Commit Graph

171 Commits

Author SHA1 Message Date
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
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
Dominique LaSalle f39d14dd61 Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations. 2018-10-22 21:09:34 -07:00
Ferenc Arn 35ea827e83 Avoid some unnecessary calculations in scene.glsl. 2018-10-11 10:34:37 -04:00
Juan Linietsky e0871b0f52 Baker fixes 2018-10-07 11:18:44 -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
Juan Linietsky 0de8309b2c Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. 2018-09-29 13:49:34 -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
Rémi Verschelde 1b6d75a599 Style: Fix code formatting in GLES3 shaders 2018-08-24 13:42:18 +02:00
Nick Hahn 66eba18969 Fix handling of normals that approach 1 2018-08-12 12:45:43 +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
Juan Linietsky 4b549faaab transmission was broken, fix was made. Also fixed treshold. 2018-07-22 14:04:11 -03:00
Juan Linietsky ad88979841 Fix opaque pre pass not casting shadows 2018-07-22 13:18:27 -03:00