Bastiaan Olij
59cd86f89d
Fix compatibility shadow size not being initialised
2023-10-11 22:02:38 +11:00
Rémi Verschelde
55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
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Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay
c228fe1a0d
Particle internal refactor and additions for more artistic control
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
Rémi Verschelde
a28dab7e82
Merge pull request #79711 from adamscott/web-non-blocking-main-thread
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Add `proxy_to_pthread` option to `platform=web`
2023-10-09 23:22:22 +02:00
Adam Scott
78c2a08fae
Add proxy_to_pthread
option to platform=web
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Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2023-10-09 11:50:01 -04:00
A Thousand Ships
f18aa00e85
Replace ERR_FAIL_COND
with ERR_FAIL_NULL
where applicable
2023-10-08 17:23:33 +02:00
clayjohn
04846c1d6d
Avoid default fallback material when using world_vertex_coords
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This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
clayjohn
51ed3aef63
Vertex and attribute compression to reduce the size of the vertex format.
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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
Yuri Sizov
7ae0fa1083
Merge pull request #77496 from clayjohn/GLES3-shadows
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Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
clayjohn
cb7200b028
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 09:39:26 +02:00
SlugFiller
d468582ef8
Fix build on MSVC 2017
2023-09-27 19:49:59 +03:00
bruvzg
1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
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Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
Rémi Verschelde
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
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Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
A Thousand Ships
3565d1bf7e
[Drivers,Platform] Replace ERR_FAIL_COND
with ERR_FAIL_NULL
where applicable
2023-09-12 20:13:32 +02:00
Milan Gruner
45a33cc749
Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog
2023-09-05 18:15:02 +02:00
Patrick
c98ab5aba3
Add option to use world coordinates in canvas item shader
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By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
Adam Scott
9c7db7397f
Fix integer value for GL_MAX_UNIFORM_BLOCK_SIZE overflowing
2023-08-25 10:19:25 -04:00
A Thousand Ships
6cb28e481f
Fix memory access error for MultiMesh
with GLES3
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Buffer was incorrectly assigned when invalid data was provided
2023-08-19 16:01:21 +02:00
bitsawer
41def3740a
Fix global shader uniform texture loading
2023-08-15 14:18:26 +03:00
clayjohn
57eb762bae
Add option to enable HDR rendering in 2D
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This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
LRFLEW
6effd3cde7
Fix transparent viewport backgrounds with custom clear color
2023-07-30 06:19:47 -05:00
Yuri Sizov
1fe49e7271
Merge pull request #79142 from BastiaanOlij/register_render_buffers
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Expose RenderSceneBuffers(RD) through ClassDB
2023-07-27 15:22:27 +02:00
Bastiaan Olij
4874b96033
Expose RenderingSceneBuffers through ClassDB
2023-07-26 23:48:30 +10:00
Bastiaan Olij
63d6e9c557
Add custom texture create function
2023-07-26 20:46:34 +10:00
Clay
7c812cd7e9
Fix use of discard in shaders
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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
Yuri Sizov
b1f4e58bbf
Merge pull request #79772 from Malcolmnixon/gles-skeletons
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Unbind the framebuffer when updating meshes
2023-07-24 19:33:27 +02:00
Yuri Sizov
4ba24f6492
Merge pull request #79685 from LRFLEW/glinval
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GLES3: Don't call `glTexParameter*` for invalid filter and repeat modes
2023-07-24 19:33:12 +02:00
Yuri Sizov
3e9fadc1dd
Merge pull request #79660 from bitsawer/fix_opengl_multimesh
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Fix GLES3 multimesh rendering when using colors or custom data
2023-07-24 19:33:05 +02:00
LRFLEW
3e9173f11a
GLES3: Don't call glTexParameter* for invalid filter and repeat modes
2023-07-21 19:26:57 -05:00
Malcolm Nixon
679f5bf410
Unbind the framebuffer when updating meshes.
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While the vertex shaders used to update the meshes aren't actually rendering to the framebuffer, they may still refuse to run with some framebuffers bound - such as XR with multiple views.
2023-07-21 19:34:12 -04:00
bitsawer
9897f1cfb9
Fix GLES3 multimesh rendering when using colors or custom data
2023-07-20 11:54:34 +03:00
LRFLEW
90f0e97eb9
GLES3: reset anisotropic filtering when changing texture filtering mode
2023-07-17 00:18:39 -05:00
Yuri Sizov
a33b548092
Merge pull request #78168 from clayjohn/GLES3-gaussian-rt
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Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer
2023-07-12 15:08:57 +02:00
Rémi Verschelde
c566b03f26
Merge pull request #78852 from clayjohn/Particles-glitch
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Initialize particles instance buffer in case it is used before being updated
2023-07-07 08:28:28 +02:00
clayjohn
35ed7c770b
Initialize particles instance buffer in case it is used before being updated
2023-06-29 13:24:40 -07:00
clayjohn
7c37a32897
Use a filter with mipmaps when initializing textures with mipmaps in GL Compatibility renderer
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This works around a driver bug in some older devices and should be harmless on any spec-compliant device
2023-06-26 10:45:24 -07:00
clayjohn
cc89321c9c
Reset filter/repeat state of textures in GL Compatibility renderer when render target is cleared
2023-06-23 10:57:56 -07:00
Rémi Verschelde
cb73a6e9f9
Merge pull request #78490 from clayjohn/GLES3-particles-subemit
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Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
2023-06-22 21:02:38 +02:00
Qiqi Wu
df740f6865
free color and depth texture after check framebuffer complete failed
2023-06-22 09:13:24 +08:00
clayjohn
8a5af8183a
Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-21 12:56:52 -07:00
bitsawer
dab0871d41
Fix invalid RID errors when freeing a mesh with blend shapes
2023-06-19 11:07:15 +03:00
Qiqi Wu
c8e3f00e5d
GLES3: Remove unimplemented texture_create() declaration
2023-06-16 18:58:23 +08:00
Rémi Verschelde
7dddd8a22c
Merge pull request #78302 from clayjohn/GLES3-screen-warning
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Remove outdated warning when using screen texture in GL Compatibility renderer
2023-06-16 10:23:27 +02:00
Rémi Verschelde
9e81aeda33
Merge pull request #78287 from clayjohn/GLES3-texture-replace
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Copy texture filter/repeat modes when replacing a texture in the GL Compatibility backend
2023-06-16 10:23:03 +02:00
Rémi Verschelde
1710a7d303
Merge pull request #78285 from clayjohn/GLES3-viewport-filter
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Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer
2023-06-16 10:22:33 +02:00
clayjohn
36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
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This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times
This also adds memory tracking to textures and buffers to catch memory leaks.
This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
clayjohn
8a7f02addb
Remove outdated warning when using screen texture in GL Compatibility renderer
2023-06-15 18:48:50 -07:00
clayjohn
96b2743782
Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer
2023-06-15 13:08:55 -07:00
clayjohn
3e211b7f74
Copy texture filter/repeat modes when replacing a texture in the GL Compatibility backend
2023-06-15 13:06:42 -07:00
clayjohn
0b7e2dfdfc
Ensure that "detect 3D" is only called when using 3D shaders
2023-06-13 13:20:11 -07:00