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
Wilson E. Alvarez
29c9ea69d1
Removed unused function RasterizerSceneGLES3::_copy_to_front_buffer
2018-09-12 17:17:11 -04:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
...
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
alex-poe
5cd00c3780
fix reinhard tonemapper, modified filmic tonemapper, added internal exposure bias
2018-08-27 10:08:38 +02:00
Crazy-P
e4af39cbc0
Fixes several resource leaks in ...
...
- gdscript
- gdscript_compiler
- regex
- android/export
- gles3/rasterizer (scene and storage)
2018-08-26 09:19:02 +08:00
Thomas Herzog
b4d3f541e7
add 3D textures
2018-07-30 12:20:27 +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
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
Juan Linietsky
c69de2ba46
-Project/Editor settings now use new inspector
...
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
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
Juan Linietsky
7dcaabaf19
Support for CPU based particles, which aids compatibility with OpenGL ES 2.0
2018-07-06 20:21:42 -03:00
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
Bastiaan Olij
f4638d16f1
Fixed generating radiance texture when using viewport texture for sky
2018-05-19 12:37:26 +10:00
Juan Linietsky
f1d2b0ebf9
Merge pull request #18159 from ShyRed/viewportsky
...
Fix binding of ViewportTexture to Sky
2018-05-07 15:34:13 -03:00
Bastiaan Olij
6f7fefa489
Added option to viewport to keep linear color
2018-05-06 19:28:09 +10:00
ShyRed
deca3f18b7
Fix binding of ViewportTexture to Sky
...
In order to the get the actual rendered image from a ViewportTexture the sky needs to access the proxy texture.
2018-04-12 22:51:35 +02:00
Ben Hickling
314a419511
multiply blend mode fix for spatial materials
2018-03-26 14:23:43 +01:00
Wilson E. Alvarez
e9ac87390c
Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and RasterizerGLES3
2018-03-13 00:22:08 -04:00
Poommetee Ketson
7a1b7ddf6c
Fix error spam when using PanoramaSky without texture
2018-02-22 21:43:17 +07:00
Rémi Verschelde
3ab72da645
Merge pull request #15710 from AndreaCatania/p1
...
Fixed sky reflection rendering when transparent BG
2018-02-14 16:29:08 +01:00
Hugo Locurcio
84267915f5
Remove a few debugging prints
2018-02-05 11:30:50 +01:00
AndreaCatania
c34f18acce
Fixed sky reflection rendering when transparent BG
2018-01-14 20:28:26 +01:00
Juan Linietsky
9cf19f8dee
Ensure depth reads go via alpha render list, fixes #14759
2018-01-06 17:38:39 -03:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
...
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
c858dbdc4e
Fixed proper texture binding for sprite material, fixes #13987
2017-12-26 15:56:18 -03:00
Rémi Verschelde
8f25a2dc11
Cleanup some #if 0'd code
2017-12-17 15:40:24 +01:00
Juan Linietsky
a9ddc8f7cf
Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangely
...
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-16 08:59:27 -03:00
Juan Linietsky
f3ad14224e
-Add lightmapper
...
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Przemyslaw Czarnota
08c8d46593
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
2017-12-13 07:45:24 +01:00
Rémi Verschelde
13c2ff9320
Style: Apply new clang-format 5.0 style to all files
2017-12-07 08:02:00 +01:00
Juan Linietsky
d438ac0aed
-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
...
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
Juan Linietsky
d8953fe737
small fix so shadows dont need to use a separate material for world vertex coords (more perf)
2017-12-01 08:55:21 -03:00
Juan Linietsky
0243803117
Properly take into consideration that VERTEX must be written to in opaque pre pass, does some speed up to scenes using triplanar.
2017-12-01 08:45:36 -03:00
Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
...
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Juan Linietsky
4c000a05f6
Do not enable light if atlas size is 0, closes #9335
2017-11-13 15:13:01 -03:00
Rémi Verschelde
ed57f0a0d4
Remove get_default_video_mode definition on OSX/iOS
...
It had been missed in d09160a8b6
and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
2017-11-09 23:36:08 +01:00
Juan Linietsky
4785e66eea
Merge pull request #12288 from tagcup/expose_viewport_size
...
Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Ferenc Arn
a0fc641f25
Expose VIEWPORT_SIZE in shader language.
...
Fixes #11710 .
2017-10-26 15:00:28 -04:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Hiroshi Ogawa
7ee7dec5a2
Fix directional light specular
2017-10-17 15:35:22 +09:00
Rémi Verschelde
bac5de0782
Merge pull request #11966 from BastiaanOlij/stereo_sky
...
Fix issues when rendering panoramic sky in stereoscopic
2017-10-11 22:30:44 +02:00
Gilles Roudiere
45c878e380
Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-face
...
Fix front face definition
2017-10-11 11:02:43 +02:00
Bastiaan Olij
179f483782
Fix issues when rendering panoramic sky in stereoscopic
2017-10-10 22:51:37 +11:00
Hiroshi Ogawa
1967972f6e
Track LightInstance::shadow_atlases so that it will be freed properly
2017-10-09 09:51:10 +09:00
Hiroshi Ogawa
2c966493c5
Fix front face definition
2017-10-09 09:18:32 +09:00
Indah Sylvia
a20ddfdb63
Fixed MSVC build issue introduced by commit c864b782c0
2017-10-02 19:10:07 +07:00
Juan Linietsky
c864b782c0
Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally.
