Commit Graph

185 Commits

Author SHA1 Message Date
santouits e7e9a7cc6c webgl1 doesn't like backslashes in #define
According to
https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
, backslashes aren't necessary supported as line continuation characters
in preprocessor directives
2019-01-21 21:41:39 +02:00
Rémi Verschelde 1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
Override GL_position
2019-01-04 15:40:05 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Avril 971c05dc5e fixes glsl syntax error 2018-12-29 15:37:50 +01:00
Bastiaan Olij 9f266cf7e5 Override GL_position 2018-12-29 23:56:50 +11:00
Juan Linietsky a366d45856 -Implented 2D Mesh support for GLES2
-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-27 20:41:04 -03:00
Rémi Verschelde 57416bfbce GLES2: Define 'lowp' for OpenGL 2.1
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.

Fixes #24521.
2018-12-21 15:14:58 +01:00
Juan Linietsky 3bdd1ff387 Support lights and shadows in GLES2, fixes #21853 2018-12-20 10:10:30 -03:00
Rémi Verschelde b3f6e54cc6 Style: Fix formatting in GLES2 shaders 2018-12-20 10:33:48 +01:00
Gitea 9f48094982 fix gles2 spotlight problem 2018-12-20 15:01:59 +08:00
Juan Linietsky aa819a8538 Properly support light shaders in GLES2, fixes #21651 2018-12-19 10:25:45 -03:00
Juan Linietsky bec76cfa19 Change how rects are drawn (and also will help batching eventually), to workaround problem in #9913 2018-12-18 17:50:35 -03:00
Rémi Verschelde 20379119c3
Merge pull request #24366 from BastiaanOlij/adjust_sky_orientation
Adding option to re-orient our sky
2018-12-16 22:56:43 +01:00
Bastiaan Olij 205bcff279 Fix highp issue in lens shader on gles2 2018-12-16 08:47:47 +11:00
Bastiaan Olij f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
Rémi Verschelde 37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
Make VIEW vector available in fragment shader
2018-12-11 20:44:41 +01:00
clayjohn 2042d6214e make VIEW vector available in fragment 2018-12-11 09:44:38 -08:00
muiroc 2827ee77d0 gles2 implemented VIEWPORT_SIZE builtin for spatial shader 2018-12-11 18:11:07 +01:00
David Sichma 1a7d1d88f8 Fixed black artifacts on SpatialMaterial [GLES2] 2018-11-24 16:51:32 +01:00
Juan Linietsky bb9127a78b Removed unnecesary normal multiplication (only culling was really needed), fixes #17776 2018-11-16 10:52:31 -03:00
Juan Linietsky 55f5f4757e
Merge pull request #23248 from dlasalle/fog
Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Dominique LaSalle 6eae6247e4 Add parameter for fog max depth and use alpha as density. 2018-11-13 17:19:11 -08:00
Rémi Verschelde 8849d3b47d
Merge pull request #22639 from tagcup/opt
Avoid some unnecessary calculations in scene.glsl.
2018-11-12 21:22:57 +01:00
Pedro J. Estébanez 11815a23dc Fix GLES2 automatic texture lookup in canvas
After this change the color will only be fetched if the shader code doesn't use it explicitly, to match the GLES3 behaviour.

Fixes #23179.
2018-10-28 02:37:34 +01:00
Rémi Verschelde b9eb3a048e GLES2: Fix shadows shader error for SpotLights
Fixes #23268.
2018-10-25 12:14:02 +02:00
Rémi Verschelde cfa8ef1f77
Merge pull request #23186 from BastiaanOlij/fix_gles2_stereo_sky
Fixed stereoscopic (VR) sky in GLES2
2018-10-24 15:16:36 +02:00
Rémi Verschelde 053da2b487 GLES2: Fix typo in tangent calculation
Thanks @tagcup for the find.

