Commit graph

2669 commits

Author SHA1 Message Date
Rémi Verschelde
ef715f37d5
Merge pull request #35091 from Faless/dtls/enet
[3.2] DTLS support + optional ENet encryption
2020-05-05 13:40:59 +02:00
Rémi Verschelde
d20485039c
Merge pull request #38453 from lawnjelly/ios_halffloat_hacky
GLES2 disable half-float project setting
2020-05-04 16:29:27 +02:00
Rémi Verschelde
41b836cb3d
Merge pull request #38450 from lawnjelly/shaper_modulate
GLES2 batching - prevent color baking with MODULATE or COLOR
2020-05-04 15:13:35 +02:00
lawnjelly
30a3f16e34 GLES2 disable half-float project setting
It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.

This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
2020-05-04 13:11:23 +01:00
lawnjelly
b08ad9ef64 GLES2 batching - prevent color baking with MODULATE or COLOR
Adding the ability to access MODULATE in the shader breaks when final_modulate is baked into vertex colors (this is a technique used to batch together different colored items). This PR prevents baking vertex colors when MODULATE is detected in the shader.

It also prevents baking when COLOR is read in canvas shaders, which could currently produce the wrong result in the shader if colors were baked. It does not prevent baking if COLOR is only written, which happens in most shaders, and will operate correctly without baking.
2020-05-04 11:19:55 +01:00
Pedro J. Estébanez
d8be5a9986 Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
Rémi Verschelde
01a085d05f
Merge pull request #38320 from lawnjelly/kessel_pr_light_join
GLES2 2D batching - item reordering, light joining and light modulate fix
2020-05-01 15:03:03 +02:00
lawnjelly
451c3fc0fb GLES2 2D batching - item reordering, light joining and light modulate fix
Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test.

In situation with item:
A-B-A
providing the third item does not overlap the second, they can be reordered:
A-A-B

Items already contain an AABB which can be used for this overlap test.

1)
To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0).

2)
This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps.

In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful.

This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off.

3)
The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided.

4)
This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects).

5)
This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-05-01 07:47:33 +01:00
Pedro J. Estébanez
7cc0f181c9 Improve shader time roll over
- Resurrect it for GL ES 2
- Apply roll over with `fmod()` instead of resetting it to 0
- Expose the setting from the `VisualServer`, since it does not belong in any specific rasterizer
2020-04-29 22:33:03 +02:00
Rémi Verschelde
f2150d1766
Merge pull request #37462 from Chaosus/shader_fix_const_order
[3.2] Fix shader constant sorting
2020-04-29 09:41:49 +02:00
Fredia Huya-Kouadio
7c559afe29 Restrict GL_TEXTURE_EXTERNAL_OES to Android platform 2020-04-27 10:18:31 -07:00
Hugo Locurcio
708184c402 Add more extensions to the dummy texture loader
This should make headless exporting work in projects using textures
in any format.

Error messages should no longer appear when running a project
that used image formats that were previously not present in the list.

(cherry picked from commit 3007c7e2a3)
2020-04-27 10:09:17 +02:00
Rémi Verschelde
0233b7e51f
Merge pull request #38251 from clayjohn/GLES2-shader-defines
Avoid duplicating shader defines in GLES2
2020-04-27 08:47:46 +02:00
clayjohn
782fd5fab6 Avoid duplicating shader defines in GLES2 2020-04-26 23:28:24 -07:00
lawnjelly
a75c1ed1df GLES2 Batching fix canvas texscreen (SCREEN_TEXTURE)
When reading SCREEN_TEXTURE in a shader, this previously only worked succesfully for the first read of the screen, because state.canvas_texscreen_used was never getting reset. This PR resets state.canvas_texscreen_used at the beginning of each joined item, so that further screen reads can happen.
2020-04-25 13:40:43 +01:00
lawnjelly
b954a8c099 Fix batching z_indices with z ranged lights
Joining items across z_indices can interfere with light culling for lights which only affect certain z ranges. This PR disables joining across z_indices when lights are present, except specifically for lights with both z_min set to the global minimum (-4096) and z_max set to the global maximum (4096).

In addition, the z_index is now stored on the joined_item for accurate light culling. The z_index is also displayed in frame diagnostics.
2020-04-23 11:58:06 +01:00
Rémi Verschelde
3b44f34166
Merge pull request #38114 from lawnjelly/kessel_rulerfix
Fix batch translate to colored synchronization error
2020-04-22 21:42:00 +02:00
lawnjelly
54cd6d3077 Fix batch translate to colored synchronization error
In rare circumstances default batches were being joined incorrectly, causing visual regressions. This logic has been fixed.

In addition slightly more output information has been added to frame diagnosis mode.
2020-04-22 18:52:42 +01:00
Rémi Verschelde
ade57c4bf0
Merge pull request #38099 from clayjohn/GLES2-skeleton-rebind
Rebind material when skeleton changes in GLES2
2020-04-22 08:23:43 +02:00
clayjohn
6f322af3fb Rebind material when skeleton changes in GLES2 2020-04-21 17:46:40 -07:00
clayjohn
7fc2cba47d Use proper depth buffer format for rgba shadows
(cherry picked from commit 123dd390e4)
2020-04-21 14:15:49 +02:00
lawnjelly
a9ae0fac86 Fixes incorrectly joining batch items from earlier z_index layers
Batching across z_index layers was not preserving the batch_break flag, which determines whether to not join the previous item. This is fixed by storing the flag in RenderItemState and preserving it across canvas_render_items calls.
2020-04-19 19:32:14 +01:00
Rémi Verschelde
008e0748c1
Merge pull request #37349 from lawnjelly/kessel32_1
GLES2 2d Batch rendering (across items)
2020-04-17 12:55:33 +02:00
lawnjelly
72adefa5cf Add frame diagnostics for GLES2 Batch renderer
Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
2020-04-17 08:54:33 +01:00
lawnjelly
b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
lawnjelly
a4cd274ca7 Batching with Extra Matrix commands
Defers sending 'transform' commands within a RasterizerCanvas::Item until they are needed for default batches. Instead locally caches the extra matrix and applies it using software transform, preventing unnecessary batch breaks.

The logic is relatively complex, and the whole 'extra matrix' of the legacy renderer in addition to the final_transform is not ideal. However this is required to accelerate some user drawing techniques, and later the lines in the IDE.
2020-04-15 12:48:36 +01:00
lawnjelly
93af8e7d1b Batching across z_indices
Extra functions canvas_render_items_begin and canvas_render_items_end are added to RasterizerCanvas, with noop stubs for non-GLES2 renderers. This enables batching to be spready over multiple z_indices, and multiple calls to canvas_render_items.

It does this by only performing item joining within canvas_render_items, and deferring rendering until canvas_render_items_end().
2020-04-12 13:52:25 +01:00
Rémi Verschelde
4dadec331e
Merge pull request #37815 from clayjohn/reset-sky-flags
Reset texture flags after radiance map generation
2020-04-12 11:35:07 +02:00
clayjohn
193b0bf1e3 Reset texture flags after radiance map generation 2020-04-11 16:10:34 -07:00
lawnjelly
1fb6181ba6 Revert to default Rect drawing code for single rects
Determined that a large reason for the decrease in performance in unbatchable scenes was due to the new routine being analogous to the 'nvidia workaround' code, that is about half the speed. So this simply uses the old routine in the case of single unbatchable rects. Hopefully we will be able to remove the old path at a later stage.
2020-04-11 17:40:30 +01:00
clayjohn
4d32652851 Avoid material rebind when using skeleton 2020-04-07 10:35:58 -07:00
lawnjelly
e7bec77ef3 Bake final_modulate uniform into vertex colors
Where the final_modulate color varies between render_items this can prevent batching. This PR solves this by baking final_modulate into the vertex colors, and setting the uniform 'final_modulate' to white, and allowing the joining of items that have different final_modulate values. The previous batching system can then cope with vertex color changes as normal.
2020-04-06 12:49:47 +01:00
lawnjelly
45b0b8bff8 GLES2 2d Batch rendering (across items)
2d rendering is currently bottlenecked by drawing primitives one at a time, limiting OpenGL efficiency. This PR batches primitives and renders in fewer drawcalls, resulting in significant performance improvements. This also speeds up text rendering.

This PR batches across canvas items as well as within items.

The code dynamically chooses between a vertex format with and without color, depending on the input data for a frame, in order to optimize throughput and maximize batch size. It also adds an option to use glScissor to reduce fillrate in light passes.
2020-04-04 17:13:58 +01:00
Pedro J. Estébanez
21703aefee Fix res:// trimmed to s:// on Windows 2020-04-01 10:22:05 +02:00
Yuri Roubinsky
ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
Rajat Goswami
19e71f94d8 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143

(cherry picked from commit 2ecf928ae3)
2020-03-25 11:38:54 +01:00
Rémi Verschelde
cc70b2fa0a
Merge pull request #36342 from m4gr3d/external_texture_support_for_godot_3_2
Add support for opengl external textures
2020-03-17 16:29:14 +01:00
Rémi Verschelde
c01e840f03
Merge pull request #36639 from RandomShaper/imvu/improve_drives_ux_3.2
Improve UX of drive letters (3.2)
2020-03-17 16:27:33 +01:00
Pedro J. Estébanez
6105dfdac9 Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-17 14:48:54 +01:00
fhuya
30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Mateo Dev .59
d6c94fd527 os: execute parse the command output from utf8
(cherry picked from commit 8a88637705)
2020-03-04 12:40:15 +01:00
Fabio Alessandrelli
6b9240aa84 Add peek option to NetSocket recv_from. 2020-02-25 11:26:34 +01:00
Twarit
6d78636163 Remove unused driver/dummy/audio_driver_dummy.h
(cherry picked from commit 04882a481b)
2020-02-20 08:00:34 +01:00
Fabio Alessandrelli
ec4abf421a Disable NetSocket reuse address on Windows.
It actually means reuse port -.- ...

