Commit Graph

95 Commits

Author SHA1 Message Date
Yuri Roubinsky bcbcf14469 Refactor constant suffix parsing in a shader 2021-12-10 15:38:27 +03:00
Yuri Roubinsky b66510d509 Added completion for uniform hints in a shader 2021-12-10 10:12:25 +03:00
Yuri Roubinsky 76f6c0849c Make `compile` shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Yuri Roubinsky 5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
Yuri Roubinsky 6e80e97b0f Fix built-in(PI, TAU, E) assignment to a global constant in a shader 2021-11-29 10:32:36 +03:00
Yuri Roubinsky e9b7ffd1fa Added few more built-ins to shader language 2021-10-13 20:27:36 +03:00
Yuri Roubinsky b1ac3e256f Allow declare the shader arrays with a size defined before identifier 2021-10-08 10:28:31 +03:00
Yuri Roubinsky 7c07ae4c50 Fix shader crash when passing array.length to functions
and similar cases
2021-10-05 12:49:59 +03:00
Yuri Roubinsky 6873ecaaf9 Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
reduz 700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Yuri Roubinsky fa96c98bdf Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
Yuri Roubinsky fb37846b00 Added parameter names to shader built-in function autocompletion 2021-08-12 11:19:53 +03:00
Yuri Roubinsky b47b3a9957 Prevents shader crashing if varying assigned incorrectly 2021-07-26 14:47:14 +03:00
Rémi Verschelde a8fcfbf029
Merge pull request #50729 from Chaosus/shader_varying_enchancements2
Allow using vertex-stage varying in both `fragment` and `light` functions
2021-07-26 12:17:49 +02:00
Yuri Roubinsky 17b462cc5f Allow using vertex-stage varying in both `fragment` and `light` 2021-07-22 11:55:14 +03:00
Yuri Roubinsky 94a7b04a01 Allow using vertex varying in custom functions under any circumstances 2021-07-22 11:27:13 +03:00
Yuri Roubinsky 5100eed012 Added a shader warning about unused local variable 2021-06-29 15:39:37 +03:00
Yuri Roubinsky 7dd65a066e Fix `length()` array function usage in shader 2021-06-10 10:04:28 +03:00
Yuri Roubinsky 5874b7a29c Allow shader arrays to be passed as parameters and return value 2021-05-22 20:15:03 +03:00
Yuri Roubinsky 084648bd18 Basic warning support implementation for the Godot Shading Language. 2021-05-22 19:24:31 +03:00
Yuri Roubinsky 6135744786 Implements length() shader function for arrays in structs 2021-05-19 21:50:11 +03:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Yuri Roubinsky 3c82f01134 Fix shader handle constant expressions in function call 2021-04-27 15:23:01 +03:00
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Yuri Roubinsky dd0874e717 Allow passing varying from fragment to light shader function 2021-02-11 15:59:21 +03:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky bc0e8e7a21 Fix using post-init shader array constructors 2020-12-27 01:07:24 +03:00
Yuri Roubinsky fe4c8e387b Added support for constants in shader `case` and array size declaration 2020-12-17 11:51:18 +03:00
bruvzg 644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
George Marques 02f60812ed
Rename TYPE_REAL to TYPE_FLOAT
To be consistent with the naming everywhere else.
2020-12-04 09:47:26 -03:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Yuri Roubinsky 6914597026 FIx autocompletion for emit_particle in shader editor 2020-10-13 14:12:51 +03:00
reduz d0bddf53c5 Implement manual particle emission and particle sub emitters. 2020-09-06 10:29:27 -03:00
Yuri Roubinsky c554d9e556 Added const qualifier support for function arguments in shaders 2020-07-01 12:55:00 +03:00
Yuri Roubinsky 636a9d9f50 Implemented global const array to shaders 2020-06-19 16:04:54 +03:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Juan Linietsky 1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde 0bf6a86db4
Merge pull request #37795 from Chaosus/shader_fix_const_order2
Fix shader constant sorting
2020-04-29 09:41:34 +02:00
Juan Linietsky 0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
Yuri Roubinsky bc30f541e6 Fix shader constant sorting 2020-04-11 12:40:17 +03:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Yuri Roubinsky aa33db056a Prevent shader crash if multiple variables has been declared in 'for' 2020-03-28 19:51:42 +03:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00