Commit graph

812 commits

Author SHA1 Message Date
Rémi Verschelde
8c2d38152f GLES2: Fix regression on texture2DLod extension checks
These can't be done after any non-preprocessor token.
2019-03-11 21:59:20 +01:00
Rémi Verschelde
bc3c6338cf
Merge pull request #26928 from akien-mga/gles2-texture2DLod-ext-check
GLES2: Ensure extension checks for texture2DLod
2019-03-11 20:51:36 +01:00
Juan Linietsky
d9235be54b Enable seamless cubemap only if extension is present. 2019-03-11 16:49:04 -03:00
Rémi Verschelde
f5f565e3e4 GLES2: Ensure extension checks for texture2DLod
In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl,
which uses texture2DLod. In both cases, the stdlib.glsl include came before
the define of texture2DLod.

Might fix issues for drivers that don't support GL_EXT_shader_texture_lod.
2019-03-11 19:34:31 +01:00
clayjohn
13eee31461 increase size of radiance map in gles2 2019-03-10 22:08:08 -07:00
clayjohn
63bb6808e6 gles2 reallocate texture when transparent is set 2019-03-09 10:56:51 -08:00
Juan Linietsky
7141c73ae8 Use glCopyTexSubImage2D instead of glCopyTexImage2D, should be safer and faster.
May be a solution to #26500
2019-03-07 00:14:13 -03:00
Rémi Verschelde
b753223ac2
Merge pull request #26567 from clayjohn/pixel_snap_artifact
Fixed pixel snap precision artifact
2019-03-04 16:58:08 +01:00
clayjohn
b804c491b7 fixed pixel snap precision artifact 2019-03-04 07:18:02 -08:00
Rémi Verschelde
b811207406 More style cleanup... 2019-03-04 10:11:29 +01:00
Juan Linietsky
34dd772054 Properly redraw if something animated is visible 2019-03-03 13:43:54 -03:00
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
Rémi Verschelde
e930fb9a6e Fix typo in 7bad170
And cleanup.
2019-03-02 00:45:01 +01:00
Juan Linietsky
7bad1706c2 -Fix prepass state not being reset, closes #26348
-Send zero values for shader if no default exists
2019-03-01 19:28:24 -03:00
Juan Linietsky
834a984b08 Fixed RGTC (and other compressed) texture supports in GLES2. Fixes #26414 an probably others. 2019-03-01 18:18:55 -03:00
Juan Linietsky
ff34cd58ff Skeleton was not providing prober AABB in GLES2, fixed. 2019-03-01 17:41:15 -03:00
Juan Linietsky
51b80f6857 Fixed some crashers, closes #26393 2019-03-01 17:24:57 -03:00
Juan Linietsky
8a9119ad7f Fix non initialized variable. 2019-03-01 16:45:38 -03:00
Rémi Verschelde
3ece0004fa Remove unused include from previous commit 2019-03-01 20:12:35 +01:00
Juan Linietsky
3f681b0681 Clean up blend shape support in GLES2 and GLES3. 2019-03-01 16:01:44 -03:00
Juan Linietsky
8799f69b2c Strive for maximum compatibility in GLES2 regarding depth buffers. 2019-03-01 11:21:21 -03:00
Juan Linietsky
5efd693384 Massive improvement to GLES2 performance, rewrote most ShaderGLES2 class.
This fixes #26337
2019-02-27 23:49:34 -03:00
Juan Linietsky
057d3e874d Detect for 24 bits oes support on GLES2, closes #26344 2019-02-27 18:57:33 -03:00
Rémi Verschelde
426a6fdc17
Merge pull request #26134 from marxin/fix-Wsign-compare
Fix -Wsign-compare warnings.
2019-02-27 09:22:47 +01:00
Rémi Verschelde
0ba75c195e Fix GCC 5 build after #26331 and cleanup style
Also cleanup after 01a3dd3.
2019-02-27 09:01:24 +01:00
marxin
e5f665c718 Fix -Wsign-compare warnings.
I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
2019-02-27 07:45:57 +01:00
Juan Linietsky
01a3dd389c Remove references to OES24, which is incompatible with many devices. 2019-02-26 19:45:15 -03:00
Juan Linietsky
5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Rémi Verschelde
e47b4bdc3d
Merge pull request #26286 from kaadmy/gles2_ortho_shadow
Fix orthographic shadow color when using GLES2
2019-02-26 08:50:42 +01:00
Juan Linietsky
a32b26dfa2 Several fixes to make GLES2 on HTML5 work much better.
Changed math class error reporting to be a bit less paranoid.
2019-02-25 21:47:29 -03:00
KaadmY
e1a34d0728 Fix orthographic shadow color when using GLES2 2019-02-25 13:57:23 -08:00
Juan Linietsky
31656301b2 Removed debug function. 2019-02-24 23:12:27 -03:00
Juan Linietsky
74d0ed2236 Many separate fixes to ensure non power of 2 textures work on GLES2, closes #25897 and many others 2019-02-24 22:36:53 -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
ab8f3d7842 Fixed issue with buffers being wrongly cleared, closes #25484 2019-02-24 00:33:22 -03:00
Juan Linietsky
d79c8d7655 Fix vertex lighting in GLES2, closes #25365 2019-02-23 19:53:04 -03:00
Juan Linietsky
16e67388a2 Properly update materials when adding surface, fixes #23790 2019-02-22 16:27:00 -03:00
Rémi Verschelde
513b7ddab6 Remove unused variable after aab8f44 2019-02-22 16:51:16 +01:00
Juan Linietsky
aab8f443f9 -Support DEPTH_TEXTURE in GLES2, fixes #25106
-Fix use of transparent framebuffers in GLES2
-Fix use of ambient color clearing in GLES2 when no environment exists.
2019-02-22 11:35:39 -03:00
Rémi Verschelde
