Commit graph

673 commits

Author SHA1 Message Date
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
Rémi Verschelde 7174677fc8
Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2
fix gles2 broken panorama sky on oculus quest
2019-09-22 21:18:06 +02:00
Holger Dammertz 94b0240767 fix gles2 broken panorama sky on oculus quest
This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
2019-09-22 18:53:38 +02:00
lawnjelly f5365aa0e1 Fix GLES2 skinning where VERTEX_TEXTURE not supported
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-22 15:38:20 +01:00
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
Valentin Zagura 6ee84f53a9 GLES2 Fixes for ninepatch margins when patch size is smaller than the patch texture resolution..
Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-09-17 09:51:54 +01:00
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
Rémi Verschelde ebbf63a87c
Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-29 08:37:12 +02:00
clayjohn 97f66900bb Fix skip_vertex_transform bug in GLES2 CPUParticles 2019-08-28 11:57:33 -07:00
Rémi Verschelde 816ddd7817
Merge pull request #31556 from Chaosus/gles2_inverse
Implemented inverse shader function to GLES2
2019-08-26 13:52:03 +02:00
Yuri Roubinski 982becfa39 Fix hint range step for integer in shaders 2019-08-25 15:11:04 +03:00
Yuri Roubinski 4dda253ee0 Implements switch to shaders 2019-08-23 14:43:09 +03:00
Yuri Roubinski 4dcee2035a Implemented inverse shader function to GLES2 2019-08-22 08:22:49 +03:00
Rémi Verschelde cce148b024
Merge pull request #31473 from Chaosus/shader_bug
Fix ternary operator shader compiler expression
2019-08-19 10:15:22 +02:00
Yuri Roubinski 9abf5578ee Fix ternary operator shader compiler expression 2019-08-19 08:40:54 +03:00
clayjohn 99de3906ba check if skeleton texture is already allocated before reallocating 2019-08-18 22:02:57 -07:00
Braden Bodily 71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Yuri Roubinski a525e3c5ce Implemented do/while loops for shaders 2019-08-13 18:39:55 +03:00
Rémi Verschelde ef91119502
Merge pull request #31271 from raphael10241024/gles2_shader
Fix GLES2 canvas shader uniform error
2019-08-12 08:32:06 +02:00
clayjohn 049dd309fe check for unsigned_short support for gles2 depth buffer allocation 2019-08-10 09:56:42 -07:00
RaphaelHunter 48f28c68bc fix gles2 canvas shader uniform error,close #31201 2019-08-10 21:52:51 +08:00
Rémi Verschelde d2a67c9c1f
Merge pull request #30714 from Calinou/invert-default-fog-height
Invert and adjust the default fog height values
2019-08-08 17:20:32 +02:00
Hugo Locurcio d1a35b5a97
Invert and adjust the default fog height values
This makes height fog appear at the bottom of the scene
(instead of the top), which is generally the expected result.

This also tweaks the fog height setting hint to be more flexible.

