Commit graph

1325 commits

Author SHA1 Message Date
Rémi Verschelde
a268dcc7e3
Merge pull request #72690 from Calinou/opengl-trim-gpu-name
Trim "/PCIe/SSE2" from GPU names when starting the OpenGL renderer
2023-02-04 00:37:28 +01:00
Rémi Verschelde
1253547837
Merge pull request #72681 from clayjohn/GL-multimesh-color
Ignore instance color and instance custom_data when not used in the OpenGL renderer
2023-02-04 00:24:39 +01:00
Hugo Locurcio
da81c3f9b5
Trim "/PCIe/SSE2" from GPU names when starting the OpenGL renderer
This makes the command line print consistent with the Vulkan renderer.
2023-02-03 23:28:41 +01:00
Ricardo Buring
497f5576c1 Fix MultiMesh visible_instance_count being ignored after the first frame
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-02-03 11:40:39 -08:00
clayjohn
bf0cc8f52a Ignore instance color and instance custom_data when not used in the OpenGL renderer 2023-02-03 10:34:30 -08:00
Hugo Locurcio
f3e8300b50
Print name of Vulkan rendering method on startup
This helps troubleshooting as the CLI logs now distinguish between
Forward+ and Forward Mobile.
2023-02-03 13:01:48 +01:00
Ricardo Buring
086b9e0c59 Notify dependencies when setting custom mesh AABB
Fixes SoftBody3D culling issues.
2023-02-02 23:31:27 +01:00
Ninni Pipping
e241f871a4 Fix texture rect transpose for OpenGL 2023-02-02 13:20:29 +01:00
Rémi Verschelde
ab4d8df163
Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
Expose EYE_OFFSET to gdshader code
2023-02-01 07:33:18 +01:00
Rémi Verschelde
897ee46888
Merge pull request #72227 from dsnopek/openxr-opengl-sky
Fix sky rendering with multiview in OpenGL
2023-02-01 07:32:29 +01:00
Rémi Verschelde
92f3725da8
Merge pull request #72474 from clayjohn/GL-leaky-tex
Avoid leaking texture->tex_id when clearing render targets
2023-02-01 07:32:05 +01:00
Rémi Verschelde
3eb1ac9fd2
Merge pull request #72075 from Maran23/extents-to-size
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal  and GPUParticles*3D
2023-02-01 07:30:09 +01:00
Bastiaan Olij
8c77aea9ab Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +11:00
clayjohn
a919c6184e Avoid leaking texture->tex_id when clearing render targets 2023-01-31 13:39:39 -08:00
Marius Hanl
a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility

Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-31 20:04:11 +01:00
David Snopek
bd9dfcff3d Fix sky rendering with multiview in OpenGL 2023-01-31 11:36:14 -06:00
Rémi Verschelde
c24e0065b2
Merge pull request #72433 from clayjohn/Pointlight2D-crash
Avoid crash when CanvasTexture used with light decal atlas
2023-01-31 10:54:02 +01:00
clayjohn
cfd5fe0f29 Avoid crash when CanvasTexture used with light decal atlas
The decal atlas is used for Light2Ds, decals, and Light3Ds
2023-01-30 20:59:53 -08:00
Juan Linietsky
28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Rémi Verschelde
fca400450c
Merge pull request #72291 from clayjohn/GL-item-cap
Remove cap on number of items drawn in frame in 2D gl_compatibility renderer
2023-01-29 14:12:38 +01:00
clayjohn
0b28c1f8ed Remove cap on number of items drawn in frame in 2D gl_compatibility render
Also clean up some names to make the overall organization more clear