c4b736d7ad Fix code style issues 2019-02-22 09:52:27 +01:00
Juan Linietsky
5784caae73 Make alpha 1.0 when using texscreen, fixes #25850 2019-02-21 19:43:34 -03:00
JFonS
32e7641667 Revert back to ignoring LIGHT_VEC for 2D shadows 2019-02-21 12:16:10 +01:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
19f79d04fb
Merge pull request #26005 from clayjohn/gles2_shadow_color
Added shadow_color property to gles2
2019-02-18 13:48:17 +01:00
clayjohn
9b0326d2f3 added shadow_color property to gles2 2019-02-17 23:57:57 -08:00
Rémi Verschelde
5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Rémi Verschelde
55ca2a7c88
Merge pull request #25821 from akien-mga/sync-class-and-filenames
Ensure classes match their header filename
2019-02-13 08:49:39 +01:00
Rémi Verschelde
5aff990354 Fix infinite recursion in GLES2 _copy_texscreen
Bug introduced in 9430e68cf3,
likely a typo.
2019-02-12 23:38:33 +01:00
Juan Linietsky
9430e68cf3 Support SCREEN_TEXTURE in GLES2, fixes #25405 2019-02-12 18:49:57 -03:00
Juan Linietsky
b8319e7c60 Ability to vflip viewports in GLES2, fixes #24555
Also culling was reversed somehow.
2019-02-12 15:56:39 -03:00
Juan Linietsky
0d0d074c4d Use UVs with the nvidia rendering hack, fixes #24563 2019-02-12 15:31:10 -03:00
Juan Linietsky
4af8009b9d Fix fog in GLES2 by using epic hack, closes #25410 2019-02-12 14:35:16 -03:00
Juan Linietsky
8fd6a02d3e Missing canvas end left mask turned on, fixes #25666 2019-02-12 09:55:22 -03:00
Rémi Verschelde
b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Rémi Verschelde
13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Rémi Verschelde
6e43bd4e85
Merge pull request #25623 from clayjohn/multimesh_color_bug
[GLES2] Initialize color buffer to white in gles2 multimesh
2019-02-12 11:31:45 +01:00
Rémi Verschelde
204f9083f4
Merge pull request #25682 from JFonS/fix_light_canvas_gles2
Fix canvas light shaders on GLES2
2019-02-12 11:27:21 +01:00
Rémi Verschelde
48bc7aedaa
Merge pull request #25779 from JFonS/fix_25581
Make LIGHT_VEC affect 2D shadows again
2019-02-12 11:24:27 +01:00
Juan Linietsky
7713ec8637
Merge pull request #25134 from staddy/master
Check for null pointer in RasterizerSceneGLES2::render_shadow
2019-02-12 07:04:12 -03:00
JFonS
076a342a4e Make LIGHT_VEC affect 2D shadows again 2019-02-10 21:14:32 +01:00
JFonS
5186d4f3ad Fix canvas light shaders on GLES2 2019-02-07 15:58:36 +01:00
clayjohn
f752aaf970 initialize color buffer to white in gles2 multimesh 2019-02-04 20:08:35 -08:00
Hein-Pieter van Braam
d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Rémi Verschelde
b77b536582 Cleanup and identify ShaderCompilerGLES[23] differences 2019-01-28 19:28:00 +01:00
Rémi Verschelde
1148a33b20 GLES2: Define LIGHT Spatial shader builtin
Fixes #25421.
2019-01-28 17:27:20 +01:00
Juan Linietsky
2e5ede7a4e Properly discard fragments during depth prepass opaque pass, fixes #23321 2019-01-27 20:20:07 -03:00
Juan Linietsky
0c60d4c682 Properly get proxy texture size for canvas light, fixes #17067 2019-01-27 16:57:05 -03:00
Juan Linietsky
953cd03ea6 Use transparent framebuffer only when set to transparent, closes #21827 2019-01-27 15:47:17 -03:00
muiroc
d1e399a971 fix s3tc support detection for webgl 2019-01-26 22:25:03 +01:00
Juan Linietsky
18c3ed245a Further fixes to avoid memory corruption, closes #25336 2019-01-26 10:47:04 -03:00
Juan Linietsky
973b68f396 Properly dispose of custom shaders, closes #19300 2019-01-25 19:28:27 -03:00
Juan Linietsky
5b5db08a51 Fix depth prepass in GLES2, closes #23321 2019-01-25 09:41:25 -03:00
Juan Linietsky
b32298a660 Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes #22962. 2019-01-24 18:58:42 -03:00
Juan Linietsky
fb7c526ec4 Fix crash with cube shadows in gles2, closes #22635 2019-01-24 17:51:49 -03:00
Juan Linietsky
7fa41f17a6 Makes screen texture work in GLES2 (2D for now), fixes #23604 2019-01-24 17:00:33 -03:00
Juan Linietsky
2d57ec2460 Fix problem with texture2Dlod, closes #25263 2019-01-23 17:06:37 -03:00
Rémi Verschelde
2a45b298c1 Remove unused method in RasterizerStorageGLES2
Added in 4f4e46edd5 but not used in the end.
2019-01-23 10:31:05 +01:00
Juan Linietsky
4f4e46edd5 Implement unpacking for compressed vertex formats on GLES2 when not supported, fixes #22957 2019-01-22 21:57:09 -03:00
Juan Linietsky
4333a68ca0 Do not use shadow cubemaps if depth write is not supported to avoid errors, closes #25219 2019-01-22 11:07:26 -03:00
Juan Linietsky
46af4b0a4b Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 2019-01-22 10:05:23 -03:00
santouits
3c1cd2873b WebGL1 some changes
glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage
https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/

Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1
https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/