Fixes #23234.
2018-10-24 11:10:16 +02:00
Bastiaan Olij ef06079ad1 Fixed stereoscopic (VR) sky in GLES2 2018-10-21 11:36:01 +11:00
Ferenc Arn 35ea827e83 Avoid some unnecessary calculations in scene.glsl. 2018-10-11 10:34:37 -04:00
Leon Krause 7a4d5ddb4d Format GLES2 scene.glsl 2018-10-06 02:17:24 +02:00
Leon Krause e869d53e6d Fix GLES2 uniform precision 2018-10-06 02:15:04 +02:00
Jean-François Michaud 700d5d26c9 Fix #22591: shader failed to compile when shadow enabled because of incompatible assignment of vec3 to a vec4. 2018-10-03 13:42:17 -04:00
Juan Linietsky 286b70839e vertex lit optimization for fog. 2018-10-02 19:08:33 -03:00
Juan Linietsky 11f088279d Implemented FOG support in GLES2. 2018-10-02 18:53:16 -03:00
Rémi Verschelde 45842c0ea9
Merge pull request #22627 from akien-mga/gles2-pixel-snap
GLES2: Implement pixel snap 2D option
2018-10-02 19:09:34 +02:00
Ferenc Arn 658c2b6eee Bring accidentally commented out lines back.
Oversight by me in #22483. GLES2 doesn't seem to be supporting anisotropy at the moment anyway ---in case it gets revived.
2018-10-02 12:44:31 -04:00
Rémi Verschelde ac2a4771d5 GLES2: Implement pixel snap 2D option 2018-10-02 15:53:24 +02:00
Rémi Verschelde 9c93a401b9
Merge pull request #22483 from tagcup/fresnel
Restore the Fresnel term in the BRDF.
2018-10-02 15:18:31 +02:00
Rémi Verschelde 6e619ccb24
Merge pull request #22562 from muiroc/gles2_canvas_skip_transform
Uses skip_vertex_transform in GLES2 canvas shader
2018-10-02 15:12:50 +02:00
Bastiaan Olij a6df366b23 Moving lens distortion shader into drivers and adding GLES2 support 2018-10-02 17:14:43 +10:00
Rémi Verschelde 85bb1c445c Style: Run clang-format on shaders again 2018-10-02 08:34:08 +02:00
Juan Linietsky c24277a520 -Many GLES2 optimizations
-Android export fixes (use ETC if GLES2 backend in use)
-revert to thekla atlas because xatlas is not working well
2018-09-30 23:11:24 -03:00
tagcup 9f4e9fcb81 Optimized GGX G function for GLES2.
Also changed the mapping of anisotropy to match the common definition.
2018-09-30 16:33:50 -04:00
Ferenc Arn e94f6aacee Restore the Fresnel term in the BRDF.
Was uncommented in 65fd37c, mostly likely by mistake since its important.

Also made a few corrections of specular -> specular_blob_intensity (gles2).
2018-09-30 12:17:48 -04:00
muiroc 9a5d867210 Uses skip_transform in gles2 canvas shader 2018-09-30 18:10:58 +02:00
Rémi Verschelde d3f01a2281 Style: Run clang-format on recent shader changes 2018-09-30 16:31:46 +02:00
Juan Linietsky ce8294986d Some more GLES2 tuning.. 2018-09-29 23:47:24 -03:00
Juan Linietsky 3333166b07 Many more GLES2 fixes 2018-09-29 19:17:52 -03:00
Juan Linietsky 4115e6d179 This fixes a bug in refprobe blending, but I have no idea when I fixed it. It just started working all of sudden.. 2018-09-29 17:03:35 -03:00
Juan Linietsky 0de8309b2c Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. 2018-09-29 13:49:34 -03:00
Juan Linietsky c83742ba86 -Lightmap and lightmap capture support for GLES2
-Added hint to not show some properties when running on low end gfx
2018-09-28 20:33:18 -03:00
Juan Linietsky f2ed26d71e Reflection probe support in GLES2 back-end. 2018-09-28 16:42:47 -03:00
Rémi Verschelde 60312915dc Fix build after 65fd37c1, using Math_PI
Also fix style in shaders.
2018-09-23 18:26:57 +02:00
Juan Linietsky 65fd37c149 -Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too
2018-09-23 12:14:50 -03:00
Rémi Verschelde 4226d56ca9 Style: Enable clang-format on GLSL shaders
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
2018-08-27 07:34:14 +02:00
Juan Linietsky 62233423c7 Fix generation of env map, closes #18880 2018-08-24 13:31:31 -03:00
Rémi Verschelde e68b96928b Style: Fix code formatting in GLES2 shaders 2018-08-24 14:50:59 +02:00
Thomas Herzog 56bab6509c
Merge pull request #21318 from karroffel/gles2-shader-fixes
[GLES2] attempt to fix some android problems
2018-08-24 12:14:20 +02:00
Thomas Herzog d61fc6a97b
Merge pull request #21317 from karroffel/gles2-canvas-texture-sampler-long-branch-name
[GLES2] fix canvas_item sampler allocation
2018-08-23 17:11:00 +02:00
Thomas Herzog a7bedaf935 [GLES2] attempt to fix some android problems 2018-08-23 17:08:16 +02:00
Thomas Herzog da876907fd [GLES2] fix canvas_item sampler allocation 2018-08-23 16:46:43 +02:00
Thomas Herzog 8e7454e5d7 enable hardware skeletons 2018-08-23 16:13:45 +02:00
Marcin Zawiejski bd5ff205b2 Revert "Batch GLES2 draw calls"
This reverts commit f55039b194.

