Commit graph

1007 commits

Author SHA1 Message Date
Rémi Verschelde
3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS
e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
Rémi Verschelde
a550260404
Merge pull request #46865 from lawnjelly/ninepatch_shader_option
Support ninepatch mode in GLES3 shader
2021-03-12 10:05:44 +01:00
Rémi Verschelde
80d75b966c
Merge pull request #46904 from lawnjelly/ewok_diagnose_more
Batching - more frame diagnose information
2021-03-11 21:13:09 +01:00
lawnjelly
5ed0fd067d Batching - use FINAL_MODULATE_ALIAS in shaders
As part of the improvements to batch more cases, batching can store final_modulate as an attribute in the vertex format rather than sending as a uniform. This allows draw calls with different final_modulate to be batched together.

However custom shader code was reading from only the final_modulate uniform, and not the attribute when it was in use. This was leading to visual errors.

This is tricky to solve, because we cannot use the same name for the attribute in the vertex and fragment shaders, because one is an attribute and one a varying, whereas a uniform is accessible anywhere. To get around this, a macro is used which can translate to the most appropriate variable depending on whether uniform or attribute or varying is required.
2021-03-11 17:07:19 +00:00
lawnjelly
d226cf83d1 Batching - more frame diagnose information
Added slightly more detail to diagnose_frame option. This is helpful for debugging issues.
2021-03-11 16:32:59 +00:00
lawnjelly
e70d7294e2 Support ninepatch mode in GLES3 shader
Although batching supported both ninepatch modes (fixed and scaling) when using ninepatch stretch mode, the ninepatch tiling modes (in GLES3) could only run through the shader.

The shader only supported one of the ninepatch modes. This PR uses the hack method of #if defined in the shader to prevent the use of a conditional. The define is set at startup according to the project setting.
2021-03-10 11:05:59 +00:00
Ev1lbl0w
bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00
JFonS
f24f582ba5 Various light culling fixes
GLES3 changes:
This commit makes it possible to disable 3D directional lights by using
the light's cull mask. It also automatically disables directionals when
the object has baked lighting and the light is set to "bake all".

GLES2 changes:
Added a check for the light cull mask, since it was previously ignored.
2021-03-08 15:10:55 +01:00
lawnjelly
b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
clayjohn
c29ade28af Multiply vertex lit DirectionalLights by albedo in GLES3 2021-02-18 20:56:45 -08:00
hoontee
bb36823589 Fix empty RIDs in VisualServer.texture_debug_usage() 2021-02-18 05:46:11 -06:00
lawnjelly
389dd6704e Batching - prevent joining of lightmasked items
It turns out lights masking misbehaves when items that are masked are joined. This PR simply disables joining in this case.
2021-02-18 09:57:02 +00:00
Kayomn
d923df52c5 Accomodate blend shape ranges of -1 to +1 2021-02-07 21:42:02 +00:00
Kef Schecter
09a156ea15 Add anisotropic filtering to GLES2 backend
Move definition of rendering/quality/filters/anisotropic_filter_level to
servers/visual_server.cpp, since both GLES2 and GLES3 now use it

rasterizer_storage_gles3.cpp: Remove a spurious variable write (the
value gets overwritten soon after)
2021-02-02 01:40:58 -06:00
JFonS
b1ca82c43a CPU lightmapper fixes.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
2021-01-15 12:32:54 +01:00
JFonS
112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
clayjohn
6cefadc233 Properly apply auto exposure with FXAA in GLES3 2020-12-26 15:23:08 -08:00
lawnjelly
15e57a0235 Remove buffer orphaning options project settings
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.

As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
2020-12-23 15:23:02 +00:00
Hugo Locurcio
680312b95a
Fix invalid property hint for max_renderable_elements project setting
This closes #36240.
2020-12-16 19:33:15 +01:00
lawnjelly
e13040b373 Fix bug in normal map decompression
Not clamping the range here leads to dithering artifacts.
2020-12-11 10:34:53 +00:00
lawnjelly
7c4cf1c043 Batching - BackBuffer copy fix
For fixing a previous issue state.canvas_texscreen_used was reset to false at the start of each render_joined_item. This was causing a later shader that used SCREEN_TEXTURE to force recapturing the back buffer immediately prior to use, which we don't want.

This PR preserves the state across joined items, and also prevents joining of items that copy the back buffer as this may be problematic.

