Rémi Verschelde
bd290ad566
Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix
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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.
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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
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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
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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
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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
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[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
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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
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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
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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
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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
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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
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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
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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
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Add Skeletons and Blend Shapes to the OpenGL renderer
2022-12-01 23:22:42 +01:00
clayjohn
9141984e7e
Enable GLES3 on Android
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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
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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
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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
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
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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.
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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
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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
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Add GPUParticles to the OpenGL3 renderer.
2022-11-15 10:28:44 +01:00
Rémi Verschelde
64d7ce2a6e
Merge pull request #68628 from clayjohn/shadows
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Implement is_animated and casts_shadows
2022-11-15 10:27:29 +01:00
clayjohn
9ce57050a5
Add GPUParticles to the OpenGL3 renderer.
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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
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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
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Use opaque rendering pipeline for alpha hash materials
2022-11-14 11:08:35 +01:00
clayjohn
4abf47f407
Implement is_animated and casts_shadows
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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
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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
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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
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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
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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
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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
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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
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- 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
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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
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Add 2D shadows and canvas SDF to OpenGL3 renderer
2022-11-02 17:12:20 +01:00