And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this:
https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error
2019-01-22 13:40:28 +02:00
santouits
e7e9a7cc6c webgl1 doesn't like backslashes in #define
According to
https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
, backslashes aren't necessary supported as line continuation characters
in preprocessor directives
2019-01-21 21:41:39 +02:00
Stanislav
dc7d9f8868 Check for null pointer in RasterizerSceneGLES2::render_shadow
Fixes #25131
2019-01-19 16:48:43 +03:00
Juan Linietsky
682fdf0f74 Use 16 bit indices on phones that dont support 32, fixes #19797 2019-01-18 17:30:12 -03:00
RedMser
a285a1cfdf Fix shader compile error line numbers starting at 0. 2019-01-17 19:25:08 +01:00
Juan Linietsky
7478f468b2 Fixes to 2D lights, closes #24750 2019-01-17 10:40:36 -03:00
Juan Linietsky
ffcb5cd18c Ensure texture hints are obeyed, fixes #24875 2019-01-16 00:37:00 -03:00
Rémi Verschelde
72f501de13 GLES2: Fix typo in project setting
It used a different name than the equivalent GLES3 parameter.
2019-01-15 13:26:54 +01:00
Juan Linietsky
ee3eadf345 Implement black margins in GLES2, which was missing, fixes #24556 2019-01-14 19:00:36 -03:00
Rémi Verschelde
02ffc59270 GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466)
so the solution seems worse than the bug it aims to work around.

It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.

Fixes #24466.
2019-01-14 19:02:07 +01:00
Juan Linietsky
b3dc02b5df Was not properly re-setting light uniforms, fixes #24976 2019-01-14 12:04:26 -03:00
Juan Linietsky
6d8083ea65 Do not use the workaround for desktop nvidia on mobile and html5. 2019-01-14 11:24:00 -03:00
Rémi Verschelde
1185f4c4ac GLES2: Clarify why we exclude debug code on iOS
Supersedes and closes #24873.
2019-01-11 20:04:13 +01:00
Juan Linietsky
a3a537c2cf Fix background color rendering on GLES2 (linear should not be used) 2019-01-07 10:52:24 -03:00
Daeil Kim
ecf520b70e Change blend equation for canvasitems 2019-01-06 00:57:52 +09:00
Rémi Verschelde
1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
Override GL_position
2019-01-04 15:40:05 +01:00
Marcin Zawiejski
4e73274837
Fix negative size rectangle drawing
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left).
2019-01-02 14:47:28 +01:00
Rémi Verschelde
c7c87a0624
Merge pull request #24687 from DavidSichma/draw-rect-rot
fix draw_rect rotation
2019-01-01 19:01:18 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
d1f3b622f0 Fix missing/malformed license headers 2019-01-01 12:46:36 +01:00
David Sichma
9ba6849cf4 fix draw_rect rotation 2018-12-31 20:56:10 +01:00
Rémi Verschelde
6a07d7f83f
Merge pull request #24661 from humblers/fix-unshaded-gles2
Fix unshaded light mode on GLES2
2018-12-30 13:48:01 +01:00
Rémi Verschelde
6c67ca3f5b
Merge pull request #24653 from avril-gh/fixes-syntax-error-in-scene-glsl
fixes glsl syntax error
2018-12-30 13:07:12 +01:00
Daeil Kim
8c99b6fb2f Change unshaded logic to match with GLES3 2018-12-30 02:02:37 +09:00
Avril
971c05dc5e fixes glsl syntax error 2018-12-29 15:37:50 +01:00
Bastiaan Olij
9f266cf7e5 Override GL_position 2018-12-29 23:56:50 +11:00
Bastiaan Olij
9055386de9 Fix texture type not being initialised 2018-12-29 23:44:28 +11:00
Juan Linietsky
a366d45856 -Implented 2D Mesh support for GLES2
-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-27 20:41:04 -03:00
Rémi Verschelde
57416bfbce GLES2: Define 'lowp' for OpenGL 2.1
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.

