Omar El Sheikh
f1fda97c33
Implement Octahedral on OpenGL3
2022-08-13 10:20:14 -07:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr
2022-08-08 10:18:32 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
...
This can be used to make shadows translucent for a specific light.
The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
clayjohn
4b80cb4aa3
Fix various bugs in GLES3 renderer that stopped it from running on web
2022-08-01 16:45:32 -04:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
...
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn
0c65ed38a6
Treat specular less than 0.02 as occlusion
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This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Rémi Verschelde
d7a1acd229
Merge pull request #62364 from clayjohn/GLES3-sky-optimization
2022-07-27 12:39:58 +02:00
Rémi Verschelde
6bbfd160b0
SCons: Properly track codegen script dependency for generated GLSL headers
2022-07-02 16:01:48 +02:00
clayjohn
93c82ab4b9
Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections
2022-06-29 23:36:18 -07:00
clayjohn
88830509d1
Precompute on the CPU as much as possible for the Cubemap filter shader
2022-06-22 16:46:27 -07:00
clayjohn
5f52936350
Implement MultiMesh in 3D and flesh out MultiMesh functions
2022-06-14 21:23:20 -07:00
clayjohn
fb860265e0
Implement 2D Meshes and MultiMeshes in GLES3 backend
2022-05-25 15:46:24 -07:00
clayjohn
3e20c1347d
Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn
39f1be760f
Fix sky updating when DirectionalLight mode changed and shader compatibility for certain drivers
2022-05-19 17:44:38 -07:00
Yuri Rubinsky
5322b171de
Fix tonemapper shader to correctly apply alpha channel
2022-05-18 06:43:07 +03:00
clayjohn
9b61c855ef
Add basic lighting to GLES3 renderer.
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This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16 15:07:09 -07:00
Somnath Sarkar
52aeaf5d16
Fix computation of screen_uv
2022-05-16 00:00:01 -04:00
clayjohn
652adcd5bf
Basic 3D rendering
2022-05-12 10:37:27 -07:00
clayjohn
2bf8831dd6
SceneShader compiling
2022-05-11 21:00:21 -07:00
clayjohn
3bb8e6a9fe
SkyShaders working
2022-05-11 21:00:21 -07:00
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns"
2022-04-29 08:02:39 -05:00
Rémi Verschelde
f394388aa2
Merge pull request #60503 from clayjohn/OPENGL-3D
2022-04-28 19:56:16 +02:00
clayjohn
2f2064fe3d
Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures
2022-04-26 11:48:39 -07:00
bruvzg
be611c1c05
Implement Label3D node.
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
Yuri Roubinsky
0d9aecd967
Rename several transform built-ins in shaders
2022-03-18 12:10:55 +03:00
clayjohn
fe49244611
Use Filament specular models and parametrization
2022-02-22 19:39:41 -08:00
clayjohn
99064d57db
New OpenGL batching canvas renderer
2022-01-11 22:26:18 -08:00
reduz
98ac002c34
WIP New GLES3 Shader Compiler
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Uses versions and specializations (more similar to RenderingDevice version)
2022-01-11 22:25:01 -08:00
luz paz
a124f1effe
Fix various typos
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Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Clay John
8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
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- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Rémi Verschelde
386968ea97
Remove obsolete GLES3 backend
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde
4faaf6089a
Remove unused #if 0'ed code
2020-01-21 21:41:54 +01:00
Rémi Verschelde
90a224c6eb
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
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GLES3: Slight optimization to irradiance compute
2020-01-19 18:55:51 +01:00
Rémi Verschelde
dc4db4ab45
GLES3: Slight optimization to irradiance compute
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All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
2020-01-19 11:03:11 +01:00
clayjohn
0979411cad
reduce complexity of irradiance map generation
2020-01-18 16:51:52 -08:00
clayjohn
796d35d8b3
Fix generation of irradiance map
2020-01-12 14:45:31 -08:00
Rémi Verschelde
2d6586ec78
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
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Fix 2D lighting when using skeleton.
2020-01-03 08:32:29 +01:00
Tritium Oxide
bb6f04c9f5
Fix wrong return type
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`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed:
0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float` caused by #34704
2020-01-01 19:14:51 +07:00
Rémi Verschelde
e4907e50fe
GLES3: Fix false positive in ninepatch axis stretch code
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See #34704 .
2020-01-01 11:49:58 +01:00
Winston
c9fe11dec1
Use correct omni light attenuation
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fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Bruno Lourenço
f26c9d650b
Fix 2D lighting when using skeleton.
2019-12-23 00:00:18 +00:00
Rémi Verschelde
e21872f4b9
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
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Fix GLES3 light cutoff.
2019-12-21 23:40:15 +01:00
Bruno Lourenço
d47374385c
Fix GLES3 light cutoff.
2019-12-21 20:52:54 +00:00
Bruno Lourenço
d7f9d71be2
Fix contact shadow when light is outside of viewport.
