Commit Graph

959 Commits

Author SHA1 Message Date
JFonS b1ca82c43a CPU lightmapper fixes.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
2021-01-15 12:32:54 +01:00
JFonS 112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
Rémi Verschelde 49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde 188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
lawnjelly 15e57a0235 Remove buffer orphaning options project settings
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.

As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
2020-12-23 15:23:02 +00:00
Rémi Verschelde 8c63b65b67
Merge pull request #44489 from ForestKatsch/3.2
Fix PanoramaSky artifacts on Android/GLES2
2020-12-20 19:31:17 +01:00
Forest Katsch 8825aa8b5b Fixes #43667.
The root cause of the issue is that OpenGL ES 2 does not support the `textureCubeLod` function.
There are (optional) extensions to support this, but they don't appear to be exposed with the ES2 renderer (even though the hardware needed to support LOD features are certainly available.)
The existing shim in `drivers/gles2/shaders/cubemap_filter.glsl` just creates a macro:

```
 #define textureCubeLod(img, coord, lod) textureCube(img, coord)
```

But the third parameter of `textureCube` is actually a mip bias, not an absolute mip level.
(And it doesn't seem to work regardless.)
In this specific case, the `cubemap_filter` should only sample from the first level of the "source" panorama cubemap.
In lieu of a method to force a lod level of zero, I've chosen to comment out the switchover from a 2D equirectangular panorama to the cubemap version of the same image, therefore always sampling roughness values from the 2D equirectangular panorama.
This may cause additional artifacts or issues across the seam, but at least it prevents the glaringly obvious black areas.

---

This same issue (no fragment texture LOD support) has rather large repercussions elsewhere too; it means materials with larger cubemap density (i.e. planar or distant objects) will be far rougher than expected.
Since GLES 3 appears to properly support fragment `texture*Lod` functions, switching to the GLES 3 backend would solve this problem.

---

Root cause discovered with help from @KaadmY.
2020-12-20 10:32:30 -06:00
Theogen Ratkin 8f6a6ac8d0 Add interpolation parameter to resize_to_po2()
Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.

GLES2: call resize_to_po2() with interpolate argument

Call resize_to_po2() in GLES2 rasterizer storage with either
INTERPOLATE_BILINEAR or INTERPOLATE_NEAREST depending on TEXTURE_FLAG_FILTER.

This avoids filtering issues with non power of two pixel art textures.
See #44379
2020-12-18 14:02:38 -04:00
lawnjelly e13040b373 Fix bug in normal map decompression
Not clamping the range here leads to dithering artifacts.
2020-12-11 10:34:53 +00:00
Marcus Brummer b02900478f Fixed the inverse(mat3) polyfill for GLES2 2020-12-07 22:19:45 +01:00
Firepal ec7a9ca018 Use correct normal for ReflectionProbe in GLES2 2020-11-26 13:08:30 +01:00
jfons 69939028b3 Fix regression in baked lights when using GLES2
Lights with bake mode set to "All" were behaving erratically because of a
faulty check in the renderer. This should be the correct way to check if
a geometry instance is using baked light.
2020-11-25 18:12:50 +01:00
lawnjelly 7c4cf1c043 Batching - BackBuffer copy fix
For fixing a previous issue state.canvas_texscreen_used was reset to false at the start of each render_joined_item. This was causing a later shader that used SCREEN_TEXTURE to force recapturing the back buffer immediately prior to use, which we don't want.

This PR preserves the state across joined items, and also prevents joining of items that copy the back buffer as this may be problematic.

It turns out that the original issue that needed the line is now fixed, and the later issue is also fixed by removing it.
2020-11-24 14:59:15 +00:00
lawnjelly 3c69377f10 2d Legacy - close vulnerabilities and more debug checks
While adding more debug checks to legacy renderer, I closed 2 types of vulnerabilities:

* TYPE_PRIMITIVE would previously read from uninitialized data if only specifying a single color
* Other legacy draw operations would fail in debug AFTER accessing out of bounds memory rather than before

Many calls to glBufferSubData are wrapped in a safe version which checks for out of bounds and exits the draw function if this is detected.
2020-11-22 16:09:02 +00:00
lawnjelly 1394df3188 Prevent item joining with custom shaders using selected BUILTINs
Large FVF allows batching of many custom shaders, but should not join items which have shaders that utilize BUILTINs which would change for each item, because these will not be sent individually, and all joined items would wrongly use the values from the first joined item.
2020-11-19 15:09:33 +00:00
lawnjelly e88b4f330e Poly colors fixes
This adds support for custom shaders for polys, and properly handles modulate in the case of large FVF and modulate FVF.

