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
Juan Linietsky
ca03d7e0d7
Ensure canvas copy texscreen will not crash if render target is configured without copy buffers. Closes #24749 .
2019-01-15 15:14:43 -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
9ed34d4423
Use GLES2 approach to vertex shading in GLES3, which has been more developed. Fixes #21852
2019-01-14 20:41:12 -03:00
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
Rémi Verschelde
e5f1d19352
Consistency in resource format saver/loader de-registration
...
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()',
and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already
(which shouldn't happen since we're only unregistering things that we previously
registered.
Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative,
missed in #20552 which was last amended before #19501 was merged.
2019-01-10 12:45:57 +01:00
Rémi Verschelde
e4b02513fe
Merge pull request #24301 from marcelofg55/default_device_pulseaudio
...
PulseAudio driver will now change the device if the default system device changes
2019-01-07 20:10:50 +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
d8f0087dc8
Merge pull request #24568 from Shinryuuji/fix-wrong-texture-array-target
...
Fix wrong default target for sampler2DArray
2019-01-04 16:14:29 +01:00
Rémi Verschelde
1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
...
Override GL_position
2019-01-04 15:40:05 +01:00
Rémi Verschelde
99c4faf837
Merge pull request #24575 from nekomatata/android-curve-texture
...
Fixed CurveTexture with GLES3 on Android
2019-01-04 15:31:08 +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
PouleyKetchoupp
a1160ff8e7
Fixed CurveTexture with GLES3 on Android
2018-12-30 19:49:55 +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
Shinryuuji
7bfddbec3a
Fix wrong default target for sampler2DArray
2018-12-23 15:25:46 +01:00
PouleyKetchoupp
ab7759dbd1
Fixed fragment shader compilation error on android (S0001: Cannot compare 'float' with 'int')
2018-12-21 20:31:10 +01:00
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
Rémi Verschelde
2709113c83
Merge pull request #24499 from akien-mga/android-thirdparty
...
Android: Better identify thirdparty C/C++ code
2018-12-20 19:12:58 +01:00
Juan Linietsky
3bdd1ff387
Support lights and shadows in GLES2, fixes #21853
2018-12-20 10:10:30 -03:00
Rémi Verschelde
6770357e47
Android: Better identify thirdparty C/C++ code
...
- The `cpu-features.{c,h}` code was only used by chance by the webm
(libvpx) code, so I moved it there. It was actually introduced before
that and wasn't in use, and libvpx just happened to be able to
compile thanks to it being bundled.
It could potentially be compiled on the fly from the Android NDK, but
since we plan to replace the webm module by a GDNative plugin in the
near future, I went the bundling route.
- `ifaddrs_android.h` is already provided in the Android NDK as
`ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we
up the min API level to 24, where `getifaddrs` is first defined.
I moved the files to `thirdparty/misc` and synced them with upstream
WebRTC (only indentation changes and removal of `static` qualifiers).
Also removes dropped thirdparty files from COPYRIGHT.txt after changes
in #24105 and #24145 .
2018-12-20 13:07:54 +01:00
Rémi Verschelde
a8faa55042
Merge pull request #24485 from volzhs/system-time-ms
...
Added OS.get_system_time_msecs()
2018-12-20 11:31:16 +01:00
volzhs
84d060c768
Added OS.get_system_time_msecs()
2018-12-20 18:50:50 +09:00
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
Rémi Verschelde
e73afd8dc9
Merge pull request #24382 from BastiaanOlij/fix_highp_lens_gles2
...
Fix highp issue in lens shader on gles2
2018-12-16 15:49:31 +01:00
Rémi Verschelde
9df7ed59fb
Merge pull request #19501 from Zylann/custom_loaders
...
Added basic support for custom resource savers and loaders
2018-12-16 14:26:56 +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
Marc Gilleron
065e2670af
Added basic support for custom resource savers and loaders
2018-12-15 05:34:53 +00:00
volzhs
7d387dc63f
Request mic access only when is needed
2018-12-14 06:40:13 +09:00
QbieShay
7c55228f5c
fixed uv missing in vertex shader of canvas.
2018-12-13 07:48:30 +01:00
Marcelo Fernandez
a6743414f8
PulseAudio driver will now change the device if the default system device changes
2018-12-12 11:17:46 -03:00
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
022ae53191
Merge pull request #23126 from QbieShay/nine_uv
...
UV for ninepatch now maps to the proper ninepatch mapped UV.
2018-12-11 16:05:20 +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
Rémi Verschelde
f8bb7e0673
Merge pull request #24089 from clayjohn/gles2_camera_matrix_bug
...
Fixed gles2 camera_matrix bug
2018-12-02 20:48:08 +01:00
Bastiaan Olij
0b4b477674
Remapped ACTIVE to shader_active, now works
2018-12-01 21:10:04 +11:00
clayjohn
fd7607bf82
fixed gles2 camera_matrix bug
2018-11-30 10:20:16 -08:00
Rémi Verschelde
a741f83811
Merge pull request #23945 from DavidSichma/gles2artifact
...
