Age | Commit message (Collapse) | Author |
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Expose emulated *Unorm4x8 glsl functions in non-android builds
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Originally these functions were exposed on all GLSL ES 300 devices. However, that causes a build error as Android devices expose the *Unorm4x8 functions despite them not being in the ES 300 spec
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Allow black metallic materials to reflect IBL
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Properly remap roughness when reading from radiance map
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This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
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Get WebXR fully working in Godot 4!
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Add Skeletons and Blend Shapes to the OpenGL renderer
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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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.
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The batch was being discarded if no instance buffer was present, but an instance buffer is only needed for MultiMesh and particles.
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fixed incorrect mesh normals in shaders
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Also clean up skeleton code in preparation for adding them to GLES3
Properly update Mesh2D AABBs when skeleton is updated
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Regenerate GL loader code with GLAD 2
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Add GPUParticles to the OpenGL3 renderer.
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Implement is_animated and casts_shadows
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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.
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GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2
does not, so for consistency I thought that it would be a good idea to
uniform things beforehand. While it had some API changes some renames
were all that was needed and everything works like before, at least on
the Wayland branch.
I've kept the structure identical, although this new generator has quite
a few hefty features, such as a single header mode.
I've also added GLAD to `thirdparty/README.md`, but I haven't specified
that in the commit title because it's a very small "fix".
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Use opaque rendering pipeline for alpha hash materials
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This allows the renderer to correctly decide when to update shadow maps
This PR also adds TIME to a few missing places
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Expose texture_get_rd_texture for scripts
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Fix draw_primitive ignoring texture argument
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Request redraw in OpenGL3 and mobile renderers when TIME used in shader
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Interleaving draw_rect calls with and without a texture forces every rect to
have its own draw call. In this case it meant that there is a draw call for every single
tile in the atlas. This change makes it so the renderer can batch draw calls
which reduced the draw call count by a factor of 512
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render_target_set_override()
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Remove depth correction in GLES3 renderer
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Style: Misc docs and comment style and language fixes
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- 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`.
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This avoids a WEBGL error causes PanoramaSkys to fail to render
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Add 2D shadows and canvas SDF to OpenGL3 renderer
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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
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Unify usage of GLOBAL/EDITOR_GET
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Add OpenGL timer queries to OpenGL3 backend
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This is an initial implementation based on the current RD implementation
Performance will improve later
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Fix ambient_light_disabled render mode flag
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Prevent windows from having a size greater than device limit
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Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
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This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
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[opengl] Add multiview to the opengl3 driver
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