(cherry picked from commits cae0d8853d
and 19ef28a614)
2020-02-20 07:57:50 +01:00
Yuri Roubinsky
786b1cc7ff Fix shader crash if using multiple underscores in identifier names
(cherry picked from commit 15358b808b)
2020-02-06 13:02:07 +01:00
clayjohn
eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
Eric Rybicki
3d4a2a09f6 Fix Softbody always spawns from world center [gles2]
Fixes #35373
2020-01-24 09:25:05 +01:00
clayjohn
3631a3cc9e Fix recently introduced crash in viewport size 2020-01-23 08:11:01 -08:00
Hugo Locurcio
90a1f8d8a7
Make OS.execute() blocking by default if not specified
This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
2020-01-23 01:26:32 +01:00
Rémi Verschelde
a8460bffd2
Merge pull request #35414 from Ovnuniarchos/AlsaMidiBadPitchBend
ALSA MIDI: Pitch bend and System Common messages
2020-01-22 22:12:57 +01:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
Ovnuniarchos
9c48eb1c59 ALSA MIDI driver:
Pith bend message now has correct size (was 2 bytes instead of 3).
	Recognized (but not implemented) 0xF? messages. SysEx messages will be reocognized as such, but their contents will be ignored.
2020-01-22 21:41:48 +01:00
lawnjelly
eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
00284a75e8 GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.

Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter

Fixes #35436.
2020-01-22 15:18:56 +01:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde
837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98a:
  "Expose audio callbacks as signals."
- dabaa11b3c:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Rémi Verschelde
90a224c6eb
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
GLES3: Slight optimization to irradiance compute
2020-01-19 18:55:51 +01:00
Rémi Verschelde
4d052e51a2
Merge pull request #35302 from clayjohn/GLES3-env-map
Reduce complexity of irradiance map generation
2020-01-19 12:39:36 +01:00
Rémi Verschelde
dc4db4ab45 GLES3: Slight optimization to irradiance compute
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
Rémi Verschelde
43caf83c09
Merge pull request #35284 from Ovnuniarchos/MidiNoReopen
Alsa MIDI input thread gets properly reinitialized on open_midi_input.
2020-01-19 09:34:38 +01:00
clayjohn
0979411cad reduce complexity of irradiance map generation 2020-01-18 16:51:52 -08:00
Ovnuniarchos
af95554aff Alsa MIDI input thread gets properly reinitialized on open. 2020-01-18 15:59:59 +01:00
Rémi Verschelde
669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
clayjohn
041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn
f3af81b059 Gracefully handle 3D textures in GLES2 2020-01-16 11:28:14 -08:00
Yuri Roubinsky
5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
Rémi Verschelde
3af0400a32
Merge pull request #35176 from clayjohn/csg-crash
Fix light related crashes
2020-01-16 08:03:56 +01:00
Rémi Verschelde
318445c548
Merge pull request #35178 from clayjohn/GLES2-fix-lightmap
Fix array constructor for lightmaps
2020-01-16 07:47:49 +01:00
clayjohn
f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -08:00
clayjohn
910f8719a0 Fix array constructor for lightmaps 2020-01-15 17:41:46 -08:00
clayjohn
a345088433 Add background mode keep to GLES2 2020-01-15 15:59:00 -08:00
Rémi Verschelde
8130decfe4
Merge pull request #35064 from clayjohn/rendering_crashes
Fix light and multimesh crashes
2020-01-13 09:13:18 +01:00
clayjohn
179193775b Fix light and multimesh crashes 2020-01-12 17:45:06 -08:00
clayjohn
796d35d8b3 Fix generation of irradiance map 2020-01-12 14:45:31 -08:00
Rémi Verschelde
815bf761a5 RasterizerCanvas: Use getornull to fetch light occluder polygon
Fixes #21286 when the occluder is not fully configured.
2020-01-08 11:29:15 +01:00
Rémi Verschelde
377ae2af97
Merge pull request #34808 from Calinou/no-color-in-non-tty
Disable colored console output when standard output isn't a TTY
2020-01-06 16:39:47 +01:00
Hugo Locurcio
0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Hugo Locurcio
785af45d8e
Disable colored console output when standard output isn't a TTY
This prevents Godot from writing ANSI escape codes when redirecting
stdout and stderr to a file.
2020-01-04 04:04:08 +01:00
Rémi Verschelde
94658de1ff
Merge pull request #34794 from clayjohn/GLES2-trimesh-crash
Fix crash on trimesh_create
2020-01-03 22:53:57 +01:00
clayjohn
906b5e7f3f Fix crash on trimesh_create by making surface->data available in non-tool builds 2020-01-03 13:39:40 -08:00
Rémi Verschelde
fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
Rémi Verschelde
2d6586ec78
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
Fix 2D lighting when using skeleton.
2020-01-03 08:32:29 +01:00
Tritium Oxide
bb6f04c9f5
Fix wrong return type
`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
See #34704.
2020-01-01 11:49:58 +01:00
PouleyKetchoupp
1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
162bebcafa
Merge pull request #34647 from madmiraal/pulse-audio-null-pointer
Check for null pointer in PulseAudio server info callback.
2019-12-30 17:41:28 +01:00
Rémi Verschelde
a96c95f1ef
Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation
Use correct omni light attenuation
2019-12-30 16:11:58 +01:00
Winston
c9fe11dec1
Use correct omni light attenuation
fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Bruno Lourenço
16429a4289 Reset GLES3 MultiMesh buffer id when reallocating. 2019-12-28 18:38:25 +00:00
Marcel Admiraal
32eccb87e0 Check for null pointer in PulseAudio server info callback. 2019-12-28 08:38:29 +01:00
Bruno Lourenço
65195f505f Fix canvas GLES3 skeleton transform uniform updating. 2019-12-23 18:40:48 +00:00
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
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
28543667fd Always use 16 bit renderbuffer depth on WebGL 2019-12-19 20:41:32 -08:00
Fabio Alessandrelli
feb54d0ed7 Make NetSockets quiter.
Use print_verbose instead of ERR_* for network errors.
2019-12-17 16:08:24 +01:00
Rémi Verschelde
c39aa2b200
Merge pull request #34367 from clayjohn/GLES2-shadow_color
Fix shadow color in GLES2 by making sRGB
2019-12-16 08:05:17 +01:00
clayjohn
2a694a44cb fix shadow color in GLES2 by making sRGB 2019-12-15 10:27:31 -08:00
Rémi Verschelde
d3a07d3550
Merge pull request #33910 from Faless/net/android_mlock
Acquire MulticastLock on Android when using broadcast/multicast
2019-12-14 21:53:08 +01:00
Fabio Alessandrelli
9269d6be32 UDP sockets broadcast is now disabled by default.
Add method `set_broadcast_enabled` to allow enabling broadcast via
GDScript.
2019-12-14 17:48:16 +01:00
volzhs
904b7700fa Remove convex_decomp in drivers/SCsub
follow-up f111d1aaed
2019-12-14 21:41:21 +09:00
Rémi Verschelde
f111d1aaed Drop b2d_convexdecomp. no longer necessary.
We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.

Follow-up to #34293.
2019-12-13 23:29:52 +01:00
Rémi Verschelde
371de5132c
Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flip
Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-12 07:33:19 +01:00
Rémi Verschelde
f676d7509e
Merge pull request #34262 from clayjohn/default_point_size
Add a default POINT_SIZE
2019-12-12 06:45:31 +01:00
Bojidar Marinov
eec7702711
Flip cull mode when rendering flipped Light2D and LightOccluder2D
Fixes #32993
2019-12-11 23:28:35 +02:00
Rémi Verschelde
c320a82213 SCons: Add 'split_libmodules' option to workaround linker issue
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.

Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.

We force this option to True for MinGW on Windows, which fixes #30892.

Additional changes to lib splitting:

- Fix linking of the split module libs with interdependent symbols,
  hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
  and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
  too big since we moved all thirdparty builds to modules.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2019-12-11 15:40:28 +01:00
clayjohn
676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -08:00
Rémi Verschelde
435cced7d8
Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process
Use renderbuffer depth for post-process buffers when appropriate
2019-12-10 17:16:40 +01:00
Fabio Alessandrelli
ab1bfb9007 NetSocket set_broadcast_enabled returns Error enum 2019-12-10 12:11:52 +01:00
clayjohn
fd31cebcbe Use renderbuffer depth for post-process buffers when appropriate 2019-12-09 22:19:11 -08:00
clayjohn
e8d652f160 Force 32 bit depth buffer for WebGL 2019-12-09 22:14:12 -08:00
Rémi Verschelde
cd07a34598 GLES3: Properly unbind buffers after draw commands
Patch provided by @oeleo1.

