Commit Graph

84 Commits

Author SHA1 Message Date
Hugo Locurcio af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Juan Linietsky 388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
lawnjelly c2290dbedd Unified GLES2 / GLES3 Batching
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.

Batching is extended to cover more primitives.
2020-10-16 10:34:47 +01:00
lawnjelly 42bca1a4a9 Fix buffer orphaning on desktop
Vertex / Index Buffer orphaning was previously turned off on desktop, which was causing performance problems on some platforms, especially Mac.
2020-10-12 10:32:35 +01:00
JFonS fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
PouleyKetchoupp f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
Fredia Huya-Kouadio 0af5cded1e Fix the update logic for user-added custom defines.
The previous logic was causing the (unintentional) removal of custom defines automatically added by the engine.
2020-09-06 21:31:09 -07:00
lawnjelly a4bd66f854 GLES2 Batching - prevent baking on VERTEX use in a shader
Using the operator += in a shader is classified as an 'assign', and so is classified as a write rather than a read. This means that we need to prevent vertex baking on either a write or read (i.e. on usage), rather than just on reads.
2020-06-19 09:42:04 +01:00
Author Lawnjelly 94ed206bfc GLES2 Batching - Prevent baking colors with COLOR writes
Writing to COLOR in a custom shader can result in incorrect results if colors are baked (vertex color and modulate). This PR prevents baking with COLOR output, except under the special circumstances that final modulate is (1, 1, 1, 1), in which case the result will be correct. This should still allow color baking in many scenarios with custom shaders.
2020-05-12 14:04:53 +01:00
lawnjelly d096ce1644 GLES2 Batching - Fix custom shaders reading VERTEX
In situations where custom canvas shaders read VERTEX values, they could read incorrect global positions rather than local positions where batching had baked item transforms. This PR prevents joining items that read VERTEX built in in shaders, and thus prevents this situation arising (as unjoined items will not bake transforms).
2020-05-11 15:54:15 +01:00
lawnjelly 17bb7af425 GLES3 - add counts for 2d drawcall and 2d items to performance monitor
This had already been implemented for GLES2 but not GLES3.
2020-05-07 11:31:43 +01:00
lawnjelly b08ad9ef64 GLES2 batching - prevent color baking with MODULATE or COLOR
Adding the ability to access MODULATE in the shader breaks when final_modulate is baked into vertex colors (this is a technique used to batch together different colored items). This PR prevents baking vertex colors when MODULATE is detected in the shader.

It also prevents baking when COLOR is read in canvas shaders, which could currently produce the wrong result in the shader if colors were baked. It does not prevent baking if COLOR is only written, which happens in most shaders, and will operate correctly without baking.
2020-05-04 11:19:55 +01:00
lawnjelly b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
fhuya 30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Hugo Locurcio 0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
clayjohn 5ab3b61520 Restructure depth_internalformat code to work on mobile
This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.

Fixes #33825.
2019-11-23 18:08:19 -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
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
clayjohn 82f63633d1 Implement DOF blur, Glow, and BCS in GLES2 2019-09-30 08:04:31 -07:00
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
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
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
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
clayjohn 65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
Rémi Verschelde e0517a12c5
Merge pull request #28518 from clayjohn/GLES2-MSAA
Added MSAA to GLES2 backend
2019-05-13 17:46:11 +02:00
clayjohn a3d5aec68d added MSAA to GLES backend 2019-05-02 14:24:20 -07:00
Rémi Verschelde dd2cd06165
Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00
Daniel Rakos de33ef2d1b Disable GI probe capturing lights with bake mode disabled
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
Bastiaan Olij 8349d4fbd9 Add option to have viewport render into supplied texture 2019-04-06 08:24:58 +11:00
Juan Linietsky 7141c73ae8 Use glCopyTexSubImage2D instead of glCopyTexImage2D, should be safer and faster.
May be a solution to #26500
2019-03-07 00:14:13 -03:00
Juan Linietsky 2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
Juan Linietsky 834a984b08 Fixed RGTC (and other compressed) texture supports in GLES2. Fixes #26414 an probably others. 2019-03-01 18:18:55 -03:00
Juan Linietsky 3f681b0681 Clean up blend shape support in GLES2 and GLES3. 2019-03-01 16:01:44 -03:00
Juan Linietsky 8799f69b2c Strive for maximum compatibility in GLES2 regarding depth buffers. 2019-03-01 11:21:21 -03:00
Juan Linietsky 057d3e874d Detect for 24 bits oes support on GLES2, closes #26344 2019-02-27 18:57:33 -03:00
Juan Linietsky 5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Juan Linietsky a32b26dfa2 Several fixes to make GLES2 on HTML5 work much better.
Changed math class error reporting to be a bit less paranoid.
2019-02-25 21:47:29 -03:00
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
Rémi Verschelde b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Juan Linietsky 0c60d4c682 Properly get proxy texture size for canvas light, fixes #17067 2019-01-27 16:57:05 -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
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
Juan Linietsky 682fdf0f74 Use 16 bit indices on phones that dont support 32, fixes #19797 2019-01-18 17:30:12 -03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
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
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
Wilson E. Alvarez 08f22f1cf0
Moved member variables to initializer list 2018-12-11 18:33:01 -05:00