Commit Graph

416 Commits

Author SHA1 Message Date
clayjohn 6c202154a7
Add fixed fog to the sky in the Compatibility renderer
And apply luminance multiplier after fog in RD renderer

(cherry picked from commit 578049b7b9)
2024-09-16 17:01:45 +02:00
Rémi Verschelde 6621d8e8cc
Merge pull request #93931 from /fix-compatibility-depth_prepass_alpha 2024-07-20 16:07:30 +02:00
clayjohn 5b213dcd26 Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview.
I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.
2024-07-08 12:52:20 -07:00
GuoShuangyi af62d15ebc fix depth_prepass_alpha not work in compatibility mode 2024-07-04 17:38:14 +08:00
Bastiaan Olij 0ab5207b8f Fix incorrect enabling of post process in OpenGL 2024-06-24 13:22:01 +10:00
Rémi Verschelde c58c50831b
Merge pull request #93107 from clayjohn/GLES-sky-ambient
Ensure sky reflection is updated when ambient mode is set to background
2024-06-14 17:13:35 +02:00
clayjohn b758658405 Ensure sky reflection is updated when ambient mode is set to background 2024-06-12 16:00:01 -07:00
clayjohn 9000a9d36f Ensure post processing happens when adjustments are enabled in the Compatibility renderer 2024-06-11 14:31:06 -07:00
wojtekpil 53e68ecbd4 Fix depth clear value for uv2 baking in compatibility renderer 2024-06-07 23:25:49 +02:00
clayjohn 267ea14616 Fix LOD selection in compatibility backend and clean up LOD code 2024-05-23 11:30:22 -07:00
Bastiaan Olij 6efaaecde2 Skip rendering sky if viewport is set to transparent background 2024-05-13 11:04:06 +10:00
clayjohn 8eae822b54 Ensure that environment is available before checking for BCS 2024-05-02 11:34:48 -07:00
QbieShay 41a2b0e83e Added premult alpha blending to 3D (spatial) shaders.
Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
clayjohn e8bb0a5719 Add adjustments and color correction to Compatibility renderer 2024-04-25 12:24:51 -07:00
Oxi 1815871b90 Fixed unshaded mode lightmaps 2024-04-17 10:38:54 +01:00
Bastiaan Olij 509d8dba2a Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
Khasehemwy d950f5f838
Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
Thaddeus Crews 3b3e2374c9
clang-tidy: Enforce `modernize-use-nullptr` 2024-03-12 10:59:53 -05:00
Hugo Locurcio 26a220bd31
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
2024-03-07 17:40:49 +01:00
Rémi Verschelde b38d5efd6a
Merge pull request #88873 from clayjohn/GLES3-compositor-free
Add `compositor_free` branch in Compatibility scene renderer free function
2024-02-27 10:18:35 +01:00
clayjohn 57f8b885de Add compositor_free branch in Compatibility scene renderer free function 2024-02-26 17:56:55 -08:00
clayjohn 294f16c862 Consistently use system_fbo instead of binding 0 as it is needed for iOS devices 2024-02-25 13:52:41 -08:00
Rémi Verschelde 652438a395
Merge pull request #87360 from BastiaanOlij/gles_glow
Implement glow/bloom on compatibility renderer
2024-02-20 23:59:48 +01:00
Bastiaan Olij aa260e5f3d Implement glow/bloom on compatibility renderer 2024-02-19 13:29:43 +11:00
Bastiaan Olij 5a98845655 Implement hooks into renderer 2024-02-18 21:54:21 +11:00
Eidolon 08f4560e69 Add optional depth fog 2024-02-17 22:39:34 -03:00
Erik Johnson eab95698cd
Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
clayjohn efb1cbaad4 Add GLES3 infrastructure for lightmap baking in the compatibility backend 2024-01-24 17:13:30 -08:00
Yuri Sizov 0fa5aa5c8a Merge pull request #86677 from daustria/debug-modes-opengl
Implement overdraw, lighting, and unshaded debug draw modes for opengl
2024-01-24 14:08:03 +01:00
Yuri Sizov 2ce450f8bc Merge pull request #84894 from clayjohn/tangent-error-message
Store ArrayMesh path in RenderingServer for use in error messages
2024-01-24 14:07:47 +01:00
Dominic Austria c8bdd1d774 implement overdraw, lighting, and unshaded debug draw modes for opengl 2024-01-08 17:34:09 -05:00
Bastiaan Olij e06ac4d40c Fix radiance for sky in GLES stereo rendering 2023-12-12 13:35:39 +11:00
Yuri Sizov c2151bbfbf Merge pull request #85621 from daustria/opengl-compatibility-wireframe
Add wireframe for compatibility mode
2023-12-08 15:23:41 +01:00
Yuri Sizov 44d544fc98 Merge pull request #85120 from dsnopek/gl-lightmap
OpenGL: Implement rendering of lightmaps
2023-12-08 15:23:27 +01:00
Rémi Verschelde a311a4b162
Merge pull request #83976 from BastiaanOlij/gles3_msaa_scaler
Add 3D MSAA and scaling support to GLES3
2023-12-07 14:36:42 +01:00
David Snopek 749f60ee36 OpenGL: Implement rendering of lightmaps 2023-12-04 18:34:06 -06:00
Bastiaan Olij caddce14dd Add 3D MSAA and scaling support to GLES3 2023-12-05 10:01:00 +11:00
Rémi Verschelde 1749ea8d00
Merge pull request #82804 from BlueCube3310/compat_correct_normals
Automatically ensure correct normals in Compatibility renderer
2023-12-04 22:57:59 +01:00
Dominic bae6f86257 Add wireframe for compatibility mode 2023-12-02 13:09:56 -05:00
clayjohn ead36fdcc4 Store ArrayMesh path in RenderingServer for use in error messages 2023-11-14 16:27:10 +01:00
Rémi Verschelde 44a54f4500
Merge pull request #84252 from clayjohn/ensure_tangents
Enhance checks and user experience around tangent arrays in meshes.
2023-11-02 09:11:32 +01:00
clayjohn d1043a5f93 Enhance checks and user experience around tangents.
Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.

Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.

Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
David Snopek 67d8102f95 Fix WebXR on desktop emulator by reseting active texture unit 2023-10-31 16:18:38 -05:00
Adam Chyb b9446dde7e Fix reading shadow filter quality from project settings in compatibility
Fixes #83380.
2023-10-26 23:57:42 +11:00
jsjtxietian 26d32554bd Pass viewport size to shadow pass instead of using vector2i(1,1) 2023-10-26 15:25:22 +08:00
BlueCube3310 f31371c04e Automatically ensure correct normals in Compatibility renderer 2023-10-22 15:00:11 +02:00
Clay 623a050269 Ensure that only visible paired lights are used
This is a longstanding issue in both the Mobile and GL Compatibility renderer.

Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
2023-10-17 13:02:46 +02:00
clayjohn 04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
bitsawer 6f88ed73be Fix GLES3 instanced rendering color and custom data defaults 2023-09-29 11:44:37 +03:00