity = Vector3( 0, -1, 0 ) -scale = 0.3 -scale_curve = SubResource( 46 ) -color_ramp = SubResource( 44 ) - [sub_resource type="SpatialMaterial" id=48] flags_transparent = true vertex_color_use_as_albedo = true @@ -411,32 +391,12 @@ height = 0.2 radial_segments = 5 rings = 3 -[sub_resource type="Gradient" id=50] -colors = PoolColorArray( 1, 1, 1, 1, 0, 0.0313726, 0.501961, 0.752941 ) - -[sub_resource type="GradientTexture" id=51] -gradient = SubResource( 50 ) -width = 128 - -[sub_resource type="Curve" id=52] -_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.417722, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ] - -[sub_resource type="CurveTexture" id=53] -width = 128 -curve = SubResource( 52 ) +[sub_resource type="Curve" id=45] +max_value = 4.0 +_data = [ Vector2( 0.150987, 4 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.6936 ), 0.0, 0.0, 0, 0 ] -[sub_resource type="ParticlesMaterial" id=54] -emission_shape = 1 -emission_sphere_radius = 0.1 -flag_align_y = true -direction = Vector3( 0, 0, -1 ) -spread = 0.0 -gravity = Vector3( 0, 0, 0 ) -initial_velocity = 9.0 -damping = 9.0 -scale = 0.3 -scale_curve = SubResource( 53 ) -color_ramp = SubResource( 51 ) +[sub_resource type="Gradient" id=43] +colors = PoolColorArray( 1, 1, 1, 1, 1, 1, 1, 0 ) [sub_resource type="SphereMesh" id=55] radius = 0.05 @@ -444,6 +404,12 @@ height = 0.3 radial_segments = 4 rings = 4 +[sub_resource type="Curve" id=52] +_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.417722, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ] + +[sub_resource type="Gradient" id=50] +colors = PoolColorArray( 1, 1, 1, 1, 0, 0.0313726, 0.501961, 0.752941 ) + [node name="Bullet" type="KinematicBody"] collision_layer = 0 script = ExtResource( 1 ) @@ -453,7 +419,6 @@ transform = Transform( 0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0 ) visible = false cast_shadow = 0 mesh = SubResource( 1 ) -material/0 = null [node name="OmniLight" type="OmniLight" parent="."] light_color = Color( 0, 1, 0.952941, 1 ) @@ -537,21 +502,34 @@ draw_pass_1 = SubResource( 42 ) visible = false material_override = ExtResource( 4 ) mesh = ExtResource( 2 ) -material/0 = null [node name="BulletBody" type="Spatial" parent="."] -[node name="MainBody" type="Particles" parent="BulletBody"] +[node name="MainBody" type="CPUParticles" parent="BulletBody"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00988865, 0, 0 ) amount = 100 lifetime = 0.1 local_coords = false -process_material = SubResource( 47 ) -draw_pass_1 = SubResource( 49 ) +mesh = SubResource( 49 ) +spread = 180.0 +gravity = Vector3( 0, -1, 0 ) +scale_amount = 0.3 +scale_amount_curve = SubResource( 45 ) +color_ramp = SubResource( 43 ) -[node name="Trail" type="Particles" parent="BulletBody"] +[node name="Trail" type="CPUParticles" parent="BulletBody"] material_override = ExtResource( 9 ) amount = 10 local_coords = false -process_material = SubResource( 54 ) -draw_pass_1 = SubResource( 55 ) +mesh = SubResource( 55 ) +emission_shape = 1 +emission_sphere_radius = 0.1 +flag_align_y = true +direction = Vector3( 0, 0, -1 ) +spread = 0.0 +gravity = Vector3( 0, 0, 0 ) +initial_velocity = 9.0 +damping = 9.0 +scale_amount = 0.3 +scale_amount_curve = SubResource( 52 ) +color_ramp = SubResource( 50 ) diff --git a/project.godot b/project.godot index 2b770c7b..da56bd45 100644 --- a/project.godot +++ b/project.godot @@ -217,6 +217,7 @@ toggle_debug={ [rendering] +quality/driver/fallback_to_gles2=true vram_compression/import_etc2=false quality/shadow_atlas/size=2048 quality/filters/msaa=2