Fixes #34120.
2019-12-09 09:25:20 +01:00
Rémi Verschelde
fbfd56c247 GLES2: Fix uninitialized members in ShaderGLES2::Version
Fixes #34109.
2019-12-05 09:15:31 +01:00
Rémi Verschelde
745a8915fc Properly orphan polygon index buffer after binding (take 2)
Follow-up to #34088, patch by @oeleo1 from
https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-04 12:16:50 +01:00
clayjohn
b2dfbd77ec properly orphan polygon index buffer after binding 2019-12-03 07:54:25 -08:00
Rémi Verschelde
10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Rémi Verschelde
65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
Rémi Verschelde
d53e3d3acc
Merge pull request #33985 from nekomatata/shadow_viewport
Disable shadow map sampling when shadows are not used in GLES3
2019-12-02 09:28:42 +01:00
Ricardo Maes
ebf2759a1c Fix render target textures not allowing repeat flag 2019-11-29 18:40:22 -03:00
PouleyKetchoupp
f5e81b894a Removed duplicated conditional in GLES2 2019-11-29 06:32:55 +01:00
PouleyKetchoupp
299b85c46f Disable shadow map sampling when shadows are not used in GLES3
Fixes #20742
2019-11-29 06:21:17 +01:00
PouleyKetchoupp
e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.

Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.

Fixes #26823
2019-11-28 22:57:27 +01:00
Rémi Verschelde
da880520ca
Merge pull request #33963 from clayjohn/GLES3-sky-mipmaps-on-mobile
Fix radiance map generation on mobile
2019-11-28 09:06:38 +01:00
clayjohn
192aacd5d7 Fix radiance map generation on mobile 2019-11-27 22:18:21 -08:00
George Marques
c51fe7f7cd
Use ANGLE multisample extensions for UWP 2019-11-26 13:55:19 -03:00
clayjohn
5ab3b61520 Restructure depth_internalformat code to work on mobile
This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.

Fixes #33825.
2019-11-23 18:08:19 -08:00
Rémi Verschelde
bb1d75f55e glTexImage2D: Fix confusion between format and internal format
The `format` parameter is similar to `internalFormat` but takes different
values, and especially only `GL_DEPTH_COMPONENT` for depth, without size
specifier.

Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml

Fixes a regression from #33278 and another occurrence.
2019-11-23 19:38:31 +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
4d6737ec73 Fix bugs introduced by IBL fixes 2019-11-20 22:54:44 -08:00
Rémi Verschelde
083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut
99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
Rémi Verschelde
3be6e76f22
Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues
Fix issues with environment mapping
2019-11-20 08:45:53 +01:00
clayjohn
cd40154890 Fix issues with environment mapping 2019-11-19 22:30:48 -08:00
Rémi Verschelde
7a0228fbba
Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 11:12:03 +01:00
Bastiaan Olij
15cd81dc69 Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2 2019-11-19 20:57:18 +11:00
Rémi Verschelde
6536105af2
Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization
Improve glBufferSubData usage where safe
2019-11-19 09:36:30 +01:00
clayjohn
14b06fc207 Fix negative light flickering 2019-11-17 22:18:54 -08:00
clayjohn
1253a33423 Improve glBufferSubData usage where safe 2019-11-11 16:38:41 -08:00
Rémi Verschelde
6b1628f9fc
Merge pull request #33517 from madmiraal/fix-_MSG-macros
Send *_MSG macros' explanations directly to the _err_print_error().
2019-11-11 13:27:51 +01:00
Rémi Verschelde
4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
Bastiaan Olij
4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
Marcel Admiraal
d18b2e599d Remove all uses of ERR_EXPLAIN macros. 2019-11-11 10:24:04 +01:00
PouleyKetchoupp
90b6062ebb Handle missing file properly when checking for case mismatch
This was causing false alarms to be randomly reported on Windows for files that didn't exist.
2019-11-10 09:51:09 +01:00
Bastiaan Olij
add5eaca43 Make MSAA work with external texture 2019-11-08 23:27:48 +11:00
Bastiaan Olij
f7cba26a52 Revert "fix #33188 MSAA depth buffer not used for external texture"
This reverts commit 418b035dda.
2019-11-08 22:47:36 +11:00
Rémi Verschelde
a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
Rémi Verschelde
47389c3a16 Partial revert of #32657, undoing line shifting by 0.5
As discussed in #32657, this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.

Fixes #33393.
Fixes #33421.
2019-11-07 15:43:04 +01:00
Holger Dammertz
418b035dda fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde
c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn
bc32779542 Fix depth format on Android in GLES2 2019-11-02 21:58:30 -07:00
Rémi Verschelde
d89f24b6c9
Merge pull request #33259 from Chaosus/remove_gles2_switch_op
Removed switch operator from GLES2 shader back-end
2019-11-02 19:28:18 +01:00
Yuri Roubinsky
6b7f8558d9 Removed switch operator from GLES2 shader back-end 2019-11-02 12:43:32 +03:00
Rafał Mikrut
9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
clayjohn
033ae8a543 When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL 2019-10-30 07:45:09 -07:00
Rémi Verschelde
63c5cd7eb8
Merge pull request #33104 from qarmin/fix_some_crashes
Fix some crashes and using null pointers
2019-10-28 08:37:59 +01:00
Rémi Verschelde
826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut
e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
clayjohn
7b3d098b2b Fixed using compressed textures and add work around for firefox webgl mesa sampler limit 2019-10-27 23:53:52 -07:00
clayjohn
51db564811 use proper texture in Android MSAA 2019-10-27 16:50:15 -07:00
Rémi Verschelde
ad685960da
Merge pull request #32617 from Faless/fix/fopen_close_exec
Disable file descriptor sharing with subprocs.
2019-10-26 23:11:41 +02:00
Rémi Verschelde
3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +02:00
Rémi Verschelde
3556876c08
Merge pull request #33093 from clayjohn/GLES2-HTML-shadows
Fix shadow mapping with RGBA textures on html
2019-10-26 22:07:46 +02:00
clayjohn
6ec7686a0c Fix shadow mapping with RGBA textures on html 2019-10-26 10:17:22 -07:00
Rémi Verschelde
dba22e9788
Merge pull request #33059 from akien-mga/webgl2-resize-non-po2
WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
2019-10-26 18:05:37 +02:00
Fabio Alessandrelli
d780570faf Use WSAConnect instead of connect on Windows.
The misterious windows networking stack...
Using connect instead of WSAConnect causes socket error 10022 under
certain conditions.
See: https://github.com/godotengine/webrtc-native/ (issue 6)
Having to guess, code path for connect is different then WSAConnect with
NULL extra parameters.
The only reference about weird error with this code mentions something
called "Windows Filtering Platform" but windows internals are, as
always, obscure.

This might be something to try and report to Microsoft if anyone has the
time to spare with the likely outcome of being ignored.
2019-10-25 18:13:51 +02:00
Rémi Verschelde
69003457b3 WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.

At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.

As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.

Fixes #33058.
2019-10-25 13:01:10 +02:00
bruvzg
7b64340eb0
Fix compilation warnings in macOS build, enable warnings=extra werror=yes for macOS CI. 2019-10-24 20:37:56 +03:00
clayjohn
071bf81750 only render depth with alpha prepass on prepass 2019-10-11 22:34:10 -07:00
Paul Trojahn
bdaedb601c Fix draw_rect
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
Rémi Verschelde
a39aeade5b
Merge pull request #32170 from puthre/ninepatch-fix
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-09 08:33:56 +02:00
Rémi Verschelde
02d75f99b9
Merge pull request #32616 from Faless/net/fix_close_exec
Disable socket descriptor sharing with subprocs.
2019-10-08 07:32:11 +02:00
Rémi Verschelde
e43155b44f
Merge pull request #32454 from jeronimo-schreyer/disable_unix_socket
Optional Unix Socket disable for devices that do not support it
2019-10-08 06:40:17 +02:00
Valentin Zagura
100d05cbec GLES3 Fixes for ninepatch margins when patch size is smaller than the patch texture resolution
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
Fabio Alessandrelli
ad9a5ee6f1 Disable file descriptor sharing with subprocs.
On Unix systems, file descriptors are usually shared among child
processes.
This means, that if we spawn a subprocess (or we fork) like we do in
the editor any open file descriptor will leak to the new process.
This PR sets the close-on-exec flag when opening a file, which causes
the file descriptor to not be shared with the child process.
2019-10-07 11:57:44 +02:00
Fabio Alessandrelli
9c91b2051a Disable socket descriptor sharing with subprocs.
On Unix systems, sockets are like file descriptors, and file descriptors
are usually shared among child processes.
This means, that if we spawn a subprocess (or we fork) like we do in the
editor, open file descriptors will leak to the new process.
This causes issue with sockets as they might remain open and bound
(listening) when the original process closes.
2019-10-07 11:53:01 +02:00
Rémi Verschelde
234289de2b
Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode
Add canvas background mode to GLES2
2019-10-07 08:57:44 +02:00
clayjohn
77939c6e2e add canvas background mode to GLES2 2019-10-06 23:26:11 -07:00
clayjohn
cea1f13176 fix current issues with post-processing 2019-10-06 12:07:31 -07:00
Rémi Verschelde
0deccd4a65
Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash
Remove glViewport call as it wasnt needed and caused crash GLES2
2019-10-03 08:16:19 +02:00
Rémi Verschelde
ce336e7e72
Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash
Fix reflection probe crash in GLES2 with post-processing
2019-10-03 07:55:08 +02:00
clayjohn
a152816c52 remove glViewport call as it wasnt needed and caused crash 2019-10-02 20:21:41 -07:00
clayjohn
07fd9719bf Fix reflection probe crash in GLES2 with post-processing 2019-10-02 14:35:10 -07:00
Rémi Verschelde
642a258d54
Merge pull request #32492 from akien-mga/fix-ip-uwp
IP: Fix build error on UWP
2019-10-02 21:03:59 +02:00
Rémi Verschelde
3f32ac11cc IP: Fix build error on UWP
Fixes this error:
```
drivers\unix\ip_unix.cpp(155): error C2593: 'operator =' is ambiguous
.\core/ustring.h(177): note: could be 'void String::operator =(const CharType *)'
.\core/ustring.h(176): note: or       'void String::operator =(const char *)'
drivers\unix\ip_unix.cpp(155): note: while trying to match the argument list '(String, int)'
```
2019-10-02 13:38:02 +02:00
Yuri Roubinsky
1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
clayjohn
afaa68628a updated defaults and documentation for GLES2 glow 2019-10-01 07:55:04 -07:00
Kanabenki
add91724e6 Fix casting to uint64_t when returning unix system time 2019-10-01 11:44:26 +02:00
Jairo
fe068b61ad Optional Unix Socket disable for devices that do not support it 2019-09-30 21:15:50 -03:00
clayjohn
82f63633d1 Implement DOF blur, Glow, and BCS in GLES2 2019-09-30 08:04:31 -07:00
Ruslan Mullayanov
b4c927b514 Added an exit code to the blocking mode of OS::execute
Updated documentation accordingly.