It also fixes poly vertex colors not being sent to OpenGL.
2020-11-13 13:23:28 +00:00
lawnjelly 5c8f497a24 Add project settings to manually specify API usage
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.

Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
2020-10-31 18:33:55 +00:00
Rémi Verschelde c43b2ab603
Merge pull request #42942 from Calinou/add-viewport-debanding-3.2
Add a debanding property to Viewport for GLES3
2020-10-30 11:47:57 +01:00
lawnjelly f4cb88e232 Fix transforms in custom shaders using large FVF
In small batches using hardware transform, vertices would be drawn in incorrect positions due to the item transform being applied twice - once in the transform uniform, and once from the transform passed as a vertex attribute.

This PR alters the shader to ignore uniform transforms when using large FVF.
2020-10-25 12:57:42 +00:00
lawnjelly debda7f411 Reverting changes to legacy polys and generic prims
Due to my less than eagle-like view over these functions I had assumed they were passing in a single buffer input for the changes to make buffer uploading more efficient. They aren't, which is less than ideal.

So these particular changes should be reverted. When I have some more time I'll see whether the API for these calls can be changed, because as is the multiple glSubBufferData calls could be causing stalls on some hardware.
2020-10-22 10:01:25 +01:00
Hugo Locurcio 2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Hugo Locurcio af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Juan Linietsky 388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
Hugo Locurcio 34ac0387d6
Deprecate the GIProbe Compress property due to known bugs
This property introduced green artifacts in GI and didn't improve
performance.

The new GIProbe in `master` no longer has a Compress property.
2020-10-19 14:51:23 +02:00
lawnjelly 74c460fb67 Reduce glBufferSubData calls in legacy renderer
This is part of effort to make more efficient use of the API for devices with poor drivers. This eliminates multiple calls to glBufferSubData per update.
2020-10-18 11:27:08 +01:00
lawnjelly c2290dbedd Unified GLES2 / GLES3 Batching
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.

Batching is extended to cover more primitives.
2020-10-16 10:34:47 +01:00
lawnjelly 42bca1a4a9 Fix buffer orphaning on desktop
Vertex / Index Buffer orphaning was previously turned off on desktop, which was causing performance problems on some platforms, especially Mac.
2020-10-12 10:32:35 +01:00
JFonS fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
PouleyKetchoupp f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
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
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
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
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
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
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
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 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
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
Rémi Verschelde 22863363a7
Merge pull request #37475 from azagaya/3.2
Fixed images in black margins
2020-07-03 13:09:22 +02:00
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
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
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
lawnjelly b95add2bfd GLES2 Batching - Builtins prevent baking in unshaded shaders
Builtins that should prevent baking colors and vertex positions were incorrectly only active in shaders that were not unshaded. This was a terminology misunderstanding - unshaded materials can still use shaders so should have the same test to prevent baking.
2020-05-23 11:35:33 +01:00
Rémi Verschelde e6a3499bef Fix Visual Studio C4334 warning 2020-05-19 10:19:52 +02:00
lawnjelly 8005175ea5 GLES2 polyline drawn as GL_LINE_STRIP to match GLES3
The behaviour of TYPE_POLYLINE appeared incorrect in GLES2, and inconsistent with GLES3 and the docs, which state that draw_polyline 'Draws interconnected line segments'. Also when drawing with triangles GLES2 draws interconnected segments.

