Commit Graph

259 Commits

Author SHA1 Message Date
Juan Linietsky 2a3e00c8c7 -Many fixes to VisualScript, fixed property names, etc.
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Robert Hernandez ffe8f8ca21 Fixed NinePatches not working on HTML5 2017-06-28 19:17:59 -04:00
Juan Linietsky 3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky 83ae9a5e28 Ability to restart particle system with a function call 2017-06-25 08:01:50 -03:00
Poommetee Ketson e3998528e0 BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
Juan Linietsky 0cac32910a -Restored support for Canvas BG mode on Environment
-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky 8ef1c41a4e Small fixes required to get platformer to work.
Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky f27d2a3355 -Moved NinePatch to shader, saves a ton of draw calls rendering UI
-Implemented missing stretch modes, now tile and tile fit work
2017-06-21 23:37:25 -03:00
Juan Linietsky 95560e02c5 2D GPU Particles working.. 2017-06-21 16:26:26 -03:00
Juan Linietsky 0288be1e76 Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -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
Juan Linietsky 2da3f48e5a -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
Juan Linietsky 9757fc354c Fix transparent background rendering, closes #8703
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17 08:59:43 -03:00
Juan Linietsky e11fae0bbf Particles properly update the shadow maps, closes #8815 2017-06-17 07:32:49 -03:00
Juan Linietsky b19225bfce -Fix freezes caused by etccomp2, closes #9183
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Juan Linietsky 80929d36be TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
Juan Linietsky 5d02b948a9 Cleaned up Screen Space Reflections, closes #8119 2017-06-16 08:30:21 -03:00
Juan Linietsky 29cfc365aa Fixes to SSR, WIP. 2017-06-16 08:30:21 -03:00
Marc Gilleron 4dbe0967d5 Fixed memory leaks
- PoolVector leak
- mesh_remove_surface leak
2017-06-16 02:39:16 +02:00
Juan Linietsky da14225ad8 fix bug related to unshaded materials not working on MSVC. Not cleanest solution, might think about how to improve later. 2017-06-15 10:36:00 -03:00
Juan Linietsky 47b34bf79b Remove error spam on Intel, closes #8665 2017-06-15 09:02:34 -03:00
Juan Linietsky f8bd488457 Merge pull request #9109 from RandomShaper/optimize-2d-lighting
Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Pedro J. Estébanez 93ffd9023f Add AT_LIGHT_PASS builtin to canvas shaders
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.

Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
Juan Linietsky 2b62872547 Fix _draw_polygon colors and uvs 2017-06-14 18:43:57 -03:00
Juan Linietsky 462d8ceb46 Fixed several bugs with directional light, and changed defaults to be more sensible. 2017-06-14 17:06:36 -03:00
Juan Linietsky a8a1f2e2a8 -Fixed occluder rendering, closes #8560
-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Juan Linietsky 95c248e24f Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 2017-06-13 00:07:05 -03:00
Juan Linietsky ea6cb22329 Merge pull request #8835 from ippan/particles_shader_index
add index to particles glsl
2017-06-12 23:33:41 -03:00
Juan Linietsky fc04e0b1f2 Fix bug breaking shader when skeleton+tangents were used, closes #8673 2017-06-12 19:54:35 -03:00
Juan Linietsky 831860695c Fix empty shader related crash, closes #8314 2017-06-12 19:23:37 -03:00
Juan Linietsky 41c3ca358e Fixed _draw_polygon, should help fix other bugs.. 2017-06-12 18:56:16 -03:00
Juan Linietsky 61c82f4356 Restored everything related to information polling, and added information box for viewport. 2017-06-11 18:13:04 -03:00
Juan Linietsky 4d50c7ad8c Restored multiple viewport function, as well as view modes. 2017-06-11 15:52:03 -03:00
Pedro J. Estébanez 4d90750729 Add missing initializer for RasterizerStorageGLES3::Shader::ubo_size 2017-06-09 21:17:47 +02:00
alexholly 935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Juan Linietsky 612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky 5bf810b5db -Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
Juan Linietsky 840ac8c018 Fog is complete! 2017-06-07 08:38:21 -03:00
Juan Linietsky 0fb99306ff -working SCREEN_TEXTURE, SCREEN_UV shader variables
-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
Rémi Verschelde f8d7670e82 Merge pull request #9038 from AlexHolly/rect2-rename-pos
renamed all Rect2.pos to Rect2.position
2017-06-05 15:52:05 +02:00
Juan Linietsky 5aa66d03d8 Added depth texture support (using parallax) to default material. 2017-06-04 20:35:45 -03:00
Juan Linietsky 8126a0cb12 subsurface scattering is fixed and working again 2017-06-03 21:14:05 -03:00