Fixes #31881.
2019-09-26 08:12:07 +02:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Rémi Verschelde
823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Rémi Verschelde
f1146c261d
Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvas
Throw error when canvas background is used without sample buffer
2019-09-23 15:35:31 +02:00
Rémi Verschelde
159470df08
Merge pull request #32275 from godotengine/skin_support
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
393a0152ea
Merge pull request #32055 from qarmin/some_code_fixes
Changed some code found by Clang Tidy and Coverity
2019-09-23 10:00:31 +02:00
Rémi Verschelde
7174677fc8
Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2
fix gles2 broken panorama sky on oculus quest
2019-09-22 21:18:06 +02:00
Holger Dammertz
94b0240767 fix gles2 broken panorama sky on oculus quest
This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
2019-09-22 18:53:38 +02:00
qarmin
50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
lawnjelly
f5365aa0e1 Fix GLES2 skinning where VERTEX_TEXTURE not supported
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-22 15:38:20 +01:00
Rémi Verschelde
e23cb2c715
Merge pull request #32004 from raphael10241024/fix_shader_uniform
Fix gles3 shader uniform vec3 error
2019-09-19 20:09:04 +02:00
Rémi Verschelde
28265fb526
Merge pull request #31202 from azagaya/light-data
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
Valentin Zagura
6ee84f53a9 GLES2 Fixes for ninepatch margins when patch size is smaller than the patch texture resolution..
Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-09-17 09:51:54 +01:00
clayjohn
e65d2184b9 throw error when user tries to use Canvas background without sample buffer 2019-09-15 21:07:07 -07:00
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
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
RaphaelHunter
b8bb5e90ea fix gles3 shader uniform vec3 error, close #30930 2019-09-06 14:06:20 +08:00
Rémi Verschelde
2beea262be
Merge pull request #31571 from NeoSpark314/tonemapping_none_option
Don't clamp color to [0, 1] in Linear tonemapping
2019-09-02 18:41:53 +02:00
Andrii Doroshenko (Xrayez)
cd99157e2e Provide error messages when PNG save fails 2019-09-01 14:16:17 +03:00
Holger Dammertz
aa3ef8893b Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
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
Rémi Verschelde
ebbf63a87c
Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-29 08:37:12 +02:00
clayjohn
97f66900bb Fix skip_vertex_transform bug in GLES2 CPUParticles 2019-08-28 11:57:33 -07:00
Rémi Verschelde
816ddd7817
Merge pull request #31556 from Chaosus/gles2_inverse
Implemented inverse shader function to GLES2
2019-08-26 13:52:03 +02:00
Yuri Roubinski
982becfa39 Fix hint range step for integer in shaders 2019-08-25 15:11:04 +03:00
Yuri Roubinski
4dda253ee0 Implements switch to shaders 2019-08-23 14:43:09 +03:00
Yuri Roubinski
4dcee2035a Implemented inverse shader function to GLES2 2019-08-22 08:22:49 +03:00
Rémi Verschelde
e797ae4704 FileAccessWindows: Add errno include for MinGW
Apparently MSVC is happy with ENOENT without it, but MinGW seems to
require it.
Follow-up to #31499.
2019-08-21 10:52:57 +02:00
Rémi Verschelde
7b37321ae3
Merge pull request #31499 from nekomatata/fix-new-project-metadata
Setting project metadata doesn't fail when project_metadata.cfg doesn't exist
2019-08-21 08:54:32 +02:00
PouleyKetchoupp
b49226e085 Support for file not found in ConfigFile::Load and handle a few specific cases
EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist
EditorPlugin::get_config: removed (not used)

Fixes #31444
2019-08-21 08:32:55 +02:00
Rémi Verschelde
f21371d7f4
Merge pull request #31419 from NeoSpark314/fix_oculusquest_panorama
changed the constant scale of cube_normal to -1.0 instead of -1000000…
2019-08-20 13:39:26 +02:00
Rémi Verschelde
cce148b024
Merge pull request #31473 from Chaosus/shader_bug
Fix ternary operator shader compiler expression
2019-08-19 10:15:22 +02:00
Yuri Roubinski
9abf5578ee Fix ternary operator shader compiler expression 2019-08-19 08:40:54 +03:00
clayjohn
99de3906ba check if skeleton texture is already allocated before reallocating 2019-08-18 22:02:57 -07:00
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.
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
Rémi Verschelde
d3153c28f0 Replace last occurrences of 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG'
The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).

There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.

Part of #31244.
2019-08-17 13:31:22 +02:00
Braden Bodily
71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Rémi Verschelde
afecc0bc22
Merge pull request #31309 from raphael10241024/fix_dof
DOF can effect transparent objects now,
2019-08-16 23:20:22 +02:00
Rémi Verschelde
6c607c3564
Merge pull request #31266 from IAmActuallyCthulhu/pr/remove-redundant-author-comments
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
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
RaphaelHunter
5ff4b13271 DOF can effect transparent objects now, close #28240 2019-08-12 15:49:02 +08:00
Rémi Verschelde
0e823cffbc
Merge pull request #31270 from nekomatata/fix-vertex-color-init-gles3
Fixed vertex color initialization with default value in GLES3
2019-08-12 09:28:40 +02:00
Rémi Verschelde
ef91119502
Merge pull request #31271 from raphael10241024/gles2_shader
Fix GLES2 canvas shader uniform error
2019-08-12 08:32:06 +02:00
PouleyKetchoupp
e852b3a271 Fixed vertex color initialization with default value in gles3
Fixes #30275, #31250
2019-08-11 17:51:47 +02:00
clayjohn
049dd309fe check for unsigned_short support for gles2 depth buffer allocation 2019-08-10 09:56:42 -07:00
RaphaelHunter
48f28c68bc fix gles2 canvas shader uniform error,close #31201 2019-08-10 21:52:51 +08:00
Rémi Verschelde
d2a67c9c1f
Merge pull request #30714 from Calinou/invert-default-fog-height
Invert and adjust the default fog height values
2019-08-08 17:20:32 +02:00
Hugo Locurcio
d1a35b5a97
Invert and adjust the default fog height values
This makes height fog appear at the bottom of the scene
(instead of the top), which is generally the expected result.

This also tweaks the fog height setting hint to be more flexible.

