Juan Linietsky
d438ac0aed
-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
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-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
Rémi Verschelde
9b9fcb1977
Disable invariant gl_Position to workaround Mesa bug 100316
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Fixes #13450 , though it would be worth reverting if/when the Mesa bug is fixed.
2017-12-03 15:05:39 +01:00
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
Rémi Verschelde
4a1d1cbbb4
Merge pull request #13290 from Chaosus/projectionfix
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Fix invalid transform when skip_vertex_transform used
2017-11-26 21:31:02 +01:00
Juan Linietsky
ea70afc9b4
Merge pull request #13264 from zatherz/feature/projectsettings_limits
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Add range to anisotropic filter level
2017-11-26 16:04:36 -03:00
Chaosus
284f8f6d91
Fixed invalid transform when skip_vertex_transform used
2017-11-26 22:02:40 +03:00
Juan Linietsky
1c3c9e017b
Merge pull request #13277 from DoctorAlpaca/master
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Fix particle preprocessing
2017-11-26 15:59:24 -03:00
Juan Linietsky
22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
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Onion skinning
2017-11-26 15:13:35 -03:00
volzhs
b97e87480e
Fix shader compilation fail on Android
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Error message from logcat
**ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed:
50:471: S0032: no default precision defined for parameter 'probe'
At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
2017-11-27 01:15:39 +09:00
Juan Linietsky
9738ebcda0
-Fixed height fog (was broken)
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-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25 12:32:41 -03:00
Eric Wiltfang
57845b53f3
Fix particle preprocessing. Fixes #12460 .
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Remove an incorrect check likely left over from copying from the
normal fixed_fps update case.
Also makes sure that the preprocessing_time is always fully simulated,
rather overshooting the mark than stopping early.
2017-11-25 15:41:14 +01:00
Zatherz
1937fd5e07
Add range to anisotropic filter level (1 to 16 with integer steps)
2017-11-25 06:49:23 +01:00
Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
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leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Pedro J. Estébanez
3aa79fc1a3
Add ability to opt-out buffer swapping in VS::draw()
2017-11-25 02:18:28 +01:00
Juan Linietsky
98cb49283d
Ability to change indirect light energy.
2017-11-19 21:46:00 -03:00
Rémi Verschelde
9fc0b23210
Merge pull request #13051 from akien-mga/check-gles3-support
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Check whether GL context supports the expected API
2017-11-20 00:13:28 +01:00
Rémi Verschelde
c574be5566
Check whether GL context supports the expected API
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I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves
as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19 20:47:53 +01:00
Rémi Verschelde
9f134aa5d1
Cleanup old references to GLES2 renderer
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There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.
The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004 .
2017-11-19 17:52:18 +01:00
Rémi Verschelde
0968c8d2f6
Merge pull request #12982 from tagcup/aabb_rename
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Rename Rect3 to AABB.
2017-11-17 20:04:29 +01:00
Juan Linietsky
1feeb3e1c8
Merge pull request #12924 from vnen/light-shader
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Enable light shaders when light variables are used
2017-11-17 16:02:34 -03:00
Ferenc Arn
d28763a4c1
Rename Rect3 to AABB.
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Fixes #12973 .
2017-11-17 11:01:41 -05:00
andrzej.buczynski
4c0e927ccf
Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, issue #11416
2017-11-17 01:40:00 +01:00
Juan Linietsky
6277e6d40a
Ability to update parts of an array, and set arrays as dynamic draw
2017-11-14 17:26:35 -03:00
George Marques
78441b486a
Enable light shaders when light variables are used
2017-11-14 13:08:03 -02:00
Juan Linietsky
4c000a05f6
Do not enable light if atlas size is 0, closes #9335
2017-11-13 15:13:01 -03:00
Juan Linietsky
2e3a1caa06
Disable OpenGL warnings unless running with -v, closes #7171
2017-11-13 13:40:07 -03:00
Juan Linietsky
7eabbeb5af
remove half_texpixel in canvas since no longer used
2017-11-12 08:29:28 -03:00
Nathan Warden
6adaf8f47a
Fixed a bug where clamp_uv was clamping one pixel short, stretching the last pixels.
2017-11-11 07:28:48 -05:00
Rémi Verschelde
ed57f0a0d4
Remove get_default_video_mode definition on OSX/iOS
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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
b279f641c0
Remove performance warnings, closes #11585
2017-11-06 21:53:15 -03:00
Ferenc Arn
6e68c86ba6
Add viewport to the other SceneData struct.
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This was missed in #12288 .
2017-10-30 20:48:33 -04:00
Juan Linietsky
4785e66eea
Merge pull request #12288 from tagcup/expose_viewport_size
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Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Scayze
2c00b68175
Fix shader compiler typo gl_FrotFace
2017-10-27 15:31:24 +02:00
Ferenc Arn
a0fc641f25
Expose VIEWPORT_SIZE in shader language.
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Fixes #11710 .
2017-10-26 15:00:28 -04:00
Rémi Verschelde
abea816e54
Revert "Rename Schlick GGX to GGX."
2017-10-23 07:42:36 +02:00
Ferenc Arn
fd166d6fda
Partially undo #11807 .
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Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309 .
2017-10-22 16:18:54 -04:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Rémi Verschelde
d60b774924
Merge pull request #12297 from tagcup/clearcoat_fix
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Don't add clearcoat BRDF to specular light as-is.
2017-10-22 13:18:24 +02:00
Ferenc Arn
06fcbe0092
Don't add clearcoat BRDF to specular light as-is.
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BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
2017-10-21 20:25:17 -04:00
Ferenc Arn
cb0bf1edea
Rename Schlick GGX to GGX.
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Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
Ferenc Arn
6890245321
Corrections to #11807 .
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Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
2017-10-21 13:40:14 -04:00
Juan Linietsky
a2a4f9a62a
Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases
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Fix the condition when specular light calculation is avoided (should …
2017-10-21 13:44:41 -03:00
Juan Linietsky
efe9a6ff5a
Fixed unnecesary structure copying in bugfix.
2017-10-20 16:13:48 -03:00
Hiroshi Ogawa
e7a370e170
Fix depth draw alpha prepass for shadow
2017-10-19 14:28:44 +09:00
Hiroshi Ogawa
7ee7dec5a2
Fix directional light specular
2017-10-17 15:35:22 +09:00
Hiroshi Ogawa
59544c74fe
Fix render mode specular schlick ggx
2017-10-14 19:32:13 +09:00
Rémi Verschelde
552384e737
Merge pull request #12048 from hi-ogawa/fix-viewport-vflip
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Fix viewport vflip
2017-10-12 13:38:29 +02:00
Hiroshi Ogawa
cb2e88ead6
Fix viewport vflip
2017-10-12 16:25:13 +09:00
Ferenc Arn
9324555998
Fix the condition when specular light calculation is avoided (should be roughness == 1).
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Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
2017-10-11 17:22:44 -04:00