Yuri Roubinsky
1472fca951
Removed unnecessary shader error log messages
2019-10-02 12:37:22 +03:00
Rémi Verschelde
159470df08
Merge pull request #32275 from godotengine/skin_support
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Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
Rémi Verschelde
fdc2463a1b
Merge pull request #32150 from luzpaz/typos
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Fix misc. source comment typos
2019-09-20 17:09:05 +02:00
luz.paz
91ecd7b6a6
Fix misc. source comment typos
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Rémi Verschelde
28265fb526
Merge pull request #31202 from azagaya/light-data
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Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
Juan Linietsky
d81ddaf33e
Added skin support and simplified APIs to override bone position.
2019-09-18 19:46:32 -03:00
Chaosus
1333ea2a2d
Implement shader array support for varyings
2019-09-14 18:23:25 +03:00
azagaya
b835868067
Create shadow_vec for altering shadow computation
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In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.
Add inverse light transformation to shadow vec, so it's not affected when rotating lights;
Added usage define for shadow vec.
For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
Yuri Roubinski
38601dd3e9
Fix shader crash when users miss the return statement
2019-08-28 11:32:33 +03:00
Yuri Roubinski
4dda253ee0
Implements switch to shaders
2019-08-23 14:43:09 +03:00
Rémi Verschelde
6c607c3564
Merge pull request #31266 from IAmActuallyCthulhu/pr/remove-redundant-author-comments
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Remove redundant author doc comments
2019-08-14 13:45:54 +02:00
Yuri Roubinski
a525e3c5ce
Implemented do/while loops for shaders
2019-08-13 18:39:55 +03:00
Yuri Roubinski
24417f1975
Force user to initialize local shader constants
2019-08-13 12:31:25 +03:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments
2019-08-12 04:26:38 -05:00
Cameron Reikes
9f7a166c35
Show that identifier found in function names
2019-08-09 21:15:33 -07:00
Michael Alexsander Silva Dias
5ca7460421
Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories
2019-08-09 11:27:39 -03:00
Rémi Verschelde
7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
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Implemented local shader constants
2019-08-07 15:14:35 +02:00
qarmin
e0b5b21863
Add some code changes/fixes proposed by Coverity and Clang Tidy
2019-08-07 12:54:30 +02:00
Yuri Roubinski
b24b3497d6
Implemented local shader constants
2019-08-05 10:35:53 +03:00
Rémi Verschelde
4c943cca2c
Merge pull request #30716 from qarmin/fixed_static_analiser_code
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Fix some code found by Coverity Scan and PVS Studio
2019-07-23 15:08:44 +02:00
qarmin
aab8da25ad
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 09:14:31 +02:00
Rémi Verschelde
fec28da0ad
Merge pull request #30349 from qarmin/fix_arvr_crash_at_exit
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Fix ARVRServer crash at exit
2019-07-20 12:41:56 +02:00
Chaosus
cfcc9ee9c1
Allows to use non-constants in the local shader array initializer
2019-07-16 08:04:49 +03:00
Chaosus
9379cbc774
Added local array initializer
2019-07-16 07:13:37 +03:00
Chaosus
c37379456f
Implemented local shader arrays
2019-07-15 15:57:39 +03:00
Chaosus
e7f5640632
Added missed "textureProjLod" shader built-in overload for 3D textures
2019-07-15 09:59:11 +03:00
hbina085
26c0609656
Make the default return value on crash explicit
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Noticed that the error condition will return a NULL instead of something more explicit like "false".
Should make the code more readable at a glance.
2019-07-11 23:06:58 -04:00
Chaosus
a2b2da2454
Removed invalid mix shader overloads
2019-07-11 17:16:26 +03:00
Chaosus
4083d0c784
Fix "not" shader function return type
2019-07-09 15:55:00 +03:00
Ibrahn Sahir
4e4697b1c4
Added release function to PoolVector::Access.
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For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
geequlim
253cd73f1d
Fix code completion for shader editor
2019-07-06 12:03:17 +08:00
qarmin
a4ae7131c3
Fix ARVRServer crash at exit
2019-07-05 21:14:43 +02:00
Rémi Verschelde
916c5c1e4b
Merge pull request #30318 from bojidar-bg/28501-ysort-modulate
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Ensure that nested YSort preserves intermediate modulate values
2019-07-05 09:41:11 +02:00
Bojidar Marinov
c3495ef652
Ensure that nested YSort preserves intermediate modulate values
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Fixes #28501
2019-07-04 17:57:47 +03:00
Bojidar Marinov
f7dad789e9
Fix various memory leaks and errors
2019-07-02 17:23:54 +03:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
Rémi Verschelde
cf76b713cb
Merge pull request #24487 from Meirinha/master
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Added UV and UV2 to shader function light() built-in, fixes issue #24120
2019-06-20 12:46:54 +02:00
Rémi Verschelde
6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
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Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio
786a7341a7
Add an option to disable boot splash filtering
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Disabling filtering is usually desired in projects using a pixel art style.
This closes #19415 .
2019-06-15 23:53:39 +02:00
BastiaanOlij
02ea99129e
Adding a new Camera Server implementation to Godot.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Chaosus
c2d4abf62e
Added constant support to shaders
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Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
qarmin
66a36ba474
Fix some unincialised variables
2019-05-28 19:12:19 +02:00
Rémi Verschelde
01c41c782b
Merge pull request #28796 from clayjohn/GLES2-optimization
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GLES2: Allow Viewports to render directly to screen
2019-05-24 17:31:44 +02:00
Rémi Verschelde
193837a8f5
Merge pull request #28829 from vreon/swizzle-up
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Allow constructing larger data types by swizzling
2019-05-24 17:02:26 +02:00
Bastiaan Olij
3ea778e66e
Implement shadow to opacity
2019-05-21 20:07:46 +10:00
Rémi Verschelde
e0574e1d98
Fix typos with codespell
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
clayjohn
65c211d303
Implement ability to render viewports directly to screen
2019-05-13 15:20:15 -07:00
Rémi Verschelde
86a74e2cb3
Merge pull request #27798 from clayjohn/gles2-proj-mat-bug
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Fixes bug when setting projection matrix in shader GLES2
2019-05-13 17:59:40 +02:00
Jesse Dubay
1b9d26765f
Allow constructing larger data types by swizzling
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GLSL allows the construction of larger data types by swizzling smaller
ones, but Godot shading language treated this as an error:
vec2 test2 = vec2(0.0, 1.0);
vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression
This commit updates the expression parser for the 2 and 3-component data
types accordingly.
Fixes #10496
2019-05-11 11:01:09 -07:00
Aaron Franke
702b539405
Change "ID" to lowercase "id"
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Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00