Fixes #24521.
2018-12-21 15:14:58 +01:00
Juan Linietsky
7b1cbe9874 Reverse RGBA shadow test on GLES2 2018-12-21 10:02:43 -03:00
Juan Linietsky
7535c5a56a Further GLES2 fixes 2018-12-21 10:01:16 -03:00
Juan Linietsky
9ea27ec032 Fixes to framebuffer formats for GLES2, closes #24518 2018-12-21 09:50:57 -03:00
Juan Linietsky
f3cb236f9d Remove usage of VAO, which does not work in GLES2 2018-12-20 17:28:01 -03:00
Juan Linietsky
3bdd1ff387 Support lights and shadows in GLES2, fixes #21853 2018-12-20 10:10:30 -03:00
Rémi Verschelde
b3f6e54cc6 Style: Fix formatting in GLES2 shaders 2018-12-20 10:33:48 +01:00
Gitea
9f48094982 fix gles2 spotlight problem 2018-12-20 15:01:59 +08:00
Juan Linietsky
aa819a8538 Properly support light shaders in GLES2, fixes #21651 2018-12-19 10:25:45 -03:00
Juan Linietsky
bec76cfa19 Change how rects are drawn (and also will help batching eventually), to workaround problem in #9913 2018-12-18 17:50:35 -03:00
Juan Linietsky
89abfd40ed Reduce considerably the cubemap sizes on sky, to better match GLES3, fixes #21551 2018-12-18 13:01:46 -03:00
Juan Linietsky
85d44dd7b6 Actually respect the low quality cubemap filter on mobile, should fix crashes on mobile for #21551 but not sure on intel. 2018-12-18 12:52:50 -03:00
Rémi Verschelde
20379119c3
Merge pull request #24366 from BastiaanOlij/adjust_sky_orientation
Adding option to re-orient our sky
2018-12-16 22:56:43 +01:00
Bastiaan Olij
205bcff279 Fix highp issue in lens shader on gles2 2018-12-16 08:47:47 +11:00
Bastiaan Olij
f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
Rémi Verschelde
c8a5400654
Merge pull request #24241 from Rubonnek/move-to-initializer-list
Moved member variables to initializer list
2018-12-12 09:25:34 +01:00
Wilson E. Alvarez
08f22f1cf0
Moved member variables to initializer list 2018-12-11 18:33:01 -05:00
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
muiroc
2827ee77d0 gles2 implemented VIEWPORT_SIZE builtin for spatial shader 2018-12-11 18:11:07 +01:00
Rémi Verschelde
e2caaf1b6d
Merge pull request #23899 from BastiaanOlij/fix_particle_active
Remapped ACTIVE to shader_active, now works
2018-12-02 21:26:12 +01:00
Rémi Verschelde
f8bb7e0673
Merge pull request #24089 from clayjohn/gles2_camera_matrix_bug
Fixed gles2 camera_matrix bug
2018-12-02 20:48:08 +01:00
Bastiaan Olij
0b4b477674 Remapped ACTIVE to shader_active, now works 2018-12-01 21:10:04 +11:00
clayjohn
fd7607bf82 fixed gles2 camera_matrix bug 2018-11-30 10:20:16 -08:00
Rémi Verschelde
a741f83811
Merge pull request #23945 from DavidSichma/gles2artifact
Fixed black artifacts on SpatialMaterial [GLES2]
2018-11-28 16:21:59 +01:00
Rémi Verschelde
c7dd58a4d5
Merge pull request #23981 from khairul169/fix_gles2_clearcolor
GLES2: Set clear color based on env background mode when rendering scene and fix viewport transparent bg flag
2018-11-28 15:10:28 +01:00
Aaron Franke
cb01268562 Fix many errors found by PVS-Studio
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
2018-11-28 05:03:24 -05:00
Rémi Verschelde
dd06f6ee70 Fix style issues and signature mismatch 2018-11-28 10:21:07 +01:00
Juan Linietsky
af8d941c55 Added luminance capping to avoid glitches on small dots. closes #17996 2018-11-28 01:22:20 -03:00
khairul169
797bcfd44d GLES2: clear color on scene render 2018-11-27 01:47:34 +07:00
David Sichma
1a7d1d88f8 Fixed black artifacts on SpatialMaterial [GLES2] 2018-11-24 16:51:32 +01:00
Rémi Verschelde
c5ebf38490 Prevent GLAPIENTRY redefine in rasterizer, now included in glad.h
We otherwise had conflicting defines since 1a41daf3.
2018-11-23 21:19:59 +01:00
Juan Linietsky
78eae047c6 Fixed how floats are printed to the GLSL shader, closes #19803 2018-11-19 23:41:18 -03:00
Juan Linietsky
d304228003 Do not draw particles if they are not processing at all, fixes #19507 2018-11-19 20:34:29 -03:00
Rémi Verschelde
60ee61c7ff
Merge pull request #23742 from JFonS/fix_23698
Use hint_color when getting shader default params
2018-11-18 12:05:02 +01:00
Wilson E. Alvarez
f8e0051420 Removed unnecessary assignments 2018-11-17 20:40:55 -05:00
Juan Linietsky
e77afb8507 Ensure environment radiance is not used on refprobe interiors, fixes #17868 2018-11-16 11:46:21 -03:00
Juan Linietsky
bb9127a78b Removed unnecesary normal multiplication (only culling was really needed), fixes #17776 2018-11-16 10:52:31 -03:00
JFonS
fb92c7b0fa Use hint_color when getting shader default params 2018-11-16 12:20:23 +01:00
Juan Linietsky
4d88721e62 Do not error on empty shader, just treat it as invalid by default. Fixes #15998. 2018-11-14 10:58:16 -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
Juan Linietsky
984063cf0b Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617 2018-11-14 09:32:39 -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
Rémi Verschelde
3bc7dfc856
Merge pull request #23254 from ibrahn/gles2-var-init-cleanup
Cleaning up some uninitialised variables in GLES2 stuff.
2018-11-12 20:47:19 +01:00
Juan Linietsky
3e128a6d8a Was missing calling _mkid() in shader_gles2.cpp, regarding fix for #12880 2018-11-10 10:52:24 -03:00
Juan Linietsky
f00b522705 Avoid double underscore from breaking glsl compiler, fixes #12880 2018-11-10 10:48:18 -03:00
Rémi Verschelde
17b776e549
Merge pull request #23502 from Rubonnek/simplified-logic
Simplified boolean logic in GLES2/3 rasterizers
2018-11-05 08:31:14 +01:00
JFonS
85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
Wilson E. Alvarez
e4884cfc75
Simplified boolean logic in GLES2/3 rasterizers 2018-11-04 09:14:50 +00:00
Ibrahn Sahir
352b3c9c93 Cleaning up some uninitialised variables in GLES2 stuff.
Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).

Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.

Added assignments for state.current_main_tex based on same in GLES3.
2018-11-02 14:09:32 +00:00
Juan Linietsky
9c195b57a0
Merge pull request #23125 from JFonS/fix_texture_get_data
Implement rasterizer texture_get_data on OpenGL ES
2018-11-01 12:56:31 -03:00
JFonS
edcccaf8c1 Implement rasterizer texture_get_data on OpenGL ES 2018-11-01 11:30:49 +01:00
Pedro J. Estébanez
11815a23dc Fix GLES2 automatic texture lookup in canvas
After this change the color will only be fetched if the shader code doesn't use it explicitly, to match the GLES3 behaviour.

Fixes #23179.
2018-10-28 02:37:34 +01:00
Rémi Verschelde
b9eb3a048e GLES2: Fix shadows shader error for SpotLights
Fixes #23268.
2018-10-25 12:14:02 +02:00
Rémi Verschelde
1169196f04
Merge pull request #22779 from Superwaitsum/LimitSettings
Limit several project settings
2018-10-25 11:38:06 +02:00
Superwaitsum
e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
Rémi Verschelde
cfa8ef1f77
Merge pull request #23186 from BastiaanOlij/fix_gles2_stereo_sky
Fixed stereoscopic (VR) sky in GLES2
2018-10-24 15:16:36 +02:00
Rémi Verschelde
053da2b487 GLES2: Fix typo in tangent calculation
Thanks @tagcup for the find.

