Commit Graph

537 Commits

Author SHA1 Message Date
Juan Linietsky
b67f982723
Merge pull request #20681 from DavidSichma/master
Keeping track of discard
2018-08-08 09:54:59 -03:00
Hugo Locurcio
31c12f05c4
Tweak the default SpatialMaterial properties
Roughness is now set to 1 by default and albedo is now white,
even on meshes that do not have any materials defined.

This means there is no longer a visual difference between a
mesh with no materials defined and a mesh with a default
SpatialMaterial defined.
2018-08-07 17:04:30 +02:00
Juan Linietsky
edde52c8de Added proper import support for 3D and Array textures 2018-08-06 14:56:06 -03:00
David Sichma
c101dd5fa6 Keeping track of discard
Shader compilation now keeps track of the discard key word.

Previously only variables were monitored. But discard, which needs
special treatment in some cases, went unnoticed by the compiler as
discard is not a variable but a flow control.

This commit adds monitoring for discard.
2018-08-02 21:55:02 +02:00
Thomas Herzog
b4d3f541e7 add 3D textures 2018-07-30 12:20:27 +02:00
Juan Linietsky
7b63c6323d Clear color was not correctly being set, fixes #4939 2018-07-29 15:09:42 -03:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Rémi Verschelde
e38051970c
Merge pull request #20448 from volzhs/duplicated-code
Remove duplicated codes
2018-07-25 22:20:47 +02:00
Rémi Verschelde
237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
sync rasterizers with engine
2018-07-25 20:33:37 +02:00
volzhs
946be8be50 Remove duplicated codes 2018-07-25 23:34:25 +09:00
AndreaCatania
17ebbfb56d Implemented Soft body
- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
AndreaCatania
fbf3ad2841 Added some API to visual server so from control VRAM buffer is more easy 2018-07-23 12:59:27 +02:00
Juan Linietsky
4b549faaab transmission was broken, fix was made. Also fixed treshold. 2018-07-22 14:04:11 -03:00
Juan Linietsky
ad88979841 Fix opaque pre pass not casting shadows 2018-07-22 13:18:27 -03:00
Rémi Verschelde
00dfc9c8eb Shader lang: Properly assign INSTANCE_ID to gl_InstanceID
Note that gl_InstanceID is not supported in OpenGL ES 2.0,
so in the gles2 backend we assign it to 0.

