Commit graph

224 commits

Author SHA1 Message Date
clayjohn
efb1cbaad4 Add GLES3 infrastructure for lightmap baking in the compatibility backend 2024-01-24 17:13:30 -08:00
Rémi Verschelde
e72e63a6b5
Merge pull request #85837 from akien-mga/clang-format-16
Style: Mark clang-format 16 as supported for pre-commit hook
2024-01-05 12:04:44 +01:00
Rémi Verschelde
49f4860ce3
Style: Mark clang-format 16 as supported for pre-commit hook
It only introduced a difference in a .glsl file, which I've worked
around by removing an empty line. This keeps formatting consistent
between clang-format 15 and 16.

Also added a change in the 3-to-4 project converter to fix bogus
formatting in clang-format < 17.
2023-12-06 13:26:53 +01:00
David Snopek
749f60ee36 OpenGL: Implement rendering of lightmaps 2023-12-04 18:34:06 -06:00
Rémi Verschelde
6f16e3f257
Merge pull request #84416 from jsjtxietian/shadow_disabled
Add `shadows_disabled` macro in Compatibility renderer
2023-12-04 23:03:10 +01:00
jsjtxietian
716fd3edfc Add shadows_disabled macro in Compatibility renderer 2023-11-07 18:55:26 +08:00
BlueCube3310
f31371c04e Automatically ensure correct normals in Compatibility renderer 2023-10-22 15:00:11 +02:00
mrjustaguy
09a2a7c54e Remove PSSM Fade 2023-10-13 12:01:23 +02:00
clayjohn
af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00
clayjohn
51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
clayjohn
cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
Milan Gruner
45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +02:00
Clay
7c812cd7e9 Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
Manuel Dun
e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Johan Aires Rastén
8452e6cdb3 Add SPECULAR_AMOUNT spatial light shader built-in
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
Johan Aires Rastén
14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +02:00
Bastiaan Olij
8c77aea9ab Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +11:00
Rémi Verschelde
4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
Bastiaan Olij
85c478e170 Make screen texture and depth texture work in Multiview 2023-01-25 13:35:01 +11:00
Hendrik Brucker
4bd01a93dc Fix some SpotLight3D issues (clustering artifacts, light leak) 2023-01-24 01:08:32 +01:00
clayjohn
faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
Rémi Verschelde
4454498d1e
OpenGL: Fix scene shader error when using Omni or Spot but not both
Fixes #69886.
2022-12-11 10:39:39 +01:00
clayjohn
975a8f9ada Clean up specialization constants in OpenGL scene renderer
Also add support for disabling omni and spot lights when not used
2022-12-05 18:10:13 -08:00
NumbuhFour
1b09fd5410 Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
Rémi Verschelde
daf168f4c8
Merge pull request #69522 from clayjohn/IBL-black-metal
Allow black metallic materials to reflect IBL
2022-12-03 12:46:30 +01:00
clayjohn
1e05dd3504 Allow black metallic materials to reflect IBL 2022-12-02 19:54:59 -08:00
clayjohn
b2b89d7294 Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
clayjohn
e81a1e5b5a Expose model_matrix in GLES3 scene fragment shader 2022-11-21 09:56:08 -08:00
Rémi Verschelde
3a43d44656
Merge pull request #68830 from Ayush-singla27/issuebranch
fixed incorrect mesh normals in shaders
2022-11-20 11:35:52 +01:00
Ayush Singla
75ba0a7957 fixed incorrect mesh normals in shaders 2022-11-19 11:06:03 +05:30
clayjohn
9ce57050a5 Add GPUParticles to the OpenGL3 renderer.
This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.

This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00
Clay John
0d711cad30
Merge pull request #66107 from devloglogan/ambient-light-disabled-fix
Fix ambient_light_disabled render mode flag
2022-10-27 10:08:29 -07:00
David Snopek
398ee08375 Add multiview to the opengl3 driver 2022-10-21 21:00:32 -05:00
Logan Lang
e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
clayjohn
97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
Omar El Sheikh
f1fda97c33 Implement Octahedral on OpenGL3 2022-08-13 10:20:14 -07:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
clayjohn
4b80cb4aa3 Fix various bugs in GLES3 renderer that stopped it from running on web 2022-08-01 16:45:32 -04:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn
0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
clayjohn
93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
clayjohn
5f52936350 Implement MultiMesh in 3D and flesh out MultiMesh functions 2022-06-14 21:23:20 -07:00
clayjohn
39f1be760f Fix sky updating when DirectionalLight mode changed and shader compatibility for certain drivers 2022-05-19 17:44:38 -07:00
clayjohn
9b61c855ef Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16 15:07:09 -07:00
Somnath Sarkar
52aeaf5d16 Fix computation of screen_uv 2022-05-16 00:00:01 -04:00
clayjohn
652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
clayjohn
2bf8831dd6 SceneShader compiling 2022-05-11 21:00:21 -07:00
Yuri Roubinsky
0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00