Commit Graph

3239 Commits

Author SHA1 Message Date
Rémi Verschelde 3a2b0ab73d Merge pull request #66898 from aaronfranke/proj-mat-columns
Rename Projection `matrix` to `columns`
2022-10-05 08:35:26 +02:00
Bastiaan Olij c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Aaron Franke 2cea42cc7f
Rename Projection `matrix` to `columns` 2022-10-04 12:34:19 -05:00
Rémi Verschelde 8a47cdc933 Vulkan: Initialize VK_EXT_debug_utils only for dev build or verbose mode
End users would get spammed with messages of varying verbosity due to the
mess that thirdparty layers/extensions and drivers seem to leave in their
wake, making the Windows registry a bottomless pit of broken layer JSON.

I'm all for helping end users clean up mess in their registry / system paths
for Vulkan ICDs, layers and extensions, but the way this is done by
VK_EXT_debug_utils is just horrible - and the way for them to fix it (manual
edit of system files) is also not a good thing to recommend.

Closes countless issues where users think Godot is broken because it reports
weird errors.
2022-10-04 16:09:11 +02:00
Pedro J. Estébanez 958ecf55fe Enhance portability of threading 2022-10-04 11:43:28 +02:00
Rémi Verschelde bff9fcfc1c Merge pull request #65822 from BastiaanOlij/more_reorg_20220915
Move cluster builder, sdfgi and gi structures to clustered renderer, and more
2022-10-04 11:20:13 +02:00
Rémi Verschelde 11d49dcc0a Merge pull request #66858 from clayjohn/GLES3-pix-size
Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer
2022-10-04 10:33:17 +02:00
Rémi Verschelde 9928cdc2e7 Merge pull request #66807 from akien-mga/core-unix-remove-NO_FCNTL-and-NO_STATVFS
Unix: Remove now unnecessary I/O defines, cleanup
2022-10-04 10:22:29 +02:00
clayjohn c8f0f27a0b Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer 2022-10-03 19:13:17 -07:00
Bastiaan Olij ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
Rémi Verschelde f501e4f665 Unix: Remove now unnecessary I/O defines, cleanup
- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
  disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
  other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
  which is our current min SDK level. It's also only used for
  `DirAccessUnix::get_space_left()` which is anyway overridden by
  `DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
  * Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
  r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
2022-10-03 12:33:41 +02:00
Rémi Verschelde 54418ea659 Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always
true.
2022-10-03 11:23:26 +02:00
Rafał Mikrut 2233624152 Remove usage of unitialized variables 2022-10-01 21:09:22 +02:00
Rémi Verschelde 28154b9a07 Merge pull request #66660 from Sauermann/fix-never-happening-error-condition
Remove ERR_FAIL_COND that never happens in _draw_sky
2022-09-30 17:44:26 +02:00
Rémi Verschelde 166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Markus Sauermann 7e9327350c Remove ERR_FAIL_COND that never happens in _draw_sky
In the conditional `sky` is always true.
2022-09-30 12:42:50 +02:00
Rémi Verschelde fe40c52be8 Merge pull request #66638 from timothyqiu/rendering-null
Add various null checks in RenderingServer
2022-09-30 09:58:58 +02:00
Rémi Verschelde 7a0500d9a3 Merge pull request #66626 from danboo/fix-typo-run-debug-collisons
Fix typos - "collison" -> "collision"
2022-09-30 09:58:25 +02:00
Haoyu Qiu ffdac72eaa Add various null checks in RenderingServer 2022-09-30 10:18:14 +08:00
danboo eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
Rémi Verschelde 6991e9b43d Merge pull request #66583 from bruvzg/constexpr
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings.
2022-09-29 10:44:22 +02:00
Rémi Verschelde 315a71103e Merge pull request #66565 from clayjohn/canvas-lights
Clean up canvas light shader API.
2022-09-29 10:43:42 +02:00
bruvzg ea1848ce0a
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings. 2022-09-29 10:38:21 +03:00
clayjohn 1a0890122f Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Rémi Verschelde 85fe6ecc32 Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used 2022-09-28 17:05:34 +02:00
nikitalita 0d3d5ac769 Fix DirAccessWindows::make_dir() choking on ".."
`CreateDirectoryW()` chokes on absolute paths that contain `..`
example: "C:\\workspace\\..\\games\\assets"
Simplifying the path before creating the dir fixes this.
2022-09-26 12:24:02 -07:00
Rémi Verschelde 26e9145c26 SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Micky c1b5b68eee Rename remaining "*_enable" to "*_enabled"
Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)

Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)

RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`

Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
2022-09-21 22:47:46 +02:00
Rémi Verschelde a23ba42f98 Merge pull request #63594 from Faless/img/4.x_loader_ext
[Core] Make ImageFormatLoader extensible.
2022-09-20 15:36:32 +02:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
Fabio Alessandrelli e8fc6bfeb5 [Core] Make ImageFormatLoader extensible. 2022-09-20 02:01:57 +02:00
Logan Lang e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
Rémi Verschelde effddbcf12 Merge pull request #66065 from kidinashell/issue-59488
SpotLight3D's and OmniLight3D's Projector doesn't work
2022-09-19 22:02:17 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Tobias Widner 422bacbfd1 Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work 2022-09-19 17:18:45 +02:00
kobewi 9f2dc68279 Replace File/Directory with FileAccess/DirAccess 2022-09-19 11:03:31 +02:00
Rémi Verschelde 55bed82b05 Merge pull request #65525 from MJacred/os/distribution
Add get_distribution_name() and get_version() to OS
2022-09-16 13:18:32 +02:00
Rémi Verschelde bda63e1b5a Merge pull request #65833 from JFonS/taa_fix_particles_errors
Fix error spam in the renderer when using GPUParticles3D
2022-09-16 11:59:00 +02:00
MJacred ac9786c525 Add get_distribution_name() and get_version() to OS
supports: LinuxBSD, Windows, macOS, iOS, Android, UWP

Co-authored-by: bruvzg
2022-09-16 11:17:36 +02:00
JFonS b668268772 Fix error spam in the renderer when using GPUParticles3D
The flag INSTANCE_DATA_FLAG_MULTIMESH is used for both multimesh and particles instances, this commit adds a new INSTANCE_DATA_FLAG_PARTICLES flag to discriminate between them.

This flag will also be used in the future to properly support TAA in particles.
2022-09-16 09:44:22 +02:00
Rémi Verschelde 848668ed45 Merge pull request #65794 from Geometror/fix-canvas-backbuffer
Fix/restore BackBufferCopy
2022-09-16 09:20:04 +02:00
Hendrik Brucker e235bca995 Fix/restore BackBufferCopy 2022-09-15 02:36:39 +02:00
Rémi Verschelde 0ef17b341d
Merge pull request #65796 from clayjohn/GLES3-canvas-shader 2022-09-14 22:38:08 +02:00
clayjohn 9239c61aa6 Fix canvasitem shader builtins when using GLES3
Remove prefix canvas_data. as it isn't used in the internal canvasitem shader
2022-09-14 12:41:08 -07:00
clayjohn 72d899702b Clear last frame directional light buffer when number of lights changes.
This ensures that the buffers don't go out of sync.
2022-09-14 08:30:35 -07:00
Rémi Verschelde 2e6ba5ff13
Merge pull request #65746 from clayjohn/GLES3-mem-leak
Fix leaking of Mesh version and lod memory when freeing mesh in GLES3
2022-09-13 23:56:53 +02:00
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
clayjohn 9f708489fa Fix leaking of Mesh version and lod memory when freeing mesh in GLES3 2022-09-13 08:19:14 -07:00
Rémi Verschelde ff824b6f9d Merge pull request #65509 from gotnospirit/master-os-get_datetime
get_datetime_* functions can return wrong values
2022-09-13 11:01:12 +02:00
clayjohn 96b7cb66df Fix multiwindow support in GLES3 for X11, Windows, and MacOS.
Instead of updating all viewports, then blitting all viewports
to the backbuffer, then swapping all buffers, we run through
all viewports and render, blit, and swap backbuffer before
going to the next viewport.
2022-09-12 17:30:50 -07:00
Rémi Verschelde 79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn 97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
clayjohn 05f351b215 Use proper color type for transparent render targets in GLES3 2022-09-12 08:19:03 -07:00
James 0aecfc9254 Fixes #65377: get_datetime_* functions can return wrong values 2022-09-10 07:58:38 +08:00
Rémi Verschelde 337e4d185a
Merge pull request #65016 from timothyqiu/skin-data
Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3
2022-09-07 22:17:55 +02:00
Haoyu Qiu d1aed76a20 Fix crash when executing `SubViewport.set_size_2d_override_stretch` 2022-09-07 22:02:21 +08:00
clayjohn fea48cdfc6 Fix rendering when using WebGL2.
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
2022-09-06 14:42:08 -07:00
Rémi Verschelde 5062aafc2d Merge pull request #64417 from aaronfranke/has-space
Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
2022-09-06 17:00:44 +02:00
Rémi Verschelde 7b5d1ea5b9 Fix various uninitialized member pointers
Using this command:
```
find -name "thirdparty" -prune -o -name "*.h" -exec sed -i {} -e '/return /! s/\t\([A-Za-z0-9_]* \*[A-Za-z0-9_]*\)\;/\t\1 = nullptr;/g' \;
```

