Age | Commit message (Collapse) | Author |
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Use instanced array buffer instead of UBO for canvas item batching
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fixed https://github.com/godotengine/godot/issues/69949
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This simplifies the generated shader code which increases both performance and compile time on low end devices
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Remove high quality glow as it is not any higher quality than regular glow
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Properly apply custom materials with CanvasGroups in the GLES3 backend
Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers
Properly set fit_margin when clear_margin is set
Fix shader error during backbuffer clear in mobile renderer
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Fixes #69886.
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call clears the GL_ELEMEMT_ARRAY_BUFFER when changing the state.
Update rasterizer_scene_gles3.cpp
Fix white-space to match godotengine checks.
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Detect and report if 2D particles use the screen SDF
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Properly free Skeleton RID in RenderingServer.free()
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This ensures that the SDF is updated even if not used in a canvas_item shader
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Fix mobile renderer sky_transform operations
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same order as the forward_plus renderer.
Update rasterizer_scene_gles3.cpp
Apply sky_transform order fix to the gles3 renderer.
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Fix AABB errors on meshes with bones on multiple surfaces
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Clean up specialization constants in OpenGL scene renderer
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Use internal texture name when setting texture uniform location in OpenGL renderer
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[opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down
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Also add support for disabling omni and spot lights when not used
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renderer
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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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rendered upside down
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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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