Fixes #23234.
2018-10-24 11:10:16 +02:00
Bastiaan Olij
ef06079ad1 Fixed stereoscopic (VR) sky in GLES2 2018-10-21 11:36:01 +11:00
Dualtagh Murray
b902a2f2a7 Fixing warnings generated by MSVC
Fixes #22684.
2018-10-19 11:45:24 +02:00
M. Huri
55c8fda884 Removed duplication of include(s):
- "collision_solver_sat.h".
- "shaders/copy.glsl.gen.h"
2018-10-13 20:25:34 +07:00
Ferenc Arn
35ea827e83 Avoid some unnecessary calculations in scene.glsl. 2018-10-11 10:34:37 -04:00
Leon Krause
7a4d5ddb4d Format GLES2 scene.glsl 2018-10-06 02:17:24 +02:00
Leon Krause
e869d53e6d Fix GLES2 uniform precision 2018-10-06 02:15:04 +02:00
Rémi Verschelde
97b9697ea2 Fix some OSX and iOS Clang warnings
Fixes the following XCode 9.4.1 warnings:
```
core/os/memory.cpp:175:13: warning: unused variable 's' [-Wunused-variable]
drivers/coremidi/core_midi.cpp:68:14: warning: comparison between NULL and non-pointer ('MIDIEndpointRef' (aka 'unsigned int') and NULL) [-Wnull-arithmetic]
drivers/gles2/rasterizer_gles2.cpp:77:24: warning: unused function '_gl_debug_print' [-Wunused-function,34]
drivers/unix/thread_posix.cpp:106:12: warning: unused variable 'running_thread' [-Wunused-variable,34]
modules/gdnative/nativescript/nativescript.h:371:16: warning: in-class initialization of non-static data member is a C++11 extension [-Wc++11-extensions]
platform/iphone/gl_view.mm:56:14: warning: unused variable 'video_previous_volume' [-Wunused-variable,34]
platform/iphone/gl_view.mm:251:12: warning: unused function 'get_first_id' [-Wunused-function,34]
platform/iphone/main.m:45:15: warning: unused variable 'app' [-Wunused-variable,34]
platform/osx/os_osx.mm:79:15: warning: unused function 'convertRectToBacking' [-Wunused-function]
```
2018-10-04 11:50:16 +02:00
Jean-François Michaud
700d5d26c9 Fix #22591: shader failed to compile when shadow enabled because of incompatible assignment of vec3 to a vec4. 2018-10-03 13:42:17 -04:00
Juan Linietsky
286b70839e vertex lit optimization for fog. 2018-10-02 19:08:33 -03:00
Juan Linietsky
11f088279d Implemented FOG support in GLES2. 2018-10-02 18:53:16 -03:00
Rémi Verschelde
45842c0ea9
Merge pull request #22627 from akien-mga/gles2-pixel-snap
GLES2: Implement pixel snap 2D option
2018-10-02 19:09:34 +02:00
Ferenc Arn
658c2b6eee Bring accidentally commented out lines back.
Oversight by me in #22483. GLES2 doesn't seem to be supporting anisotropy at the moment anyway ---in case it gets revived.
2018-10-02 12:44:31 -04:00
Rémi Verschelde
63e1c6dce3 Disable GLES2 debugging on iOS, fixes build
Could be readded by someone who knows how to access an API
similar to EGL on iOS.
2018-10-02 16:34:31 +02:00
Rémi Verschelde
ac2a4771d5 GLES2: Implement pixel snap 2D option 2018-10-02 15:53:24 +02:00
Rémi Verschelde
4d693fc3f0
Merge pull request #22455 from Calinou/reverse-cull-face-update-light
Update lights when their reverse cull face mode is toggled
2018-10-02 15:23:24 +02:00
Rémi Verschelde
9c93a401b9
Merge pull request #22483 from tagcup/fresnel
Restore the Fresnel term in the BRDF.
2018-10-02 15:18:31 +02:00
Rémi Verschelde
6e619ccb24
Merge pull request #22562 from muiroc/gles2_canvas_skip_transform
Uses skip_vertex_transform in GLES2 canvas shader
2018-10-02 15:12:50 +02:00
Rémi Verschelde
123931f7eb
Merge pull request #22574 from BastiaanOlij/mobile_vr_gles2
Moving lens distortion shader into drivers and adding GLES2 support
2018-10-02 15:08:59 +02:00
Juan Linietsky
bad991ea83 Many more fixes for GLES2 mobile export. Also added ability to turn on OpenGL debugging on Android export. 2018-10-02 10:00:15 -03:00
Bastiaan Olij
a6df366b23 Moving lens distortion shader into drivers and adding GLES2 support 2018-10-02 17:14:43 +10:00
Rémi Verschelde
85bb1c445c Style: Run clang-format on shaders again 2018-10-02 08:34:08 +02:00
Rémi Verschelde
6bfb7944d9 SCons: Remove avoidable defines from main env's CPPPATH
Also finally move freetype to its own env and disable warnings for it.
Still needs some work to fix the awkward situation of the freetype and
svg modules used in scene/ and editor/ respectively.
2018-10-01 11:59:22 +02:00
Juan Linietsky
c24277a520 -Many GLES2 optimizations
-Android export fixes (use ETC if GLES2 backend in use)
-revert to thekla atlas because xatlas is not working well
2018-09-30 23:11:24 -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
muiroc
9a5d867210 Uses skip_transform in gles2 canvas shader 2018-09-30 18:10:58 +02:00
Rémi Verschelde
d3f01a2281 Style: Run clang-format on recent shader changes 2018-09-30 16:31:46 +02:00
Juan Linietsky
ce8294986d Some more GLES2 tuning.. 2018-09-29 23:47:24 -03:00
Juan Linietsky
3333166b07 Many more GLES2 fixes 2018-09-29 19:17:52 -03:00
Juan Linietsky
4115e6d179 This fixes a bug in refprobe blending, but I have no idea when I fixed it. It just started working all of sudden.. 2018-09-29 17:03:35 -03:00
Juan Linietsky
0de8309b2c Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. 2018-09-29 13:49:34 -03:00
Juan Linietsky
c83742ba86 -Lightmap and lightmap capture support for GLES2
-Added hint to not show some properties when running on low end gfx
2018-09-28 20:33:18 -03:00
Juan Linietsky
f2ed26d71e Reflection probe support in GLES2 back-end. 2018-09-28 16:42:47 -03:00
Rémi Verschelde
3a2ca68af3 SCons: Build thirdparty code in own env, disable warnings
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
2018-09-28 14:07:39 +02:00
Rémi Verschelde
7b081a7fc8 Fix warnings about unhandled enum value in switch [-Wswitch]
Fixes GCC 5 warnings of the form:

core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]

Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
2018-09-27 18:34:30 +02:00
Rémi Verschelde
cdc411fd54 Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], [-Wreturn-local-addr] and more
Fixes the following GCC 5 warnings:
```
core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress]
servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress]

drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith]

modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]

modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr]

editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive
modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file

editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed
modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed
scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed
scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed
```
2018-09-27 16:33:52 +02:00
Rémi Verschelde
d95bbb8922 Fix warnings about set but unused variables [-Wunused-but-set-variable]
Fixes the following GCC 5 warnings:
```
drivers/gles2/rasterizer_canvas_gles2.cpp:814:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:2270:11: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:2673:22: warning: variable 'e' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:715:7: warning: variable 'no_cull' set but not used [-Wunused-but-set-variable]
drivers/gles2/shader_gles2.cpp:693:14: warning: variable 'cc' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_canvas_gles3.cpp:1226:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:3039:10: warning: variable 'contrib' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:4504:32: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable]
editor/editor_inspector.cpp:272:9: warning: variable 'guide_color' set but not used [-Wunused-but-set-variable]
editor/editor_themes.cpp:1067:14: warning: variable 'alpha3' set but not used [-Wunused-but-set-variable]
editor/editor_themes.cpp:263:8: warning: variable 'script_bg_color' set but not used [-Wunused-but-set-variable]
editor/plugins/collision_shape_2d_editor_plugin.cpp:326:11: warning: variable 'cpoint' set but not used [-Wunused-but-set-variable]
editor/plugins/mesh_editor_plugin.cpp:72:9: warning: variable 'size' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:471:12: warning: variable 'mpos' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:89:8: warning: variable 'basetype_color' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:90:8: warning: variable 'type_color' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:92:8: warning: variable 'string_color' set but not used [-Wunused-but-set-variable]
modules/visual_script/visual_script_editor.cpp:2521:7: warning: variable 'seq_connect' set but not used [-Wunused-but-set-variable]
platform/android/export/export.cpp:580:12: warning: variable 'styles_count' set but not used [-Wunused-but-set-variable]
platform/android/export/export.cpp:584:12: warning: variable 'styles_offset' set but not used [-Wunused-but-set-variable]
platform/osx/export/export.cpp:464:9: warning: variable 'zerr' set but not used [-Wunused-but-set-variable]
scene/2d/tile_map.cpp:260:10: warning: variable 'tcenter' set but not used [-Wunused-but-set-variable]
scene/3d/light.cpp:166:7: warning: variable 'editor_ok' set but not used [-Wunused-but-set-variable]
scene/3d/navigation.cpp:566:11: warning: variable 'closest_navmesh' set but not used [-Wunused-but-set-variable]
scene/gui/rich_text_label.cpp:869:8: warning: variable 'size' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:705:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:706:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:726:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:727:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable]
scene/resources/material.cpp:430:7: warning: variable 'using_world' set but not used [-Wunused-but-set-variable]
servers/visual/shader_language.cpp:2026:7: warning: variable 'all_const' set but not used [-Wunused-but-set-variable]
servers/visual/visual_server_scene.cpp:1383:28: warning: variable 'z_max_cam' set but not used [-Wunused-but-set-variable]
```

Also fixes two [-Wunused-value] warnings:
```
scene/gui/text_edit.cpp:4405:20: warning: statement has no effect [-Wunused-value]
servers/visual/visual_server_scene.cpp:905:48: warning: value computed is not used [-Wunused-value]
```

