Commit graph

666 commits

Author SHA1 Message Date
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
Juan Linietsky acfa606915 resolved reflection cubemap blending 2016-10-29 22:11:05 -03:00
Juan Linietsky d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky 53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
Juan Linietsky cb34b70df1 More scene work, can display a skybox 2016-10-21 07:27:13 -03:00
Juan Linietsky 4428115916 Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Juan Linietsky 1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
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 a6e9dc6153 make editor update by tracking changes in visualserverraster 2016-10-03 23:46:24 -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