Also remove cap on items per batch
2023-01-28 20:36:17 -08:00
clayjohn
eb9c2b878a Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
Rémi Verschelde
6f7793ce1a
Merge pull request #71581 from clayjohn/dependency-changed
Flag dirty dependencies when GeometryInstance dependencies change in renderer
2023-01-26 22:57:32 +01:00
Rémi Verschelde
3cacc83526
Merge pull request #72138 from clayjohn/GL-globals
Properly append global uniform buffer name in gl_compatibility shaders
2023-01-26 22:52:42 +01:00
clayjohn
eefddb07bc Properly append global uniform buffer name in gl_compatibility shaders
Also error when using instance uniforms
2023-01-26 12:14:45 -08:00
bruvzg
653799bb38
Fix LCD font AA on OpenGL renderer. 2023-01-26 18:45:18 +02:00
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
Rémi Verschelde
a6042b649a
Merge pull request #71832 from Geometror/fix-spotlight-artifacts
Fix some `SpotLight3D` issues (clustering artifacts, leaking light, AABB)
2023-01-24 09:15:26 +01:00
Hendrik Brucker
4bd01a93dc Fix some SpotLight3D issues (clustering artifacts, light leak) 2023-01-24 01:08:32 +01:00
jainl28patel
2da3acf620 fix ReflectionProbe rendering extents for (10,10,10) 2023-01-24 00:32:24 +05:30
bruvzg
1cc5524b81
[iOS] Restore OpenGLES3 renderer support. 2023-01-22 13:59:52 +02:00
Rémi Verschelde
23d8d44535
Merge pull request #71776 from clayjohn/PointLight2D-indices
Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
2023-01-21 10:28:50 +01:00
clayjohn
d3c3fa32af Stop incrementing light_count once max number of lights are reached in 2D canvas renderer 2023-01-20 17:04:00 -08:00
Rémi Verschelde
4db3716d8d
Merge pull request #71772 from clayjohn/GLES3-li
Assign light indices after sorting in OpenGL renderer
2023-01-21 01:43:08 +01:00
clayjohn
6d0af4fcd8 Assign light indices after sorting in OpenGL renderer
This ensures that the light indices sent to the shader actually match where the light is saved
2023-01-20 15:41:20 -08:00
clayjohn
49bebf2bfb Sort decals and lights based on camera origin
Also implement sort_offset for decals

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 -08:00
clayjohn
faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
clayjohn
c4a8284dec Flag dirty dependencies when GeometryInstance dependencies change in renderer
Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)
2023-01-17 12:39:13 -08:00
clayjohn
eace1276a5 Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable texture swizzling
While using compressed formats is allowed, the RA_AS_RG formats need texture swizzling which is not available on web
2023-01-17 10:48:04 -08:00
Rémi Verschelde
226daf9b59
GLES3: Fix canvas shader use of undefined draw_data
Fixes #71551.
2023-01-17 13:17:53 +01:00
Rémi Verschelde
59dcf64dd6
Merge pull request #71382 from jainl28patel/sprite2d_flip_normal_map
fix normal map not flipping in sprite2D
2023-01-17 10:56:44 +01:00
Rémi Verschelde
ac104a69b8
Merge pull request #71309 from BastiaanOlij/improve_renderscaling_options
Improving communication of scaling settings to renderer implementation
2023-01-14 14:45:02 +01:00
jainl28patel
390f83bf5a fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
Yuri Rubinsky
01cddbb12a Clear material arrays to prevent freeing of invalid texture RID 2023-01-13 23:25:09 +03:00
Bastiaan Olij
478c37deb8 Improving communication of scaling settings to renderer implementation 2023-01-13 12:54:15 +11:00
rsjtdrjgfuzkfg
ebe1123532 OpenGL: Support FORMAT_{ETC2,DXT5}_RA_AS_RG
This commit adds support for FORMAT_EXT2_RA_AS_RG and
FORMAT_DXT5_RA_AS_RG with OpenGL, fixing VRAM compression with the
normal map option enabled.
2023-01-11 22:58:11 +01:00
clayjohn
f78b492682 Properly map shader language texture hints to sampler hints in GLES3 renderer 2023-01-06 15:52:12 -08:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn
062fb8b0dc Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
Rémi Verschelde
f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde
1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
Added options for sorting transparent objects (port of PR #63040)
2022-12-23 09:47:24 +01:00
Bastiaan Olij
e886a7af81 Cleanup and improve sky render 2022-12-23 19:45:19 +11:00
Bastiaan Olij
6f4f38db07 Added options for sorting transparent objects (port of PR 63040) 2022-12-23 19:30:33 +11:00
Rémi Verschelde
2b056115ef
Merge pull request #70091 from clayjohn/bone-aabbs
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-17 12:32:32 +01:00
Rémi Verschelde
676f60b0cc
Merge pull request #70132 from clayjohn/RT-update
Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-17 12:26:51 +01:00
Rémi Verschelde
376290ea86
Merge pull request #70163 from clayjohn/particles-sdf
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17 12:24:51 +01:00
Rémi Verschelde
3b6d697676
Merge pull request #70133 from lyuma/negative_scale_backface
Flip culling when rendering a camera with negative scale
2022-12-17 12:22:18 +01:00
Rémi Verschelde
13593d8644
Merge pull request #70087 from clayjohn/mesh-aabb
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-17 12:21:01 +01:00
clayjohn
d7ffcd20f2 Implement boot image in OpenGL3 renderer 2022-12-16 13:27:33 -08:00
clayjohn
99a159cd9b Transform sdf xfrom by particle emission transform when particles are in global space 2022-12-16 11:55:11 -08:00
clayjohn
1b330820bf Implement render_target_was_used API so that Viewports can properly check if they have been used.
For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-16 09:50:45 -08:00
Lyuma
80dea918c4 Flip culling when rendering a camera with negative scale 2022-12-15 16:12:10 -08:00
Rémi Verschelde
47ef0549ee
Merge pull request #70065 from clayjohn/GLES3-attribs
Use instanced array buffer instead of UBO for canvas item batching
2022-12-15 18:45:07 +01:00
Yuri Rubinsky
5c83e95103
Merge pull request #70016 from Chaosus/refactor_rd_shader_data
fixed https://github.com/godotengine/godot/issues/69949
2022-12-15 20:28:26 +03:00
clayjohn
b6a1aa15b1 Use instanced array buffer instead of UBO for canvas item batching
This simplifies the generated shader code which increases both performance and compile time on low end devices
2022-12-15 08:25:44 -08:00
Rémi Verschelde
346efd29e0
Fix typos with codespell 2022-12-15 12:24:08 +01:00
Yuri Rubinsky
56954485ed Refactor ShaderData & fix the sorting of shader uniforms 2022-12-15 10:02:59 +03:00
clayjohn
ef246d9156 Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain 2022-12-14 19:32:19 -08:00
clayjohn
b7088bbf52 Cache mesh AABB when modified by skeleton and update instance AABB when
skeleton changes
2022-12-14 18:07:07 -08:00
Rémi Verschelde
465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
clayjohn
bdd4001ef0 Various fixes and documentation for CanvasGroup
Properly apply custom materials with CanvasGroups in the GLES3 backend

Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers

Properly set fit_margin when clear_margin is set

Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
clayjohn
5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -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
Malcolm Nixon
deb2adf4bd Invalidate the previous index array after calling glBindVertexArray, as this call clears the GL_ELEMEMT_ARRAY_BUFFER when changing the state.
Update rasterizer_scene_gles3.cpp

Fix white-space to match godotengine checks.
2022-12-10 10:28:17 -05:00
Rémi Verschelde
60d7525d84
Merge pull request #69735 from clayjohn/Particles2D-sdf
Detect and report if 2D particles use the screen SDF
2022-12-08 09:52:01 +01:00
Rémi Verschelde
cf093f8e47
Merge pull request #69733 from clayjohn/GLES3-skeleton-leak
Properly free Skeleton RID in RenderingServer.free()
2022-12-07 22:23:40 +01:00
clayjohn
0a88c68d0a Detect and report if 2D particles use the screen SDF
This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07 10:03:08 -08:00
clayjohn
1aa61a877a Properly free Skeleton RID in RenderingServer.free() 2022-12-07 09:35:13 -08:00
Rémi Verschelde
bd290ad566
Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix
Fix mobile renderer sky_transform operations
2022-12-06 15:16:20 +01:00
Malcolm Nixon
0f8a968cd4 Modified the mobile renderer to apply the sky_transform operations in the same order as the forward_plus renderer.
Update rasterizer_scene_gles3.cpp

Apply sky_transform order fix to the gles3 renderer.
2022-12-06 06:47:50 -05:00
Rémi Verschelde
43e9ca40ff
Merge pull request #65035 from nathanfranke/fix-aabb-mesh
Fix AABB errors on meshes with bones on multiple surfaces
2022-12-06 12:26:03 +01:00
Rémi Verschelde
8ec9701ad0
Merge pull request #69634 from clayjohn/GLES3-spec
Clean up specialization constants in OpenGL scene renderer
2022-12-06 11:00:28 +01:00
Rémi Verschelde
d321bae91e
Merge pull request #69633 from clayjohn/GLES3-textures
Use internal texture name when setting texture uniform location in OpenGL renderer
2022-12-06 11:00:23 +01:00
Rémi Verschelde
09a128761a
Merge pull request #69581 from dsnopek/openxr-opengl-flip-screen
[opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down
2022-12-06 10:47:05 +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
clayjohn
ac6b25f33e Use internal texture name when setting texture uniform location in OpenGL renderer 2022-12-05 18:01:24 -08:00
Rémi Verschelde
0697d6f8cd
Merge pull request #69521 from clayjohn/GLES3-glsl
Expose emulated *Unorm4x8 glsl functions in non-android builds
2022-12-05 10:13:38 +01:00
clayjohn
7bc11b5fe8 Exposure emulated *Unorm4x8 glsl functions in non-android builds
Originally these functions were exposed on all GLSL ES 300 devices. However, that causes a build error as Android devices expose the *Unorm4x8 functions despite them not being in the ES 300 spec
2022-12-04 14:05:14 -08:00
Nathan Franke
aef261aa2a
fix aabb errors on meshes with bones on multiple surfaces 2022-12-04 14:40:19 -06:00
David Snopek
5af751bfb7 [opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down 2022-12-04 14:09:52 -06:00
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
Rémi Verschelde
29ddbfa19a
Merge pull request #69514 from clayjohn/IBL-roughness
Properly remap roughness when reading from radiance map
2022-12-03 12:46:25 +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
Rémi Verschelde
7ef9947d0e
Merge pull request #68870 from dsnopek/master-webxr-input
Get WebXR fully working in Godot 4!
2022-12-02 12:24:40 +01:00
David Snopek
310bf39cd3 Get WebXR fully working in Godot 4! 2022-12-01 21:46:30 -06:00
Rémi Verschelde
8177e5d7de
Merge pull request #69325 from clayjohn/GLES3-skeletons
Add Skeletons and Blend Shapes to the OpenGL renderer
2022-12-01 23:22:42 +01:00
clayjohn
9141984e7e Enable GLES3 on Android
Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.

