Age | Commit message (Collapse) | Author |
|
This is an initial implementation based on the current RD implementation
Performance will improve later
|
|
Fix ambient_light_disabled render mode flag
|
|
|
|
objects not drawing in the GLES3 backend.
Issue came from not binding a light UBO when using the DISABLE_LIGHTING
code path
|
|
This is an initial implementation using the same single-pass approach as the RenderingDevice.
|
|
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.
This results in much faster rendering on low-end devices
but improves speed on all devices.
|
|
|
|
|
|
everything else.
This ensures that the debanding does not scale with exposure or any other effect.
|
|
by PI
|
|
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
|
|
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
|
|
|
|
|
|
|
|
This can be used to make shadows translucent for a specific light.
The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
|
|
|
|
Treat specular less than 0.02 as occlusion
|
|
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
|
|
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
|
|
|
|
|
|
assuming mirror reflections
|
|
|
|
|
|
|
|
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
|
|
for certain drivers
|
|
|
|
This includes all three light types and IBL, but does not include shadows or any form of GI
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
|
|
|
|
|
|
|
|
Uses versions and specializations (more similar to RenderingDevice version)
|
|
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
|
|
- 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.
|
|
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!
|
|
|
|
GLES3: Slight optimization to irradiance compute
|
|
All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
|
|
|
|
|