Commit Graph

372 Commits

Author SHA1 Message Date
Rémi Verschelde 8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
clayjohn 4b80cb4aa3 Fix various bugs in GLES3 renderer that stopped it from running on web 2022-08-01 16:45:32 -04:00
Rémi Verschelde 677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn 0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Rémi Verschelde d7a1acd229
Merge pull request #62364 from clayjohn/GLES3-sky-optimization 2022-07-27 12:39:58 +02:00
Rémi Verschelde 6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
clayjohn 93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
clayjohn 88830509d1 Precompute on the CPU as much as possible for the Cubemap filter shader 2022-06-22 16:46:27 -07:00
clayjohn 5f52936350 Implement MultiMesh in 3D and flesh out MultiMesh functions 2022-06-14 21:23:20 -07:00
clayjohn fb860265e0 Implement 2D Meshes and MultiMeshes in GLES3 backend 2022-05-25 15:46:24 -07:00
clayjohn 3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn 39f1be760f Fix sky updating when DirectionalLight mode changed and shader compatibility for certain drivers 2022-05-19 17:44:38 -07:00
Yuri Rubinsky 5322b171de Fix tonemapper shader to correctly apply alpha channel 2022-05-18 06:43:07 +03:00
clayjohn 9b61c855ef Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16 15:07:09 -07:00
Somnath Sarkar 52aeaf5d16 Fix computation of screen_uv 2022-05-16 00:00:01 -04:00
clayjohn 652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
clayjohn 2bf8831dd6 SceneShader compiling 2022-05-11 21:00:21 -07:00
clayjohn 3bb8e6a9fe SkyShaders working 2022-05-11 21:00:21 -07:00
Aaron Franke b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
Rémi Verschelde f394388aa2
Merge pull request #60503 from clayjohn/OPENGL-3D 2022-04-28 19:56:16 +02:00
clayjohn 2f2064fe3d Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures 2022-04-26 11:48:39 -07:00
bruvzg be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
Yuri Roubinsky 0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
clayjohn fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
clayjohn 99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
reduz 98ac002c34 WIP New GLES3 Shader Compiler
Uses versions and specializations (more similar to RenderingDevice version)
2022-01-11 22:25:01 -08:00
luz paz a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde 90a224c6eb
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
GLES3: Slight optimization to irradiance compute
2020-01-19 18:55:51 +01:00
Rémi Verschelde dc4db4ab45 GLES3: Slight optimization to irradiance compute
All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
2020-01-19 11:03:11 +01:00
clayjohn 0979411cad reduce complexity of irradiance map generation 2020-01-18 16:51:52 -08:00
clayjohn 796d35d8b3 Fix generation of irradiance map 2020-01-12 14:45:31 -08:00
Rémi Verschelde 2d6586ec78
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
Fix 2D lighting when using skeleton.
2020-01-03 08:32:29 +01:00
Tritium Oxide bb6f04c9f5
Fix wrong return type
`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed:
0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float`  caused by #34704
2020-01-01 19:14:51 +07:00
Rémi Verschelde e4907e50fe GLES3: Fix false positive in ninepatch axis stretch code
See #34704.
2020-01-01 11:49:58 +01:00
Winston c9fe11dec1
Use correct omni light attenuation
fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Bruno Lourenço f26c9d650b Fix 2D lighting when using skeleton. 2019-12-23 00:00:18 +00:00
Rémi Verschelde e21872f4b9
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
Fix GLES3 light cutoff.
2019-12-21 23:40:15 +01:00
Bruno Lourenço d47374385c Fix GLES3 light cutoff. 2019-12-21 20:52:54 +00:00
Bruno Lourenço d7f9d71be2 Fix contact shadow when light is outside of viewport. 2019-12-21 16:55:41 +00:00
clayjohn 676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
Rémi Verschelde 65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
PouleyKetchoupp 299b85c46f Disable shadow map sampling when shadows are not used in GLES3
Fixes #20742
2019-11-29 06:21:17 +01:00
clayjohn 334d41d7cc Fix Specular Blinn function 2019-11-22 22:03:26 -08:00
clayjohn 203fb1b348 Fix GL error by properly using float uniform 2019-11-21 07:44:09 -08:00
clayjohn cd40154890 Fix issues with environment mapping 2019-11-19 22:30:48 -08:00
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
Valentin Zagura 100d05cbec GLES3 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.
2019-10-07 13:19:27 +01:00
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 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
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
Holger Dammertz aa3ef8893b Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range
in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in
floating point texture targets (via Viewport) for further processing or saving high
dynamic range data into files. This only works when no color conversion is active.
2019-08-29 18:14:19 +02:00
Holger Dammertz 8fb80788df changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards.
Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-08-17 14:01:55 +02:00
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
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 2b8b1d7c46 added MultiMeshInstance2D node for using MultiMesh in 2D 2019-06-03 12:11:54 -07:00
Rémi Verschelde 603bb98340
Merge pull request #29188 from Calinou/improve-ssao-performance-quality
Improve SSAO performance and quality
2019-05-30 14:27:25 +02:00
Hugo Locurcio eb0cced3c0
Improve SSAO performance and quality
This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.