This closes #30709.
2019-08-07 18:21:44 +02:00
Rémi Verschelde
7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
Implemented local shader constants
2019-08-07 15:14:35 +02:00
Rémi Verschelde
ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
Rémi Verschelde
af935af38d
Merge pull request #30468 from SaracenOne/expose_audio_capture
Exposes capture methods to AudioServer + documentation
2019-08-07 13:27:25 +02:00
qarmin
e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
Rémi Verschelde
7464074cb8
Merge pull request #30987 from clayjohn/GLES2-light-negative
Implement negative for OmniLights and SpotLights in GLES2
2019-08-05 19:21:13 +02:00
Yuri Roubinski
b24b3497d6 Implemented local shader constants 2019-08-05 10:35:53 +03:00
Rémi Verschelde
d9bba94d60
Merge pull request #31053 from aaronfranke/vector2i-cleanup
Some minor Vector2i usage cleanup
2019-08-05 08:08:57 +02:00
Yuri Roubinski
393f142495 Fix GLES2 rendering 2019-08-03 21:21:29 +03:00
Aaron Franke
1a06496f45
Some Vector2i usage cleanup
Replace casting Vector2 -> Vector2i -> Vector2 with a simple call to .floor(), and some minor fixes.
2019-08-03 01:11:05 -07:00
Chaosus
8b4c538ab2 Expose several GLES3 built-ins to GLES2 2019-07-31 19:00:10 +03:00
clayjohn
96c3004855 allow omnilights and spotlights to use negative in GLES2 2019-07-30 23:44:22 -07:00
Rémi Verschelde
51b2d86685
Merge pull request #30977 from clayjohn/GLES3-screen-uv
Properly pass SCREEN_PIXEL_SIZE to canvas light shader
2019-07-31 07:45:41 +02:00
clayjohn
518f0fb190 properly pass SCREEN_PIEXEL_SIZE to canvas light shader 2019-07-30 13:45:11 -07:00
Rémi Verschelde
73d2a99761
Merge pull request #30911 from hadrien-psydk/optimize_dir_access_unix_get_next_lnk
Optimize DirAccessUnix::get_next() for some file systems (with link support)
2019-07-30 00:12:30 +02:00
Rémi Verschelde
b697121d75
Merge pull request #30895 from clayjohn/gles2-shader-funcs
Added round function to gles2
2019-07-29 22:43:26 +02:00
clayjohn
3f25dde6b4 added round function to gles2 2019-07-29 11:17:08 -07:00
Rémi Verschelde
639127de09
Merge pull request #30898 from clayjohn/max-lights-reflections
Add project setting for max lights and reflections in GLES3
2019-07-29 16:01:53 +02:00
Hadrien
e02c5ef48a Optimize DirAccessUnix::get_next() for some file systems
On some file systems, like ext4 on Linux, readdir() gives enough
information to determine the entry type in order to avoid doing
a stat() system call.

Use this information and call stat() only if necessary: for file
systems that do not support this feature and for links.
2019-07-29 15:02:26 +02:00
clayjohn
1a981ef268 add project setting for max lights and reflections in gles3 2019-07-28 17:54:25 -07:00
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
Rémi Verschelde
0381ff35aa
Merge pull request #30764 from clayjohn/contact-shadow
Fix contact shadows appearing when shading casting is off
2019-07-23 07:02:38 +02:00
clayjohn
b1839e5e85 fix contact shadows appearing when shading casting is off 2019-07-22 15:03:51 -07:00
Rémi Verschelde
b62b8ccf94
Merge pull request #30732 from Calinou/default-disable-high-quality-vct
Disable high-quality voxel cone tracing by default
2019-07-22 23:18:06 +02:00
Rémi Verschelde
6b19da583d
Merge pull request #30745 from clayjohn/gles2-shadow-transparency
Fix GLES2 shadow transparency bug
2019-07-22 13:23:36 +02:00
clayjohn
150487e728 fix gles2 shadow transparency bug 2019-07-21 23:52:19 -07:00
Hugo Locurcio
b1e382178c
Disable high-quality voxel cone tracing by default
This makes GIProbe significantly faster out of the box, at the cost
of worse-looking GIProbe reflections.

This closes #30727.
2019-07-21 17:39:03 +02:00
Geequlim
ee9f46423b
Revert "Optimize DirAccessUnix::get_next() for some file systems" 2019-07-21 11:48:53 +08:00
Rémi Verschelde
d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Hadrien
1898a559a9 Optimize DirAccessUnix::get_next() for some file systems
On some file systems, like ext4 on Linux, readdir() gives enough
information to determine the entry type in order to avoid doing
a stat() system call.

Use this information and call stat() only if necessary.
2019-07-17 20:34:37 +02:00
Rémi Verschelde
1d13567345
Merge pull request #30570 from SonerSound/gles2_inconsistent_fix
Fix inconsistent lighting in GLES2
2019-07-17 09:56:44 +02:00
Bojidar Marinov
65bb76ab35
Fix CurveTexture being listed as saveable to .png
Fixes #27880
2019-07-16 21:19:53 +03:00
Chaosus
9379cbc774 Added local array initializer 2019-07-16 07:13:37 +03:00
Saracen
c81ec6f26d Exposes capture methods to AudioServer, variable renames for consistency,
added documentation.
2019-07-15 15:12:29 +01:00
Chaosus
c37379456f Implemented local shader arrays 2019-07-15 15:57:39 +03:00
SonerSound
545bf86d39 Fix inconsistent lighting in GLES2
Issue was possibily being caused by duplicating a light even when that
light was not in the render_light_instances array.
2019-07-14 19:12:26 +01:00
Hugo Locurcio
707ce08cdd
Implement CanvasItem line antialiasing in GLES2
This is a straight copy-paste of the code from
`drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the
same restrictions as the GLES3 implementation: it only works
on desktop platforms as they use OpenGL instead of OpenGL ES.
2019-07-12 16:49:12 +02:00
Rémi Verschelde
34d7484039
Merge pull request #30455 from qarmin/const_reference
Pass by reference to const
2019-07-10 15:43:15 +02:00
szamq
d5cb280313 Fix get_data layer argument when texture is TEXTURE_TYPE_2D_ARRAY 2019-07-10 14:16:28 +02:00
qarmin
01cc7a996b Use reference to constant in functions 2019-07-10 11:54:12 +02:00
Rémi Verschelde
af80182016
Merge pull request #30407 from qarmin/small_fixess
Fixes minor issues found by static analyzer
2019-07-08 08:16:50 +02:00
qarmin
9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
Ibrahn Sahir
4e4697b1c4 Added release function to PoolVector::Access.
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
Marcus Brummer
10f1e0f63a Prevent GLES2 bool uniforms from having a precision type set.
When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.

Fixes #30317
2019-07-05 01:00:02 +02:00
Rémi Verschelde
d6d487d7f7
Merge pull request #30232 from zwostein/fix-pulseaudio-channelmap
Explicitly set a channel map when initialising the Pulseaudio stream.
2019-07-04 11:06:06 +02:00
Rémi Verschelde
b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
Bojidar Marinov
f7dad789e9
Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
zwostein
9fa2e07588 Explicitly set a channel map when initialising the Pulseaudio stream. 2019-07-01 22:47:55 +02:00
Rémi Verschelde
b0eeb12335
Merge pull request #29909 from clayjohn/gles2-light-scale
Scale vertex lit lights by environment scale
2019-07-01 16:28:17 +02:00
Rémi Verschelde
6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
Fix some editor crashes
2019-07-01 14:59:29 +02:00
Rémi Verschelde
b0ce9401ff
Merge pull request #30126 from qarmin/remove_unnecessary_code
Remove unnecessary code and add some error explanations
2019-07-01 14:32:04 +02:00
Furkan Türkal
7d8d337b2c fix some crashes 2019-07-01 14:28:29 +03:00
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Rémi Verschelde
d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
Fabio Alessandrelli
c540411a7f Fix ip_unix.cpp inclusion order for OpenBSD. 2019-06-28 18:42:21 +02:00
Fabio Alessandrelli
4517db75b5 Properly disable SIGPIPE on OSX network sockets.
Disable SO_NOSIGPIPE socket option when avaiable.
Use MSG_NOSIGNAL send flag on systems that support it.
2019-06-28 18:42:21 +02:00
Rémi Verschelde
eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde
25022a1d89
Merge pull request #29974 from clayjohn/particles_restart
Properly set emitting when particles restart
2019-06-24 13:48:56 +02:00
Nils ANDRÉ-CHANG
d2833d4f4d Replace + "/" + with String::file_add() 2019-06-23 13:33:50 +01:00
clayjohn
64ecc8a5a3 properly set emitting when particles restart 2019-06-21 22:33:11 -07:00
Rémi Verschelde
1e833cadbc
Merge pull request #29935 from Faless/net/get_if_multicast_pr
Multicast, more network interfaces info
2019-06-21 10:21:01 +02:00
Fabio Alessandrelli
e5e3f86648 Multicast support in NetSocket/PacketPeerUDP 2019-06-21 00:14:42 +02:00
Fabio Alessandrelli
b574e476ec Implement IP.get_local_interfaces.
Allow getting interfaces names and assigned names.

On UWP this is not supported, and the function will return one interface
for each local address (with interface name the local address itself).
2019-06-21 00:14:42 +02:00
Rémi Verschelde
5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin
072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
Rémi Verschelde
e09cf96857
Merge pull request #29874 from ibrahn/rework-png-loadsave
PNG driver reworked to use libpng 1.6 simplified API
2019-06-20 11:10:02 +02:00
clayjohn
80d732082b scale vertex lit lights by envorionment scale 2019-06-19 16:20:14 -07:00
Bastiaan Olij
4ebedb5f11 Made constants fully upper case in camera server 2019-06-19 22:24:54 +10:00
Ibrahn Sahir
5e24611241 Png driver reworked to use libpng 1.6 simplified API
Wrapped libpng usage in a pair of functions under PNGDriverCommon,
which convert between Godot Image and png data.
Switched to libpng 1.6 simplified API for ease of maintenance.
Implemented ImageLoaderPNG and ResourceSaverPNG in terms of
PNGDriverCommon functions.
Travis, switched to builtin libpng (thus builtin freetype and zlib also)
so we can build on Xenial.
2019-06-19 11:05:58 +01:00
Rémi Verschelde
c6507933a7
Merge pull request #29872 from akien-mga/unexpose-resourceformatloaders
Unexpose subclasses of ResourceFormatLoader and -Saver
2019-06-18 20:07:10 +02:00
Rémi Verschelde
d6176db271 Unexpose subclasses of ResourceFormatLoader and -Saver
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.

