Commit graph

266 commits

Author SHA1 Message Date
dumitru.stama 5a74b15b3d Removed the lines forcing black screen on android GLES2 2018-08-17 22:26:30 -07:00
Thomas Herzog 0ef85b55e0 [gles2] fix black bar artifacts 2018-08-15 17:12:21 +02:00
Rémi Verschelde 4c6cf97257
Merge pull request #20941 from codingHahn/fix-normals-on-shader
Fix handling of normals that approach 1
2018-08-15 08:40:16 +02:00
Marcin Zawiejski ab1e460f53
Reduce verbosity for unsupported GLES2 bg modes 2018-08-14 15:11:19 +02:00
Thomas Herzog 3d2984c962 [gles2] added ImmediateGeometry rendering 2018-08-13 16:16:23 +02:00
Nick Hahn 66eba18969 Fix handling of normals that approach 1 2018-08-12 12:45:43 +02:00
Marcin Zawiejski a0afaaeeb9 Fix mat4 uniform writes 2018-08-08 21:39:43 +02:00
Thomas Herzog 1800664e80
Merge pull request #20805 from karroffel/gles2-misc-fixes
unhacking some GLES2 code
2018-08-08 17:28:35 +02:00
Thomas Herzog 73fe08be2e GLES2 refactors
This commit unhacks some parts of the 3D rendering.

Most notably:

 - possibility to use negative texture units
   (no longer weird manual index allocation for user samplers)

 - refactoring of light code, now sorts in a different way,
   should yield better performance

 - fixes a crash while saving (because of "Illegal instruction" execution)
   when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-08 17:09:44 +02:00
Juan Linietsky b67f982723
Merge pull request #20681 from DavidSichma/master
Keeping track of discard
2018-08-08 09:54:59 -03:00
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 edde52c8de Added proper import support for 3D and Array textures 2018-08-06 14:56:06 -03:00
Juan Linietsky 07a982e614
Merge pull request #20597 from karroffel/tex3d
add 3D textures
2018-08-06 07:20:00 -03:00
Marcin Zawiejski 477f496162
Fix uniform set for mat3 and mat4 2018-08-04 07:30:25 +02:00
David Sichma c101dd5fa6 Keeping track of discard
Shader compilation now keeps track of the discard key word.

Previously only variables were monitored. But discard, which needs
special treatment in some cases, went unnoticed by the compiler as
discard is not a variable but a flow control.

This commit adds monitoring for discard.
2018-08-02 21:55:02 +02:00
Thomas Herzog b4d3f541e7 add 3D textures 2018-07-30 12:20:27 +02:00
karroffel b64171e79c add initial GLES2 3D renderer 2018-07-27 14:15:46 +02:00
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Rémi Verschelde e38051970c
Merge pull request #20448 from volzhs/duplicated-code
Remove duplicated codes
2018-07-25 22:20:47 +02:00
Rémi Verschelde 237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
sync rasterizers with engine
2018-07-25 20:33:37 +02:00
volzhs 946be8be50 Remove duplicated codes 2018-07-25 23:34:25 +09:00
Marcin Zawiejski 2d05ae39a2 fix disappearing lines in visual script editor 2018-07-23 09:07:32 +02:00
Rémi Verschelde c579c48461
Merge pull request #20353 from dragmz/gles2_redundant
Remove redundant uniform set call
2018-07-22 16:20:23 +02:00
dragmz 00180ef264 remove redundant uniform set call 2018-07-22 15:42:43 +02:00
dragmz d2e909847d initialize texture shrink to false by default 2018-07-22 15:09:00 +02:00
Rémi Verschelde 00dfc9c8eb Shader lang: Properly assign INSTANCE_ID to gl_InstanceID
Note that gl_InstanceID is not supported in OpenGL ES 2.0,
so in the gles2 backend we assign it to 0.

Also clean up some duplicates/commented out code.
Fixes #20088.
2018-07-22 14:26:46 +02:00
Rémi Verschelde 7c9f7452f4 Style: Format code with clang-format 6.0.1 2018-07-18 16:27:03 +02:00
Max Hilbrunner 277793439a
Revert "Fix #19507 Not emitted particles affects performance" 2018-07-17 16:52:13 +02:00
Max Hilbrunner 4b626dc114
Merge pull request #19764 from malbach/godot_malbach
Fix #19507 Not emitted particles affects performance
2018-07-17 16:47:41 +02:00
Juan Linietsky de910f8c26 Finally figured out how to implement AnimatedTexture properly. 2018-07-16 11:43:49 -03:00
Max Hilbrunner 40f38216cf
Merge pull request #19707 from toger5/fix_clipping_vflip
fix clipping with v_flip fixes: #18600
2018-07-12 05:05:56 +02:00
Juan Linietsky 7dcaabaf19 Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 2018-07-06 20:21:42 -03:00
Rémi Verschelde 8ce6444f59 Fix server build after 7fc23675 2018-07-03 13:53:00 +02:00
Juan Linietsky 7fc2367508 Added ability for SSAO to affect AO textures too 2018-07-02 16:50:52 -03:00
malbach cef8d355d2 Fix #19507 Not emitted particles affects performance 2018-06-25 18:17:28 +02:00
toger5 b4b7ca89f5 fix clipping with v_flip fixes: #2929 2018-06-16 22:55:21 +02:00
nemerle 7d9a55bdc5 A typo in ShaderCompilerGLES2 constructor code '==' used instead of '=' 2018-06-13 15:49:13 +02:00
Gustav Lund 35eb7f2d6a Rasterizers are now in sync with engine
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.

Remove unused rasterizer storage variable

frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Rémi Verschelde 43b7ebf0a0 Style: Apply clang-format (5.0) to some missed files 2018-05-31 09:00:37 +02:00
bruvzg 6f0a83b681
Fix UWP build after #14622. 2018-05-18 19:29:24 +03:00
Hein-Pieter van Braam e668757aa9
Merge pull request #14622 from bruvzg/non-rectangular-windows
Experimental support for windows with per-pixel transparency.
2018-05-08 16:44:35 +02:00
Juan Linietsky b96cd25305
Merge pull request #18495 from Zylann/partial_texture_update
Added partial texture update to VisualServer
2018-05-07 13:20:38 -03:00
Juan Linietsky b3e4bc562c Skeleton for 2D WIP 2018-05-03 17:29:56 -03:00
Marc Gilleron c755cced83 Added partial texture update to VisualServer 2018-04-29 03:09:49 +02:00
Juan Linietsky 8a5fb669ae
Merge pull request #17421 from Chaosus/fixshaderbugs
Fix few bugs in shader definitions
2018-04-08 09:33:12 -03:00
bruvzg ddae098dee
Experimental support for windows with per-pixel transparency (macOS, X11 and Windows). 2018-04-07 17:11:45 +03:00
Poommetee Ketson ff070de986 s/2017/2018/g for gles2, websocket, linux appdata 2018-03-21 16:07:51 +07:00
Chaosus 2d428a350e Fix few bugs in shader definitions 2018-03-10 21:00:18 +03:00
bruvzg e256f9d4e5
Add GL_ARB_framebuffer_object extension support check and GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings).
Add GL_ARB_debug_output extension support check on all platforms.
2018-03-05 20:49:47 +02:00
Rémi Verschelde 3bab5477ff
Merge pull request #17173 from karroffel/gles2-line-rendering-fix
fix GLES2 line rendering
2018-03-02 13:37:44 +01:00