Commit Graph

189 Commits

Author SHA1 Message Date
Omar El Sheikh f1fda97c33 Implement Octahedral on OpenGL3 2022-08-13 10:20:14 -07:00
Rémi Verschelde 8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
clayjohn 4b80cb4aa3 Fix various bugs in GLES3 renderer that stopped it from running on web 2022-08-01 16:45:32 -04:00
Rémi Verschelde 677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn 0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
clayjohn 93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
clayjohn 5f52936350 Implement MultiMesh in 3D and flesh out MultiMesh functions 2022-06-14 21:23:20 -07:00
clayjohn 39f1be760f Fix sky updating when DirectionalLight mode changed and shader compatibility for certain drivers 2022-05-19 17:44:38 -07:00
clayjohn 9b61c855ef Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16 15:07:09 -07:00
Somnath Sarkar 52aeaf5d16 Fix computation of screen_uv 2022-05-16 00:00:01 -04:00
clayjohn 652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
clayjohn 2bf8831dd6 SceneShader compiling 2022-05-11 21:00:21 -07:00
Yuri Roubinsky 0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
clayjohn fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
clayjohn 99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
luz paz a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Winston c9fe11dec1
Use correct omni light attenuation
fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Rémi Verschelde e21872f4b9
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
Fix GLES3 light cutoff.
2019-12-21 23:40:15 +01:00
Bruno Lourenço d47374385c Fix GLES3 light cutoff. 2019-12-21 20:52:54 +00:00
Bruno Lourenço d7f9d71be2 Fix contact shadow when light is outside of viewport. 2019-12-21 16:55:41 +00:00
clayjohn 676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
Rémi Verschelde 65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
PouleyKetchoupp 299b85c46f Disable shadow map sampling when shadows are not used in GLES3
Fixes #20742
2019-11-29 06:21:17 +01:00
clayjohn 334d41d7cc Fix Specular Blinn function 2019-11-22 22:03:26 -08:00
clayjohn cd40154890 Fix issues with environment mapping 2019-11-19 22:30:48 -08:00
Rémi Verschelde 823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
Rémi Verschelde 2b1c3878f9
Merge pull request #29031 from BastiaanOlij/alpha_shadow
Implement shadow to opacity
2019-05-23 13:37:54 +02:00
Bastiaan Olij 3ea778e66e Implement shadow to opacity 2019-05-21 20:07:46 +10:00
clayjohn cc2d862733 Scale environment lighting correctly in GLES3 2019-05-19 17:59:23 -07:00
clayjohn 55d11330b0 fix lighting bug introduced in clear color changes 2019-05-14 15:04:54 -07:00
clayjohn 5c252092e1 added radiance when using clear color and fixed brdf 2019-05-13 12:26:54 -07:00
Juan Linietsky 2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
Hein-Pieter van Braam a83e77fded Explicitly use floating point numbers in the our shaders
We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
2019-02-24 23:35:10 +00:00
Juan Linietsky 95e34967d8 Fix precision issue with skeletons, closes #26057, closes #26062 2019-02-22 13:27:19 -03:00
Rémi Verschelde 769341e180 Cleanup after @reduz :)
Fixes #25172.
2019-01-21 11:12:55 +01:00
Juan Linietsky 9ed34d4423 Use GLES2 approach to vertex shading in GLES3, which has been more developed. Fixes #21852 2019-01-14 20:41:12 -03:00
Bastiaan Olij 9f266cf7e5 Override GL_position 2018-12-29 23:56:50 +11:00
PouleyKetchoupp ab7759dbd1 Fixed fragment shader compilation error on android (S0001: Cannot compare 'float' with 'int') 2018-12-21 20:31:10 +01:00
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
Rémi Verschelde dd06f6ee70 Fix style issues and signature mismatch 2018-11-28 10:21:07 +01:00
Juan Linietsky a397d3a46a Avoid voxel cone trace from going full 180 degrees, fixes #20716 2018-11-23 08:42:35 -03:00
Juan Linietsky 78624ad22c Ensure double sided normalmaps work, fixes #23760 2018-11-21 08:48:33 -03:00
Juan Linietsky 8aa38c9ad8 Fix shader bug likely introduced recently. 2018-11-16 14:30:34 -03:00