On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.

Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
2019-06-18 17:56:23 +02:00
Rémi Verschelde
0cdbf7315b
Merge pull request #29751 from lawnjelly/skin-fix
Fixes crash with rigged meshes on some OpenGLES2 devices
2019-06-18 16:41:58 +02:00
lawnjelly
e36e9fdb1c Fixes crash with rigged meshes on some OpenGLES2 devices
Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view.

This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required.

Fixes #28298
2019-06-18 09:42:07 +01:00
Rémi Verschelde
6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Rémi Verschelde
baab976d0f
Merge pull request #10643 from BastiaanOlij/camera_server
CameraServer class
2019-06-16 10:22:26 +02:00
Hugo Locurcio
786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
Rémi Verschelde
68735d2a88 Fix compilation warnings in JS and Windows builds
Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0.

JS can now build with `werror=yes warnings=extra`.
MinGW64 still has a few warnings to resolve with `warnings=extra`,
and only one with `warnings=all`.

Part of #29033 and #29801.
2019-06-15 14:40:45 +02:00
BastiaanOlij
02ea99129e Adding a new Camera Server implementation to Godot.
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
Fabio Alessandrelli
9773350537 Fix HTML5 build failed due to undefined symbol 2019-06-14 23:32:48 +02:00
Rémi Verschelde
ae6e562bd8
Merge pull request #29628 from qarmin/fix_invalid_write_mesh
Fix write outside array in mesh_add_surface
2019-06-13 10:01:20 +02:00
Rémi Verschelde
c8db517993
Merge pull request #29316 from Chaosus/shader_const
Added constant support to shaders
2019-06-12 14:26:45 +02:00
Rémi Verschelde
971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Rémi Verschelde
30e8b53c38
Merge pull request #29680 from akien-mga/fix-headers
Add missing license headers
2019-06-11 19:01:40 +02:00
Rémi Verschelde
f18121824c Add missing license headers
Make `fix_headers.py` script compatible with Python 3.
2019-06-11 15:33:32 +02:00
Rémi Verschelde
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Rémi Verschelde
0677383907
Merge pull request #29496 from clayjohn/dlopen-fix-gles2
Use def ANDROID_ENABLED so android features are not included in web builds
2019-06-11 11:48:38 +02:00
qarmin
99ba021404 Fix invalid crash in mesh_add_surface 2019-06-09 14:49:59 +02:00
clayjohn
9af94d650f use def ANDROID_ENABLED so android features are not included in javascript builds 2019-06-04 23:12:20 -07:00
qarmin
8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
clayjohn
2b8b1d7c46 added MultiMeshInstance2D node for using MultiMesh in 2D 2019-06-03 12:11:54 -07:00
Hugo Locurcio
cbd31d9f0b
Fix errors when attempting to set UNIX permissions when unavailable
This makes exporting from Windows to Linux work again.

This closes #29416.
2019-06-03 14:35:33 +02:00
Chaosus
c2d4abf62e Added constant support to shaders
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
Rémi Verschelde
c34636cbc4
Merge pull request #24943 from aqnuep/issue-18201
Mute errors on surface->index_array_len == 0 in the GLES3 renderer
2019-06-01 12:12:09 +02:00
Rémi Verschelde
bac7e22cb1
Merge pull request #29236 from clayjohn/gles2-mirror
Separate culling state management from material state in GLES2
2019-05-30 15:01:50 +02:00
Rémi Verschelde
603bb98340
Merge pull request #29188 from Calinou/improve-ssao-performance-quality
Improve SSAO performance and quality
2019-05-30 14:27:25 +02:00
Rémi Verschelde
c2e2bcbca9 Fix -Werror=maybe-uninitialized in GLES2 on release builds
Issue introduced in #28796.
2019-05-29 16:40:06 +02:00
qarmin
66a36ba474 Fix some unincialised variables 2019-05-28 19:12:19 +02:00
clayjohn
2b59bd7695 separate culling state management from material 2019-05-27 11:45:53 -07:00
Rémi Verschelde
9f6eb3882c
Merge pull request #29182 from clayjohn/radiance_map
Fix radiance map settings
2019-05-27 17:33:45 +02:00
Rémi Verschelde
b9ee3f3d64
Merge pull request #29014 from mbrlabs/gles2_precision_fix
Use highp precision in the gles2 fragment shader if available
2019-05-27 12:18:47 +02:00
Hugo Locurcio
eb0cced3c0
Improve SSAO performance and quality
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
Marcus Brummer
502dbc7c4a Use highp precision for gles2 shader uniforms if not explicitly set.
The use of different default precision values (highp in vertex; mediump
in fragment) for uniform variables caused the shader program to not link properly on some android
devices/emulators.
2019-05-25 14:26:08 +02:00
Rémi Verschelde
da617b7943
Merge pull request #29132 from clayjohn/sort_depth_fix
Fix "no depth test" and render_priority sorting
2019-05-24 17:46:06 +02:00
Rémi Verschelde
01c41c782b
Merge pull request #28796 from clayjohn/GLES2-optimization
GLES2: Allow Viewports to render directly to screen
2019-05-24 17:31:44 +02:00
clayjohn
3365595254 do not compute fog when using unshaded in GLES2 2019-05-23 17:17:27 -07:00
clayjohn
2abe7deae8 fix no depth test and render_priority sorting 2019-05-23 09:21:57 -07:00
Rémi Verschelde
2b1c3878f9
Merge pull request #29031 from BastiaanOlij/alpha_shadow
Implement shadow to opacity
2019-05-23 13:37:54 +02:00
Rémi Verschelde
26e0cc7aa3
Merge pull request #29041 from hbina/add_const
add const to methods that return literals
2019-05-21 15:16:41 +02:00
Bastiaan Olij
3ea778e66e Implement shadow to opacity 2019-05-21 20:07:46 +10:00
hbina085
f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
clayjohn
cc2d862733 Scale environment lighting correctly in GLES3 2019-05-19 17:59:23 -07:00
Rémi Verschelde
e0574e1d98 Fix typos with codespell
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
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
Added radiance when using clear color
2019-05-14 07:32:01 +02:00
clayjohn
65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
clayjohn
5c252092e1 added radiance when using clear color and fixed brdf 2019-05-13 12:26:54 -07:00
Rémi Verschelde
86a74e2cb3
Merge pull request #27798 from clayjohn/gles2-proj-mat-bug
Fixes bug when setting projection matrix in shader GLES2
2019-05-13 17:59:40 +02:00
Rémi Verschelde
e0517a12c5
Merge pull request #28518 from clayjohn/GLES2-MSAA
Added MSAA to GLES2 backend
2019-05-13 17:46:11 +02:00
Rémi Verschelde
a0a5047cfd
Merge pull request #28723 from SouzaGuilherme/fix_shadows
Fix SHADOWS_DISABLED flag in GLES2
2019-05-13 17:22:57 +02:00
Daniel Rakos
e34eb5c26c Fix texture resource reload bug
If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:

First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).

Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.

To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
2019-05-08 17:22:40 +02:00
Guilherme Souza
b363125568 Fix SHADOWS_DISABLED flag in GLES2
Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
2019-05-07 12:42:28 -03:00
clayjohn
a3d5aec68d added MSAA to GLES backend 2019-05-02 14:24:20 -07:00
marxin
cdf54d6c5f Ignore a warning in _get_socket_error (-Wlogical-op).
drivers/unix/net_socket_posix.cpp: In member function 'NetSocketPosix::NetError NetSocketPosix::_get_socket_error()':
drivers/unix/net_socket_posix.cpp:197:22: warning: logical 'or' of equal expressions [-Wlogical-op]
  197 |  if (errno == EAGAIN || errno == EWOULDBLOCK)
      |                      ^

and:

modules/mono/utils/string_utils.cpp: In function 'int {anonymous}::sfind(const String&, int)':
modules/mono/utils/string_utils.cpp:68:48: error: logical 'or' of collectively exhaustive tests is always true [-Werror=logical-op]
      found = src[read_pos] == 's' || (c >= '0' || c <= '4');
                                       ~~~~~~~~~^~~~~~~~~~~
2019-05-02 11:11:52 +02:00
Rémi Verschelde
dd2cd06165
Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00
Rémi Verschelde
a7f00f3bac
Merge pull request #28530 from akien-mga/scons-prepend-cpppath
SCons: Always use env.Prepend for CPPPATH
2019-04-30 18:23:38 +02:00
clayjohn
e37d723695 fixes bug when setting projection matrix 2019-04-30 08:36:38 -07:00
Rémi Verschelde
a5c619dc8d
Merge pull request #28520 from clayjohn/GLES2-alpha-draw-order
Fixed GLES2 transparency order
2019-04-30 17:20:05 +02:00
Rémi Verschelde
d52b70fb5e SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
clayjohn
7ae3809f4b Fixed GLES2 transparency order 2019-04-29 12:22:41 -07:00
Rémi Verschelde
a3617f6ca8
Merge pull request #28431 from SouzaGuilherme/master
Adds flag AMBIENT_LIGHT_DISABLED to GLES2
2019-04-29 16:55:36 +02:00
Guilherme Souza
61a844aa61 Adds flag AMBIENT_LIGHT_DISABLED to GLES2
Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
2019-04-25 20:25:05 -03:00
Rémi Verschelde
c2a669a9f0 SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.