This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
2019-05-26 12:01:01 +02:00
clayjohn 4c55a909ad fix radiance map settings 2019-05-25 18:57:32 -07:00
Rémi Verschelde 2b1c3878f9
Merge pull request #29031 from BastiaanOlij/alpha_shadow
Implement shadow to opacity
2019-05-23 13:37:54 +02:00
Bastiaan Olij 3ea778e66e Implement shadow to opacity 2019-05-21 20:07:46 +10:00
clayjohn cc2d862733 Scale environment lighting correctly in GLES3 2019-05-19 17:59:23 -07:00
clayjohn 55d11330b0 fix lighting bug introduced in clear color changes 2019-05-14 15:04:54 -07:00
Rémi Verschelde aa3c5f59f2
Merge pull request #27898 from clayjohn/metallic_radiance
Added radiance when using clear color
2019-05-14 07:32:01 +02:00
clayjohn 5c252092e1 added radiance when using clear color and fixed brdf 2019-05-13 12:26:54 -07:00
clayjohn 670c1b10b2 fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
Rémi Verschelde b753223ac2
Merge pull request #26567 from clayjohn/pixel_snap_artifact
Fixed pixel snap precision artifact
2019-03-04 16:58:08 +01:00
clayjohn b804c491b7 fixed pixel snap precision artifact 2019-03-04 07:18:02 -08:00
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
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
Juan Linietsky 95e34967d8 Fix precision issue with skeletons, closes #26057, closes #26062 2019-02-22 13:27:19 -03:00
JFonS 32e7641667 Revert back to ignoring LIGHT_VEC for 2D shadows 2019-02-21 12:16:10 +01:00
Rémi Verschelde 5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
JFonS 076a342a4e Make LIGHT_VEC affect 2D shadows again 2019-02-10 21:14:32 +01:00
thomas.herzog dddfe9a2df implemented texture_get_data() for TextureLayered 2019-01-23 16:12:29 +01:00
Rémi Verschelde 769341e180 Cleanup after @reduz :)
Fixes #25172.
2019-01-21 11:12:55 +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
Bastiaan Olij 9f266cf7e5 Override GL_position 2018-12-29 23:56:50 +11:00
PouleyKetchoupp ab7759dbd1 Fixed fragment shader compilation error on android (S0001: Cannot compare 'float' with 'int') 2018-12-21 20:31:10 +01:00
Bastiaan Olij f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
QbieShay 7c55228f5c fixed uv missing in vertex shader of canvas. 2018-12-13 07:48:30 +01:00
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
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 e6bc152de8 NORMALMAP was not working (no normal being used detected), fixes #9263 2018-11-27 18:05:20 -03:00
Juan Linietsky a397d3a46a Avoid voxel cone trace from going full 180 degrees, fixes #20716 2018-11-23 08:42:35 -03:00
Juan Linietsky 78624ad22c Ensure double sided normalmaps work, fixes #23760 2018-11-21 08:48:33 -03:00
Juan Linietsky 8aa38c9ad8 Fix shader bug likely introduced recently. 2018-11-16 14:30:34 -03:00
Juan Linietsky bb9127a78b Removed unnecesary normal multiplication (only culling was really needed), fixes #17776 2018-11-16 10:52:31 -03:00
Juan Linietsky 55f5f4757e
Merge pull request #23248 from dlasalle/fog
Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Dominique LaSalle 6eae6247e4 Add parameter for fog max depth and use alpha as density. 2018-11-13 17:19:11 -08:00
JFonS cbfb7bd613 Make 2D particles work OOTB (again) 2018-11-13 23:25:05 +01:00
Rémi Verschelde 8849d3b47d
Merge pull request #22639 from tagcup/opt
Avoid some unnecessary calculations in scene.glsl.
2018-11-12 21:22:57 +01:00