Bastiaan Olij
b05514dd0d
Fix radiance for sky in GLES stereo rendering
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(cherry picked from commit e06ac4d40c
)
2024-01-24 15:56:51 +01:00
ShirenY
045b1d5990
Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
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(cherry picked from commit 27f71c4e78
)
2024-01-24 15:56:50 +01:00
clayjohn
bca878ffd9
Use vertex input mask for creating vertex arrays
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Also fix bug in creation of vertex input mask
(cherry picked from commit c0c1efc5da
)
2023-12-07 10:27:06 +01:00
Rémi Verschelde
bd74d92ef7
Merge pull request #84957 from BastiaanOlij/fix_msaa2d_when_no_2d
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Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-22 21:56:23 +01:00
Bastiaan Olij
47983e30c5
Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-16 13:34:34 +11:00
Gabor Koncz
0198eedb06
Remove incorrect system_fbo overwrite
2023-11-16 01:56:20 +01:00
Rémi Verschelde
0e04203293
GLES3: Ensure all ShaderData is properly initialized in set_code
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Fixes #84418 .
2023-11-11 15:13:23 +01:00
clayjohn
9c5adac342
Properly rename INSTANCE_ID and VERTEX_ID in canvas item shaders in the compatibility backend
2023-11-07 17:55:51 +01:00
clayjohn
d1043a5f93
Enhance checks and user experience around tangents.
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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
Rémi Verschelde
dcbee437f7
Merge pull request #84197 from bruvzg/opengl_utf8
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Parse OpenGL and Vulkan strings as UTF-8.
2023-10-30 17:47:51 +01:00
bruvzg
25dc729dd4
Parse OpenGL and Vulkan strings as UTF-8.
2023-10-30 17:24:31 +02:00
Rémi Verschelde
acbc341a58
OpenGL: Fix uninitialized memory usage for GPUPartciles `interp_to_end`
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Fixes #84072 .
2023-10-30 15:08:24 +01:00
Rémi Verschelde
2dafd06114
Merge pull request #83906 from clayjohn/GL-vertex-padding
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Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-26 16:00:56 +02:00
Rémi Verschelde
253711ec98
Merge pull request #82430 from RandomShaper/fix_gles3_tex_free
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[GLES3] Avoid freeing proxy textures clearing onwer's data
2023-10-26 15:58:55 +02:00
clayjohn
a88e519f18
Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-24 22:32:34 +02:00
Rémi Verschelde
261fe7ce6a
Merge pull request #83704 from clayjohn/misc-mesh-fixes
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Some more fixes for compressed meshes
2023-10-24 10:54:23 +02:00
Rémi Verschelde
64f80295e5
Merge pull request #83199 from Repiteo/texture-storage-default-scale
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Fix `TextureStorage` not assigning default scale
2023-10-24 10:53:56 +02:00
clayjohn
8f9cd4e1e3
Some more fixes for compressed meshes
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This cleans up a few more cases of uint32_t->uint64_t
Importantly this fixes an edge case in the axis-angle compression by
using the pre-existing Basis methods instead
2023-10-24 09:38:12 +02:00
Rémi Verschelde
50d17f6b8c
Merge pull request #83613 from clayjohn/surface_upgrade_tool
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Add an editor tool to automatically upgrade and re-save meshes
2023-10-24 00:10:37 +02:00
clayjohn
318ef8461f
Implementation of tool to automatically upgrade and re-save meshes
2023-10-23 22:39:48 +02:00
David Snopek
58775a6c67
Fix `GPUParticles3D` on the Meta Quest 2 with OpenGL renderer
2023-10-21 16:49:24 -05:00
Thaddeus Crews
9ee41c707e
Fix texture storage not assigning default scale
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• Print errors if an invalid value is passed
2023-10-12 12:02:24 -05:00
Rémi Verschelde
b1371806ad
Merge pull request #82431 from bitsawer/fix_gpuparticles_free
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Fix errors when freeing GPUParticles
2023-10-12 00:22:33 +02:00
Bastiaan Olij
59cd86f89d
Fix compatibility shadow size not being initialised
2023-10-11 22:02:38 +11:00
Rémi Verschelde
55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
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Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay
c228fe1a0d
Particle internal refactor and additions for more artistic control
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
Rémi Verschelde
a28dab7e82
Merge pull request #79711 from adamscott/web-non-blocking-main-thread
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Add `proxy_to_pthread` option to `platform=web`
2023-10-09 23:22:22 +02:00
Adam Scott
78c2a08fae
Add `proxy_to_pthread` option to `platform=web`
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Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2023-10-09 11:50:01 -04:00
A Thousand Ships
f18aa00e85
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-08 17:23:33 +02:00
clayjohn
04846c1d6d
Avoid default fallback material when using world_vertex_coords
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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.
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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
Yuri Sizov
7ae0fa1083
Merge pull request #77496 from clayjohn/GLES3-shadows
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Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
clayjohn
cb7200b028
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 09:39:26 +02:00
SlugFiller
d468582ef8
Fix build on MSVC 2017
2023-09-27 19:49:59 +03:00
bitsawer
898d1a2d5f
Fix errors when freeing GPUParticles
2023-09-27 11:46:31 +03:00
Pedro J. Estébanez
a67559931b
[GLES3] Avoid freeing proxy textures clearing onwer's data
2023-09-27 10:44:56 +02:00
bruvzg
1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
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Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
Rémi Verschelde
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
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Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
A Thousand Ships
3565d1bf7e
[Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-12 20:13:32 +02:00
Milan Gruner
45a33cc749
Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog
2023-09-05 18:15:02 +02:00
Patrick
c98ab5aba3
Add option to use world coordinates in canvas item shader
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By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
Adam Scott
9c7db7397f
Fix integer value for GL_MAX_UNIFORM_BLOCK_SIZE overflowing
2023-08-25 10:19:25 -04:00
A Thousand Ships
6cb28e481f
Fix memory access error for `MultiMesh` with GLES3
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Buffer was incorrectly assigned when invalid data was provided
2023-08-19 16:01:21 +02:00
bitsawer
41def3740a
Fix global shader uniform texture loading
2023-08-15 14:18:26 +03:00
clayjohn
57eb762bae
Add option to enable HDR rendering in 2D
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This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
LRFLEW
6effd3cde7
Fix transparent viewport backgrounds with custom clear color
2023-07-30 06:19:47 -05:00
Yuri Sizov
1fe49e7271
Merge pull request #79142 from BastiaanOlij/register_render_buffers
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Expose RenderSceneBuffers(RD) through ClassDB
2023-07-27 15:22:27 +02:00
Bastiaan Olij
4874b96033
Expose RenderingSceneBuffers through ClassDB
2023-07-26 23:48:30 +10:00
Bastiaan Olij
63d6e9c557
Add custom texture create function
2023-07-26 20:46:34 +10:00
Clay
7c812cd7e9
Fix use of discard in shaders
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discard was being included in all shaders set to depth pass opaque, which is the majority of shaders
Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00