This PR simply changes the primitive from GL_LINES to GL_LINE_STRIP as in GLES3.
2020-05-14 10:38:12 +01:00
Author Lawnjelly 94ed206bfc GLES2 Batching - Prevent baking colors with COLOR writes
Writing to COLOR in a custom shader can result in incorrect results if colors are baked (vertex color and modulate). This PR prevents baking with COLOR output, except under the special circumstances that final modulate is (1, 1, 1, 1), in which case the result will be correct. This should still allow color baking in many scenarios with custom shaders.
2020-05-12 14:04:53 +01:00
lawnjelly 57c70d8e9c GLES2 Batching - Prevent VERTEX baking within items in custom shaders
In addition to prevent item joins when VERTEX reads are present in a custom shader, it is also necessary to prevent baking extra matrices (extra transforms) WITHIN items, because these can also report incorrect results.
2020-05-11 17:18:57 +01:00
lawnjelly d096ce1644 GLES2 Batching - Fix custom shaders reading VERTEX
In situations where custom canvas shaders read VERTEX values, they could read incorrect global positions rather than local positions where batching had baked item transforms. This PR prevents joining items that read VERTEX built in in shaders, and thus prevents this situation arising (as unjoined items will not bake transforms).
2020-05-11 15:54:15 +01:00
Technohacker 9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
Rémi Verschelde d038a7e42d
Merge pull request #38517 from lawnjelly/gles3_nvidia_workaround
Add Nvidia Workaround for GLES3
2020-05-08 10:52:31 +02:00
lawnjelly dcb19ed735 Add Nvidia Workaround for GLES3
Ported GLES2 workaround code to GLES3.
2020-05-07 14:54:14 +01:00
Avril 5e320816f6 fix mistyped setting path 2020-05-07 15:48:43 +02:00
lawnjelly 17bb7af425 GLES3 - add counts for 2d drawcall and 2d items to performance monitor
This had already been implemented for GLES2 but not GLES3.
2020-05-07 11:31:43 +01:00
lawnjelly bda20edb76 GLES2 Batching - fix item reordering bug
There was a bug in the initial logic for item reordering, whereby it would check for overlaps between the mover (item being moved back) and sandwiched items, but there was no check for overlaps between the movee (item moved forward) and the sandwich items. This extra check is now done.

Also a minor addition to the diagnose frame info (godot texture ID).
2020-05-06 12:55:18 +01:00
Rémi Verschelde d20485039c
Merge pull request #38453 from lawnjelly/ios_halffloat_hacky
GLES2 disable half-float project setting
2020-05-04 16:29:27 +02:00
Rémi Verschelde 41b836cb3d
Merge pull request #38450 from lawnjelly/shaper_modulate
GLES2 batching - prevent color baking with MODULATE or COLOR
2020-05-04 15:13:35 +02:00
lawnjelly 30a3f16e34 GLES2 disable half-float project setting
It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.

This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
2020-05-04 13:11:23 +01:00
lawnjelly b08ad9ef64 GLES2 batching - prevent color baking with MODULATE or COLOR
Adding the ability to access MODULATE in the shader breaks when final_modulate is baked into vertex colors (this is a technique used to batch together different colored items). This PR prevents baking vertex colors when MODULATE is detected in the shader.

It also prevents baking when COLOR is read in canvas shaders, which could currently produce the wrong result in the shader if colors were baked. It does not prevent baking if COLOR is only written, which happens in most shaders, and will operate correctly without baking.
2020-05-04 11:19:55 +01:00
Pedro J. Estébanez d8be5a9986 Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
Rémi Verschelde 01a085d05f
Merge pull request #38320 from lawnjelly/kessel_pr_light_join
GLES2 2D batching - item reordering, light joining and light modulate fix
2020-05-01 15:03:03 +02:00
lawnjelly 451c3fc0fb GLES2 2D batching - item reordering, light joining and light modulate fix
Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test.

In situation with item:
A-B-A
providing the third item does not overlap the second, they can be reordered:
A-A-B

Items already contain an AABB which can be used for this overlap test.

1)
To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0).

2)
This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps.

In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful.

This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off.

3)
The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided.

4)
This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects).