It turns out that the original issue that needed the line is now fixed, and the later issue is also fixed by removing it.
2020-11-24 14:59:15 +00:00
lawnjelly
3c69377f10 2d Legacy - close vulnerabilities and more debug checks
While adding more debug checks to legacy renderer, I closed 2 types of vulnerabilities:

* TYPE_PRIMITIVE would previously read from uninitialized data if only specifying a single color
* Other legacy draw operations would fail in debug AFTER accessing out of bounds memory rather than before

Many calls to glBufferSubData are wrapped in a safe version which checks for out of bounds and exits the draw function if this is detected.
2020-11-22 16:09:02 +00:00
lawnjelly
4ae797b802 Batching - more error checking options
This adds some more error checking options for development, and simplifies the control flow checks which now become debug asserts.
2020-11-21 15:12:36 +00:00
lawnjelly
1394df3188 Prevent item joining with custom shaders using selected BUILTINs
Large FVF allows batching of many custom shaders, but should not join items which have shaders that utilize BUILTINs which would change for each item, because these will not be sent individually, and all joined items would wrongly use the values from the first joined item.
2020-11-19 15:09:33 +00:00
Unknown
5965fbd9fa Make lights_per_object configurable 2020-11-17 10:03:44 -05:00
lawnjelly
e88b4f330e Poly colors fixes
This adds support for custom shaders for polys, and properly handles modulate in the case of large FVF and modulate FVF.

It also fixes poly vertex colors not being sent to OpenGL.
2020-11-13 13:23:28 +00:00
Rémi Verschelde
d3ffff3ad8
Merge pull request #43126 from lawnjelly/buffer_orphan_mode
Add project settings to manually specify API usage
2020-11-05 12:30:38 +01:00
clayjohn
756a37bcae Properly reset texture flags when generating radiance 2020-11-01 09:06:44 -08:00
lawnjelly
5c8f497a24 Add project settings to manually specify API usage
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.

Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
2020-10-31 18:33:55 +00:00
Rémi Verschelde
c43b2ab603
Merge pull request #42942 from Calinou/add-viewport-debanding-3.2
Add a debanding property to Viewport for GLES3
2020-10-30 11:47:57 +01:00
Rémi Verschelde
efdc5f0f89
Merge pull request #43054 from lawnjelly/ewok_fix_largefvf
Fix transforms in custom shaders using large FVF
2020-10-28 09:49:36 +01:00
lawnjelly
f4cb88e232 Fix transforms in custom shaders using large FVF
In small batches using hardware transform, vertices would be drawn in incorrect positions due to the item transform being applied twice - once in the transform uniform, and once from the transform passed as a vertex attribute.

This PR alters the shader to ignore uniform transforms when using large FVF.
2020-10-25 12:57:42 +00:00
clayjohn
505d469e50 Remove extra exposure multiply in FXAA 2020-10-24 13:11:27 -07:00
lawnjelly
debda7f411 Reverting changes to legacy polys and generic prims
Due to my less than eagle-like view over these functions I had assumed they were passing in a single buffer input for the changes to make buffer uploading more efficient. They aren't, which is less than ideal.

So these particular changes should be reverted. When I have some more time I'll see whether the API for these calls can be changed, because as is the multiple glSubBufferData calls could be causing stalls on some hardware.
2020-10-22 10:01:25 +01:00
Hugo Locurcio
2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Hugo Locurcio
af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Rémi Verschelde
f442dc062a
Merge pull request #42056 from Yetizone/negative_lights_behavior
tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
2020-10-19 22:40:24 +02:00
Juan Linietsky
388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
Rémi Verschelde
123942f61f
Merge pull request #42119 from lawnjelly/ewok3
Unified GLES3 / GLES2 Batching
2020-10-19 15:01:10 +02:00
Hugo Locurcio
34ac0387d6
Deprecate the GIProbe Compress property due to known bugs
This property introduced green artifacts in GI and didn't improve
performance.

The new GIProbe in `master` no longer has a Compress property.
2020-10-19 14:51:23 +02:00
Rémi Verschelde
4a92d2111b
Merge pull request #38954 from puchik/ssr-far-clip
Check if screen space reflection has passed far clip
2020-10-18 20:48:44 +02:00
Juan Linietsky
8ca98dd1a0
Merge pull request #41892 from puchik/ssr-edge-fade
Fade screen-space reflection towards inner margin
2020-10-18 14:50:20 -03:00
lawnjelly
74c460fb67 Reduce glBufferSubData calls in legacy renderer
This is part of effort to make more efficient use of the API for devices with poor drivers. This eliminates multiple calls to glBufferSubData per update.
2020-10-18 11:27:08 +01:00
lawnjelly
c2290dbedd Unified GLES2 / GLES3 Batching
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.