This also enables building for OpenXR

Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
2022-11-29 14:18:24 -08:00
clayjohn
f33ffd9ab4 Add Skeletons and Blend Shapes to the OpenGL renderer
This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.

Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
2022-11-29 09:45:03 -08:00
clayjohn
535f1adc8d Fix drawing of Mesh2D
The batch was being discarded if no instance buffer was present, but an instance buffer is only needed for MultiMesh and particles.
2022-11-24 13:00:42 -08:00
dzil123
b4437cbaa6 Fix various missing rendering parameter checks 2022-11-22 03:48:32 -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
clayjohn
0e5a98cdd8 Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3

Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00
Ayush Singla
75ba0a7957 fixed incorrect mesh normals in shaders 2022-11-19 11:06:03 +05:30
dzil123
8fab25f32f GLES3 TextureStorage - add missing null checks 2022-11-16 23:31:59 -08:00
Rémi Verschelde
dbf6ff0cb6
Merge pull request #68372 from Riteo/glad2
Regenerate GL loader code with GLAD 2
2022-11-15 11:56:16 +01:00
Rémi Verschelde
5f78f24b08
Merge pull request #68426 from clayjohn/GLES3-particles
Add GPUParticles to the OpenGL3 renderer.
2022-11-15 10:28:44 +01:00
Rémi Verschelde
64d7ce2a6e
Merge pull request #68628 from clayjohn/shadows
Implement is_animated and casts_shadows
2022-11-15 10:27:29 +01:00
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
Riteo
f6397bffb1 Regenerate GL loader code with GLAD 2
GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2
does not, so for consistency I thought that it would be a good idea to
uniform things beforehand. While it had some API changes some renames
were all that was needed and everything works like before, at least on
the Wayland branch.

I've kept the structure identical, although this new generator has quite
a few hefty features, such as a single header mode.

I've also added GLAD to `thirdparty/README.md`, but I haven't specified
that in the commit title because it's a very small "fix".
2022-11-14 21:48:01 +01:00
Markus Sauermann
3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
Rémi Verschelde
63cded6a85
Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipeline
Use opaque rendering pipeline for alpha hash materials
2022-11-14 11:08:35 +01:00
clayjohn
4abf47f407 Implement is_animated and casts_shadows
This allows the renderer to correctly decide when to update shadow maps