Also clean up some duplicates/commented out code.
Fixes #20088.
2018-07-22 14:26:46 +02:00
Juan Linietsky
c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Alex Roman
2ce1118faa Add disable ambient light flag to shaders and materials 2018-07-17 21:30:43 +02:00
Max Hilbrunner
277793439a
Revert "Fix #19507 Not emitted particles affects performance" 2018-07-17 16:52:13 +02:00
Max Hilbrunner
4b626dc114
Merge pull request #19764 from malbach/godot_malbach
Fix #19507 Not emitted particles affects performance
2018-07-17 16:47:41 +02:00
Juan Linietsky
de910f8c26 Finally figured out how to implement AnimatedTexture properly. 2018-07-16 11:43:49 -03:00
Max Hilbrunner
ed55fb538a
Merge pull request #20096 from CptPotato/19163-aces-whitepoint
Fix missing whitepoint for ACES tonemapping
2018-07-12 18:02:53 +02:00
alex-poe
37357c86cd reformatted and restructured tonemap.glsl 2018-07-12 17:10:00 +02:00
Max Hilbrunner
40f38216cf
Merge pull request #19707 from toger5/fix_clipping_vflip
fix clipping with v_flip fixes: #18600
2018-07-12 05:05:56 +02:00
alex-2b17x4
7fe75bb43b added 'whitepoint' to ACES tonemapping 2018-07-11 15:59:14 +02:00
karroffel
3d33da19bd fix wrong loop condition in MultiMesh allocation 2018-07-10 23:13:59 +02:00
Juan Linietsky
7dcaabaf19 Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 2018-07-06 20:21:42 -03:00
JFonS
4421a6661d Move light 2D rotation to vertex shader 2018-07-05 11:12:04 +02:00
JFonS
ac18444c7e Fix regression of 2D light height 2018-07-04 23:31:27 +02:00
Rémi Verschelde
dfc4ca9f6a
Merge pull request #19807 from JFonS/fix_light_vec_rotation
Fix rotation of 2D lights
2018-07-04 15:15:23 +02:00
Rémi Verschelde
92bfde531c
Merge pull request #19786 from JFonS/correct_normal_scaling
Add render mode to ensure correct normals when using non-uniform scaling
2018-07-04 15:09:59 +02:00
Max Hilbrunner
5af08779b9
Merge pull request #19682 from dragmz/particles_redraw_fix
Prevent redraws when an inactive Particles2D node is present
2018-07-03 16:13:33 +02:00
Juan Linietsky
7fc2367508 Added ability for SSAO to affect AO textures too 2018-07-02 16:50:52 -03:00
malbach
cef8d355d2 Fix #19507 Not emitted particles affects performance 2018-06-25 18:17:28 +02:00
JFonS
c8cf71753c Add render mode to ensure correct normals when using non-uniform scaling 2018-06-21 00:12:12 +02:00
Marcin Zawiejski
f6f7ada91b prevent redraws when an inactive Particles2D node is present 2018-06-20 22:44:11 +02:00
JFonS
e9a3cf8feb Fix rotation of 2D lights 2018-06-19 11:24:51 +02:00
toger5
b4b7ca89f5 fix clipping with v_flip fixes: #2929 2018-06-16 22:55:21 +02:00
Gustav Lund
35eb7f2d6a Rasterizers are now in sync with engine
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.

Remove unused rasterizer storage variable

frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Bastiaan Olij
6c649bd785
Merge pull request #19029 from BastiaanOlij/more_viewport_texture_fixes
Fixed generating radiance texture when using viewport texture for sky
2018-05-27 19:53:10 +10:00
Max Hilbrunner
98dd2b3c79
Merge pull request #18884 from bojidar-bg/17698-screentex-bug
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
2018-05-26 18:20:15 +02:00
Bastiaan Olij
f4638d16f1 Fixed generating radiance texture when using viewport texture for sky 2018-05-19 12:37:26 +10:00
bruvzg
6f0a83b681
Fix UWP build after #14622. 2018-05-18 19:29:24 +03:00
Bastiaan Olij
124774860c Fixes issue that a viewport texture doesn't work with particle shader 2018-05-18 22:02:14 +10:00
Bojidar Marinov
ee52d12921
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
Fixes #17698
2018-05-15 14:35:46 +03:00
Hein-Pieter van Braam
e668757aa9
Merge pull request #14622 from bruvzg/non-rectangular-windows
Experimental support for windows with per-pixel transparency.
2018-05-08 16:44:35 +02:00
Juan Linietsky
3051bb8a81
Merge pull request #17845 from JFonS/disable_spatial_shadows
Added flag on SpatialMaterial to disable shadows
2018-05-07 16:18:25 -03:00
Juan Linietsky
f1d2b0ebf9
Merge pull request #18159 from ShyRed/viewportsky
Fix binding of ViewportTexture to Sky
2018-05-07 15:34:13 -03:00
Juan Linietsky
b96cd25305
Merge pull request #18495 from Zylann/partial_texture_update
Added partial texture update to VisualServer
2018-05-07 13:20:38 -03:00
Juan Linietsky
35322c0678
Merge pull request #18677 from BastiaanOlij/add_no_blend
Add no-blend canvas item render_mode
2018-05-07 09:44:17 -03:00
Bastiaan Olij
6103c8d7a3 Add no-blend canvas item render_mode 2018-05-07 22:41:12 +10:00
Bastiaan Olij
6f7fefa489 Added option to viewport to keep linear color 2018-05-06 19:28:09 +10:00
Juan Linietsky
3bd0ca2a2d Skeletal deform working 2018-05-04 11:54:21 -03:00
Juan Linietsky
b3e4bc562c Skeleton for 2D WIP 2018-05-03 17:29:56 -03:00
Rémi Verschelde
430e45c84a
Merge pull request #16359 from Noshyaar/convert
Particles: fix corrupted scene when saved after convert
2018-05-03 21:24:03 +02:00
Marc Gilleron
c755cced83 Added partial texture update to VisualServer 2018-04-29 03:09:49 +02:00
Crazy-P
e6deba8d19 Fixes logically dead code (Coverity)
Fixes reported logically dead codes by Coverity

* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.

* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function

* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.

* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)

* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle

* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'

* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp

* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.

* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.

* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
2018-04-21 22:35:23 +08:00
Pieter-Jan Briers
25ba49fd88 Fixes canvas light shaders.
Fixes #16904

Restore more out functionality, fix built-ins.

Requested changes, I think?
2018-04-13 15:18:28 +02:00
ShyRed
deca3f18b7 Fix binding of ViewportTexture to Sky
In order to the get the actual rendered image from a ViewportTexture the sky needs to access the proxy texture.
2018-04-12 22:51:35 +02:00
Juan Linietsky
b88a16c7ac
Merge pull request #16503 from Chaosus/particlesfix
Fix invalid particle movement when time_scale is zero
2018-04-08 18:15:32 -03:00
bruvzg
ddae098dee
Experimental support for windows with per-pixel transparency (macOS, X11 and Windows). 2018-04-07 17:11:45 +03:00
JFonS
9c307d4b6c Added flag on SpatialMaterial to disable shadows 2018-03-29 18:46:42 +02:00
Ben Hickling
314a419511 multiply blend mode fix for spatial materials 2018-03-26 14:23:43 +01:00
Hein-Pieter van Braam
bb331d85b8
Merge pull request #17130 from nical/issue-17050
Fix polyline rendering when width <= 1.
2018-03-16 00:04:07 +01:00
Wilson E. Alvarez
e9ac87390c Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and RasterizerGLES3 2018-03-13 00:22:08 -04:00
bruvzg
e256f9d4e5
Add GL_ARB_framebuffer_object extension support check and GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings).
Add GL_ARB_debug_output extension support check on all platforms.
2018-03-05 20:49:47 +02:00
Nicolas Silva
20cab06f9a Use GL_LINE_STRIP instead of GL_LINES when drawing polylines. 2018-02-28 23:00:13 -05:00
Poommetee Ketson
38865345d9 Particles: fix corrupted scene when saved after convert (2nd try) 2018-02-24 15:58:17 +07:00
Poommetee Ketson
7a1b7ddf6c Fix error spam when using PanoramaSky without texture 2018-02-22 21:43:17 +07:00
Juan Linietsky
7cd867c3fe 2D Skeletons WORK IN PROGRESS 2018-02-21 17:24:00 -03:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Juan Linietsky
9e3a1e5401 Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. 2018-02-21 09:39:09 -03:00
Rémi Verschelde
1fbb83de2c
Merge pull request #16467 from godotengine/gles3-light-shader-time
using TIME in light shader enables uses_fragment_time
2018-02-20 11:19:14 +01:00
Bojidar Marinov
ea57a19b34
Fix a rendering bug with screen_texture 2018-02-19 22:07:38 +02:00
Rémi Verschelde
3ab72da645
Merge pull request #15710 from AndreaCatania/p1
Fixed sky reflection rendering when transparent BG
2018-02-14 16:29:08 +01:00
Chaosus
e1c2bde0ec Fix invalid particle movement when time_scale is zero 2018-02-14 16:44:59 +03:00
karroffel
bb655856e2 using TIME in light shader enables uses_fragment_time
The GLES3 shader compiler performs certain checks to enable or disable
the usage of certain uniform variables (and with that the set-up of UBOs).