Batching is extended to cover more primitives.
2020-10-16 10:34:47 +01:00
lawnjelly
42bca1a4a9 Fix buffer orphaning on desktop
Vertex / Index Buffer orphaning was previously turned off on desktop, which was causing performance problems on some platforms, especially Mac.
2020-10-12 10:32:35 +01:00
JFonS
fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
PouleyKetchoupp
f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
Rémi Verschelde
cd05197fb3
Merge pull request #41254 from lawnjelly/gles3_nvidia_normalrotation
GLES3 fix normal map flipping with nvidia workaround
2020-09-28 10:40:22 +02:00
Yetizone
e6a860deb6 tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
Color values can become negative in the case of negative lights which
leads to undesired behaviour.
2020-09-15 15:46:30 +03:00
Arman
cf7bb2c51f Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent sharp corners.
2020-09-08 15:29:36 -07:00
Fredia Huya-Kouadio
0af5cded1e Fix the update logic for user-added custom defines.
The previous logic was causing the (unintentional) removal of custom defines automatically added by the engine.
2020-09-06 21:31:09 -07:00
lawnjelly
674327b78f GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.

For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.

For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-23 07:54:58 +01:00
clayjohn
2534e28918 Fix OpenGL error when generating radiance 2020-07-21 10:40:49 -07:00
clayjohn
e5cc4d4f87 Allow nearest neighbor lookup when using mipmaps 2020-07-19 14:44:42 -07:00
azagaya
d539627be2 Fixed white image in margins when using same image in scene 2020-07-06 15:54:45 -03:00
Rémi Verschelde
22863363a7
Merge pull request #37475 from azagaya/3.2
Fixed images in black margins
2020-07-03 13:09:22 +02:00
clayjohn
95f93b5f0f force depth prepass when using alpha prepass 2020-06-26 15:16:20 -07:00
Pedro J. Estébanez
c15e5af60e Fix wrong internal format for half-float textures 2020-06-15 13:03:13 +02:00
Rémi Verschelde
7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Pedro J. Estébanez
1ff7b0a0a9 Add shader time scaling
Shaders' `TIME` will be affected by the new shader time scale, that is set via the also new `VisualServer::set_time_scale()`.
2020-06-06 23:59:48 +02:00
Arman
48ffd3d157 Check if screen space reflection has passed far clip
Before "accepting" the reflection, check if it's within our view (prevent tracing environment and creating artifacts).
2020-06-04 00:52:16 -07:00
azagaya
3305783bac Fixed images in black margins 2020-06-03 18:33:33 -03:00
Yuri Roubinsky
371d48aea1 [3.2] Fix shader's length() function parsing in expressions 2020-06-03 19:43:47 +03:00
Technohacker
9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
lawnjelly
dcb19ed735 Add Nvidia Workaround for GLES3
Ported GLES2 workaround code to GLES3.
2020-05-07 14:54:14 +01:00
lawnjelly
17bb7af425 GLES3 - add counts for 2d drawcall and 2d items to performance monitor
This had already been implemented for GLES2 but not GLES3.
2020-05-07 11:31:43 +01:00
Pedro J. Estébanez
d8be5a9986 Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
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
clayjohn
193b0bf1e3 Reset texture flags after radiance map generation 2020-04-11 16:10:34 -07:00
Yuri Roubinsky
ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
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
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
clayjohn
3631a3cc9e Fix recently introduced crash in viewport size 2020-01-23 08:11:01 -08:00
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
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
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
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
clayjohn
0979411cad reduce complexity of irradiance map generation 2020-01-18 16:51:52 -08:00
clayjohn
041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn
f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -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
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
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
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
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
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
Bojidar Marinov
eec7702711
Flip cull mode when rendering flipped Light2D and LightOccluder2D
Fixes #32993
2019-12-11 23:28:35 +02:00
clayjohn
676f647c74 Add a default POINT_SIZE 2019-12-10 23:08:20 -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
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
Ricardo Maes
ebf2759a1c Fix render target textures not allowing repeat flag 2019-11-29 18:40:22 -03:00
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
clayjohn
192aacd5d7 Fix radiance map generation on mobile 2019-11-27 22:18:21 -08:00
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
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
6536105af2
Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization
Improve glBufferSubData usage where safe
2019-11-19 09:36:30 +01:00
clayjohn
1253a33423 Improve glBufferSubData usage where safe 2019-11-11 16:38:41 -08:00
Bastiaan Olij
4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
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
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
Rafał Mikrut
e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
Rémi Verschelde
3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +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
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
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
Yuri Roubinsky
1472fca951 Removed unnecessary shader error log messages 2019-10-02 12:37:22 +03:00
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
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
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
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
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