Yuri Sizov
bb15241e06
Merge pull request #77740 from ChibiDenDen/simplify_vulkan
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Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
ChibiDenDen
35715e510f
replace sampler arrays with constant sampler elements
2023-06-22 01:11:57 +03:00
Yuri Sizov
f6dcd7f51a
Merge pull request #75181 from dalexeev/fix-light-only-mode
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Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-27 17:28:29 +02:00
Allen Pestaluky
4e19f34856
Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers
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The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.
Fixes #77448
2023-05-26 10:50:35 -04:00
Danil Alexeev
43b0702a02
Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-13 09:06:09 +03:00
James Christie
68149328f1
Set value of line_point_count outside of initialization
2023-03-16 01:20:41 -04:00
SlugFiller
f25508befb
Fixes a canvas item set to clip children being drawn as black if no children are visible
2023-03-07 09:53:26 +02:00
Rémi Verschelde
5e57205365
Merge pull request #73478 from NewDefectus/master
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Use the original canvas to calculate light positioning
2023-02-21 21:14:51 +01:00
Alon Ran
2d7db30f0d
Use the original canvas to calculate light positioning
2023-02-21 11:57:16 +02:00
Yuri Rubinsky
94831c7209
Forbid passing multiview sampler to the custom function in shaders
2023-02-21 11:23:17 +03:00
clayjohn
dfbf439081
Avoid shading CanvasGroup nodes twice
2023-02-03 15:40:42 -08:00
clayjohn
cfd5fe0f29
Avoid crash when CanvasTexture used with light decal atlas
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The decal atlas is used for Light2Ds, decals, and Light3Ds
2023-01-30 20:59:53 -08:00
clayjohn
eb9c2b878a
Automatically transform Skeleton2D calculations so pivots are not needed
2023-01-27 14:55:22 -08:00
clayjohn
d3c3fa32af
Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
2023-01-20 17:04:00 -08:00
clayjohn
faea9f5c10
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
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in favour of texture hints
2023-01-18 19:52:47 -08:00
jainl28patel
390f83bf5a
fix normal map not flipping in sprite2D
2023-01-14 11:51:56 +05:30
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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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".
2023-01-05 13:25:55 +01:00
clayjohn
41021b07be
Avoid updating particles during 2D rendering
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In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
2022-12-22 12:04:34 -07:00
clayjohn
1b330820bf
Implement render_target_was_used API so that Viewports can properly check if they have been used.
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For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-16 09:50:45 -08:00
Yuri Rubinsky
56954485ed
Refactor `ShaderData` & fix the sorting of shader uniforms
2022-12-15 10:02:59 +03:00
clayjohn
0a88c68d0a
Detect and report if 2D particles use the screen SDF
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This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07 10:03:08 -08:00
Markus Sauermann
28af870750
Code simplifications found by cppcheck
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They are based on:
- Boolean arithmetic simplifications
- setting variables that are not accessed
- constant variables
2022-11-21 08:43:36 +01:00
clayjohn
0e5a98cdd8
Fix drawing of 2D skeletons in the RD renderer.
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Also clean up skeleton code in preparation for adding them to GLES3
Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00
Rémi Verschelde
1691a33eb9
Merge pull request #67374 from MrBlockers/fix-draw-primitive
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Fix draw_primitive ignoring texture argument
2022-11-11 10:43:18 +01:00
clayjohn
2ec234ff67
Add 2D shadows and canvas SDF to OpenGL3 renderer
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This is an initial implementation based on the current RD implementation
Performance will improve later
2022-10-28 11:33:23 -07:00
Clay John
e1caa8797b
Merge pull request #67043 from clayjohn/clip_children
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Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
2022-10-27 09:59:27 -07:00
MrBlockers
0c4fd03f40
Fix draw_primitive ignoring texture argument
2022-10-21 21:35:13 -04:00
Aaron Franke
7f9a8c99c9
Clean up Basis from Euler code
2022-10-21 17:54:49 -05:00
clayjohn
b6f44859d7
Implement multiple clip_children modes for CanvasItems
2022-10-14 08:02:28 -07:00
clayjohn
09b1a6f85f
Improve behaviour of clip_children by clipping
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to parent alpha value, but still retaining
parent color
2022-10-13 18:35:12 -07:00
Rémi Verschelde
8017827144
SCons: Re-enable treating `#warning` as error with `werror`
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Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
clayjohn
4765e5fa64
Allow clearing backbuffer after finishing CanvasGroup
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This avoids an issue where having multiple CanvasGroups overlap
would create a weird artifact
2022-10-07 14:13:40 -07:00
Rémi Verschelde
ecd4ab1e14
Merge pull request #66683 from clayjohn/SRGB-canvasitem
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Default CanvasItem materials to use sRGB space for uniform colors
2022-10-05 11:44:52 +02:00
Aaron Franke
2cea42cc7f
Rename Projection `matrix` to `columns`
2022-10-04 12:34:19 -05:00
clayjohn
06d0e56559
Default CanvasItem materials to not convert uniform colors to linear space.
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The 2D renderer in Godot is totally in sRGB space so it is appropriate
to keep 2D uniform colors in sRGB space
2022-09-30 15:15:11 -07:00
clayjohn
1a0890122f
Clean up canvas light shader API.
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Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Hendrik Brucker
e235bca995
Fix/restore BackBufferCopy
2022-09-15 02:36:39 +02:00
Yuri Rubinsky
8191b3c110
Rename `uniform` to `parameter` across the engine
2022-09-01 11:42:57 +03:00
sakrel
728fb6ea95
Fix updating OccluderPolygon shapes
2022-08-29 03:51:53 +02:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
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Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Micky
59e11934d8
Rename `str2var` to `str_to_var` and similar
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Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.
- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`
- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support.
2022-08-23 08:47:21 +03:00
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
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Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
clayjohn
028ef2edc8
Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
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At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.
In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
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`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Bastiaan Olij
81c6f73109
Changed storage structs to private
2022-08-01 11:59:14 +10:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Rémi Verschelde
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local
2022-07-28 10:03:07 +02:00
Rémi Verschelde
2d2b85d400
Merge pull request #62972 from Chaosus/shader_groups
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Implement shader uniform groups/subgroups
2022-07-26 15:16:33 +02:00
Rémi Verschelde
f94b4dbe22
Merge pull request #63236 from halgriffiths/fix-texture-rect-transpose
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send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-26 13:22:32 +02:00