Commit Graph

1449 Commits

Author SHA1 Message Date
Rémi Verschelde e3b76fd040 Merge pull request #32281 from Chaosus/vk_shader_array_varying2
[Vulkan] Implement shader array support for varyings
2020-02-11 12:02:06 +01:00
Yuri Roubinsky bfa834a78a [Vulkan] Implement shader array support for varyings
Remake of #32175
2020-02-11 12:02:02 +01:00
Rémi Verschelde d08bf966eb Merge pull request #32280 from Chaosus/vk_shader_switch2
[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:59 +01:00
Yuri Roubinsky d51b7aafb5 [Vulkan] Implements switch flow control operator in shaders 2020-02-11 12:01:49 +01:00
Juan Linietsky bc3dbe8240 Properly working instancing, and compatibility fixing for old meshes 2020-02-11 12:01:33 +01:00
Juan Linietsky 123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky dc32083681 Proper texture reloading (was broken). 2020-02-11 12:01:25 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky 9d7b7f931b Reflection probes working 2020-02-11 12:01:21 +01:00
Juan Linietsky 69e83e4815 Directional light cleanup. 2020-02-11 12:01:21 +01:00
Juan Linietsky 88a7debbbc Directional lights and shadow mapping are functional. 2020-02-11 12:01:20 +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 1d871f6226 Tonemapping ported (not all parameters supported yet, only enough to get correct color) 2020-02-11 12:01:09 +01:00
Juan Linietsky 2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Rémi Verschelde f7aa7927e7 Merge pull request #31527 from Chaosus/vk_shader_array_support2
[Vulkan] Implemented local shader arrays
2020-02-11 12:00:53 +01:00
Yuri Roubinski ef50752292 [Vulkan] Implemented local shader arrays 2020-02-11 12:00:46 +01:00
Rémi Verschelde 86d0d88b42 Merge pull request #31526 from Chaosus/shader_bug_vk2
[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:16 +01:00
Yuri Roubinski 47c0ef3308 [Vulkan] Fix ternary operator shader compiler expression 2020-02-11 12:00:10 +01:00
Yuri Roubinski 95e8375efb [Vulkan] Implemented do/while loops for shaders 2020-02-11 11:59:51 +01:00
Juan Linietsky 8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Juan Linietsky 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky dc3b47f3ab Vulkan/RD rasterizer now does clean exit. 2020-02-11 11:58:16 +01:00
Juan Linietsky b52a2f3dfa Fix comment 2020-02-11 11:58:11 +01:00
Rémi Verschelde 6289e7d147 Merge pull request #29993 from bruvzg/vulkan
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky 6ecedd1e6c Add a system to properly update materials if the uniform set is gone (likely deleted texture) 2020-02-11 11:53:29 +01:00
Juan Linietsky 4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Juan Linietsky c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky 60c7498cee Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out. 2020-02-11 11:53:29 +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 50e9befb88 Changes to material required to add custom shaders in RD renderer 2020-02-11 11:53:28 +01:00
Juan Linietsky ef083a583b Modified light rendering to make it more compatible.
Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky a3f8ffac63 Use a special sampler for 2D shadows, so they are softer 2020-02-11 11:53:28 +01:00
Juan Linietsky f04359e70f 2D lighting seems more or less complete. 2020-02-11 11:53:28 +01:00
Juan Linietsky a7b2ac7bb1 Normalmapping and Specularmapping working in 2D engine
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky 92b27bccf1 Changed allocation strategy of CanvasItem draw commands.
They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.

This should improve performance considerably.
2020-02-11 11:53:28 +01:00
Juan Linietsky 24b16f3bf0 Fix crash on import. 2020-02-11 11:53:28 +01:00
Juan Linietsky e3905f9af3 Added ability to retrieve back textures stored on GPU 2020-02-11 11:53:28 +01:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +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 42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 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 836c2109a0 Changed my mind on Vulkan image API, images should now include mipmaps
This should make it easier to obtain the data directly from an Image
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 9ffe57a10e Modify RenderingDevice to use RIDs, now that they are O(1) 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
Juan Linietsky 1522d8c3ee Added support for push constants 2020-02-11 11:53:26 +01:00
Juan Linietsky fd188ddd51 Initial work on Vulkan:
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
Duroxxigar 383c583a0b Documented the new NavigationServer and all its associated nodes (2D and 3D) 2020-02-10 15:24:06 +01:00
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde 6203c38fd1 Merge pull request #35993 from akien-mga/who-let-the-latency-out
Workaround WebM playback bug after AudioServer latency fixes
2020-02-08 15:36:50 +01:00
Rémi Verschelde 3a5f45a6d1 Merge pull request #35682 from nathanwfranke/canvas-cull-control-fix
Fix bug where canvas culls things at origin with size 0
2020-02-08 14:14:10 +01:00
nathanwfranke e5cb557b73 Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit
2020-02-07 14:43:27 -06:00
Rémi Verschelde da411d1625 Workaround WebM playback bug after AudioServer latency fixes
af9bb0ea15 fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.

