Commit Graph

709 Commits

Author SHA1 Message Date
Bastiaan Olij 15cd81dc69 Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2 2019-11-19 20:57:18 +11:00
Rémi Verschelde 6536105af2
Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization
Improve glBufferSubData usage where safe
2019-11-19 09:36:30 +01:00
clayjohn 14b06fc207 Fix negative light flickering 2019-11-17 22:18:54 -08:00
clayjohn 1253a33423 Improve glBufferSubData usage where safe 2019-11-11 16:38:41 -08:00
Bastiaan Olij 4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
Bastiaan Olij add5eaca43 Make MSAA work with external texture 2019-11-08 23:27:48 +11:00
Bastiaan Olij f7cba26a52 Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035dda.
2019-11-08 22:47:36 +11:00
Rémi Verschelde a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
Rémi Verschelde 47389c3a16 Partial revert of #32657, undoing line shifting by 0.5
As discussed in #32657, this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.

Fixes #33393.
Fixes #33421.
2019-11-07 15:43:04 +01:00
Holger Dammertz 418b035dda fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn bc32779542 Fix depth format on Android in GLES2 2019-11-02 21:58:30 -07:00
Yuri Roubinsky 6b7f8558d9 Removed switch operator from GLES2 shader back-end 2019-11-02 12:43:32 +03:00
clayjohn 033ae8a543 When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL 2019-10-30 07:45:09 -07:00
Rémi Verschelde 63c5cd7eb8
Merge pull request #33104 from qarmin/fix_some_crashes
Fix some crashes and using null pointers
2019-10-28 08:37:59 +01:00
Rémi Verschelde 826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
clayjohn 7b3d098b2b Fixed using compressed textures and add work around for firefox webgl mesa sampler limit 2019-10-27 23:53:52 -07:00
clayjohn 51db564811 use proper texture in Android MSAA 2019-10-27 16:50:15 -07:00
Rémi Verschelde 3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +02:00
Rémi Verschelde 3556876c08
Merge pull request #33093 from clayjohn/GLES2-HTML-shadows
Fix shadow mapping with RGBA textures on html
2019-10-26 22:07:46 +02:00
clayjohn 6ec7686a0c Fix shadow mapping with RGBA textures on html 2019-10-26 10:17:22 -07:00
Rémi Verschelde 69003457b3 WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.

At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.

As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.

Fixes #33058.
2019-10-25 13:01:10 +02:00
Paul Trojahn bdaedb601c Fix draw_rect
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
Rémi Verschelde a39aeade5b
Merge pull request #32170 from puthre/ninepatch-fix
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-09 08:33:56 +02:00
Rémi Verschelde 234289de2b
Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode
Add canvas background mode to GLES2
2019-10-07 08:57:44 +02:00
clayjohn 77939c6e2e add canvas background mode to GLES2 2019-10-06 23:26:11 -07:00
clayjohn cea1f13176 fix current issues with post-processing 2019-10-06 12:07:31 -07:00
Rémi Verschelde 0deccd4a65
Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash
Remove glViewport call as it wasnt needed and caused crash GLES2
2019-10-03 08:16:19 +02:00
Rémi Verschelde ce336e7e72
Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash
Fix reflection probe crash in GLES2 with post-processing
2019-10-03 07:55:08 +02:00
clayjohn a152816c52 remove glViewport call as it wasnt needed and caused crash 2019-10-02 20:21:41 -07:00
clayjohn 07fd9719bf Fix reflection probe crash in GLES2 with post-processing 2019-10-02 14:35:10 -07:00
Yuri Roubinsky 1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
clayjohn afaa68628a updated defaults and documentation for GLES2 glow 2019-10-01 07:55:04 -07:00
clayjohn 82f63633d1 Implement DOF blur, Glow, and BCS in GLES2 2019-09-30 08:04:31 -07:00
Rémi Verschelde 823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Rémi Verschelde 159470df08
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
Rémi Verschelde 7174677fc8
Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2
fix gles2 broken panorama sky on oculus quest
2019-09-22 21:18:06 +02:00
Holger Dammertz 94b0240767 fix gles2 broken panorama sky on oculus quest
This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
2019-09-22 18:53:38 +02:00
lawnjelly f5365aa0e1 Fix GLES2 skinning where VERTEX_TEXTURE not supported
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-22 15:38:20 +01:00
Rémi Verschelde 28265fb526
Merge pull request #31202 from azagaya/light-data
Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
Valentin Zagura 6ee84f53a9 GLES2 Fixes for ninepatch margins when patch size is smaller than the patch texture resolution..
Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-09-17 09:51:54 +01:00
Chaosus 1333ea2a2d Implement shader array support for varyings 2019-09-14 18:23:25 +03:00
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 ebbf63a87c
Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-29 08:37:12 +02:00
clayjohn 97f66900bb Fix skip_vertex_transform bug in GLES2 CPUParticles 2019-08-28 11:57:33 -07:00
Rémi Verschelde 816ddd7817
Merge pull request #31556 from Chaosus/gles2_inverse
Implemented inverse shader function to GLES2
2019-08-26 13:52:03 +02:00
Yuri Roubinski 982becfa39 Fix hint range step for integer in shaders 2019-08-25 15:11:04 +03:00
Yuri Roubinski 4dda253ee0 Implements switch to shaders 2019-08-23 14:43:09 +03:00
Yuri Roubinski 4dcee2035a Implemented inverse shader function to GLES2 2019-08-22 08:22:49 +03:00
Rémi Verschelde cce148b024
Merge pull request #31473 from Chaosus/shader_bug
Fix ternary operator shader compiler expression
2019-08-19 10:15:22 +02:00
Yuri Roubinski 9abf5578ee Fix ternary operator shader compiler expression 2019-08-19 08:40:54 +03:00
clayjohn 99de3906ba check if skeleton texture is already allocated before reallocating 2019-08-18 22:02:57 -07:00
Braden Bodily 71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Yuri Roubinski a525e3c5ce Implemented do/while loops for shaders 2019-08-13 18:39:55 +03:00
Rémi Verschelde ef91119502
Merge pull request #31271 from raphael10241024/gles2_shader
Fix GLES2 canvas shader uniform error
2019-08-12 08:32:06 +02:00
clayjohn 049dd309fe check for unsigned_short support for gles2 depth buffer allocation 2019-08-10 09:56:42 -07:00
RaphaelHunter 48f28c68bc fix gles2 canvas shader uniform error,close #31201 2019-08-10 21:52:51 +08:00
Rémi Verschelde d2a67c9c1f
Merge pull request #30714 from Calinou/invert-default-fog-height
Invert and adjust the default fog height values
2019-08-08 17:20:32 +02:00
Hugo Locurcio d1a35b5a97
Invert and adjust the default fog height values
This makes height fog appear at the bottom of the scene
(instead of the top), which is generally the expected result.