alexholly a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Juan Linietsky 8a1097a224 many fixes to image loader, voxel cone tracing, etc. 2017-06-02 22:08:41 -03:00
Juan Linietsky e79d7149ea GI probes working back again 2017-06-01 22:38:07 -03:00
Juan Linietsky c03131fc9f Rework shading modes and change location of light shader 2017-06-01 18:56:02 -03:00
Juan Linietsky bd26fa7bf2 stuff got modified :( 2017-05-31 20:29:56 -03:00
Juan Linietsky a134f58fb3 rewritten PBR implementation to make it friendlier with Blender 2017-05-31 20:29:56 -03:00
Juan Linietsky 5567e898d1 Several fixes related to PBR and Environment 2017-05-30 08:56:19 -03:00
Juan Linietsky f89641907f -Added EXR supprot for HDR (no BC6 compression yet though)
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
2017-05-26 22:31:32 -03:00
Juan Linietsky bf6380ee70 Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not. 2017-05-25 14:00:43 -03:00
BastiaanOlij 3768a3b2c5 More fixes for iOS Godot 3.0
- nicely exit if initialisation fails
- fix a few issues around new event handling
- use 16bit single channel framebuffer as 32bit is not supported on iOS
2017-05-23 22:38:36 +10:00
BastiaanOlij c51ce72702 Added texture_get_texid 2017-05-20 10:09:36 +10:00
PanPan d9e3bbe17d add index to particles glsl 2017-05-19 23:43:25 +08:00
Rémi Verschelde f85cad4fec Merge pull request #8793 from ippan/shader_varying
fix varying in 3.0 shader
2017-05-18 19:00:21 +02:00
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
PanPan 9079ef46e7 fix varying in 3.0 shader 2017-05-17 16:41:49 +08:00
Andreas Haas c3e43c6d5f Revert "Particles potential crash fix" 2017-05-15 20:11:42 +02:00
honix 9d7d24682d Particles potential crash fix 2017-05-15 20:49:20 +03:00
Rémi Verschelde f527a69462 Merge pull request #8589 from tagcup/dxt1_fix
Use correct mode for DXT1 textures.
2017-05-02 23:31:42 +02:00
Ferenc Arn 2f84731177 Use correct mode for DXT1 textures.
libsquish, which is used to generate all S3TC textures, works only with RGBA textures.

Fixes #8550.
2017-04-29 20:01:12 -05:00
George Marques f7bd21a022
Fix compilation for UWP 2017-04-29 20:15:59 -03:00
Rémi Verschelde 515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde 24b2186ff9 Merge pull request #8388 from Dobbias/fix_#8381
Fix gles3-particles shader not compiling
2017-04-18 00:01:08 +02:00
L. Krause 3e0f8bb254 Fix FBO depth texture format 2017-04-15 13:56:55 +02:00
Dobbias 5404e10803 replaced incompatible keywords/function 2017-04-13 16:46:16 +02:00
Juan Linietsky 1c480698ce -Fixed crash with splash screen on windows
-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Juan Linietsky 7ba71fb243 Restored (And auto-generated) splash image 2017-04-09 20:03:38 -03:00
Juan Linietsky fccf2816d4 -Fix eternal black screen on Windows
-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -03:00
Juan Linietsky 4286aef693 Particle system is complete. Rejoice! 2017-04-08 22:40:06 -03:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde efba539f93 Fix build on older GCC versions
Travis builds would fail with:
./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07 19:24:37 +02:00
Juan Linietsky 74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Rémi Verschelde 1bd3648bb0 Merge pull request #8211 from robertdhernandez/NinePatch-Fix
[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
2017-04-03 14:41:53 +02:00
volzhs e65b8b666c Fix failing to compile shader on Adreno GPU 2017-04-02 23:16:25 +09:00
Robert Hernandez a4a12a2b7b Fixed AtlasTexture being incorrectly
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an
AtlasTexture.
2017-03-30 21:09:25 -04:00
Rémi Verschelde debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Juan Linietsky efaeebab4d Several fixes to Android exporter and port.
Android seems to be working again!
2017-03-23 20:14:12 -03:00
eska 12dd86bba0 Some WebGL 2 and build fixes/clean-up 2017-03-17 15:56:48 +01:00
Juan Linietsky af020160c6 more html5 fixes 2017-03-14 10:53:46 -03:00
Rémi Verschelde b19b8f72e8 Merge pull request #8009 from Calinou/directional_shadow_interpolation
Improve directional shadow filtering by using linear interpolation
2017-03-13 11:03:45 +01:00
Rémi Verschelde a45e6f67d5 Merge pull request #7981 from RandomShaper/position-for-2d-shaders
Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-13 11:01:14 +01:00
Juan Linietsky 6d15e15732 converted skeletons from uniform to texture 2017-03-12 13:08:56 -03:00
Hugo Locurcio 335d96a0ab Improve directional shadow filtering by using linear interpolation 2017-03-11 12:24:54 +01:00
Pedro J. Estébanez 5ff0924a93 Map POSITION to gl_FragCoord.xy for 2D shaders 2017-03-08 02:07:59 +01:00
Rémi Verschelde 6163343118 Make that Whole New World great again
Fix regression from 5dbf180 that broke Windows build.