Some of those are bugs and need further work, they are identified with
`// FIXME` comments.
2018-09-27 16:25:24 +02:00
Rémi Verschelde
cda5b0bfe1 Fix warnings about unused variables [-Wunused-variable]
Fixes the following GCC 5 warnings:
```
drivers/gles2/rasterizer_scene_gles2.cpp:1139:15: warning: unused variable 'offset' [-Wunused-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:1205:39: warning: unused variable 'multi_mesh' [-Wunused-variable]
drivers/gles2/rasterizer_storage_gles2.cpp:359:7: warning: unused variable 'srgb' [-Wunused-variable]
drivers/gles2/shader_gles2.cpp:1016:45: warning: unused variable 'texture_hints' [-Wunused-variable]
editor/animation_track_editor.cpp:776:9: warning: unused variable 'keys_to' [-Wunused-variable]
editor/editor_inspector.cpp:273:7: warning: unused variable 'vs_height' [-Wunused-variable]
editor/editor_themes.cpp:202:10: warning: unused variable 'begin_time' [-Wunused-variable]
editor/editor_themes.cpp:239:10: warning: unused variable 'end_time' [-Wunused-variable]
editor/plugins/animation_blend_tree_editor_plugin.cpp:726:17: warning: unused variable 'an' [-Wunused-variable]
editor/plugins/script_text_editor.cpp:1278:8: warning: unused variable 'fold_state' [-Wunused-variable]
main/main.cpp:132:13: warning: 'use_vsync' defined but not used [-Wunused-variable]
modules/cvtt/image_compress_cvtt.cpp:231:8: warning: unused variable 'y_end' [-Wunused-variable]
modules/cvtt/image_compress_cvtt.cpp:311:6: warning: unused variable 'shift' [-Wunused-variable]
modules/gdscript/gdscript_editor.cpp:58:7: warning: unused variable 'th' [-Wunused-variable]
modules/gridmap/grid_map.cpp:1084:6: warning: unused variable 'ofs' [-Wunused-variable]
modules/theora/video_stream_theora.cpp:442:9: warning: unused variable 'tr' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2606:6: warning: unused variable 'count' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2829:6: warning: unused variable 'seq_count' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2844:24: warning: unused variable 'vnode_function' [-Wunused-variable]
modules/websocket/lws_peer.cpp:122:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:135:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:63:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:91:12: warning: unused variable 'peer_data' [-Wunused-variable]
platform/android/export/export.cpp:763:16: warning: unused variable 'node_size' [-Wunused-variable]
scene/gui/rich_text_label.cpp:850:10: warning: unused variable 'x_ofs' [-Wunused-variable]
scene/gui/text_edit.cpp:653:8: warning: unused variable 'tab_w' [-Wunused-variable]
scene/resources/bit_mask.cpp:186:6: warning: unused variable 'i' [-Wunused-variable]
scene/resources/mesh.cpp:549:20: warning: '_array_name' defined but not used [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:107:10: warning: unused variable 'v2' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:108:10: warning: unused variable 'v3' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:109:10: warning: unused variable 'v4' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:110:10: warning: unused variable 'v5' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:111:10: warning: unused variable 'v0n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:112:10: warning: unused variable 'v1n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:113:10: warning: unused variable 'v2n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:114:10: warning: unused variable 'v3n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:115:10: warning: unused variable 'v4n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:116:10: warning: unused variable 'v5n' [-Wunused-variable]
servers/visual/default_mouse_cursor.xpm:2:21: warning: 'default_mouse_cursor_xpm' defined but not used [-Wunused-variable]
```
2018-09-27 16:25:24 +02:00
Rémi Verschelde
e5bbcb8bcf Fix warnings for comparison between signed and unsigned integers [-Wsign-compare]
Also turn off -Wsign-compare warnings in the future, we do not consider them important.

Fixes the following GCC 5 warnings:
```
core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/sprite_editor_plugin.cpp💯20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```

The following warnings were not fixed, as they implied casting for no gain:
```
core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
2018-09-27 16:25:23 +02:00
Hugo Locurcio
b8bd5d0354
Update lights when their reverse cull face mode is toggled 2018-09-26 21:52:41 +02:00
Juan Linietsky
2005b0c820 Fix gizmo handles in GLES2 backend 2018-09-25 10:36:54 -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
JFonS
3cedec5f75 Set uniform default values in inspector 2018-09-13 23:05:33 +02:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -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
Rémi Verschelde
fc207ba18a
Merge pull request #21782 from eska014/gles3-get-texture-err
Fix missing texture-download error with OpenGL ES
2018-09-05 22:12:28 +02:00
Leon Krause
57eaea571a Fix missing texture-download error with OpenGL ES 2018-09-05 21:22:13 +02:00
volzhs
d5354e2e8f Respect splash fullsize option on GLES2 2018-09-03 19:48:12 +09:00
Rémi Verschelde
c1f687c681
Merge pull request #21387 from hpvb/fix-15324
Fall back to GLES2 if GLES3 is not working
2018-08-27 16:54:22 +02:00
Juan Linietsky
bca706b361
Revert "Fix some 3D texture issues" 2018-08-27 10:12:07 -03:00
Rémi Verschelde
3dc63a710f
Merge pull request #21469 from akien-mga/glsl-clang-format
Style: Enable clang-format on GLSL shaders
2018-08-27 10:12:24 +02:00
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
elasota
30e20b6278 Partial fixes for 3D texture issues 2018-08-26 20:22:56 -04:00
Hein-Pieter van Braam
08f452d1a9 Fall back to GLES2 if GLES3 is not working
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.

This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.

We also no longer crash when GLES3 is not functioning on a platform.

This fixes #15324
2018-08-26 16:40:46 +02:00
Juan Linietsky
62233423c7 Fix generation of env map, closes #18880 2018-08-24 13:31:31 -03:00
Rémi Verschelde
1ae7a78d8b
Merge pull request #21364 from akien-mga/shaders-style
Style: Fix code formatting in GLSL shaders
2018-08-24 15:17:38 +02:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Rémi Verschelde
d442f3d0aa
Merge pull request #21351 from akien-mga/print_verbose
Add print_verbose to print to stdout only in verbose mode
2018-08-24 14:58:36 +02:00
Rémi Verschelde
e68b96928b Style: Fix code formatting in GLES2 shaders 2018-08-24 14:50:59 +02:00
Thomas Herzog
f123694b4e
Merge pull request #21357 from karroffel/gles2-shader-language-f-to-pay-respects
[GLES2] fix wrong shader compiler output
2018-08-24 12:14:40 +02:00
Thomas Herzog
56bab6509c
Merge pull request #21318 from karroffel/gles2-shader-fixes
[GLES2] attempt to fix some android problems
2018-08-24 12:14:20 +02:00
Thomas Herzog
2fa4b50027 [GLES2] fix wrong shader compiler output
The `f` postfix was working fine on dekstop GL but not on
some mobile drivers.
2018-08-24 12:10:54 +02:00
Thomas Herzog
211e0fa4aa [GLES2] fix multimesh byte colors
When using float colors, everything works fine, but when using
the byte format, the colors were read incorrectly.
2018-08-24 11:23:42 +02:00
Rémi Verschelde
de59fe04e7 Add print_verbose to print to stdout only in verbose mode
Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
	print_line(msg);
2018-08-24 09:23:20 +02:00
Rémi Verschelde
b2494d3898
Merge pull request #21325 from karroffel/gles2-texture-flags
[GLES2] fix texture flags not having an effect
2018-08-23 22:22:33 +02:00
Thomas Herzog
8884b3daad [GLES2] fix texture flags not having an effect 2018-08-23 18:25:55 +02:00
Thomas Herzog
0edb50f629
Merge pull request #21321 from karroffel/gles2-canvas-modulate
[GLES2] fix CanvasModulate not working
2018-08-23 18:15:42 +02:00
Thomas Herzog
0f59cc179c [GLES2] fix CanvasModulate not working
That's what happens when you forget about your debug
shortcuts.