2019-12-21 16:55:41 +00:00
clayjohn
676f647c74
Add a default POINT_SIZE
2019-12-10 23:08:20 -08:00
Rémi Verschelde
65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
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Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
PouleyKetchoupp
299b85c46f
Disable shadow map sampling when shadows are not used in GLES3
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Fixes #20742
2019-11-29 06:21:17 +01:00
clayjohn
334d41d7cc
Fix Specular Blinn function
2019-11-22 22:03:26 -08:00
clayjohn
203fb1b348
Fix GL error by properly using float uniform
2019-11-21 07:44:09 -08:00
clayjohn
cd40154890
Fix issues with environment mapping
2019-11-19 22:30:48 -08:00
Rémi Verschelde
a39aeade5b
Merge pull request #32170 from puthre/ninepatch-fix
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GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-09 08:33:56 +02:00
Valentin Zagura
100d05cbec
GLES3 Fixes for ninepatch margins when patch size is smaller than the patch texture resolution
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Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-10-07 13:19:27 +01:00
Rémi Verschelde
823c3def72
Fix copyright headers and style issues
2019-09-24 11:52:06 +02:00
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
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
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
Holger Dammertz
aa3ef8893b
Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
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Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range
in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in
floating point texture targets (via Viewport) for further processing or saving high
dynamic range data into files. This only works when no color conversion is active.
2019-08-29 18:14:19 +02:00
Holger Dammertz
8fb80788df
changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards.
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Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-08-17 14:01:55 +02:00
RaphaelHunter
47df933c27
update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options
2019-07-28 11:43:01 +08:00
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
clayjohn
2b8b1d7c46
added MultiMeshInstance2D node for using MultiMesh in 2D
2019-06-03 12:11:54 -07:00
Rémi Verschelde
603bb98340
Merge pull request #29188 from Calinou/improve-ssao-performance-quality
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Improve SSAO performance and quality
2019-05-30 14:27:25 +02:00
Hugo Locurcio
eb0cced3c0
Improve SSAO performance and quality
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This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.
This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
2019-05-26 12:01:01 +02:00
clayjohn
4c55a909ad
fix radiance map settings
2019-05-25 18:57:32 -07:00
Rémi Verschelde
2b1c3878f9
Merge pull request #29031 from BastiaanOlij/alpha_shadow
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Implement shadow to opacity
2019-05-23 13:37:54 +02:00
Bastiaan Olij
3ea778e66e
Implement shadow to opacity
2019-05-21 20:07:46 +10:00
clayjohn
cc2d862733
Scale environment lighting correctly in GLES3
2019-05-19 17:59:23 -07:00
clayjohn
55d11330b0
fix lighting bug introduced in clear color changes
2019-05-14 15:04:54 -07:00
Rémi Verschelde
aa3c5f59f2
Merge pull request #27898 from clayjohn/metallic_radiance
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Added radiance when using clear color
2019-05-14 07:32:01 +02:00
clayjohn
5c252092e1
added radiance when using clear color and fixed brdf
2019-05-13 12:26:54 -07:00
clayjohn
670c1b10b2
fixed bug in mip map sigma
2019-04-12 17:48:38 -07:00
Rémi Verschelde
b753223ac2
Merge pull request #26567 from clayjohn/pixel_snap_artifact
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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
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
Hein-Pieter van Braam
a83e77fded
Explicitly use floating point numbers in the our shaders
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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
95e34967d8
Fix precision issue with skeletons, closes #26057 , closes #26062
2019-02-22 13:27:19 -03:00
JFonS
32e7641667
Revert back to ignoring LIGHT_VEC for 2D shadows
2019-02-21 12:16:10 +01:00
Rémi Verschelde
5fc86026ca
Fix typos with codespell
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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
JFonS
076a342a4e
Make LIGHT_VEC affect 2D shadows again
2019-02-10 21:14:32 +01:00
thomas.herzog
dddfe9a2df
implemented texture_get_data() for TextureLayered
2019-01-23 16:12:29 +01:00
Rémi Verschelde
769341e180
Cleanup after @reduz :)
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Fixes #25172 .
2019-01-21 11:12:55 +01:00
Juan Linietsky
9ed34d4423
Use GLES2 approach to vertex shading in GLES3, which has been more developed. Fixes #21852
2019-01-14 20:41:12 -03:00
Bastiaan Olij
9f266cf7e5
Override GL_position
2018-12-29 23:56:50 +11:00
PouleyKetchoupp
ab7759dbd1
Fixed fragment shader compilation error on android (S0001: Cannot compare 'float' with 'int')
2018-12-21 20:31:10 +01:00
Bastiaan Olij
f3dd3c0830
Adding option to re-orient our sky
2018-12-15 19:41:34 +11:00
QbieShay
7c55228f5c
fixed uv missing in vertex shader of canvas.
2018-12-13 07:48:30 +01:00
Rémi Verschelde
37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
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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
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
Juan Linietsky
e6bc152de8
NORMALMAP was not working (no normal being used detected), fixes #9263
2018-11-27 18:05:20 -03:00
Juan Linietsky
a397d3a46a
Avoid voxel cone trace from going full 180 degrees, fixes #20716
2018-11-23 08:42:35 -03:00
Juan Linietsky
78624ad22c
Ensure double sided normalmaps work, fixes #23760
2018-11-21 08:48:33 -03:00
Juan Linietsky
8aa38c9ad8
Fix shader bug likely introduced recently.
2018-11-16 14:30:34 -03:00
Juan Linietsky
bb9127a78b
Removed unnecesary normal multiplication (only culling was really needed), fixes #17776
2018-11-16 10:52:31 -03:00
Juan Linietsky
55f5f4757e
Merge pull request #23248 from dlasalle/fog
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Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Dominique LaSalle
6eae6247e4
Add parameter for fog max depth and use alpha as density.
2018-11-13 17:19:11 -08:00
JFonS
cbfb7bd613
Make 2D particles work OOTB (again)
2018-11-13 23:25:05 +01:00