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path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
AgeCommit message (Collapse)Author
2022-05-12Basic 3D renderingclayjohn
2022-04-29Rename Basis "elements" to "rows"Aaron Franke
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-04-28Merge pull request #60503 from clayjohn/OPENGL-3DRémi Verschelde
2022-04-28Fix cppcheck const parametersMarkus Sauermann
Convert method signature parameters to const where it is possible # Conflicts: # drivers/gles3/rasterizer_canvas_gles3.cpp # drivers/gles3/rasterizer_canvas_gles3.h # editor/plugins/animation_state_machine_editor.cpp # editor/plugins/animation_state_machine_editor.h
2022-04-26Overhaul GLES3: Add basis for 3D renderer, overhaul materials and texturesclayjohn
2022-04-20Fix more issues found by cppcheck.bruvzg
2022-04-19Initialize OpenGL before rasterizers in GLES3clayjohn
2022-04-17Merge canvas and decal into TextureStorage and add render targetBastiaan Olij
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-03-31Extract global variable, shader and material storageBastiaan Olij
2022-03-16Split dummy renderer classes into separate filesBastiaan Olij
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-09Change some math macros to constexprkobewi
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-01-29simplify formatting scripts, add a clang-tidy script, and run clang-tidyNathan Franke
2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-11WIP New GLES3 Shader Compilerreduz
Uses versions and specializations (more similar to RenderingDevice version)
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-10Rename `hint_aniso` to `hint_anisotropy` in the shader languageHugo Locurcio
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties.
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-01-16Add multimesh format max for proper error checkingclayjohn
2020-01-08RasterizerCanvas: Use getornull to fetch light occluder polygonRémi Verschelde
Fixes #21286 when the occluder is not fully configured.
2020-01-03Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fixRémi Verschelde
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03Merge pull request #34551 from MadEqua/fix-light-with-skeletonRémi Verschelde
Fix 2D lighting when using skeleton.
2020-01-01Fixed antialiasing option for Polygon2DPouleyKetchoupp
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-23Fix canvas GLES3 skeleton transform uniform updating.Bruno Lourenço
2019-12-23Fix 2D lighting when using skeleton.Bruno Lourenço
2019-12-11Flip cull mode when rendering flipped Light2D and LightOccluder2DBojidar Marinov
Fixes #32993
2019-12-09GLES3: Properly unbind buffers after draw commandsRémi Verschelde
Patch provided by @oeleo1. Fixes #34120.
2019-12-04Properly orphan polygon index buffer after binding (take 2)Rémi Verschelde
Follow-up to #34088, patch by @oeleo1 from https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-03properly orphan polygon index buffer after bindingclayjohn
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-11Improve glBufferSubData usage where safeclayjohn
2019-11-07Partial revert of #32657, undoing line shifting by 0.5Rémi Verschelde
As discussed in #32657, this can't be done here as lines can be used with a canvas scale, and this breaks them. A suggestion is to do the pixel shifting at matrix level instead. Fixes #33393. Fixes #33421.
2019-10-11Fix draw_rectPaul Trojahn
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-11Fixed vertex color initialization with default value in gles3PouleyKetchoupp
Fixes #30275, #31250
2019-07-30properly pass SCREEN_PIEXEL_SIZE to canvas light shaderclayjohn
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-20Fix always true/false valuesqarmin
2019-04-19Added ability for multiple images to be imported as an atlasJuan Linietsky
This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
2019-04-06GLES3: Fix regression in particles buffer initializationRémi Verschelde
Bug introduced in #26343 where `(float *)` was mistakenly converted to `(uint8_t *)`, so we were getting `2` instead of `8`. Fixes #27705.
2019-04-02Enable warnings=extra on clang and GCC testers.marxin
And remove 2 warnings from warnings=extra.
2019-03-08Added default color to mesh rendersamHFIT
2019-03-03Properly redraw if something animated is visibleJuan Linietsky
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-16Fix skeleton not being updated in shader, closes #25911Juan Linietsky