The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
2018-08-20 02:10:14 +02:00
Thomas Herzog b4ce1e3005
Merge pull request #20965 from dragmz/gles2_batching
Batch GLES2 draw calls
2018-08-18 18:37:52 +02:00
Marcin Zawiejski f55039b194 Batch GLES2 draw calls
Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
2018-08-14 10:47:16 +02:00
Nick Hahn 66eba18969 Fix handling of normals that approach 1 2018-08-12 12:45:43 +02:00
Thomas Herzog 1800664e80
Merge pull request #20805 from karroffel/gles2-misc-fixes
unhacking some GLES2 code
2018-08-08 17:28:35 +02:00
Thomas Herzog 73fe08be2e GLES2 refactors
This commit unhacks some parts of the 3D rendering.

Most notably:

 - possibility to use negative texture units
   (no longer weird manual index allocation for user samplers)

 - refactoring of light code, now sorts in a different way,
   should yield better performance

 - fixes a crash while saving (because of "Illegal instruction" execution)
   when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-08 17:09:44 +02:00
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
karroffel b64171e79c add initial GLES2 3D renderer 2018-07-27 14:15:46 +02:00
karroffel eac4c984df add GLES 2 renderer for 2D
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.

Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
2018-03-01 15:12:30 +01:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Poommetee Ketson 2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
Juan Linietsky 12a8fedfe6 Some changes to dual paraboloid envmap generation, fixes somme bleeding 2017-07-05 19:39:45 -03:00
Juan Linietsky 5c6cac4e53 Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far. 2017-06-17 23:27:42 -03:00
Rémi Verschelde 93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Rémi Verschelde 3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Juan Linietsky a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
Rémi Verschelde f34151ff0f style: Various other PEP8 fixes in Python files
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde 97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Rémi Verschelde fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde 248bc9159c drivers: Refactor SCsub and drop redundant env_drivers clone
The reordering of the SConscript includes allows to ensure that
stuff like the builtin zlib headers will be available for libpng.

Also moved glew back into global env, otherwise windows seems
not to find it... Kind of shooting in the dark with this multi-env
setup.
2016-10-15 18:10:18 +02:00
Juan Linietsky cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
mookiexl 0b12ebba11 Limit directional shadow draw distance, fixes #559, optimization (#1991)
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
2016-10-03 12:28:32 +02:00
Rémi Verschelde 80861b7d59 Merge pull request #6414 from RandomShaper/improve-shader-shadow
Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Pedro J. Estébanez b69e422af9 Rename misleading define
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
2016-09-07 00:51:03 +02:00
George Marques c9b82498b4
Fix drivers coding for WinRT
- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
  for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
2016-09-03 19:36:44 -03:00
Saracen de5281c398 Ability to colourize baked lighting in real time. 2016-02-06 18:03:20 +00:00
Juan Linietsky 8fb70142e4 Ability to use opacity on distance field textures, fixes #2148 2016-01-02 15:57:19 -03:00
Juan Linietsky 428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
Saracen dd00452997 Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
2015-11-18 23:18:10 +00:00
Saracen c1d19ad258 New shader feature: change the colour of shadows on a per-material basis.
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
2015-11-08 03:54:55 +00:00
Rémi Verschelde 399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky 52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
Juan Linietsky 0adca0a7c9 -made normalmaps easier in 2D, fixes #1467 2015-04-27 08:11:54 -03:00
Juan Linietsky a5cbfbbcbb -fixed relative path saving to file, fixes #1694 2015-04-18 16:33:31 -03:00
Juan Linietsky 5d99e15e43 fix shadow issue with lights in mix mode, i think fixes #1611 2015-04-03 14:36:10 -03:00
Juan Linietsky 9fa1698c74 Changes to Light
-=-=-=-=-=-=-=-=

-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky 68e42f53ba Beta1 Attempt #1
-=-==-=-=-=-=-=-

-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
2015-04-02 12:59:23 -03:00