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path: root/drivers/gles3/storage/utilities.cpp
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2023-01-30Refactor high quality texture importJuan Linietsky
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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".
2022-12-07Properly free Skeleton RID in RenderingServer.free()clayjohn
2022-11-29Add Skeletons and Blend Shapes to the OpenGL rendererclayjohn
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.
2022-11-14Add 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.
2022-11-02Merge pull request #67639 from clayjohn/GLES3-2d-shadowsRémi Verschelde
Add 2D shadows and canvas SDF to OpenGL3 renderer
2022-11-01Add texture reading code to OpenGL3 renderer for web and mobileclayjohn
This allows using texture_2d_get on all platforms which is needed for the get_image function This commit also fixes some OpenGL warnings on the Web platform that came from attempting to map a buffer with zero length
2022-10-31Merge pull request #67032 from clayjohn/GLES3-gpu-profilingRémi Verschelde
Add OpenGL timer queries to OpenGL3 backend
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
2022-10-27Merge pull request #64710 from MinusKube/window-size-crashClay John
Prevent windows from having a size greater than device limit
2022-10-12Add 2D lights to OpenGL3 canvas rendererclayjohn
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-07Add OpenGL timer queries to OpenGL3 backendclayjohn
This is useful for the visual debugger, printing FPS, and the in-editor FPS display
2022-09-04Prevent windows from having a size greater than device limitMinusKube
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
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.
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-06-28Split dependency logicBastiaan Olij
Split FOG Split visibility notifier Final cleanup of storage classes