Commit graph

490 commits

Author SHA1 Message Date
Rémi Verschelde
1b6d75a599 Style: Fix code formatting in GLES3 shaders 2018-08-24 13:42:18 +02:00
elasota
35f6ba5c5d BPTC support 2018-08-21 22:56:04 -04:00
Nick Hahn
66eba18969 Fix handling of normals that approach 1 2018-08-12 12:45:43 +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
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
Juan Linietsky
7b63c6323d Clear color was not correctly being set, fixes #4939 2018-07-29 15:09:42 -03:00
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
AndreaCatania
17ebbfb56d Implemented Soft body
- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
AndreaCatania
fbf3ad2841 Added some API to visual server so from control VRAM buffer is more easy 2018-07-23 12:59:27 +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
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
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
Alex Roman
2ce1118faa Add disable ambient light flag to shaders and materials 2018-07-17 21:30:43 +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
ed55fb538a
Merge pull request #20096 from CptPotato/19163-aces-whitepoint
Fix missing whitepoint for ACES tonemapping
2018-07-12 18:02:53 +02:00
alex-poe
37357c86cd reformatted and restructured tonemap.glsl 2018-07-12 17:10:00 +02:00
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
alex-2b17x4
7fe75bb43b added 'whitepoint' to ACES tonemapping 2018-07-11 15:59:14 +02:00
karroffel
3d33da19bd fix wrong loop condition in MultiMesh allocation 2018-07-10 23:13:59 +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
JFonS
4421a6661d Move light 2D rotation to vertex shader 2018-07-05 11:12:04 +02:00
JFonS
ac18444c7e Fix regression of 2D light height 2018-07-04 23:31:27 +02:00
Rémi Verschelde
dfc4ca9f6a
Merge pull request #19807 from JFonS/fix_light_vec_rotation
Fix rotation of 2D lights
2018-07-04 15:15:23 +02:00
Rémi Verschelde
92bfde531c
Merge pull request #19786 from JFonS/correct_normal_scaling
Add render mode to ensure correct normals when using non-uniform scaling
2018-07-04 15:09:59 +02:00
Max Hilbrunner
5af08779b9
Merge pull request #19682 from dragmz/particles_redraw_fix
Prevent redraws when an inactive Particles2D node is present
2018-07-03 16:13:33 +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
JFonS
c8cf71753c Add render mode to ensure correct normals when using non-uniform scaling 2018-06-21 00:12:12 +02:00
Marcin Zawiejski
f6f7ada91b prevent redraws when an inactive Particles2D node is present 2018-06-20 22:44:11 +02:00
JFonS
e9a3cf8feb Fix rotation of 2D lights 2018-06-19 11:24:51 +02:00
toger5
b4b7ca89f5 fix clipping with v_flip fixes: #2929 2018-06-16 22:55:21 +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
Bastiaan Olij
6c649bd785
Merge pull request #19029 from BastiaanOlij/more_viewport_texture_fixes
Fixed generating radiance texture when using viewport texture for sky
2018-05-27 19:53:10 +10:00
Max Hilbrunner
98dd2b3c79
Merge pull request #18884 from bojidar-bg/17698-screentex-bug
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
2018-05-26 18:20:15 +02:00
Bastiaan Olij
f4638d16f1 Fixed generating radiance texture when using viewport texture for sky 2018-05-19 12:37:26 +10:00
bruvzg
6f0a83b681
Fix UWP build after #14622. 2018-05-18 19:29:24 +03:00
Bastiaan Olij
124774860c Fixes issue that a viewport texture doesn't work with particle shader 2018-05-18 22:02:14 +10:00
Bojidar Marinov
ee52d12921
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
Fixes #17698
2018-05-15 14:35:46 +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
3051bb8a81
Merge pull request #17845 from JFonS/disable_spatial_shadows
Added flag on SpatialMaterial to disable shadows
2018-05-07 16:18:25 -03:00
Juan Linietsky
f1d2b0ebf9
Merge pull request #18159 from ShyRed/viewportsky
Fix binding of ViewportTexture to Sky
2018-05-07 15:34:13 -03:00