While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.

As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.

This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.

Fixes #35760.
2020-02-07 21:01:05 +01:00
Rémi Verschelde cdce912de7
Merge pull request #35986 from Chaosus/shader_index
Allow non-constants for indexing builtin types in shaders
2020-02-07 20:45:57 +01:00
Rémi Verschelde a4b8dbdc0b
Merge pull request #35142 from clayjohn/GLES2-add-3d-textures
Add support for 3D textures to GLES2
2020-02-07 18:36:24 +01:00
Yuri Roubinsky 8469a383ec Allow non-constants for indexing builtin types in shaders 2020-02-07 18:41:26 +03:00
Yuri Roubinsky 3a70566b15 Prevent shader crash if invalid builtin used after array member accessor 2020-02-07 15:21:15 +03:00
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 2c4367441c Prevent shader crash when name conflict with "dus" and "__" occured 2020-02-01 12:38:52 +03:00
clayjohn 68915ce20d Add support for 3D textures to GLES2 2020-01-31 10:01:05 -08:00
Rémi Verschelde bb6c0d3e8b doc: Complete documentation for VideoStreams
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
clayjohn eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
Yuri Roubinsky 3473a195fc Hides high-level functions from GLES2 shader autocompletion 2020-01-23 12:41:21 +03:00
Rémi Verschelde 46820527de
Merge pull request #35360 from Chaosus/restrict_uint_gles2
Disallow uint/uvec usage on GLES2 platform
2020-01-23 10:12:30 +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
Yuri Roubinsky 4c456ef979 Disallow uint/uvec usage on GLES2 platform 2020-01-20 18:59:35 +03:00
Rémi Verschelde 837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
  "Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Yuri Roubinsky 3dea1c725e Clears completion_class in shaders (may cause troubles if not). 2020-01-19 16:35:54 +03:00
Yuri Roubinsky 1eb8d5e142 Added missing form of array constructor in shaders 2020-01-18 11:41:55 +03:00
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
Rémi Verschelde 6fd4afa96b
Merge pull request #33615 from raphael10241024/fix_shape_change
refresh area2d collision when shape changes
2020-01-16 22:56:16 +01:00
clayjohn 041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
Yuri Roubinsky 5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
clayjohn 3579187f90 Make texture_debug_usage thread safe 2020-01-12 15:22:54 -08:00
Yuri Roubinsky 1e154e0947 Fix nested break/return in shader switch statement 2020-01-10 11:57:56 +03:00
Rémi Verschelde 5edd1a27d2
Merge pull request #34671 from Chaosus/shader_hex_support
Support for hex numbers in shaders
2020-01-08 10:01:49 +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
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
Yuri Roubinsky 99b92c885f Support for hex numbers in shaders 2019-12-29 12:19:10 +03:00
Catchawink 86096313be Fixed an issue with recording audio.
Prior to this fix, AudioEffectRecordInstance::init() was called before recording_active is set to true in AudioEffectRecord::set_recording_active(). This was setting is_recording to false in AudioEffectRecordInstance, because is_recording updates to the value of recording_active in AudioEffectRecordInstance::_io_thread_process(). To fix this issue, AudioEffectRecordInstance::init() is now called after recording_active is set to true.
2019-12-12 10:28:46 -05:00
Rémi Verschelde 2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Rémi Verschelde 4eff13d768 doc: Markup fixes for enums and constants 2019-12-06 23:09:20 +01:00
Rémi Verschelde 99b81aa1b9
Merge pull request #34039 from Eoin-ONeill-Yokai/multimeshfix
Added Missing Binding for `multimesh_create` to VisualServer
2019-12-05 06:49:43 +01:00
Eoin O'Neill f7f7544997 Added method binding for `multimesh_create` that was missing from VisualServer class. 2019-12-04 16:00:18 -08:00
Rémi Verschelde e77c34ab4a
Merge pull request #34061 from Chaosus/fix_shader_const
Fix expressions for global constants in shaders
2019-12-03 08:53:55 +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
Yuri Roubinsky 8b8faf03d5 Fix expressions for global constants in shaders 2019-12-02 19:00:21 +03:00
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
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
Bojidar Marinov 2952dc3fe2
Fix crash when disabling a YSort node
Fixes #33932
2019-11-27 10:47:11 +02:00
Marcel Admiraal 6c3be2ca74 Fix Visual Studio throwing C4146 warning. 2019-11-18 15:14:04 +00:00
RaphaelHunter 8330e70e2c refresh area2d collision when shape changes, close #33369 2019-11-14 15:48:41 +08:00
Rémi Verschelde 4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
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 2143f46df2
Merge pull request #33516 from qarmin/small_fixes
Memory leaks and crash fixes
2019-11-10 10:17:19 +01:00
Rafał Mikrut 7dda9309f9 Memory leak and crash fixes 2019-11-10 09:49:13 +01:00
PouleyKetchoupp 530665197f Fixed Particles restart after visibility has been set to off and on again
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted.

