Commit Graph

2233 Commits

Author SHA1 Message Date
Rémi Verschelde
2882284795
Merge pull request #42538 from clayjohn/GLES2-light-texture
Use separate texture unit for light_texture
2020-10-03 23:33:57 +02:00
clayjohn
081d016e60 Use separate texture unit for light_texture 2020-10-03 12:15:58 -07:00
xix xeaon
975637c60b
Fix mod op (%) implementation in GLES2 2020-10-02 11:43:19 +02:00
clayjohn
ea1b8d8435 Fix glow on devices with only 8 texture slots 2020-09-30 22:28:20 -07:00
Haoyu Qiu
7840a550b5
Hides special folders in FileDialog for macOS
(cherry picked from commit 1998f78679)
2020-09-29 13:57:58 +02:00
Bartłomiej T. Listwon
858bdbacfd
Add all headers to VS Project
(cherry picked from commit 317c2b194d)
2020-09-29 13:57:56 +02:00
Rémi Verschelde
422c279fcb
Merge pull request #41323 from lawnjelly/kessel_lightangles
GLES2 2D fix normal mapping - batching and nvidia workaround
2020-09-28 18:45:43 +02:00
Rémi Verschelde
cd05197fb3
Merge pull request #41254 from lawnjelly/gles3_nvidia_normalrotation
GLES3 fix normal map flipping with nvidia workaround
2020-09-28 10:40:22 +02:00
Vasiliy Makarov
f388ea00bf iOS: Fix multiple issues with PVRTC import, disable ETC1
Fixes: #28683, #28621, #28596 and maybe others

For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
2020-09-23 11:13:50 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Rémi Verschelde
b73a9109ab
NetBSD: Implement OS_Unix::get_executable_path()
Same implementation as OpenBSD seems to work fine.

(cherry picked from commit 01185acecb)
2020-09-18 11:55:58 +02:00
Rémi Verschelde
cb78a5d7ae
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.

(cherry picked from commit 5f4d64f4f3)
2020-09-18 10:29:52 +02:00
Marcel Admiraal
5f1dd48496
Replace calls to gmtime with gmtime_r and localtime with localtime_r.
(cherry picked from commit 4b3aec50c0)
2020-09-08 08:55:26 +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
Marcel Admiraal
c6cccdf0c6 Ensure header guards enclose entire header.
(cherry picked from commit f6ad1954f7)
2020-09-04 08:48:35 +02:00
Adam Brown
a16bedd2d9 dummy_rasterizer now returns lightmap type
Previously VS::INSTANCE_NONE was returned for Lightmap data, this caused `visual_server_scene.cpp` to assert in `instance_set_use_lightmap()`

Now `dummy_rasterizer.h` returns `VS::INSTANCE_LIGHTMAP_CAPTURE` for lightmap capture data thus satisfying `visual_server_scene`
2020-09-02 11:50:36 -07:00
lawnjelly
674327b78f GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.

For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.

For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-23 07:54:58 +01:00
lawnjelly
ecd39094ed GLES2 2D fix normal mapping - batching and nvidia workaround
Normal mapping previously took no account of rotation or flips in any path except the TEXTURE_RECT (uniform draw) method. This passed flips to the shader in uniforms.

In order to pass flips and rotations to the shader in batching and nvidia workaround, a per vertex attribute is required rather than a uniform. This introduces LIGHT_ANGLE which encodes both the rotation of a quad (vertex) and the horizontal and vertical flip.

In order to optionally store light angles in batching, we switch to using a 'unit' sized array which can be reused for different FVF types, as there is no need for a separate array for each FVF, as it is a waste of memory.
2020-08-18 17:49:24 +01:00
lawnjelly
2961d905bb GLES2 batching - Fix redundant transform synchronization in batches
In rare circumstances an item would issue multiple transform commands before a (non rect) draw command. The command syncronization would incorrectly start from first transform, instead of the current transform in these circumstances, which could have the result of missing drawing some commands from the end of the batch.

This had been shown in the wild occuring in debug collision polys. It was a benign error (sometimes visual elements would be lost), but did not cause any serious problems.

This PR fixes this synchronization error.
2020-08-18 08:37:07 +01:00
bruvzg
b0aabf2c03 [macOS] Fix crash on failed fork.
(cherry picked from commit d6e3a8a137)
2020-08-14 00:32:04 +02:00
lawnjelly
e126b941be Removes some superfluous FORCE_INLINES
Compiler is usually in the best position to decide whether to inline functions. Great care must be taken using FORCE_INLINE because it can have unforeseen consequences with recursion, loops and bloat to the executable.

Here some FORCE_INLINES are removed in order to allow the compiler to make best choice and remove a compilation warning where unable to inline during a recursive function.

Fixes #41226
2020-08-13 17:58:47 +01:00
Holger Dammertz
efe6b50f17 Added option to enable high precision float in GLES2
An additional project setting under rendering/gles2/compatibility with the name
enable_high_float.Android is introduced that enables #define USE_HIGHP_PRECISION
in GLES2 shader on Android when it is supported by the shader compiler.
This fixes #33633 and #32813 and also https://github.com/GodotVR/godot_oculus_mobile/issues/60
and https://github.com/GodotVR/godot_oculus_mobile/issues/68 on devices that
support the highp (high precision) modifier.
2020-07-30 05:40:15 +02:00
Nathan Franke
b9e1db7e03
Revert "Fix Directory Open Check"
This reverts commit 3f898f5207.
2020-07-28 13:54:13 -04:00
Rémi Verschelde
b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
clayjohn
2534e28918 Fix OpenGL error when generating radiance 2020-07-21 10:40:49 -07:00
clayjohn
e5cc4d4f87 Allow nearest neighbor lookup when using mipmaps 2020-07-19 14:44:42 -07:00
lawnjelly
2f983c82c8 GLES2 Batching - Fix FORCE_REPEAT not being set properly on npot hardware
On platforms that don't report support for GL_REPEAT for non power of two textures, the FORCE_REPEAT conditional is used instead. However for rect batches, the conditional was being set AFTER binding the shader, which meant it wasn't being activated.