5)
This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-05-01 07:47:33 +01:00
Pedro J. Estébanez 7cc0f181c9 Improve shader time roll over
- Resurrect it for GL ES 2
- Apply roll over with `fmod()` instead of resetting it to 0
- Expose the setting from the `VisualServer`, since it does not belong in any specific rasterizer
2020-04-29 22:33:03 +02:00
Rémi Verschelde f2150d1766
Merge pull request #37462 from Chaosus/shader_fix_const_order
[3.2] Fix shader constant sorting
2020-04-29 09:41:49 +02:00
Fredia Huya-Kouadio 7c559afe29 Restrict `GL_TEXTURE_EXTERNAL_OES` to Android platform 2020-04-27 10:18:31 -07:00
Rémi Verschelde 0233b7e51f
Merge pull request #38251 from clayjohn/GLES2-shader-defines
Avoid duplicating shader defines in GLES2
2020-04-27 08:47:46 +02:00
clayjohn 782fd5fab6 Avoid duplicating shader defines in GLES2 2020-04-26 23:28:24 -07:00
lawnjelly a75c1ed1df GLES2 Batching fix canvas texscreen (SCREEN_TEXTURE)
When reading SCREEN_TEXTURE in a shader, this previously only worked succesfully for the first read of the screen, because state.canvas_texscreen_used was never getting reset. This PR resets state.canvas_texscreen_used at the beginning of each joined item, so that further screen reads can happen.
2020-04-25 13:40:43 +01:00
lawnjelly b954a8c099 Fix batching z_indices with z ranged lights
Joining items across z_indices can interfere with light culling for lights which only affect certain z ranges. This PR disables joining across z_indices when lights are present, except specifically for lights with both z_min set to the global minimum (-4096) and z_max set to the global maximum (4096).

In addition, the z_index is now stored on the joined_item for accurate light culling. The z_index is also displayed in frame diagnostics.
2020-04-23 11:58:06 +01:00
Rémi Verschelde 3b44f34166
Merge pull request #38114 from lawnjelly/kessel_rulerfix
Fix batch translate to colored synchronization error
2020-04-22 21:42:00 +02:00
lawnjelly 54cd6d3077 Fix batch translate to colored synchronization error
In rare circumstances default batches were being joined incorrectly, causing visual regressions. This logic has been fixed.

In addition slightly more output information has been added to frame diagnosis mode.
2020-04-22 18:52:42 +01:00
Rémi Verschelde ade57c4bf0
Merge pull request #38099 from clayjohn/GLES2-skeleton-rebind
Rebind material when skeleton changes in GLES2
2020-04-22 08:23:43 +02:00
clayjohn 6f322af3fb Rebind material when skeleton changes in GLES2 2020-04-21 17:46:40 -07:00
clayjohn 7fc2cba47d Use proper depth buffer format for rgba shadows
(cherry picked from commit 123dd390e4)
2020-04-21 14:15:49 +02:00
lawnjelly a9ae0fac86 Fixes incorrectly joining batch items from earlier z_index layers
Batching across z_index layers was not preserving the batch_break flag, which determines whether to not join the previous item. This is fixed by storing the flag in RenderItemState and preserving it across canvas_render_items calls.
2020-04-19 19:32:14 +01:00
Rémi Verschelde 008e0748c1
Merge pull request #37349 from lawnjelly/kessel32_1
GLES2 2d Batch rendering (across items)
2020-04-17 12:55:33 +02:00
lawnjelly 72adefa5cf Add frame diagnostics for GLES2 Batch renderer
Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
2020-04-17 08:54:33 +01:00
lawnjelly b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
lawnjelly a4cd274ca7 Batching with Extra Matrix commands
Defers sending 'transform' commands within a RasterizerCanvas::Item until they are needed for default batches. Instead locally caches the extra matrix and applies it using software transform, preventing unnecessary batch breaks.

The logic is relatively complex, and the whole 'extra matrix' of the legacy renderer in addition to the final_transform is not ideal. However this is required to accelerate some user drawing techniques, and later the lines in the IDE.
2020-04-15 12:48:36 +01:00
lawnjelly 93af8e7d1b Batching across z_indices
Extra functions canvas_render_items_begin and canvas_render_items_end are added to RasterizerCanvas, with noop stubs for non-GLES2 renderers. This enables batching to be spready over multiple z_indices, and multiple calls to canvas_render_items.

