Commit Graph

903 Commits

Author SHA1 Message Date
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
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
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
Fabio Alessandrelli 46fdba5f8b [HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.

This will need to be addressed in a separate PR.
2021-11-19 16:59:27 +01:00
Yuri Roubinsky f4c0e90fd9 Allow passing non-variable constant to const function param in shaders 2021-11-19 12:14:13 +03:00
Yuri Roubinsky 826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Haoyu Qiu 10818cfc10 Fix memory leak when using CurveTexture.set_texture_mode 2021-11-01 18:57:59 +08:00
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 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Juan Linietsky 4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky 920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky 2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Juan Linietsky 0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky 8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky 1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Yuri Roubinsky 15358b808b Fix shader crash if using multiple underscores in identifier names 2020-01-31 09:11:17 +03:00
clayjohn eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
clayjohn 3631a3cc9e Fix recently introduced crash in viewport size 2020-01-23 08:11:01 -08:00
Rémi Verschelde 37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
lawnjelly eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde 00284a75e8 GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.

Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter

Fixes #35436.
2020-01-22 15:18:56 +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 041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -08:00
Rémi Verschelde 8130decfe4
Merge pull request #35064 from clayjohn/rendering_crashes
Fix light and multimesh crashes
2020-01-13 09:13:18 +01:00
clayjohn 179193775b Fix light and multimesh crashes 2020-01-12 17:45:06 -08:00
clayjohn 796d35d8b3 Fix generation of irradiance map 2020-01-12 14:45:31 -08:00
Rémi Verschelde 815bf761a5 RasterizerCanvas: Use getornull to fetch light occluder polygon
Fixes #21286 when the occluder is not fully configured.
2020-01-08 11:29:15 +01:00
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 fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
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
PouleyKetchoupp 1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +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
Rémi Verschelde a96c95f1ef
Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation
Use correct omni light attenuation
2019-12-30 16:11:58 +01:00
Winston c9fe11dec1
Use correct omni light attenuation
fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Bruno Lourenço 16429a4289 Reset GLES3 MultiMesh buffer id when reallocating. 2019-12-28 18:38:25 +00:00
Bruno Lourenço 65195f505f Fix canvas GLES3 skeleton transform uniform updating. 2019-12-23 18:40:48 +00:00
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
Rémi Verschelde 371de5132c
Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flip
Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-12 07:33:19 +01:00
Bojidar Marinov eec7702711
Flip cull mode when rendering flipped Light2D and LightOccluder2D
Fixes #32993
2019-12-11 23:28:35 +02:00
clayjohn 676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
Rémi Verschelde cd07a34598 GLES3: Properly unbind buffers after draw commands
Patch provided by @oeleo1.

Fixes #34120.
2019-12-09 09:25:20 +01:00
Rémi Verschelde 745a8915fc Properly orphan polygon index buffer after binding (take 2)
Follow-up to #34088, patch by @oeleo1 from
https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-04 12:16:50 +01:00
clayjohn b2dfbd77ec properly orphan polygon index buffer after binding 2019-12-03 07:54:25 -08:00
Rémi Verschelde 10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
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
PouleyKetchoupp e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.

Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.

Fixes #26823
2019-11-28 22:57:27 +01:00
clayjohn 192aacd5d7 Fix radiance map generation on mobile 2019-11-27 22:18:21 -08:00
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 4d6737ec73 Fix bugs introduced by IBL fixes 2019-11-20 22:54:44 -08:00
Rémi Verschelde 3be6e76f22
Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues
Fix issues with environment mapping
2019-11-20 08:45:53 +01:00
clayjohn cd40154890 Fix issues with environment mapping 2019-11-19 22:30:48 -08:00
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 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
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
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
Rafał Mikrut e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
Rémi Verschelde 3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +02:00
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 071bf81750 only render depth with alpha prepass on prepass 2019-10-11 22:34:10 -07:00
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
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
Yuri Roubinsky 1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
Rémi Verschelde 823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Rémi Verschelde f1146c261d
Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvas
Throw error when canvas background is used without sample buffer
2019-09-23 15:35:31 +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 e23cb2c715
Merge pull request #32004 from raphael10241024/fix_shader_uniform
Fix gles3 shader uniform vec3 error
2019-09-19 20:09:04 +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
clayjohn e65d2184b9 throw error when user tries to use Canvas background without sample buffer 2019-09-15 21:07:07 -07:00
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
RaphaelHunter b8bb5e90ea fix gles3 shader uniform vec3 error, close #30930 2019-09-06 14:06:20 +08:00
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
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
Rémi Verschelde f21371d7f4
Merge pull request #31419 from NeoSpark314/fix_oculusquest_panorama
changed the constant scale of cube_normal to -1.0 instead of -1000000…
2019-08-20 13:39:26 +02:00
Yuri Roubinski 9abf5578ee Fix ternary operator shader compiler expression 2019-08-19 08:40:54 +03:00
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
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