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path: root/drivers/gles3/shader_gles3.h
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2023-01-05One Copyright Update to rule them allRémi Verschelde
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".
2022-11-14Add GPUParticles to the OpenGL3 renderer.clayjohn
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.
2022-11-02Style: Misc docs and comment style and language fixesRémi Verschelde
- 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`.
2022-10-28Add 2D shadows and canvas SDF to OpenGL3 rendererclayjohn
This is an initial implementation based on the current RD implementation Performance will improve later
2022-10-21Add multiview to the opengl3 driverDavid Snopek
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-05-24Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-16Add basic lighting to GLES3 renderer.clayjohn
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-12Basic 3D renderingclayjohn
2022-05-11SceneShader compilingclayjohn
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
2022-04-26Overhaul GLES3: Add basis for 3D renderer, overhaul materials and texturesclayjohn
2022-01-12Remove mistakenly added author infoclayjohn
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!
2021-10-31Use 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!
2020-01-01Update 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.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
2019-01-25Properly dispose of custom shaders, closes #19300Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-04Fix more "may be used initialized" warnings from GCC 7Rémi Verschelde
Fixes the following GCC 7 warnings: ``` core/cowdata.h:269:47: warning: 'alloc_size' may be used uninitialized in this function [-Wmaybe-uninitialized] core/error_macros.h:163:26: warning: 'nearest_point' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1579:5: warning: 'colormap_size' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1582:12: warning: 'size_height' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1590:23: warning: 'size_width' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1599:29: warning: 'pixel_size' may be used uninitialized in this function [-Wmaybe-uninitialized] core/math/face3.cpp:207:15: warning: 'tri_max' may be used uninitialized in this function [-Wmaybe-uninitialized] core/math/face3.cpp:209:15: warning: 'tri_min' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/rasterizer_scene_gles3.cpp:665:22: warning: 'best_used_frame' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/rasterizer_storage_gles3.cpp:865:27: warning: 'blit_target' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/rasterizer_storage_gles3.cpp:980:29: warning: 'blit_target' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::frag_id' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::id' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::vert_id' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/plugins/script_editor_plugin.cpp:1980:31: warning: 'se' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/scene_tree_dock.cpp:840:30: warning: 'new_node' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4259:9: warning: 'a1' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4259:9: warning: 'lll' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4259:9: warning: 'lul' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4260:9: warning: 'a2' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4261:9: warning: 'a3' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4265:3: warning: 'enable_lin' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4294:3: warning: 'enable_ang' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4311:34: warning: 'll' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4311:34: warning: 'ul' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/3d/voxel_light_baker.cpp:1655:47: warning: 'cone_dirs' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/3d/voxel_light_baker.cpp:1656:73: warning: 'cone_weights' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/gui/texture_progress.cpp:181:6: warning: 'cp' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/gui/texture_progress.cpp:181:6: warning: 'cq' may be used uninitialized in this function [-Wmaybe-uninitialized] servers/physics/shape_sw.cpp:1056:19: warning: 'support_max' may be used uninitialized in this function [-Wmaybe-uninitialized] ```
2018-09-23-Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵Juan Linietsky
optimizations, added vertex lighting. -Did some fixes to GLES3 too
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
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!
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2016-11-24Blend shapes using transform feedback (GPU)Juan Linietsky
2016-11-11Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-10-102D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky
general
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working