2017-10-01 20:33:38 -03:00
Bastiaan Olij
cf56711a7e
near and far are reserved for near and far pointers in MSVR
2017-09-30 10:43:34 +10:00
Juan Linietsky
d4e20555e8
Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186
2017-09-29 18:56:52 -03:00
Juan Linietsky
bf371dcb32
Added proximity and distance fade to SpatialMaterial
2017-09-21 15:20:28 -03:00
Juan Linietsky
5ca3af3371
Ability to use a sky for reflection together with a background color.
2017-09-07 20:45:37 -03:00
Juan Linietsky
c023a132d0
Fixed orthogonal projection in all effects and post processes
2017-09-07 20:16:33 -03:00
Juan Linietsky
eedb39091a
Several fixes to directional shadows, closes #10926
...
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00
Juan Linietsky
8047127bc6
Force redraw when HDR auto exposure is enable in all frames, fixes #10784
2017-09-06 23:02:06 -03:00
Rémi Verschelde
54e81c7955
Merge pull request #10990 from MednauN/unshaded-fix
...
Fix unshaded materials render
2017-09-05 15:51:35 +02:00
Evgeny Zuev
094237eca0
Fix unshaded materials render
2017-09-05 12:19:15 +07:00
Juan Linietsky
2802dced84
Automatically redraw when shaders using TIME are visible, fixes #10554
2017-09-05 00:30:39 -03:00
Juan Linietsky
e611ff5f01
Fix opaque pre pass, closes #10472
2017-09-04 20:27:45 -03:00
Hein-Pieter van Braam
9c63ab99f0
Fix use of unitialized variables
...
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Rémi Verschelde
dac150108a
Merge pull request #10846 from hpvb/fix-sign-compare
...
Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
Juan Linietsky
8f30c52a37
Removed ontop property, added a material rendering priority system. Fixes #9935 , closes #10135
2017-09-01 13:01:08 -03:00
Poommetee Ketson
ed606ded52
Fix files header
2017-09-01 21:07:55 +07:00
Hein-Pieter van Braam
f9467ec1ea
Fix signed and unsigned comparisons
...
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Juan Linietsky
a1d7c496b9
Improved default directional shadow params, added bias split scale, closes #9828
2017-08-30 08:08:44 -03:00
Juan Linietsky
e8b05ca996
-Fixed screen edge SSAO filter, fixes #9678
...
-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
2017-08-29 11:46:02 -03:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Juan Linietsky
90445aae67
Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917
2017-08-25 09:56:10 -03:00
Juan Linietsky
e54c4028ef
Invalid materials or shaders will now interrupt the next chain in materials, closes #9570
2017-08-22 11:23:40 -03:00
Juan Linietsky
00a26f512c
Several fixes to subsurface scattering. Closes #9530
2017-08-21 21:38:01 -03:00
Juan Linietsky
0bdbe370bf
Implemented missing opaque prepass render mode, fixes #9452
2017-08-20 21:26:15 -03:00
Juan Linietsky
7e5890d23d
-Fix all shadow and culling related issues, fixes #9330
2017-08-19 20:07:21 -03:00
Marcelo Fernandez
eab850524e
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-17 19:51:13 -03:00
TwistedTwigleg
00f6c85928
Synchronize parameter names in definition and declaration
...
Fixes #10244 .
2017-08-16 17:22:23 +02:00
Juan Linietsky
df573f5c3a
-Restored Sprite3D to working function, fixes #2061 , fixes #9738
...
-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
Henrik Andersson
ca497df2d3
Fix rendering of ImmediateGeometry with UVs
...
When using set_uv or any attrib except vertex, the geometry broke.
2017-08-03 05:06:06 +02:00
Henrik Andersson
fdc421836f
Make it possible to render ImmediateGeometry
...
Geometry for ImmediateGeometry was never added inside _fill_render_list.
2017-08-03 04:04:11 +02:00
Juan Linietsky
f5277e347d
Fixes to glow and auto exposure, closes #9797 , closes #9106
2017-07-26 00:40:32 -03:00
Evgeny Zuev
4ed6e4a70e
Fix switching SRGB extension happen before binding of texture
...
Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed
before the call of `glBindTexture`, which caused modification of previously
bound texture instead of desired one. Now it's changed after `glBindTexture`.
2017-07-24 18:25:55 +07:00
Juan Linietsky
772485cdb3
Several changes to better run in mobile.
2017-07-22 14:08:17 -03:00
Juan Linietsky
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
...
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky
bbada82f80
-Reorganized all properties of project settings (Sorry, Again).
...
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky
3da3a36034
Many fixes to improve GI Probe quality
2017-07-15 23:24:37 -03:00
Juan Linietsky
741145febd
-Fix for multiple reflection probes causing issues.
...
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15 18:42:06 -03:00
Juan Linietsky
2e73be99d8
Lots of work on Audio & Physics engine:
...
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Rémi Verschelde
d23fc16b2d
Merge pull request #9564 from Noshyaar/pr-threshold
...
Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
Juan Linietsky
f4c8c552f9
Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials.
2017-07-08 12:36:15 -03:00
Poommetee Ketson
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00
Juan Linietsky
1a857c5149
Fixed bug regarding to strange black shapes appearing in ice from material tester demo
2017-07-05 22:36:13 -03:00
Juan Linietsky
12a8fedfe6
Some changes to dual paraboloid envmap generation, fixes somme bleeding
2017-07-05 19:39:45 -03:00
Juan Linietsky
7263137dba
Implemented environment arrays for skybox reflection and roughness, quality increase is enormous.
2017-07-04 23:53:08 -03:00
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
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
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