Fixes #21025
2018-08-23 17:38:20 +02:00
Thomas Herzog
5ebc70f288 [GLES2] fix depth for alpha pass 2018-08-23 17:25:00 +02:00
Thomas Herzog
d61fc6a97b
Merge pull request #21317 from karroffel/gles2-canvas-texture-sampler-long-branch-name
[GLES2] fix canvas_item sampler allocation
2018-08-23 17:11:00 +02:00
Thomas Herzog
a7bedaf935 [GLES2] attempt to fix some android problems 2018-08-23 17:08:16 +02:00
Thomas Herzog
da876907fd [GLES2] fix canvas_item sampler allocation 2018-08-23 16:46:43 +02:00
Thomas Herzog
8e7454e5d7 enable hardware skeletons 2018-08-23 16:13:45 +02:00
elasota
35f6ba5c5d BPTC support 2018-08-21 22:56:04 -04:00
Marcin Zawiejski
bd5ff205b2 Revert "Batch GLES2 draw calls"
This reverts commit f55039b194.

The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
2018-08-20 02:10:14 +02:00
Thomas Herzog
b4ce1e3005
Merge pull request #20965 from dragmz/gles2_batching
Batch GLES2 draw calls
2018-08-18 18:37:52 +02:00
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
Marcin Zawiejski
f55039b194 Batch GLES2 draw calls
Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
2018-08-14 10:47:16 +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
karroffel
8b82f4ad2e fix GLES2 line rendering
fixes #17147
2018-03-02 12:35:34 +01:00
bruvzg
a5a4f3714b
GLES2 renderer support on macOS. 2018-03-02 13:15:12 +02:00
karroffel
eac4c984df add GLES 2 renderer for 2D
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.

Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
2018-03-01 15:12:30 +01:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Wilson E. Alvarez
738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
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
Poommetee Ketson
c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
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
Poommetee Ketson
2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
Juan Linietsky
12a8fedfe6 Some changes to dual paraboloid envmap generation, fixes somme bleeding 2017-07-05 19:39:45 -03:00
Juan Linietsky
5c6cac4e53 Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far. 2017-06-17 23:27:42 -03:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam
b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Rémi Verschelde
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
a540e15cd1 Merge pull request #7513 from djrm/compilation_fix
Matrix32 -> Transform2D
2017-01-15 00:27:05 +01:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Daniel J. Ramirez
aafaf2226f Matrix32 -> Transform2D 2017-01-13 01:34:32 -06:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
Rémi Verschelde
f34151ff0f style: Various other PEP8 fixes in Python files
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde
97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde
248bc9159c drivers: Refactor SCsub and drop redundant env_drivers clone
The reordering of the SConscript includes allows to ensure that
stuff like the builtin zlib headers will be available for libpng.

Also moved glew back into global env, otherwise windows seems
not to find it... Kind of shooting in the dark with this multi-env
setup.
2016-10-15 18:10:18 +02:00
Juan Linietsky
cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Rémi Verschelde
78d97b060a Merge pull request #6605 from zaps166/old-gl-ext-funcs
Add compatibility with old OpenGL 2.1 drivers
2016-10-03 14:21:37 +02:00
mookiexl
0b12ebba11 Limit directional shadow draw distance, fixes #559, optimization (#1991)
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
2016-10-03 12:28:32 +02:00
Rémi Verschelde
463a42c71e Merge pull request #6606 from zaps166/don-crash-on-unsupported-gl
Don't crach when OpenGL version is unsupported
2016-10-03 11:54:49 +02:00
Błażej Szczygieł
7b8fe97888 Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).
2016-09-25 13:09:23 +02:00
Błażej Szczygieł
ca3b8deb78 Don't crach when OpenGL version is unsupported 2016-09-25 13:06:14 +02:00
Błażej Szczygieł
a27fafb273 Add compatibility with old OpenGL 2.1 drivers
If ARB_framebuffer_object is not supported, try to fall-back to
EXT_framebuffer_object if present.

In current version of godot, the way framebuffers are used is backward
compatible with the older EXT_framebuffer_object extension.

Fixes #6591
Done with SuperUserNameMan
2016-09-25 12:58:22 +02:00
knd
708a028ce8 removed redundant assign operation in mesh_add_surface: elem_count is reassigned a value before the old one has been used. 2016-09-21 05:23:42 +03:00
Rémi Verschelde
80861b7d59 Merge pull request #6414 from RandomShaper/improve-shader-shadow
Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky
e2aad59b59 Merge pull request #5962 from Alex-doc/Y_billboard
Implements Y billboard
2016-09-10 12:12:26 -03:00
Juan Linietsky
7a27d5d9e7 Merge pull request #6363 from vnen/winrt
Fix the support for WinRT/UWP
2016-09-10 11:47:42 -03:00
Pedro J. Estébanez
0960887625 Expose light shadow color to canvas item shaders 2016-09-07 01:52:54 +02:00
Pedro J. Estébanez
b69e422af9 Rename misleading define
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
2016-09-07 00:51:03 +02:00
George Marques
c9b82498b4
Fix drivers coding for WinRT
- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
  for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
2016-09-03 19:36:44 -03:00
Juan Linietsky
fb4d6d1db0 More visual script improvements
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Alex Piola
c3b9ef8229 Implements Y billboard
Y billboard wasn't hooked up. This commit implements it.
2016-08-01 14:00:30 +02:00
Rémi Verschelde
a155342eca GLES2: Check for GPU capabilities to display an error
The engine will still segfault, but the error message should be displayed by the
OS in a blocking manner, so that it will only crash once users have acknowledged
the error dialog.

Closes #1162.
2016-07-25 23:08:46 +02:00