Fixed black artifacts on SpatialMaterial [GLES2]
2018-11-28 16:21:59 +01:00
Rémi Verschelde
c7dd58a4d5
Merge pull request #23981 from khairul169/fix_gles2_clearcolor
...
GLES2: Set clear color based on env background mode when rendering scene and fix viewport transparent bg flag
2018-11-28 15:10:28 +01:00
Rémi Verschelde
06db076fc6
Merge pull request #24025 from aaronfranke/analyzer-errors
...
Fix many errors found by PVS-Studio
2018-11-28 14:08:50 +01:00
Rémi Verschelde
b47d4e1ba5
Merge pull request #24017 from eska014/rt-squish
...
Enable squish decompression in runtime builds
2018-11-28 12:40:43 +01:00
Leon Krause
93bed8cf57
Check for WebGL RGTC extension
2018-11-28 11:12:26 +01:00
Aaron Franke
cb01268562
Fix many errors found by PVS-Studio
...
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
2018-11-28 05:03:24 -05:00
Rémi Verschelde
dd06f6ee70
Fix style issues and signature mismatch
2018-11-28 10:21:07 +01:00
Juan Linietsky
af8d941c55
Added luminance capping to avoid glitches on small dots. closes #17996
2018-11-28 01:22:20 -03:00
Juan Linietsky
f2ae14f309
Attempt to avoid breaking people's workflows on the change from 8ba0d513fa
2018-11-27 18:13:36 -03:00
Juan Linietsky
e6bc152de8
NORMALMAP was not working (no normal being used detected), fixes #9263
2018-11-27 18:05:20 -03:00
khairul169
797bcfd44d
GLES2: clear color on scene render
2018-11-27 01:47:34 +07:00
Marcelo Fernandez
b33464d1ae
Fix possible error when switching audio devices with PulseAudio
2018-11-25 14:57:31 -03:00
David Sichma
1a7d1d88f8
Fixed black artifacts on SpatialMaterial [GLES2]
2018-11-24 16:51:32 +01:00
Rémi Verschelde
c5ebf38490
Prevent GLAPIENTRY redefine in rasterizer, now included in glad.h
...
We otherwise had conflicting defines since 1a41daf3
.
2018-11-23 21:19:59 +01:00
Juan Linietsky
a397d3a46a
Avoid voxel cone trace from going full 180 degrees, fixes #20716
2018-11-23 08:42:35 -03:00
Juan Linietsky
8ba0d513fa
Added missing path verification on Unix, closes #20762
2018-11-22 23:21:03 -03:00
QbieShay
09faac9e01
Added PROCESSED_UV for accessing ninepatch processed uv in the shader
2018-11-22 19:06:43 +01:00
Juan Linietsky
631cf676c3
Removed noperspective (not in GLSL ES 3.0), do not write smooth if not specified. Fixes #20435
2018-11-21 23:07:09 -03:00
Juan Linietsky
f150c5b4a0
Clean up code to make intention clear, fixes #20361
2018-11-21 22:32:05 -03:00
Juan Linietsky
78624ad22c
Ensure double sided normalmaps work, fixes #23760
2018-11-21 08:48:33 -03:00
Rémi Verschelde
296834955f
Remove debug print in RasterizerStorageGLES3
2018-11-20 07:58:26 +01:00
Juan Linietsky
78eae047c6
Fixed how floats are printed to the GLSL shader, closes #19803
2018-11-19 23:41:18 -03:00
Juan Linietsky
a78b42c058
Don't post process on tiny render targets, fixes #19628
2018-11-19 22:05:55 -03:00
Juan Linietsky
d5ad1ca1ae
Fix crash on canvas with BG_MODE_KEEP, closes #19590
2018-11-19 21:41:18 -03:00
Juan Linietsky
d304228003
Do not draw particles if they are not processing at all, fixes #19507
2018-11-19 20:34:29 -03:00
Juan Linietsky
634aa4fc24
Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281
2018-11-19 10:43:29 -03:00
Juan Linietsky
455f297671
Properly reset canvas state after drawing, fixes #18860
2018-11-18 16:34:20 -03:00
Fabio Alessandrelli
1ef9e9ef6a
Properly accept wildcard when binding IPv4 socket.
...
Also never return null for is_ipv4 to avoid crashes due to engine bug.
(better to get an error and a broken socket then seeing your game crash)
2018-11-18 14:54:40 +01:00
Rémi Verschelde
60ee61c7ff
Merge pull request #23742 from JFonS/fix_23698
...
Use hint_color when getting shader default params
2018-11-18 12:05:02 +01:00
Rémi Verschelde
ede4decd4e
Merge pull request #23793 from Rubonnek/remove-unnecessary-assignments
...
Removed unnecessary assignments
2018-11-18 11:25:21 +01:00
Wilson E. Alvarez
f8e0051420
Removed unnecessary assignments
2018-11-17 20:40:55 -05:00
Marcelo Fernandez
dbf7cad04f
Fix distorted sound with PulseAudio and uneven channels
2018-11-17 21:16:06 -03:00
Juan Linietsky
8aa38c9ad8
Fix shader bug likely introduced recently.
2018-11-16 14:30:34 -03:00