This closes #30709.
2019-08-07 18:21:44 +02:00
Rémi Verschelde 7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
Implemented local shader constants
2019-08-07 15:14:35 +02:00
Rémi Verschelde 7464074cb8
Merge pull request #30987 from clayjohn/GLES2-light-negative
Implement negative for OmniLights and SpotLights in GLES2
2019-08-05 19:21:13 +02:00
Yuri Roubinski b24b3497d6 Implemented local shader constants 2019-08-05 10:35:53 +03:00
Rémi Verschelde d9bba94d60
Merge pull request #31053 from aaronfranke/vector2i-cleanup
Some minor Vector2i usage cleanup
2019-08-05 08:08:57 +02:00
Yuri Roubinski 393f142495 Fix GLES2 rendering 2019-08-03 21:21:29 +03:00
Aaron Franke 1a06496f45
Some Vector2i usage cleanup
Replace casting Vector2 -> Vector2i -> Vector2 with a simple call to .floor(), and some minor fixes.
2019-08-03 01:11:05 -07:00
Chaosus 8b4c538ab2 Expose several GLES3 built-ins to GLES2 2019-07-31 19:00:10 +03:00
clayjohn 96c3004855 allow omnilights and spotlights to use negative in GLES2 2019-07-30 23:44:22 -07:00
Rémi Verschelde b697121d75
Merge pull request #30895 from clayjohn/gles2-shader-funcs
Added round function to gles2
2019-07-29 22:43:26 +02:00
clayjohn 3f25dde6b4 added round function to gles2 2019-07-29 11:17:08 -07:00
RaphaelHunter 47df933c27 update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
clayjohn 150487e728 fix gles2 shadow transparency bug 2019-07-21 23:52:19 -07:00
Rémi Verschelde d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Rémi Verschelde 1d13567345
Merge pull request #30570 from SonerSound/gles2_inconsistent_fix
Fix inconsistent lighting in GLES2
2019-07-17 09:56:44 +02:00
Chaosus 9379cbc774 Added local array initializer 2019-07-16 07:13:37 +03:00
Chaosus c37379456f Implemented local shader arrays 2019-07-15 15:57:39 +03:00
SonerSound 545bf86d39 Fix inconsistent lighting in GLES2
Issue was possibily being caused by duplicating a light even when that
light was not in the render_light_instances array.
2019-07-14 19:12:26 +01:00
Hugo Locurcio 707ce08cdd
Implement CanvasItem line antialiasing in GLES2
This is a straight copy-paste of the code from
`drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the
same restrictions as the GLES3 implementation: it only works
on desktop platforms as they use OpenGL instead of OpenGL ES.
2019-07-12 16:49:12 +02:00
Ibrahn Sahir 4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Marcus Brummer 10f1e0f63a Prevent GLES2 bool uniforms from having a precision type set.
When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.

Fixes #30317
2019-07-05 01:00:02 +02:00
Rémi Verschelde b0eeb12335
Merge pull request #29909 from clayjohn/gles2-light-scale
Scale vertex lit lights by environment scale
2019-07-01 16:28:17 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin 072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
clayjohn 80d732082b scale vertex lit lights by envorionment scale 2019-06-19 16:20:14 -07:00
Bastiaan Olij 4ebedb5f11 Made constants fully upper case in camera server 2019-06-19 22:24:54 +10:00
Rémi Verschelde 0cdbf7315b
Merge pull request #29751 from lawnjelly/skin-fix
Fixes crash with rigged meshes on some OpenGLES2 devices
2019-06-18 16:41:58 +02:00
lawnjelly e36e9fdb1c Fixes crash with rigged meshes on some OpenGLES2 devices
Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view.

This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required.

