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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-254-13/+13
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Ability to change indirect light energy.Juan Linietsky2017-11-191-0/+1
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* Merge pull request #13051 from akien-mga/check-gles3-supportRémi Verschelde2017-11-201-23/+16
|\ | | | | Check whether GL context supports the expected API
| * Check whether GL context supports the expected APIRémi Verschelde2017-11-191-23/+16
| | | | | | | | | | I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
* | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-191-62/+0
|/ | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* Merge pull request #12982 from tagcup/aabb_renameRémi Verschelde2017-11-172-78/+86
|\ | | | | Rename Rect3 to AABB.
| * Rename Rect3 to AABB.Ferenc Arn2017-11-172-78/+86
| | | | | | | | Fixes #12973.
* | Merge pull request #12924 from vnen/light-shaderJuan Linietsky2017-11-171-0/+4
|\ \ | | | | | | Enable light shaders when light variables are used
| * | Enable light shaders when light variables are usedGeorge Marques2017-11-141-0/+4
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* | | Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, ↵andrzej.buczynski2017-11-171-0/+1
| |/ |/| | | | | issue #11416
* | Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky2017-11-142-1/+19
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* Do not enable light if atlas size is 0, closes #9335Juan Linietsky2017-11-131-2/+2
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* Disable OpenGL warnings unless running with -v, closes #7171Juan Linietsky2017-11-131-3/+5
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* remove half_texpixel in canvas since no longer usedJuan Linietsky2017-11-121-1/+0
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* Fixed a bug where clamp_uv was clamping one pixel short, stretching the last ↵Nathan Warden2017-11-111-1/+1
| | | | pixels.
* Remove get_default_video_mode definition on OSX/iOSRémi Verschelde2017-11-091-2/+2
| | | | | | | | It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
* Remove performance warnings, closes #11585Juan Linietsky2017-11-061-0/+3
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* Add viewport to the other SceneData struct.Ferenc Arn2017-10-301-0/+1
| | | | This was missed in #12288.
* Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky2017-10-304-4/+9
|\ | | | | Expose VIEWPORT_SIZE in shader language.
| * Expose VIEWPORT_SIZE in shader language.Ferenc Arn2017-10-264-4/+9
| | | | | | | | Fixes #11710.
* | Fix shader compiler typo gl_FrotFaceScayze2017-10-271-1/+1
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* | Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-232-4/+4
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* | Partially undo #11807.Ferenc Arn2017-10-221-2/+2
| | | | | | | | Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
* | Many fixes to SSAO, should be good now.Juan Linietsky2017-10-224-21/+59
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* | Merge pull request #12297 from tagcup/clearcoat_fixRémi Verschelde2017-10-221-4/+6
|\ \ | | | | | | Don't add clearcoat BRDF to specular light as-is.
| * | Don't add clearcoat BRDF to specular light as-is.Ferenc Arn2017-10-211-4/+6
| |/ | | | | | | BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
* / Rename Schlick GGX to GGX.Ferenc Arn2017-10-212-4/+4
|/ | | | | | | | Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
* Corrections to #11807.Ferenc Arn2017-10-211-9/+9
| | | | Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
* Merge pull request #11807 from tagcup/roughness_metallic_limiting_casesJuan Linietsky2017-10-211-48/+51
|\ | | | | Fix the condition when specular light calculation is avoided (should …
| * Fix the condition when specular light calculation is avoided (should be ↵Ferenc Arn2017-10-111-48/+51
| | | | | | | | | | | | roughness == 1). Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
* | Fixed unnecesary structure copying in bugfix.Juan Linietsky2017-10-201-3/+2
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* | Fix depth draw alpha prepass for shadowHiroshi Ogawa2017-10-191-1/+3
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* | Fix directional light specularHiroshi Ogawa2017-10-171-2/+2
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* | Fix render mode specular schlick ggxHiroshi Ogawa2017-10-142-5/+4
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* | Merge pull request #12048 from hi-ogawa/fix-viewport-vflipRémi Verschelde2017-10-121-6/+1
|\ \ | |/ |/| Fix viewport vflip
| * Fix viewport vflipHiroshi Ogawa2017-10-121-6/+1
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* | Merge pull request #11966 from BastiaanOlij/stereo_skyRémi Verschelde2017-10-112-27/+64
|\ \ | | | | | | Fix issues when rendering panoramic sky in stereoscopic
| * | Fix issues when rendering panoramic sky in stereoscopicBastiaan Olij2017-10-102-27/+64
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* | | Merge pull request #11818 from tagcup/anisotropic_ggxRémi Verschelde2017-10-111-18/+59
|\ \ \ | |_|/ |/| | Fix anisotropic GGX D function, and introduce and use anistropic GGX …
| * | Fix anisotropic GGX D function, and introduce and use anistropic GGX G function.Ferenc Arn2017-10-091-18/+59
| | | | | | | | | | | | | | | Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation. Added references.
* | | Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-faceGilles Roudiere2017-10-111-1/+2
|\ \ \ | | | | | | | | Fix front face definition
| * | | Fix front face definitionHiroshi Ogawa2017-10-091-1/+2
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* | | Merge pull request #11959 from hi-ogawa/fix-shadow-atlas-invalidationAndreas Haas2017-10-101-0/+2
|\ \ \ | |_|/ |/| | Track LightInstance::shadow_atlases so that it will be freed properly
| * | Track LightInstance::shadow_atlases so that it will be freed properlyHiroshi Ogawa2017-10-091-0/+2
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* / Fix type error in subsurface scattering shader codeHiroshi Ogawa2017-10-041-13/+12
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* Avoid failed viewport when size is too smal, fixes #9891Juan Linietsky2017-10-031-5/+5
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* Various clean ups and cosmetic changes in scene.glsl.Ferenc Arn2017-10-031-73/+74
| | | | Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
* Merge pull request #11700 from tagcup/clearcoat_fixAndreas Haas2017-10-021-1/+7
|\ | | | | Fix clearcoat without Schlick-GGX specular.
| * Fix clearcoat without Schlick-GGX specular.Ferenc Arn2017-09-291-1/+7
| | | | | | | | Fixes #11698.
* | Merge pull request #11774 from ISylvox/fix-msvc-buildLeon Krause2017-10-021-10/+10
|\ \ | | | | | | Fixed MSVC build issue introduced by c864b78