It does this by only performing item joining within canvas_render_items, and deferring rendering until canvas_render_items_end().
2020-04-12 13:52:25 +01:00
Rémi Verschelde 4dadec331e
Merge pull request #37815 from clayjohn/reset-sky-flags
Reset texture flags after radiance map generation
2020-04-12 11:35:07 +02:00
clayjohn 193b0bf1e3 Reset texture flags after radiance map generation 2020-04-11 16:10:34 -07:00
lawnjelly 1fb6181ba6 Revert to default Rect drawing code for single rects
Determined that a large reason for the decrease in performance in unbatchable scenes was due to the new routine being analogous to the 'nvidia workaround' code, that is about half the speed. So this simply uses the old routine in the case of single unbatchable rects. Hopefully we will be able to remove the old path at a later stage.
2020-04-11 17:40:30 +01:00
clayjohn 4d32652851 Avoid material rebind when using skeleton 2020-04-07 10:35:58 -07:00
lawnjelly e7bec77ef3 Bake final_modulate uniform into vertex colors
Where the final_modulate color varies between render_items this can prevent batching. This PR solves this by baking final_modulate into the vertex colors, and setting the uniform 'final_modulate' to white, and allowing the joining of items that have different final_modulate values. The previous batching system can then cope with vertex color changes as normal.
2020-04-06 12:49:47 +01:00
lawnjelly 45b0b8bff8 GLES2 2d Batch rendering (across items)
2d rendering is currently bottlenecked by drawing primitives one at a time, limiting OpenGL efficiency. This PR batches primitives and renders in fewer drawcalls, resulting in significant performance improvements. This also speeds up text rendering.

This PR batches across canvas items as well as within items.

The code dynamically chooses between a vertex format with and without color, depending on the input data for a frame, in order to optimize throughput and maximize batch size. It also adds an option to use glScissor to reduce fillrate in light passes.
2020-04-04 17:13:58 +01:00
Yuri Roubinsky ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
fhuya 30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Yuri Roubinsky 786b1cc7ff Fix shader crash if using multiple underscores in identifier names
(cherry picked from commit 15358b808b)
2020-02-06 13:02:07 +01:00
Eric Rybicki 3d4a2a09f6 Fix Softbody always spawns from world center [gles2]
Fixes #35373
2020-01-24 09:25:05 +01:00
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 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde 669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
clayjohn 041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn f3af81b059 Gracefully handle 3D textures in GLES2 2020-01-16 11:28:14 -08:00
Yuri Roubinsky 5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
Rémi Verschelde 3af0400a32
Merge pull request #35176 from clayjohn/csg-crash
Fix light related crashes
2020-01-16 08:03:56 +01:00
Rémi Verschelde 318445c548
Merge pull request #35178 from clayjohn/GLES2-fix-lightmap
Fix array constructor for lightmaps
2020-01-16 07:47:49 +01:00
clayjohn f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -08:00
clayjohn 910f8719a0 Fix array constructor for lightmaps 2020-01-15 17:41:46 -08:00
clayjohn a345088433 Add background mode keep to GLES2 2020-01-15 15:59:00 -08:00
clayjohn 179193775b Fix light and multimesh crashes 2020-01-12 17:45:06 -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 94658de1ff
Merge pull request #34794 from clayjohn/GLES2-trimesh-crash
Fix crash on trimesh_create
2020-01-03 22:53:57 +01:00
clayjohn 906b5e7f3f Fix crash on trimesh_create by making surface->data available in non-tool builds 2020-01-03 13:39:40 -08:00
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
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
clayjohn 28543667fd Always use 16 bit renderbuffer depth on WebGL 2019-12-19 20:41:32 -08:00
clayjohn 2a694a44cb fix shadow color in GLES2 by making sRGB 2019-12-15 10:27:31 -08:00
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
Rémi Verschelde f676d7509e
Merge pull request #34262 from clayjohn/default_point_size
Add a default POINT_SIZE
2019-12-12 06:45:31 +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 435cced7d8
Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process
Use renderbuffer depth for post-process buffers when appropriate
2019-12-10 17:16:40 +01:00
clayjohn fd31cebcbe Use renderbuffer depth for post-process buffers when appropriate 2019-12-09 22:19:11 -08:00
clayjohn e8d652f160 Force 32 bit depth buffer for WebGL 2019-12-09 22:14:12 -08:00
Rémi Verschelde fbfd56c247 GLES2: Fix uninitialized members in ShaderGLES2::Version
Fixes #34109.
2019-12-05 09:15:31 +01:00
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 f5e81b894a Removed duplicated conditional in GLES2 2019-11-29 06:32:55 +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
George Marques c51fe7f7cd
Use ANGLE multisample extensions for UWP 2019-11-26 13:55:19 -03:00
clayjohn 5ab3b61520 Restructure depth_internalformat code to work on mobile
This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.