Fixes #28298
2019-06-18 09:42:07 +01:00
Rémi Verschelde 6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio 786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Fabio Alessandrelli 9773350537 Fix HTML5 build failed due to undefined symbol 2019-06-14 23:32:48 +02:00
Rémi Verschelde c8db517993
Merge pull request #29316 from Chaosus/shader_const
Added constant support to shaders
2019-06-12 14:26:45 +02:00
Rémi Verschelde 971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Rémi Verschelde f18121824c Add missing license headers
Make `fix_headers.py` script compatible with Python 3.
2019-06-11 15:33:32 +02:00
Rémi Verschelde 0677383907
Merge pull request #29496 from clayjohn/dlopen-fix-gles2
Use def ANDROID_ENABLED so android features are not included in web builds
2019-06-11 11:48:38 +02:00
clayjohn 9af94d650f use def ANDROID_ENABLED so android features are not included in javascript builds 2019-06-04 23:12:20 -07:00
qarmin 8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
clayjohn 2b8b1d7c46 added MultiMeshInstance2D node for using MultiMesh in 2D 2019-06-03 12:11:54 -07:00
Chaosus c2d4abf62e Added constant support to shaders
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
Rémi Verschelde bac7e22cb1
Merge pull request #29236 from clayjohn/gles2-mirror
Separate culling state management from material state in GLES2
2019-05-30 15:01:50 +02:00
Rémi Verschelde c2e2bcbca9 Fix -Werror=maybe-uninitialized in GLES2 on release builds
Issue introduced in #28796.
2019-05-29 16:40:06 +02:00
clayjohn 2b59bd7695 separate culling state management from material 2019-05-27 11:45:53 -07:00
Rémi Verschelde b9ee3f3d64
Merge pull request #29014 from mbrlabs/gles2_precision_fix
Use highp precision in the gles2 fragment shader if available
2019-05-27 12:18:47 +02:00
Marcus Brummer 502dbc7c4a Use highp precision for gles2 shader uniforms if not explicitly set.
The use of different default precision values (highp in vertex; mediump
in fragment) for uniform variables caused the shader program to not link properly on some android
devices/emulators.
2019-05-25 14:26:08 +02:00
Rémi Verschelde da617b7943
Merge pull request #29132 from clayjohn/sort_depth_fix
Fix "no depth test" and render_priority sorting
2019-05-24 17:46:06 +02:00
Rémi Verschelde 01c41c782b
Merge pull request #28796 from clayjohn/GLES2-optimization
GLES2: Allow Viewports to render directly to screen
2019-05-24 17:31:44 +02:00
clayjohn 3365595254 do not compute fog when using unshaded in GLES2 2019-05-23 17:17:27 -07:00
clayjohn 2abe7deae8 fix no depth test and render_priority sorting 2019-05-23 09:21:57 -07:00
Bastiaan Olij 3ea778e66e Implement shadow to opacity 2019-05-21 20:07:46 +10:00
Rémi Verschelde e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Rémi Verschelde aa3c5f59f2
Merge pull request #27898 from clayjohn/metallic_radiance
Added radiance when using clear color
2019-05-14 07:32:01 +02:00
clayjohn 65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
clayjohn 5c252092e1 added radiance when using clear color and fixed brdf 2019-05-13 12:26:54 -07:00
Rémi Verschelde 86a74e2cb3
Merge pull request #27798 from clayjohn/gles2-proj-mat-bug
Fixes bug when setting projection matrix in shader GLES2
2019-05-13 17:59:40 +02:00
Rémi Verschelde e0517a12c5
Merge pull request #28518 from clayjohn/GLES2-MSAA
Added MSAA to GLES2 backend
2019-05-13 17:46:11 +02:00
Rémi Verschelde a0a5047cfd
Merge pull request #28723 from SouzaGuilherme/fix_shadows
Fix SHADOWS_DISABLED flag in GLES2
2019-05-13 17:22:57 +02:00
Daniel Rakos e34eb5c26c Fix texture resource reload bug
If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:

First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).

Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.

To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
2019-05-08 17:22:40 +02:00
Guilherme Souza b363125568 Fix SHADOWS_DISABLED flag in GLES2
Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
2019-05-07 12:42:28 -03:00
clayjohn a3d5aec68d added MSAA to GLES backend 2019-05-02 14:24:20 -07:00
Rémi Verschelde dd2cd06165
Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00
clayjohn e37d723695 fixes bug when setting projection matrix 2019-04-30 08:36:38 -07:00
Rémi Verschelde a5c619dc8d
Merge pull request #28520 from clayjohn/GLES2-alpha-draw-order
Fixed GLES2 transparency order
2019-04-30 17:20:05 +02:00
clayjohn 7ae3809f4b Fixed GLES2 transparency order 2019-04-29 12:22:41 -07:00
Rémi Verschelde a3617f6ca8
Merge pull request #28431 from SouzaGuilherme/master
Adds flag AMBIENT_LIGHT_DISABLED to GLES2
2019-04-29 16:55:36 +02:00
Guilherme Souza 61a844aa61 Adds flag AMBIENT_LIGHT_DISABLED to GLES2
Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
2019-04-25 20:25:05 -03:00
Daniel Rakos de33ef2d1b Disable GI probe capturing lights with bake mode disabled
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
Rémi Verschelde a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Rémi Verschelde dab8f8c953
Merge pull request #27967 from clayjohn/fix-mip-bug
Fixed bug in computing mip maps from screen texture
2019-04-15 13:05:50 +02:00
clayjohn 670c1b10b2 fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
Rémi Verschelde c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
JFonS 059078f075 Fix hint_range for GLES2 shader uniforms 2019-04-08 11:53:57 +02:00
qarmin 856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Rémi Verschelde c562a7d149
Merge pull request #27067 from shartte/remove-context-gl
Remove ContextGL
2019-04-07 12:38:55 +02:00