Fixed #33476
2019-11-09 09:51:17 +01:00
Rémi Verschelde 621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
Marcel Admiraal fea58321e6 Fix 'r1' (and r2) may be used uninitialized warning in eq.cpp. 2019-11-08 08:37:06 +01:00
Rémi Verschelde 341f37aaed
Merge pull request #33153 from raphael10241024/fix_occluder
fix occluders positions error under canvas_layer
2019-11-05 14:41:28 +01:00
Yuri Roubinsky 5e44b5be81 Prevents usage of unsupported texture shader types in GLES2 2019-11-03 13:41:15 +03:00
Rémi Verschelde d89f24b6c9
Merge pull request #33259 from Chaosus/remove_gles2_switch_op
Removed switch operator from GLES2 shader back-end
2019-11-02 19:28:18 +01:00
Yuri Roubinsky 6b7f8558d9 Removed switch operator from GLES2 shader back-end 2019-11-02 12:43:32 +03:00
Rémi Verschelde af4fd9de9c
Merge pull request #33238 from qarmin/other_fixes
Fix some crashes, overflows and using variables without  values
2019-11-01 22:12:47 +01:00
Rafał Mikrut 9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
Yuri Roubinsky 1b003f3d64 Prevents shader crash on GLES2 if unsupported built-in has been used 2019-10-31 09:21:44 +03:00
Yuri Roubinsky 76eb486413 Added check if field name in the shader is equal to builtin 2019-10-29 15:37:19 +03:00
RaphaelHunter c4cea10402 fix occluders positions error under canvas_layer, close #32880 2019-10-29 14:51:58 +08:00
Yuri Roubinsky ef6161532d Fix shader crash if non-boolean expression inserted into "if" 2019-10-28 08:35:33 +03:00
Hugo Locurcio 701581d1d3
Improve error messages related to `shader_type`
The list of allowed shader types is now displayed if any
`shader_type`-related error is emitted.

This makes it easier to remember which shader types are allowed
when creating a new shader.
2019-10-26 17:43:14 +02:00
Rémi Verschelde 5cdecb8227
Merge pull request #32845 from madmiraal/rigidbody-mode-change
Activate Body(2D)SW when switching to rigid or character mode.
2019-10-25 23:36:17 +02:00
Rafał Mikrut d468e28874 Fix leak in Physics2DServerSW 2019-10-24 20:12:46 +02:00
Erik 8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
Marcel Admiraal 13798746e7 Activate Body(2D)SW when switching to rigid or character mode. 2019-10-15 07:41:13 +02:00
Rémi Verschelde d0628180ae
Merge pull request #32799 from clayjohn/free_pools
Properly free sky and lightmap caches in multithreaded server
2019-10-13 19:44:04 +02:00
clayjohn 62fb462165 Properly free sky and lightmap caches in multithreaded server 2019-10-13 09:31:00 -07:00
Rémi Verschelde 5d63cf1610
Merge pull request #32767 from madmiraal/body2d-can_sleep-default
Fix mismatch between RigidBody2D and Body2DSW can_sleep defaults.
2019-10-12 14:06:46 +02:00
Marcel Admiraal 42a9ae7a82 Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults.
- Set Body2DSW can_sleep default to true.

- Set Body2D can_sleep default to true.
2019-10-12 12:11:11 +02:00
Saracen dabaa11b3c Fix to make sure the capture buffers are deallocated at shutdown. Silences warnings. 2019-10-11 23:40:43 +01:00
Yuri Roubinsky ada4bcbe30 Fix invalid autocompletion pasting of shader param name 2019-10-08 18:33:22 +03:00
Rémi Verschelde 45577e4233
Merge pull request #32571 from DavidSichma/rect_flip
Correctly flip texture src region
2019-10-08 16:15:45 +02:00
Yuri Roubinsky 76324bec8d Prevent shader crash if name of variable overrides function name 2019-10-06 20:35:41 +03:00
Yuri Roubinsky d9087e1b44 Prevent shader crash if function call been used on constant 2019-10-06 18:20:05 +03:00
Yuri Roubinsky 5a5a062d61 Fix few redefinition name errors for variable/param/function in shaders 2019-10-06 17:27:28 +03:00
David Sichma f73e1fae37 Correctly flip texture src region 2019-10-05 16:51:06 +02:00
Yuri Roubinsky 1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Rémi Verschelde 4f294b958f doc: Sync classref with current source
Fix a few missing bindings or unspecified argument names and default values.
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
qarmin 50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
Rémi Verschelde fdc2463a1b
Merge pull request #32150 from luzpaz/typos
Fix misc. source comment typos
2019-09-20 17:09:05 +02:00
luz.paz 91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
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
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
Yuri Roubinsky 96ea1e6fb0
Merge pull request #31600 from Chaosus/shader_func_return_fix
Fix shader crash when users miss the return statement
2019-08-28 16:39:33 +03:00
Yuri Roubinski 38601dd3e9 Fix shader crash when users miss the return statement 2019-08-28 11:32:33 +03:00
follower 8499033354
Typo fix: "differt" -> "different" 2019-08-28 19:12:54 +12:00