Commit graph

71 commits

Author SHA1 Message Date
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
clayjohn
68915ce20d Add support for 3D textures to GLES2 2020-01-31 10:01:05 -08:00
clayjohn
676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
azagaya
b835868067 Create shadow_vec for altering shadow computation
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.

Add inverse light transformation to shadow vec, so it's not affected when rotating lights;

Added usage define for shadow vec.

For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
Rémi Verschelde
b697121d75
Merge pull request #30895 from clayjohn/gles2-shader-funcs
Added round function to gles2
2019-07-29 22:43:26 +02:00
clayjohn
3f25dde6b4 added round function to gles2 2019-07-29 11:17:08 -07:00
RaphaelHunter
47df933c27 update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
clayjohn
2b8b1d7c46 added MultiMeshInstance2D node for using MultiMesh in 2D 2019-06-03 12:11:54 -07:00
Rémi Verschelde
e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Rémi Verschelde
3ebde6fac3 GLES2: Fix comments in previous commit that broke rendering (!)
Do NOT use "[vertex]" in a comment...

Kids, don't try to learn OpenGL on a production branch right before
a stable release.
2019-03-12 00:26:56 +01:00
Rémi Verschelde
74e224f2c7 GLES2: Add comments around EXT_shader_texture_lod check
To avoid reintroducing bugs as I did in #26928 and #26932.

texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt
In the vertex shader, texture2DLod and textureCubeLod are built-in.
2019-03-11 23:18:21 +01:00
Rémi Verschelde
764671d2d0 Revert "GLES2: Ensure extension checks for texture2DLod"
This reverts commit f5f565e3e4.
2019-03-11 23:12:49 +01:00
Rémi Verschelde
4cdb2d0502 Revert "GLES2: Fix regression on texture2DLod extension checks"
This reverts commit 8c2d38152f.
2019-03-11 23:12:39 +01:00
Rémi Verschelde
8c2d38152f GLES2: Fix regression on texture2DLod extension checks
These can't be done after any non-preprocessor token.
2019-03-11 21:59:20 +01:00
Rémi Verschelde
f5f565e3e4 GLES2: Ensure extension checks for texture2DLod
In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl,
which uses texture2DLod. In both cases, the stdlib.glsl include came before
the define of texture2DLod.

Might fix issues for drivers that don't support GL_EXT_shader_texture_lod.
2019-03-11 19:34:31 +01:00
clayjohn
b804c491b7 fixed pixel snap precision artifact 2019-03-04 07:18:02 -08:00
Rémi Verschelde
0ba75c195e Fix GCC 5 build after #26331 and cleanup style
Also cleanup after 01a3dd3.
2019-02-27 09:01:24 +01:00
Juan Linietsky
74d0ed2236 Many separate fixes to ensure non power of 2 textures work on GLES2, closes #25897 and many others 2019-02-24 22:36:53 -03:00
Hein-Pieter van Braam
a83e77fded Explicitly use floating point numbers in the our shaders
We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
2019-02-24 23:35:10 +00:00
JFonS
32e7641667 Revert back to ignoring LIGHT_VEC for 2D shadows 2019-02-21 12:16:10 +01:00
Rémi Verschelde
204f9083f4
Merge pull request #25682 from JFonS/fix_light_canvas_gles2
Fix canvas light shaders on GLES2
2019-02-12 11:27:21 +01:00
JFonS
076a342a4e Make LIGHT_VEC affect 2D shadows again 2019-02-10 21:14:32 +01:00
JFonS
5186d4f3ad Fix canvas light shaders on GLES2 2019-02-07 15:58:36 +01:00
Juan Linietsky
b32298a660 Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes #22962. 2019-01-24 18:58:42 -03:00
Juan Linietsky
2d57ec2460 Fix problem with texture2Dlod, closes #25263 2019-01-23 17:06:37 -03:00
Juan Linietsky
4f4e46edd5 Implement unpacking for compressed vertex formats on GLES2 when not supported, fixes #22957 2019-01-22 21:57:09 -03:00
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
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
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
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
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
Pedro J. Estébanez
11815a23dc Fix GLES2 automatic texture lookup in canvas
After this change the color will only be fetched if the shader code doesn't use it explicitly, to match the GLES3 behaviour.

Fixes #23179.
2018-10-28 02:37:34 +01:00
Rémi Verschelde
ac2a4771d5 GLES2: Implement pixel snap 2D option 2018-10-02 15:53:24 +02:00
muiroc
9a5d867210 Uses skip_transform in gles2 canvas shader 2018-09-30 18:10:58 +02:00
Rémi Verschelde
4226d56ca9 Style: Enable clang-format on GLSL shaders
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
2018-08-27 07:34:14 +02:00
Rémi Verschelde
e68b96928b Style: Fix code formatting in GLES2 shaders 2018-08-24 14:50:59 +02:00
Thomas Herzog
da876907fd [GLES2] fix canvas_item sampler allocation 2018-08-23 16:46:43 +02:00
Marcin Zawiejski
bd5ff205b2 Revert "Batch GLES2 draw calls"
This reverts commit f55039b194.

The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
2018-08-20 02:10:14 +02:00
Marcin Zawiejski
f55039b194 Batch GLES2 draw calls
Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
2018-08-14 10:47:16 +02:00
karroffel
b64171e79c add initial GLES2 3D renderer 2018-07-27 14:15:46 +02:00
karroffel
eac4c984df add GLES 2 renderer for 2D
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.

Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
2018-03-01 15:12:30 +01:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Juan Linietsky
5c6cac4e53 Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far. 2017-06-17 23:27:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Pedro J. Estébanez
b69e422af9 Rename misleading define
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
2016-09-07 00:51:03 +02:00
Juan Linietsky
8fb70142e4 Ability to use opacity on distance field textures, fixes #2148 2016-01-02 15:57:19 -03:00