This PR also adds TIME to a few missing places
2022-11-13 14:09:21 -08:00
clayjohn
539b73384f Implement texture_proxy_update which is needed for AnimatedTexture 2022-11-11 10:05:07 -08:00
Rémi Verschelde
e10f8cbf40
Merge pull request #68186 from pkdawson/expose-texture-rd
Expose texture_get_rd_texture for scripts
2022-11-11 10:43:57 +01:00
Rémi Verschelde
1691a33eb9
Merge pull request #67374 from MrBlockers/fix-draw-primitive
Fix draw_primitive ignoring texture argument
2022-11-11 10:43:18 +01:00
Rémi Verschelde
f4c354630a
Merge pull request #68440 from clayjohn/redraw-TIME
Request redraw in OpenGL3 and mobile renderers when TIME used in shader
2022-11-09 08:58:06 +01:00
clayjohn
a1c3591461 Request redraw in OpenGL3 and mobile renderers when TIME used in shader 2022-11-08 22:52:11 -08:00
David Snopek
23603e409c Add support for OpenGL to OpenXR 2022-11-08 18:47:11 -06:00
clayjohn
3c1e5003ab Fix pathological corner case in drawing tileset editor
Interleaving draw_rect calls with and without a texture forces every rect to
have its own draw call. In this case it meant that there is a draw call for every single
tile in the atlas. This change makes it so the renderer can batch draw calls
which reduced the draw call count by a factor of 512
2022-11-04 13:04:20 -07:00
David Snopek
7fb8b931d7 Collapse three seperate texture storage methods into render_target_set_override() 2022-11-03 13:03:30 -05:00
Patrick Dawson
71d8de2763 Expose texture_get_rd_texture 2022-11-03 05:27:24 +01:00
Rémi Verschelde
4746e874ad
Merge pull request #67770 from clayjohn/GLES3-flip_y
Remove depth correction in GLES3 renderer
2022-11-03 00:32:07 +01:00
Rémi Verschelde
efefd9b198
Merge pull request #68120 from akien-mga/style-doc-cleanup
Style: Misc docs and comment style and language fixes
2022-11-02 22:36:31 +01:00
Rémi Verschelde
f7c611ab71
Style: Misc docs and comment style and language fixes
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-02 19:01:18 +01:00
clayjohn
134a3046b6 Bind DirectionalLight buffer to uniform slot even when not used
This avoids a WEBGL error causes PanoramaSkys to fail to render
2022-11-02 10:38:59 -07:00
Rémi Verschelde
cb1931b271
Merge pull request #67639 from clayjohn/GLES3-2d-shadows
Add 2D shadows and canvas SDF to OpenGL3 renderer
2022-11-02 17:12:20 +01:00
clayjohn
eb07056e70 Add texture reading code to OpenGL3 renderer for web and mobile
This allows using texture_2d_get on all platforms which is needed for the get_image function

This commit also fixes some OpenGL warnings on the Web platform that came from attempting to map a buffer with zero length
2022-11-01 13:42:53 -07:00
Rémi Verschelde
5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde
5a00568afb
Merge pull request #67032 from clayjohn/GLES3-gpu-profiling
Add OpenGL timer queries to OpenGL3 backend
2022-10-31 10:43:13 +01:00
Yuri Rubinsky
11e1bac768
Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances 2022-10-28 23:17:23 +03:00
clayjohn
2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00
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
Clay John
8fd92ed867
Merge pull request #64710 from MinusKube/window-size-crash
Prevent windows from having a size greater than device limit
2022-10-27 10:02:44 -07:00
Clay John
e1caa8797b
Merge pull request #67043 from clayjohn/clip_children
Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
2022-10-27 09:59:27 -07:00
Gordon MacPherson
56df8d5f19 Fix EXE_BAD_ACCESS caused by optional argument
This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
2022-10-26 19:33:35 +01:00
Clay John
753a182797
Merge pull request #65334 from dsnopek/opengl-multiview
[opengl] Add multiview to the opengl3 driver
2022-10-23 17:00:01 -07:00
clayjohn
62dc9cd044 Remove depth correction in GLES3 renderer
This code should only have been included in the RD renderer where the
depth range is 0 - 1 instead of -1 - 1
2022-10-22 16:01:52 -07:00
keptsecret
31d44043bb implemented mesh_surface_update_x functions 2022-10-22 16:44:33 -04:00
David Snopek
398ee08375 Add multiview to the opengl3 driver 2022-10-21 21:00:32 -05:00
MrBlockers
0c4fd03f40 Fix draw_primitive ignoring texture argument 2022-10-21 21:35:13 -04:00
kobewi
e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Rémi Verschelde
dc4b616596 Merge pull request #63332 from KoBeWi/static_images_aka_photos
Make some Image methods static
2022-10-15 12:56:57 +02:00
Rémi Verschelde
6feded171b Merge pull request #67416 from clayjohn/GLES3-primitive
Fix drawing of 2D primitives in OpenGL3 renderer
2022-10-15 12:56:38 +02:00
clayjohn
6d048af42f Fix drawing of 2D primitives in OpenGL3 renderer
Previously the wrong vertices were used when assembling the second triangle
of a quad
2022-10-14 16:55:14 -07:00
clayjohn
978aa05a99 Fix error in Web builds that resulting in 2D
objects not drawing in the GLES3 backend.

Issue came from not binding a light UBO when using the DISABLE_LIGHTING
code path
2022-10-14 11:18:27 -07:00
clayjohn
b6f44859d7 Implement multiple clip_children modes for CanvasItems 2022-10-14 08:02:28 -07:00