This also tweaks the fog height setting hint to be more flexible.

This closes #30709.
2019-08-07 18:21:44 +02:00
Rémi Verschelde 7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
Implemented local shader constants
2019-08-07 15:14:35 +02:00
Rémi Verschelde 7464074cb8
Merge pull request #30987 from clayjohn/GLES2-light-negative
Implement negative for OmniLights and SpotLights in GLES2
2019-08-05 19:21:13 +02:00
Yuri Roubinski b24b3497d6 Implemented local shader constants 2019-08-05 10:35:53 +03:00
Rémi Verschelde d9bba94d60
Merge pull request #31053 from aaronfranke/vector2i-cleanup
Some minor Vector2i usage cleanup
2019-08-05 08:08:57 +02:00
Yuri Roubinski 393f142495 Fix GLES2 rendering 2019-08-03 21:21:29 +03:00
Aaron Franke 1a06496f45
Some Vector2i usage cleanup
Replace casting Vector2 -> Vector2i -> Vector2 with a simple call to .floor(), and some minor fixes.
2019-08-03 01:11:05 -07:00
Chaosus 8b4c538ab2 Expose several GLES3 built-ins to GLES2 2019-07-31 19:00:10 +03:00
clayjohn 96c3004855 allow omnilights and spotlights to use negative in GLES2 2019-07-30 23:44:22 -07:00
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 150487e728 fix gles2 shadow transparency bug 2019-07-21 23:52:19 -07:00
Rémi Verschelde d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Rémi Verschelde 1d13567345
Merge pull request #30570 from SonerSound/gles2_inconsistent_fix
Fix inconsistent lighting in GLES2
2019-07-17 09:56:44 +02:00
Chaosus 9379cbc774 Added local array initializer 2019-07-16 07:13:37 +03:00
Chaosus c37379456f Implemented local shader arrays 2019-07-15 15:57:39 +03:00
SonerSound 545bf86d39 Fix inconsistent lighting in GLES2
Issue was possibily being caused by duplicating a light even when that
light was not in the render_light_instances array.
2019-07-14 19:12:26 +01:00
Hugo Locurcio 707ce08cdd
Implement CanvasItem line antialiasing in GLES2
This is a straight copy-paste of the code from
`drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the
same restrictions as the GLES3 implementation: it only works
on desktop platforms as they use OpenGL instead of OpenGL ES.
2019-07-12 16:49:12 +02:00
Ibrahn Sahir 4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Marcus Brummer 10f1e0f63a Prevent GLES2 bool uniforms from having a precision type set.
When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.

Fixes #30317
2019-07-05 01:00:02 +02:00
Rémi Verschelde b0eeb12335
Merge pull request #29909 from clayjohn/gles2-light-scale
Scale vertex lit lights by environment scale
2019-07-01 16:28:17 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin 072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
clayjohn 80d732082b scale vertex lit lights by envorionment scale 2019-06-19 16:20:14 -07:00
Bastiaan Olij 4ebedb5f11 Made constants fully upper case in camera server 2019-06-19 22:24:54 +10:00
Rémi Verschelde 0cdbf7315b
Merge pull request #29751 from lawnjelly/skin-fix
Fixes crash with rigged meshes on some OpenGLES2 devices
2019-06-18 16:41:58 +02:00
lawnjelly e36e9fdb1c Fixes crash with rigged meshes on some OpenGLES2 devices
Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view.

This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required.

Fixes #28298
2019-06-18 09:42:07 +01:00
Rémi Verschelde 6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio 786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Fabio Alessandrelli 9773350537 Fix HTML5 build failed due to undefined symbol 2019-06-14 23:32:48 +02:00
Rémi Verschelde c8db517993
Merge pull request #29316 from Chaosus/shader_const
Added constant support to shaders
2019-06-12 14:26:45 +02:00
Rémi Verschelde 971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Rémi Verschelde f18121824c Add missing license headers
Make `fix_headers.py` script compatible with Python 3.
2019-06-11 15:33:32 +02:00
Rémi Verschelde 0677383907
Merge pull request #29496 from clayjohn/dlopen-fix-gles2
Use def ANDROID_ENABLED so android features are not included in web builds
2019-06-11 11:48:38 +02:00
clayjohn 9af94d650f use def ANDROID_ENABLED so android features are not included in javascript builds 2019-06-04 23:12:20 -07:00
qarmin 8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00