As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html

- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
  not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
  default, this includes the value of $CCFLAGS, so that setting
  $CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
  included in any command that uses the C preprocessor, including not
  just compilation of C and C++ source files [...], but also [...]
  Fortran [...] and [...] assembly language source file[s].

TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
2019-04-24 16:57:58 +02:00
Daniel Rakos
de33ef2d1b Disable GI probe capturing lights with bake mode disabled
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
Juan Linietsky
cd4449e7ab Add FileAccess::set_unix_permissions for Unix platforms 2019-04-07 15:45:30 -03:00
Juan Linietsky
65f3a953de Remove SIGCHILD handle in OS_Unix, interferes with pclose() 2019-04-07 15:45:00 -03:00
Rémi Verschelde
a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Juan Linietsky
04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Rémi Verschelde
dab8f8c953
Merge pull request #27967 from clayjohn/fix-mip-bug
Fixed bug in computing mip maps from screen texture
2019-04-15 13:05:50 +02:00
clayjohn
670c1b10b2 fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
Hein-Pieter van Braam
f75b9e6246
Merge pull request #27815 from Faless/unix/mem_access
Fix jump over uninitialized value in OS Unix/X11
2019-04-10 11:06:37 +02:00
Rémi Verschelde
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Rémi Verschelde
4b2c79c471
Merge pull request #27806 from JFonS/fix_27690
Fix hint_range for GLES2 shader uniforms
2019-04-09 17:09:27 +02:00
Fabio Alessandrelli
0bcf0314f7 Fix jump over uninitialized value in OS Unix/X11 2019-04-09 15:12:55 +02:00
Rémi Verschelde
d65cbddc8d
Merge pull request #27589 from Chaosus/fix_file
Fix File switching between reading and writing, opened with READ_WRITE on Windows
2019-04-08 12:12:19 +02:00
JFonS
059078f075 Fix hint_range for GLES2 shader uniforms 2019-04-08 11:53:57 +02:00
qarmin
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Rémi Verschelde
b60754ab40
Merge pull request #26839 from toasteater/fix/keep-linear
Respect keep_3d_linear when transparent_bg is on.
2019-04-08 10:58:59 +02:00
Rémi Verschelde
c562a7d149
Merge pull request #27067 from shartte/remove-context-gl
Remove ContextGL
2019-04-07 12:38:55 +02:00
Rémi Verschelde
4942e96897
Merge pull request #27527 from BastiaanOlij/render_ext_target
Add option to have viewport render into supplied texture (VR)
2019-04-07 11:11:50 +02:00
Rémi Verschelde
b182e038e7 GLES3: Fix regression in particles buffer initialization
Bug introduced in #26343 where `(float *)` was mistakenly converted
to `(uint8_t *)`, so we were getting `2` instead of `8`.

Fixes #27705.
2019-04-06 21:01:51 +02:00
Sebastian Hartte
3a8c6db513 Remove ContextGL since as an abstraction it's unused. 2019-04-06 17:52:52 +02:00
Rémi Verschelde
d450220bae Use mix rate and output latency constants in audio drivers
Fix default mix rate in Xaudio2 and potential shadowing issue in JAndroid.
2019-04-06 12:37:25 +02:00
Rémi Verschelde
7ca9863079
Merge pull request #23837 from fire/asset_import
Add Open Asset Importer to Godot.
2019-04-06 00:12:46 +02:00
Bastiaan Olij
8349d4fbd9 Add option to have viewport render into supplied texture 2019-04-06 08:24:58 +11:00
Rémi Verschelde
afe45f9796
Merge pull request #26847 from IronicallySerious/capitalise-drive-letter-case
Capitalise drive letters
2019-04-05 16:58:04 +02:00
K. S. Ernest (iFire) Lee
e3ef7f214a Add Open Asset Import Library to Godot.
FBX support and MMD (pmx) support.

Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX.

Maya FBX Stingray PBS support.

Importing FBX static meshes work.

Importing FBX animations is a work in progress.

Supports FBX 4 bone influence animations.

Supports FBX blend shapes.

MMDs do not have an associated animation import yet.

Sponsored by IMVU Inc.
2019-04-05 07:17:52 -07:00
Rémi Verschelde
cffbb99327
Merge pull request #27411 from KidRigger/raster_store
Added GLES2 RenderStorage Info calculations.
2019-04-05 15:22:22 +02:00
toasteater
7cbfce7a8c Respect keep_3d_linear when transparent_bg is on.
When transparent_bg is on, or the render target is too small,
Godot would skip postprocessing and disregard keep_3d_linear.

This fixes #26817.
2019-04-05 20:42:59 +08:00
Chaosus
8d12dfa24d Fix File opened with READ_WRITE on Windows
To allows use read and write anytime and in any order
2019-04-05 15:15:40 +03:00
Rémi Verschelde
25c1363a11
Merge pull request #27597 from marxin/fix-Wnon-virtual-dtor-warnings
Fix -Wnon-virtual-dtor warnings.
2019-04-02 18:25:02 +02:00
marxin
e7f22ebdcd Enable warnings=extra on clang and GCC testers.
And remove 2 warnings from warnings=extra.
2019-04-02 17:14:47 +02:00
marxin
f9f2413e69 Fix -Wnon-virtual-dtor warnings.
Example of the warning:
./core/script_language.h:198:7: warning: 'class ScriptCodeCompletionCache' has virtual functions and accessible non-virtual destructor [-Wnon-virtual-dtor]
2019-04-02 14:07:29 +02:00
Rémi Verschelde
ba1a168659
Merge pull request #27505 from clayjohn/depth_bug
Keep DEPTH from causing compile error in GLES2
2019-04-01 14:53:18 +02:00
clayjohn
5056b4a02c keep DEPTH from causing compile error in GLES2 2019-03-28 22:14:41 -07:00
Daniel Rakos
849596c40c Fixed handling of depth texture so it's resolved and bound when needed
- Cleaned up and improved the code determining when we need to use a depth
  prepass (previously it wasn't executed in certain cases even if it was
  needed)
- Added code to prepare and bind the depth texture even when no depth prepass
  or MRTs (more precisely effect buffers) are used

Fixes #25870, #25535, and #25387.
2019-03-26 17:48:22 +01:00
Anish Bhobe
4839b17f93 Added GLES2 RenderStorage Info calculations.
Proper counting code has been added to update info struct.

Extra: Added the render_info_capture calculations.
Fixes: #27273
2019-03-25 23:08:23 +05:30
Pedro J. Estébanez
9c3ddf05cb Revert accidental commits
This reverts commit fb37284c02.
This reverts commit 4db0f51b9a.
2019-03-20 21:43:55 +01:00
Pedro J. Estébanez
fb37284c02 Create class for shared memory blocks [wip] 2019-03-20 20:44:43 +01:00
Rémi Verschelde
ac483345c4 GLES2: Convert unsupported float texture types to 8-bit types 2019-03-12 12:14:37 +01:00
Rémi Verschelde
3ebde6fac3 GLES2: Fix comments in previous commit that broke rendering (!)
Do NOT use "[vertex]" in a comment...

Kids, don't try to learn OpenGL on a production branch right before
a stable release.
2019-03-12 00:26:56 +01:00
Rémi Verschelde
74e224f2c7 GLES2: Add comments around EXT_shader_texture_lod check
To avoid reintroducing bugs as I did in #26928 and #26932.

texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt
In the vertex shader, texture2DLod and textureCubeLod are built-in.
2019-03-11 23:18:21 +01:00
Rémi Verschelde
764671d2d0 Revert "GLES2: Ensure extension checks for texture2DLod"
This reverts commit f5f565e3e4.
2019-03-11 23:12:49 +01:00
Rémi Verschelde
4cdb2d0502 Revert "GLES2: Fix regression on texture2DLod extension checks"
This reverts commit 8c2d38152f.
2019-03-11 23:12:39 +01:00
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
Juan Linietsky
0eb61c3106 Undo #25557 (was not right anyway), fixes #26258 2019-03-11 14:58:51 -03:00
clayjohn
13eee31461 increase size of radiance map in gles2 2019-03-10 22:08:08 -07:00
Twarit
501fabe914 Capitalise drive letters
Matches how other application like to display the drive letters
2019-03-10 00:36:54 +05:30
clayjohn
63bb6808e6 gles2 reallocate texture when transparent is set 2019-03-09 10:56:51 -08:00
samHFIT
fbaee40b1d Added default color to mesh render 2019-03-08 18:26:58 +01:00
Juan Linietsky
6cb841edcb Ensure ETC2 textures are ALSO compressed to Po2 when have mipmaps. Fixes #26733 2019-03-07 12:16:20 -03:00
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
Juan Linietsky
53bec9deeb Fix and restore text, material and mesh previewers. 2019-03-04 15:53:18 -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
453d239a69
Merge pull request #26532 from aqnuep/texture_array_fixes
Fixed TextureArray and Texture3D issues
2019-03-04 15:09:11 +01:00
Rémi Verschelde
91596f2f7a
Merge pull request #26574 from Chaosus/update_libpng
Update libpng (1.6.35 --> 1.6.36)
2019-03-04 13:49:11 +01:00
Chaosus
4655eb9b8b Silences annoying "iCCP: known incorrect sRGB profile" spam 2019-03-04 15:28:21 +03:00
Chaosus
5a89d08e3f Update libpng (1.6.35 --> 1.6.36) 2019-03-04 14:55:47 +03:00
Rémi Verschelde
b811207406 More style cleanup... 2019-03-04 10:11:29 +01:00
Juan Linietsky
4d875f115c Also take dof blur in consideration for using MRTs, fixes #26236 2019-03-03 16:28:07 -03:00
Juan Linietsky
34dd772054 Properly redraw if something animated is visible 2019-03-03 13:43:54 -03:00
Daniel Rakos
582f62c2b2 Fixed TextureArray and Texture3D issues
- Texture arrays and 3D textures weren't working previously due to an
  incorrect number of calls to glTexImage3D with incorrect level parameters.
  This change fixes that.
- Fixed the incorrect calculation of the byte size of layered textures.
- Added the layer count to the debugger info when viewing video memory usage.
2019-03-03 16:40:48 +01:00
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
467f18b738 Fix style issues from recent commits 2019-03-03 12:45:20 +01:00
Juan Linietsky
6dc2669361 Remove some windows prints 2019-03-02 11:58:42 -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
372152220b
Merge pull request #26159 from marxin/fix-Wsuggest-attribute=format
Fix -Wsuggest-attribute=format warnings.
2019-02-27 09:23:26 +01:00
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
marxin
aff84ec55d Fix -Wsuggest-attribute=format warnings. 2019-02-27 06:56:50 +01:00
Hein-Pieter van Braam
270bbee018
Merge pull request #26316 from marxin/fix-26100-Wextra-warning
Fix #26100 by casting to integer.
2019-02-27 00:19:32 +01:00
Juan Linietsky
01a3dd389c Remove references to OES24, which is incompatible with many devices. 2019-02-26 19:45:15 -03:00
marxin
7f289304af Fix #26100 by casting to integer. 2019-02-26 19:29:08 +01:00
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
Marcelo Fernandez
e1e4f96995 Fix WASAPI driver not working when the device doesn't supports the mix format 2019-02-23 00:01:17 -03:00
Hein-Pieter van Braam
5a27a456d8
Merge pull request #26158 from marcelofg55/wasapi_init_err
Extended WASAPI Initialize error message
2019-02-23 00:28:34 +01:00
Juan Linietsky
16e67388a2 Properly update materials when adding surface, fixes #23790 2019-02-22 16:27:00 -03:00
Marcelo Fernandez
548a66a621 Extended WASAPI Initialize error message 2019-02-22 14:56:15 -03:00
Juan Linietsky
aef5b36bfa Ensure that no depth test is used (specially in prepass) for objects that dont test or draw depth, fixes #25201 2019-02-22 14:48:10 -03:00
Juan Linietsky
95e34967d8 Fix precision issue with skeletons, closes #26057, closes #26062 2019-02-22 13:27:19 -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
Rémi Verschelde
a01dca79e2
Merge pull request #26125 from JFonS/revert_light_vec_shadows
Revert back to ignoring LIGHT_VEC for 2D shadows
2019-02-21 18:49:14 +01:00
Juan Linietsky
8fd2eb6234 Many fixes regarding depth buffer clearing, closes #25994, closes #25975 2019-02-21 12:31:41 -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
51c9ffaec0 Drop RtAudio driver on Windows
We've been defaulting to WASAPI since 3.0 and it's superior to RtAudio
in all aspects.

Obsoletes and closes #25503.

Also enable WINMIDI on MinGW, this had been missed initially.

Fix os_windows.cpp and crash_handler_windows.cpp which had weird
dependencies on RtAudio.h's includes (ugh).
2019-02-20 13:47:01 +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
Juan Linietsky
be9b938398 Fix skeleton not being updated in shader, closes #25911 2019-02-16 19:39:35 -03:00
Juan Linietsky
d6a88bbc30 Remove all references to stencil, fixes problems on iOS. 2019-02-13 07:58:52 -03:00
Juan Linietsky
4f72ff4f1c On mobile, check for float and half float frameuffers supported, fixes #25324, fixes #25325. 2019-02-13 07:14:36 -03:00
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
Rémi Verschelde
75dae1b9a9 Drivers, main, servers: Ensure classes match their header filename
Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
  (same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-02-12 14:39:47 +01:00
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
279bfb3503
Merge pull request #25557 from kaadmy/master
Allow usage of depth texture when contact shadows are disabled
2019-02-12 11:38:44 +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
Ignacio Etcheverry
9bd9d21358 Fix OS_Unix::set_environment 2019-02-04 00:44:37 +01:00
Ignacio Etcheverry
4e4e889c75
Merge pull request #25478 from neikeq/rr
Mono: Fix MonoPosixHelper not being found
2019-02-03 06:31:52 +01:00
Ignacio Etcheverry
41873ffa88 Added set_environment to OS class 2019-02-03 05:38:47 +01:00
KaadmY
d116705538 Allow usage of depth texture when contact shadows are disabled 2019-02-01 12:46:43 -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
Leon Krause
bd55ac8964
Merge pull request #25397 from lethiandev/fix-gles2-polygon-drawing
Fix polygon drawing on WebGL1
2019-01-28 04:02:25 +01:00
Juan Linietsky
2e5ede7a4e Properly discard fragments during depth prepass opaque pass, fixes #23321 2019-01-27 20:20:07 -03:00
Konrad Nowakowski
a0bdd9605a Fix polygon drawing on WebGL1 2019-01-27 23:09:18 +00:00
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
Rémi Verschelde
e321004098
Merge pull request #25356 from muiroc/bug_web_comp_tex
Fix S3TC texture loading for WebGL
2019-01-27 09:41:50 +01:00
Rémi Verschelde
c3b0ee5941 Fix code style issues 2019-01-26 22:35:31 +01:00
muiroc
d1e399a971 fix s3tc support detection for webgl 2019-01-26 22:25:03 +01:00
Rémi Verschelde
d355469c1f
Merge pull request #25300 from neikeq/improve-thread-id
Improve custom thread numbering for POSIX
2019-01-26 20:33:18 +01:00
Hein-Pieter van Braam
a8510331c0 Fix compilation on UWP
It appears that MSVC and Mingw disagree about what conversions are legal
here. We just use the 'wide' version of the call and use our native
CharType instead of TCHAR.
2019-01-26 16:27:10 +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
6d4d55cd42 Do not use depth prepass if effects are disabled, fixes #25267 2019-01-25 15:58:07 -03:00
Bastiaan Olij
fe72e69c79
Revert "Fix GLES3 error 502 on iOS" 2019-01-26 01:51:41 +11:00
Juan Linietsky
677d4400de Ensure contact shadows are only used when lights use them. 2019-01-25 11:41:25 -03:00
Bastiaan Olij
da7f9e1ed1 Fix GLES3 error 502 on iOS 2019-01-26 00:52:54 +11:00
Juan Linietsky
5b5db08a51 Fix depth prepass in GLES2, closes #23321 2019-01-25 09:41:25 -03:00
Ignacio Etcheverry
6de04cf04c Improve custom thread numbering for POSIX
We lazily assign new IDs to threads that do not have one. This is the case for threads not created by the Godot API.
2019-01-25 00:59:07 +01:00
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
42764ed252
Revert "Fix errors on iOS" 2019-01-24 17:15:52 -03:00
Juan Linietsky
7fa41f17a6 Makes screen texture work in GLES2 (2D for now), fixes #23604 2019-01-24 17:00:33 -03:00
Rémi Verschelde
148e62102b
Merge pull request #25257 from karroffel/tex3d-get-data-fix
implemented texture_get_data() for TextureLayered
2019-01-24 16:19:21 +01:00
Juan Linietsky
2d57ec2460 Fix problem with texture2Dlod, closes #25263 2019-01-23 17:06:37 -03:00
thomas.herzog
dddfe9a2df implemented texture_get_data() for TextureLayered 2019-01-23 16:12:29 +01:00
Rémi Verschelde
d747e30140
Merge pull request #25242 from BastiaanOlij/fix_ios_issues
Fix errors on iOS
2019-01-23 11:14:09 +01:00
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
Bastiaan Olij
cab45f2f26 Fix errors on iOS 2019-01-23 13:38:19 +11:00
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
Rémi Verschelde
3548b6b6b2
Merge pull request #25196 from santouits/webgl-backslashes
webgl1 in firefox doesn't like backslashes in #define directive
2019-01-21 23:02:32 +01:00
Juan Linietsky
6fa632b821 Add function to obtain filesystem type from DirAccess.
Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
2019-01-21 18:06:14 -03:00