Fixes #33825.
2019-11-23 18:08:19 -08:00
Rémi Verschelde bb1d75f55e glTexImage2D: Fix confusion between format and internal format
The `format` parameter is similar to `internalFormat` but takes different
values, and especially only `GL_DEPTH_COMPONENT` for depth, without size
specifier.

Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml

Fixes a regression from #33278 and another occurrence.
2019-11-23 19:38:31 +01:00
clayjohn 334d41d7cc Fix Specular Blinn function 2019-11-22 22:03:26 -08:00
clayjohn 4d6737ec73 Fix bugs introduced by IBL fixes 2019-11-20 22:54:44 -08:00
Rémi Verschelde 083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut 99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
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 7a0228fbba
Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 11:12:03 +01:00
Bastiaan Olij 15cd81dc69 Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2 2019-11-19 20:57:18 +11:00
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 14b06fc207 Fix negative light flickering 2019-11-17 22:18:54 -08:00
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
Bastiaan Olij add5eaca43 Make MSAA work with external texture 2019-11-08 23:27:48 +11:00
Bastiaan Olij f7cba26a52 Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035dda.
2019-11-08 22:47:36 +11:00
Rémi Verschelde a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
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
Holger Dammertz 418b035dda fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn bc32779542 Fix depth format on Android in GLES2 2019-11-02 21:58:30 -07:00
Yuri Roubinsky 6b7f8558d9 Removed switch operator from GLES2 shader back-end 2019-11-02 12:43:32 +03:00
clayjohn 033ae8a543 When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL 2019-10-30 07:45:09 -07:00
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
Rémi Verschelde 826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
clayjohn 7b3d098b2b Fixed using compressed textures and add work around for firefox webgl mesa sampler limit 2019-10-27 23:53:52 -07:00
clayjohn 51db564811 use proper texture in Android MSAA 2019-10-27 16:50:15 -07:00
Rémi Verschelde 3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +02:00
Rémi Verschelde 3556876c08
Merge pull request #33093 from clayjohn/GLES2-HTML-shadows
Fix shadow mapping with RGBA textures on html
2019-10-26 22:07:46 +02:00
clayjohn 6ec7686a0c Fix shadow mapping with RGBA textures on html 2019-10-26 10:17:22 -07:00
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
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
Rémi Verschelde 234289de2b
Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode
Add canvas background mode to GLES2
2019-10-07 08:57:44 +02:00
clayjohn 77939c6e2e add canvas background mode to GLES2 2019-10-06 23:26:11 -07:00
clayjohn cea1f13176 fix current issues with post-processing 2019-10-06 12:07:31 -07:00
Rémi Verschelde 0deccd4a65
Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash
Remove glViewport call as it wasnt needed and caused crash GLES2
2019-10-03 08:16:19 +02:00
Rémi Verschelde ce336e7e72
Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash
Fix reflection probe crash in GLES2 with post-processing
2019-10-03 07:55:08 +02:00
clayjohn a152816c52 remove glViewport call as it wasnt needed and caused crash 2019-10-02 20:21:41 -07:00
clayjohn 07fd9719bf Fix reflection probe crash in GLES2 with post-processing 2019-10-02 14:35:10 -07:00
Yuri Roubinsky 1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
clayjohn afaa68628a updated defaults and documentation for GLES2 glow 2019-10-01 07:55:04 -07:00
clayjohn 82f63633d1 Implement DOF blur, Glow, and BCS in GLES2 2019-09-30 08:04:31 -07:00
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 7174677fc8
Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2
fix gles2 broken panorama sky on oculus quest
2019-09-22 21:18:06 +02:00
Holger Dammertz 94b0240767 fix gles2 broken panorama sky on oculus quest
This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
2019-09-22 18:53:38 +02:00
lawnjelly f5365aa0e1 Fix GLES2 skinning where VERTEX_TEXTURE not supported
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-22 15:38:20 +01:00
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
Valentin Zagura 6ee84f53a9 GLES2 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.
2019-09-17 09:51:54 +01:00
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
Rémi Verschelde ebbf63a87c
Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-29 08:37:12 +02:00
clayjohn 97f66900bb Fix skip_vertex_transform bug in GLES2 CPUParticles 2019-08-28 11:57:33 -07:00
Rémi Verschelde 816ddd7817
Merge pull request #31556 from Chaosus/gles2_inverse
Implemented inverse shader function to GLES2
2019-08-26 13:52:03 +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