Commit graph

433 commits

Author SHA1 Message Date
Juan Linietsky
4333a68ca0 Do not use shadow cubemaps if depth write is not supported to avoid errors, closes #25219 2019-01-22 11:07:26 -03:00
Juan Linietsky
46af4b0a4b Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 2019-01-22 10:05:23 -03:00
santouits
3c1cd2873b WebGL1 some changes
glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage
https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/

Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1
https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/

And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this:
https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error
2019-01-22 13:40:28 +02:00
santouits
e7e9a7cc6c webgl1 doesn't like backslashes in #define
According to
https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
, backslashes aren't necessary supported as line continuation characters
in preprocessor directives
2019-01-21 21:41:39 +02:00
Juan Linietsky
682fdf0f74 Use 16 bit indices on phones that dont support 32, fixes #19797 2019-01-18 17:30:12 -03:00
RedMser
a285a1cfdf Fix shader compile error line numbers starting at 0. 2019-01-17 19:25:08 +01:00
Juan Linietsky
7478f468b2 Fixes to 2D lights, closes #24750 2019-01-17 10:40:36 -03:00
Juan Linietsky
ffcb5cd18c Ensure texture hints are obeyed, fixes #24875 2019-01-16 00:37:00 -03:00
Rémi Verschelde
72f501de13 GLES2: Fix typo in project setting
It used a different name than the equivalent GLES3 parameter.
2019-01-15 13:26:54 +01:00
Juan Linietsky
ee3eadf345 Implement black margins in GLES2, which was missing, fixes #24556 2019-01-14 19:00:36 -03:00
Rémi Verschelde
02ffc59270 GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466)
so the solution seems worse than the bug it aims to work around.

It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.

Fixes #24466.
2019-01-14 19:02:07 +01:00
Juan Linietsky
b3dc02b5df Was not properly re-setting light uniforms, fixes #24976 2019-01-14 12:04:26 -03:00
Juan Linietsky
6d8083ea65 Do not use the workaround for desktop nvidia on mobile and html5. 2019-01-14 11:24:00 -03:00
Rémi Verschelde
1185f4c4ac GLES2: Clarify why we exclude debug code on iOS
Supersedes and closes #24873.
2019-01-11 20:04:13 +01:00
Juan Linietsky
a3a537c2cf Fix background color rendering on GLES2 (linear should not be used) 2019-01-07 10:52:24 -03:00
Daeil Kim
ecf520b70e Change blend equation for canvasitems 2019-01-06 00:57:52 +09:00
Rémi Verschelde
1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
Override GL_position
2019-01-04 15:40:05 +01:00
Marcin Zawiejski
4e73274837
Fix negative size rectangle drawing
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left).
2019-01-02 14:47:28 +01:00
Rémi Verschelde
c7c87a0624
Merge pull request #24687 from DavidSichma/draw-rect-rot
fix draw_rect rotation
2019-01-01 19:01:18 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
d1f3b622f0 Fix missing/malformed license headers 2019-01-01 12:46:36 +01:00
David Sichma
9ba6849cf4 fix draw_rect rotation 2018-12-31 20:56:10 +01:00
Rémi Verschelde
6a07d7f83f
Merge pull request #24661 from humblers/fix-unshaded-gles2
Fix unshaded light mode on GLES2
2018-12-30 13:48:01 +01:00
Rémi Verschelde
6c67ca3f5b
Merge pull request #24653 from avril-gh/fixes-syntax-error-in-scene-glsl
fixes glsl syntax error
2018-12-30 13:07:12 +01:00
Daeil Kim
8c99b6fb2f Change unshaded logic to match with GLES3 2018-12-30 02:02:37 +09:00
Avril
971c05dc5e fixes glsl syntax error 2018-12-29 15:37:50 +01:00
Bastiaan Olij
9f266cf7e5 Override GL_position 2018-12-29 23:56:50 +11:00
Bastiaan Olij
9055386de9 Fix texture type not being initialised 2018-12-29 23:44:28 +11:00
Juan Linietsky
a366d45856 -Implented 2D Mesh support for GLES2
-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-27 20:41:04 -03:00
Rémi Verschelde
57416bfbce GLES2: Define 'lowp' for OpenGL 2.1
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.

Fixes #24521.
2018-12-21 15:14:58 +01:00
Juan Linietsky
7b1cbe9874 Reverse RGBA shadow test on GLES2 2018-12-21 10:02:43 -03:00
Juan Linietsky
7535c5a56a Further GLES2 fixes 2018-12-21 10:01:16 -03:00
Juan Linietsky
9ea27ec032 Fixes to framebuffer formats for GLES2, closes #24518 2018-12-21 09:50:57 -03:00
Juan Linietsky
f3cb236f9d Remove usage of VAO, which does not work in GLES2 2018-12-20 17:28:01 -03:00
Juan Linietsky
3bdd1ff387 Support lights and shadows in GLES2, fixes #21853 2018-12-20 10:10:30 -03:00
Rémi Verschelde
b3f6e54cc6 Style: Fix formatting in GLES2 shaders 2018-12-20 10:33:48 +01:00
Gitea
9f48094982 fix gles2 spotlight problem 2018-12-20 15:01:59 +08:00
Juan Linietsky
aa819a8538 Properly support light shaders in GLES2, fixes #21651 2018-12-19 10:25:45 -03:00
Juan Linietsky
bec76cfa19 Change how rects are drawn (and also will help batching eventually), to workaround problem in #9913 2018-12-18 17:50:35 -03:00
Juan Linietsky
89abfd40ed Reduce considerably the cubemap sizes on sky, to better match GLES3, fixes #21551 2018-12-18 13:01:46 -03:00
Juan Linietsky
85d44dd7b6 Actually respect the low quality cubemap filter on mobile, should fix crashes on mobile for #21551 but not sure on intel. 2018-12-18 12:52:50 -03:00
Rémi Verschelde
20379119c3
Merge pull request #24366 from BastiaanOlij/adjust_sky_orientation
Adding option to re-orient our sky
2018-12-16 22:56:43 +01:00
Bastiaan Olij
205bcff279 Fix highp issue in lens shader on gles2 2018-12-16 08:47:47 +11:00
Bastiaan Olij
f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
Rémi Verschelde
c8a5400654
Merge pull request #24241 from Rubonnek/move-to-initializer-list
Moved member variables to initializer list
2018-12-12 09:25:34 +01:00
Wilson E. Alvarez
08f22f1cf0
Moved member variables to initializer list 2018-12-11 18:33:01 -05:00
Rémi Verschelde
37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
Make VIEW vector available in fragment shader
2018-12-11 20:44:41 +01:00
clayjohn
2042d6214e make VIEW vector available in fragment 2018-12-11 09:44:38 -08:00
muiroc
2827ee77d0 gles2 implemented VIEWPORT_SIZE builtin for spatial shader 2018-12-11 18:11:07 +01:00
Rémi Verschelde
e2caaf1b6d
Merge pull request #23899 from BastiaanOlij/fix_particle_active
Remapped ACTIVE to shader_active, now works
2018-12-02 21:26:12 +01:00