Web: water, terrain, shadow maps, alpha treatment, keys on losing focus

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Terrain + water demo on web
Shadow maps on web
Walking Adventure - tree on web
Platformer on web
Chromatic aberration on web

Rendering to texture (FBO, our TGLRenderToTexture) works now on the web.

This enables a few features on the web:

We also fixed alpha treatment on the web.

  • This fixes a few subtle bugs, as in various edge-cases we wrote to the color buffer pixels with alpha < 1. This happened e.g. when displaying hearts in the platformer demo (source code in examples/2d_games/platformer/), cat hair in model viewer, tree leaves in the walking adventure demo (source code in examples/3d_games/walking_adventure/).

  • This was harmless on non-web platforms (where pixel alpha of the color buffer is used only for eventual blending with incoming colors; nothing cares what is the final calculated alpha left in the buffer). But on web, in the past, our canvas was using “blending with page background (typically white)”.

  • This is fixed now, making the web rendering work just like other platforms. See comment here for more information.

We now correctly “reset” keys pressed state after you switch a browser page or application:

  • Previously, switching tabs or applications by key combo like Ctrl+Tab, Alt+Tab could leave the engine thinking that “Ctrl” or “Tab” are pressed.

  • This had some consequences, e.g. TCastleWalkNavigation will refuse movement by AWSD if it thinks that you hold down Ctrl/Alt modifier. (And it will do “run” if it thinks you hold down Shift!)

  • This is fixed now, we react to blur event by switching all keys “up”.

We have also fixed both terrain and water shaders for Chromium-based browsers (like Vivaldi or Google Chrome). They needed highp in certain shaders to work reliably (water waves, terrain textures smooth), as they multiply bigger floats with small floats.

As always, we hope you have fun developing games with Castle Game Engine! And if you like what we do, we appreciate support on Patreon!

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