2017-03-05 19:12:22 +01:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Ferenc Arn 790611ef26 Added missing FIXMEs in PR #7878 2017-03-02 16:13:01 -06:00
Thaer Razeq f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Juan Linietsky ffcd954211 Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though 2017-02-22 19:14:21 -03:00
Juan Linietsky de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Juan Linietsky 903a3aa5f0 a ton of bug fixes to the renderer 2017-02-16 08:55:43 -03:00
Juan Linietsky da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Juan Linietsky d7fd86d51a -begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Juan Linietsky 07bbcf91f7 basic contact shadows implementation, will most likely need some polishing 2017-02-08 07:35:14 -03:00
Juan Linietsky 6bfaa0f12c shadows were not working in-editor for nvidia, fixed now 2017-02-06 20:18:35 -03:00
Juan Linietsky 5cc63dee0f ability to adjust propagation in gi probe 2017-02-06 05:12:15 -03:00
Juan Linietsky 6f2e16306a Several bugfixes, improving the import workflow 2017-02-06 00:38:39 -03:00
Rémi Verschelde 40e4c1f6ab Merge pull request #7689 from eska014/webgl2
Enable WebGL2 in web export, start fixing build
2017-02-02 08:18:42 +01:00
eska e06edc67c0 Enable WebGL2 in web export, start fixing build
Will not yet compile
2017-02-01 10:21:04 +01:00
Ferenc Arn 6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
BastiaanOlij 3a02df7739 Working on compile issues for iOS 2017-01-16 23:14:13 +11:00
Rémi Verschelde f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Juan Linietsky 5dde810aa5 no more errors related to missing GlobalConfig::Get (or so I hope) 2017-01-14 21:57:22 -03:00
Rémi Verschelde a540e15cd1 Merge pull request #7513 from djrm/compilation_fix
Matrix32 -> Transform2D
2017-01-15 00:27:05 +01:00
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
Daniel J. Ramirez aafaf2226f Matrix32 -> Transform2D 2017-01-13 01:34:32 -06:00
Juan Linietsky 35b404ba08 Unify naming of blendshape / morphtarget into just "Blend Shape" 2017-01-12 08:34:00 -03:00
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky 2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky 53ce643e52 -Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16
-Changed Vector<> template to fit this.
2017-01-06 10:15:44 -03:00
Juan Linietsky 495d059a74 Merge branch 'master' of https://github.com/godotengine/godot 2017-01-05 09:18:03 -03:00
Juan Linietsky 0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
BastiaanOlij 55d425807f First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. 2017-01-04 23:34:02 +11:00
Juan Linietsky c2a217c350 WIP particle system
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
Juan Linietsky a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
reduz f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
reduz 289bc881aa now it really works on window for real 2016-12-25 08:05:23 -03:00
reduz 0d4abf2aa3 fixed a horrible bug on Windows AMD, scenes saved until now in this branch
are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky 3adb42e217 Fixed many more bugs reported by Valgrind 2016-12-23 08:47:16 -03:00
Juan Linietsky 6b35211c53 eliminated some crashes according to llvm address sanitizer 2016-12-23 01:16:04 -03:00
Juan Linietsky 19ba45587c put some limits to max ubo sizes to avoid crashes 2016-12-23 01:05:21 -03:00
Juan Linietsky 4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
Juan Linietsky f9603d8236 can bake for omni and spotlight
store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky 37f558cd7b Some BRDF fixes 2016-12-21 14:22:17 -03:00
reduz 72b844c349 Godot works on Windows again.. 2016-12-21 02:29:58 -03:00
Juan Linietsky 075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
Juan Linietsky 22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
Juan Linietsky 18ebd22000 Multi stage glow with light bleeding from HDR 2016-12-08 09:48:38 -03:00
Juan Linietsky 8534ced22d Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
Juan Linietsky 9bc506067a fix small issue with copying reflections 2016-12-04 13:08:38 -03:00
Juan Linietsky a299c3ebf1 Support for SSAO 2016-12-04 12:45:30 -03:00
Juan Linietsky 27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
Juan Linietsky 1652f876fd Add missing glsl file and remove generated .h files 2016-11-30 07:36:56 +01:00
Juan Linietsky a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
Juan Linietsky 3f40701002 fixed bug removing dependencies 2016-11-24 23:30:54 -03:00
Juan Linietsky a732708b9d Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
Juan Linietsky 69c30709ec implemented immediates 2016-11-23 08:00:15 -03:00
Juan Linietsky 7cf8d75cf8 WIP immediates and proper buffers swapping 2016-11-23 07:04:55 -03:00
Juan Linietsky b72ca04605 Changed to proper GLSL version 2016-11-22 20:53:37 -03:00
Juan Linietsky 9d635f0629 Migrated from GLES to GLAD, fixes many issues. 2016-11-22 20:51:56 -03:00
Juan Linietsky 943d27f46d Instancing is working! (hooray) 2016-11-22 01:26:56 -03:00
Juan Linietsky 70d095d8f2 Skeletons are working now. 2016-11-21 19:03:39 -03:00
Juan Linietsky a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky c39d2b3f42 working reflection probes!! 2016-11-19 13:23:37 -03:00
Juan Linietsky a7078a4be9 Done with lights and shadows (wonder if i'm missing something..) 2016-11-11 12:27:52 -03:00
Juan Linietsky cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
Juan Linietsky 6b2a27bbe5 shadow atlas allocation (work in progress) 2016-10-31 08:47:46 -03:00