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2018-08-08Merge pull request #20805 from karroffel/gles2-misc-fixesThomas Herzog
unhacking some GLES2 code
2018-08-08GLES2 refactorsThomas Herzog
This commit unhacks some parts of the 3D rendering. Most notably: - possibility to use negative texture units (no longer weird manual index allocation for user samplers) - refactoring of light code, now sorts in a different way, should yield better performance - fixes a crash while saving (because of "Illegal instruction" execution) when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-07Tweak the default SpatialMaterial propertiesHugo Locurcio
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.
2018-07-27add initial GLES2 3D rendererkarroffel
2018-03-01add GLES 2 renderer for 2Dkarroffel
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
2017-08-27Dead code tells no talesRémi Verschelde
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-07-05Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky
2017-06-17Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky
support in Sprite so far.
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2016-11-29Screen space reflection effectJuan Linietsky
2016-11-01style: Various other PEP8 fixes in Python filesRémi Verschelde
Done with `autopep8 --select=E7`, fixes: - E701 - Put colon-separated compound statement on separate lines. - E702 - Put semicolon-separated compound statement on separate lines. - E703 - Put semicolon-separated compound statement on separate lines. - E711 - Fix comparison with None. - E712 - Fix (trivial case of) comparison with boolean. - E713 - Fix (trivial case of) non-membership check. - E721 - Fix various deprecated code (via lib2to3).
2016-11-01style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde
Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
2016-10-17SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-15drivers: Refactor SCsub and drop redundant env_drivers cloneRémi Verschelde
The reordering of the SConscript includes allows to ensure that stuff like the builtin zlib headers will be available for libpng. Also moved glew back into global env, otherwise windows seems not to find it... Kind of shooting in the dark with this multi-env setup.
2016-10-05-Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky
GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-10-03Limit directional shadow draw distance, fixes #559, optimization (#1991)mookiexl
* Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range
2016-09-17Merge pull request #6414 from RandomShaper/improve-shader-shadowRémi Verschelde
Expose additional light/shadow properties to canvas item shaders
2016-09-07Rename misleading definePedro J. Estébanez
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
2016-09-03Fix drivers coding for WinRTGeorge Marques
- Add a proper function to retrieve IP addresses. - Solve issues with Windows FileAccess and DirAccess to use the same code for WinRT. - Add patches to the GLES2 rasterizer to workaround ANGLE issues.
2016-02-06Ability to colourize baked lighting in real time.Saracen
2016-01-02Ability to use opacity on distance field textures, fixes #2148Juan Linietsky
2015-12-08-New mask mode for lights, makes using masks MUCH easier.Juan Linietsky
2015-11-18Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen
Conflicts: drivers/gles2/shader_compiler_gles2.cpp
2015-11-08New shader feature: change the colour of shadows on a per-material basis.Saracen
Conflicts: drivers/gles2/shader_compiler_gles2.cpp
2015-11-01Cosmetic fixes to SCons buildsystemRémi Verschelde
- Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
2015-06-24ability to change shadow color in light2dJuan Linietsky
2015-04-27-made normalmaps easier in 2D, fixes #1467Juan Linietsky
2015-04-18-fixed relative path saving to file, fixes #1694Juan Linietsky
2015-04-03fix shadow issue with lights in mix mode, i think fixes #1611Juan Linietsky
2015-04-03Changes to LightJuan Linietsky
-=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
2015-04-02Beta1 Attempt #1Juan Linietsky
-=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1
2015-04-01fix shadow attenuationJuan Linietsky
2015-03-31fixes for light2d in androids that do not supportJuan Linietsky
read depth
2015-03-25fixes to shader to get most new demos working on mobilereduz
2015-03-21signed distance field font supportJuan Linietsky
2015-03-09lot of work on 2D lighting and isometric mapsJuan Linietsky
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
2015-03-02support for 2D shadow castersJuan Linietsky
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-01-20Visual Shader Editing for 2DJuan Linietsky
Editing 2D shaders with visual editor seems to work now.
2015-01-19Color Ramp and Curve Map added to visual shader editing.Juan Linietsky
Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.
2015-01-13-begin work on unidirectional collision detectionJuan Linietsky
-fixed performance issue in new 2D engine -texscreen() working in shader 2D
2015-01-12-Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky
there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
2015-01-11-Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky
fixed later. -fixed issue of opacity not working
2014-12-15Small batch of fixesJuan Linietsky
-=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
2014-12-07Batch of BugfixesJuan Linietsky
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-10-14FixesJuan Linietsky
-=-=- -Fixed normalmap depth parameter -Fixes to DirAccess on Windows -Double click on resource dock will open them -Fixes to doc generator (should make github wiki on class list more up to date)