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path: root/drivers/gles3/rasterizer_scene_gles3.h
AgeCommit message (Collapse)Author
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
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!
2020-02-12doc: Sync classref with current sourceRémi Verschelde
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-11Rewrote large part of rendering, omni and spot shadows now work.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.
2020-01-01Update 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.
2019-11-19Fix issues with environment mappingclayjohn
2019-10-11only render depth with alpha prepass on prepassclayjohn
2019-08-08Merge pull request #30714 from Calinou/invert-default-fog-heightRémi Verschelde
Invert and adjust the default fog height values
2019-08-07Invert and adjust the default fog height valuesHugo Locurcio
This makes height fog appear at the bottom of the scene (instead of the top), which is generally the expected result. This also tweaks the fog height setting hint to be more flexible. This closes #30709.
2019-07-28add project setting for max lights and reflections in gles3clayjohn
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-03-26Fixed handling of depth texture so it's resolved and bound when neededDaniel Rakos
- Cleaned up and improved the code determining when we need to use a depth prepass (previously it wasn't executed in certain cases even if it was needed) - Added code to prepare and bind the depth texture even when no depth prepass or MRTs (more precisely effect buffers) are used Fixes #25870, #25535, and #25387.
2019-03-11Undo #25557 (was not right anyway), fixes #26258Juan Linietsky
2019-02-21Many fixes regarding depth buffer clearing, closes #25994, closes #25975Juan Linietsky
2019-02-01Allow usage of depth texture when contact shadows are disabledKaadmY
2019-01-19Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].marxin
It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j] (for j > 0). Even though there's a valid space in a struct after shadow_matrix1. Knowing that GCC performs aggressive optimizations that eventually lead to a wrong code. Code has been changed into union where one can either use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma is not needed any longer.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-15Adding option to re-orient our skyBastiaan Olij
2018-12-11Moved member variables to initializer listWilson E. Alvarez
2018-11-28Added luminance capping to avoid glitches on small dots. closes #17996Juan Linietsky
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-10-07Baker fixesJuan Linietsky
2018-09-12Removed unused function RasterizerSceneGLES3::_copy_to_front_bufferWilson E. Alvarez
2018-07-22transmission was broken, fix was made. Also fixed treshold.Juan Linietsky
2018-07-22Fix opaque pre pass not casting shadowsJuan Linietsky
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez
RasterizerGLES3
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-14-Add lightmapperJuan Linietsky
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
2017-12-07Style: Apply clang-format again on all filesRémi Verschelde
Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
2017-12-01small fix so shadows dont need to use a separate material for world vertex ↵Juan Linietsky
coords (more perf)
2017-12-01Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky
pre pass, does some speed up to scenes using triplanar.
2017-10-30Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky
Expose VIEWPORT_SIZE in shader language.
2017-10-26Expose VIEWPORT_SIZE in shader language.Ferenc Arn
Fixes #11710.
2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-21Added proximity and distance fade to SpatialMaterialJuan Linietsky
2017-09-14Renamed function arguments to keep them consistent between declaration and ↵Wilson E. Alvarez
implementation
2017-09-04Fix opaque pre pass, closes #10472Juan Linietsky
2017-09-01Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde
Fix signed and unsigned comparisons
2017-09-01Fix some argument ordering, closes #10010Juan Linietsky
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-29Changed bools to uint32_t as this may be a compiler bug..Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Several fixes to subsurface scattering. Closes #9530Juan Linietsky
2017-08-19-Fix all shadow and culling related issues, fixes #9330Juan Linietsky