If the `TIME` variable gets used inside the `vertex` function then the
renderer knows that it has to insert that value into the UBO.
The same applies to the `fragment` function.

The `light` function gets executed inside the fragment shader for every
light source that is relevant to the current pixel. If the `TIME` variable
gets used in that function then it needs to be present in the fragment-UBO.
The check for this was missing, so if a shader uses `TIME` inside `light`
but not inside `fragment` then the uniform will not actually be set up.
2018-02-07 11:56:52 +01:00
Hugo Locurcio
84267915f5
Remove a few debugging prints 2018-02-05 11:30:50 +01:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
binbitten
92473a9e9e Convert special case RGB10_A2 to RGBA8 when obtaining texture data 2018-01-18 18:05:01 +01:00
Leon Krause
cbc194dde6 Fix copy shader in GLSL ES 3.0 2018-01-15 23:46:45 +01:00
Leon Krause
e4609acc5d Fix Particles2D in WebGL 2.0 2018-01-15 20:39:17 +01:00
AndreaCatania
c34f18acce Fixed sky reflection rendering when transparent BG 2018-01-14 20:28:26 +01:00
Rémi Verschelde
e1a0f2bd71
Merge pull request #15636 from mrcdk/fix_canvas_light
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-13 01:42:52 +01:00
binbitten
de8f43d95d Fix mat2 alignment 2018-01-12 22:26:50 +01:00
MrCdK
408f4cb146 Set correct types on a couple variables inside the canvas.glsl 2018-01-12 22:02:28 +01:00
Juan Linietsky
0041efec1d Fix mat2 alignment 2018-01-12 12:45:16 -03:00
Juan Linietsky
f4d603b902 Fix uniform alignment, closes #14962 2018-01-12 12:43:26 -03:00
Juan Linietsky
3a05d974e0 Instance dependency for particles was not being get rid of. Again fixes #15591 2018-01-12 09:12:31 -03:00
Juan Linietsky
e3f02b1a1b Properly fix blend equations for both transparent and non transparent framebuffers. Closes #15047 2018-01-11 19:39:47 -03:00
AndreaCatania
252344f706 Fixed graphic artifact caused by anisotropic filter 2018-01-11 12:55:18 +01:00
Rémi Verschelde
e49ddf2984
Merge pull request #15555 from BastiaanOlij/clamp_blends
Clamp blend to fix screen space reflections
2018-01-10 13:36:13 +01:00
Bastiaan Olij
ebc96195d8 Clamp blend to fix screen space reflections 2018-01-10 23:23:00 +11:00
Rémi Verschelde
f1ef2d5183
Merge pull request #15553 from AlmightyScientist/issue-15453
Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10 12:46:52 +01:00
AlmightyScientist
4820910648 Shader Language: Fixes EXTRA_MATRIX undefined.
Fixes #15453.
2018-01-10 12:37:28 +01:00
volzhs
b6cff1ba69 Fix stretch aspect keep mode
Fix #15407
Fix #15514
2018-01-10 10:49:26 +09:00
volzhs
1c806abdaa Fix shader compile error on Android
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed:
23:191: S0001: Type mismatch, cannot convert from 'int' to 'float'
   At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-09 16:44:56 +09:00
Jerome67000
87bbaddac3 removed unused project setting rendering/quality/depth_prepass/disable 2018-01-08 21:02:53 +01:00
Juan Linietsky
4c23f94af9 properly blend interior and exterior ambient in reflection probes, fixes #14695 2018-01-06 19:34:03 -03:00
Juan Linietsky
bfeaf27a3e Properly dispose of instance capture data, fixes #14795 2018-01-06 19:06:04 -03:00
Juan Linietsky
d72a32bc54 Use better initialization value for normalmap, fixes #14720 2018-01-06 18:09:11 -03:00