This PR simply shifts setting the conditional to before the shader bind.
2020-07-15 09:28:16 +01:00
Johan Rastén
4c2d0d38fd Handle 16 bit PNG files in sRGB format
(cherry picked from commit e7e632cbed)
2020-07-10 08:51:21 +02:00
PouleyKetchoupp
5854bf4696 Fixed mesh data access errors in GLES2
1. Removed errors in mesh_surface_get_array as it's supported now
2. More accurate errors in mesh_surface_get_blend_shapes

(cherry picked from commit e19a3df98f)
2020-07-10 08:51:21 +02:00
Nathan Franke
3f898f5207 Fix Directory Open Check
(cherry picked from commit 09aeb7706b)
2020-07-08 09:01:57 +02:00
azagaya
d539627be2 Fixed white image in margins when using same image in scene 2020-07-06 15:54:45 -03:00
Rémi Verschelde
22863363a7
Merge pull request #37475 from azagaya/3.2
Fixed images in black margins
2020-07-03 13:09:22 +02:00
clayjohn
95f93b5f0f force depth prepass when using alpha prepass 2020-06-26 15:16:20 -07:00
Wavesonics
23d44223e6 Fix memory leaks in RasterizerStorageDummy::free
Lightmap capture data is now freed as well
free() now also properly returns true or false based on if something was actually freed.
2020-06-25 12:22:00 -07:00
lawnjelly
491059ca82 GLES2 Batching - Fix texture wrapping state bug.
For textures that were imported as wrapping, the legacy renderer relied on GL repeat state being set as a once off during load, and didn't alter the GL wrapping state at runtime.

Batching was setting wrapping according to the CANVAS_RECT_TILE flag on rects, however this reset GL wrapping to clamp after use, which was conflicting with later drawcalls that relied on the default wrapping being preserved.

In this PR we only set the wrapping in GL if the texture has not been imported with wrapping. This duplicates the logic in the legacy renderer and solves the state bug.
2020-06-23 08:34:17 +01:00
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
Rémi Verschelde
e50e834197
Merge pull request #39559 from RandomShaper/fix_half_float_textures_3.2
Fix wrong internal format for half-float textures
2020-06-15 19:36:49 +02:00
Pedro J. Estébanez
c15e5af60e Fix wrong internal format for half-float textures 2020-06-15 13:03:13 +02:00
lawnjelly
94d127ccc3 GLES2 Batching - Fix try_join_item logic for lights
The old logic was incorrect, the first item with lights would prevent joining the next item in case it didn't have lights. Now the check is deferred so that items without lights check to see if the previous item had lights, and if so they prevent a join.
2020-06-14 08:22:41 +01:00
Rémi Verschelde
3fb9c776ff
Merge pull request #39437 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.2) - 8th batch
2020-06-10 17:33:50 +02:00
Rémi Verschelde
3c7e03510c
Merge pull request #39256 from lawnjelly/tilemap_pixel2
GLES2 batching - Add UV precision adjustment for tilemaps
2020-06-10 15:52:00 +02:00
Rémi Verschelde
7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Wilson E. Alvarez
782173f0dc
Fixed mismatched disable half float property string 2020-06-09 23:02:28 -04:00
lawnjelly
275183ef15 GLES2 batching - Add UV precision adjustment for tilemaps
Scaling tilemaps can cause border artifacts around the edges of tiles. This has been traced to precision issues in the GPU. This PR adds an adjustment to allow a minor contraction of the UVs of rects in order to compensate for the incorrect classification of texels across the UV border.
2020-06-07 16:29:40 +01:00
Rémi Verschelde
6e1af78df4
Merge pull request #39068 from lawnjelly/kessel_settings_rename
Rename batching project settings in preparation for GLES3
2020-06-07 14:25:50 +02:00
Pedro J. Estébanez
1ff7b0a0a9 Add shader time scaling
Shaders' `TIME` will be affected by the new shader time scale, that is set via the also new `VisualServer::set_time_scale()`.
2020-06-06 23:59:48 +02:00
Nathan Franke
219717fc21 fix(Directory): remove erasing print
Fixes #39106

(cherry picked from commit e48fb01d59)
2020-06-04 12:09:39 +02:00
azagaya
3305783bac Fixed images in black margins 2020-06-03 18:33:33 -03:00
Yuri Roubinsky
371d48aea1 [3.2] Fix shader's length() function parsing in expressions 2020-06-03 19:43:47 +03:00
lawnjelly
c7d18dec70 Rename batching project settings in preparation for GLES3
As it now seems like we will soon have GLES3 batching working using the same intermediate layer as GLES2, it makes more sense to reuse the same batching settings for both renderers rather than duplicate project settings for GLES2 and GLES3.
2020-05-26 18:15:35 +01:00