And then reviewing the changes manually to discard the ones that don't
seem correct/safe/good (notably changes to `core` unions).
2022-09-06 11:20:27 +02:00
Aaron Franke 817ae95667
Replace AABB has_no_volume with has_volume
Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
bruvzg 57829b7cc4
Re-enable per-pixel transparency support on Linux, macOS, and Windows (for Vulkan and OpenGL rendering drivers). 2022-09-03 19:16:03 +03:00
Rémi Verschelde 3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
kobewi 7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Bastiaan Olij 2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
Yuri Rubinsky 8191b3c110 Rename `uniform` to `parameter` across the engine 2022-09-01 11:42:57 +03:00
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Hugo Locurcio 09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Rémi Verschelde 02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Rémi Verschelde 432b25d364
Merge pull request #65066 from aaronfranke/str-path-join 2022-08-30 10:01:11 +02:00
Rémi Verschelde 43dfc12e72
Merge pull request #64883 from RandomShaper/vk_swapchain_sizing
Let platforms override the sizing of Vulkan swapchain and window
2022-08-30 07:28:21 +02:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Fabio Alessandrelli d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Haoyu Qiu 7c77cd0f7b Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3 2022-08-29 13:05:10 +08:00
Rémi Verschelde f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
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
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
Rémi Verschelde 7013c68619
Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 2022-08-26 11:59:07 +02:00
Pedro J. Estébanez 994d2faf97 Let platforms override the sizing of Vulkan swapchain and window 2022-08-25 19:16:36 +02:00
Rémi Verschelde 0cf0e96038
Merge pull request #64776 from YuriSizov/import-images-moar-flags 2022-08-25 16:51:26 +02:00
Aaron Franke 27b0f18275 Unify bits, arch, and android_arch into env["arch"]
Fully removes the `bits` option and adapts the code that relied on it.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-25 11:19:20 +02:00
Rémi Verschelde fa80064779
Merge pull request #64607 from RandomShaper/safe_audio_threading 2022-08-25 10:12:25 +02:00
Yuri Sizov 672e9d6868 Make `ImageLoader` take bit field flags 2022-08-23 14:39:01 +03:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Rémi Verschelde 7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Max Hilbrunner 5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
Max Hilbrunner 47d3fd99a2
Merge pull request #64461 from bitsawer/fix_windows_list_dir
Fix Windows list dir handle leak
2022-08-20 00:58:42 +02:00
clayjohn bbbcdd725a Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone 2022-08-19 14:50:12 -06:00
Max Hilbrunner 019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Pedro J. Estébanez 9d546bf05a Make audio thread control flags safe 2022-08-19 13:28:10 +02:00
Aaron Franke f91934872d
Use a const ref for the bone AABB in rendering code 2022-08-18 12:20:11 -05:00
Clay John 982ff7d925
Merge pull request #64416 from aaronfranke/aabb
Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
bitsawer 40325006b6 Fix Windows list dir handle leak 2022-08-15 20:27:29 +03:00
Aaron Franke e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server 2022-08-14 23:30:48 -05:00
Omar El Sheikh f1fda97c33 Implement Octahedral on OpenGL3 2022-08-13 10:20:14 -07:00
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
clayjohn 65e0b266d1 Bind uniform buffer locations for lights even when no lights present to comply with strict webGL drivers 2022-08-12 15:23:01 -06:00
Pedro J. Estébanez 8a3bc72954 Apply correct formatting to comments in the Vulkan driver 2022-08-09 22:11:20 +02:00
clayjohn 028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
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
Bastiaan Olij 4417fc6d43 For dev builds, keep track of resource names in the Vulkan driver 2022-08-09 14:47:22 +10:00
bruvzg e7464e7a30
Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
Rémi Verschelde 8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
Rémi Verschelde dd063d1725
Merge pull request #63992 from qarmin/check_also_GLES3
Test also GLES3 in CI
2022-08-06 20:23:48 +02:00
Rafał Mikrut 49632bf993 Check also GLES3 in CI 2022-08-06 19:12:09 +02:00
Rémi Verschelde 9e361bfaaf
Merge pull request #62787 from RandomShaper/vk_object_name
Set default resource names under pure debug in Vulkan RD
2022-08-06 00:35:09 +02:00
Clay John 8f05263bd5
Merge pull request #63951 from reduz/framebuffer-cache
Add a Framebuffer cache
2022-08-05 09:45:37 -04:00
Juan Linietsky f999f52f0a Add a Framebuffer cache
Adds a FramebufferCache singletion that operates the same way as UniformSetCache.

Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:

```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
Fabio Alessandrelli 59eea34851 [Net] IP uses print_verbose when getaddrinfo fails.
Avoid spamming errors when network is disconnected.
Returned address will be invalid, so it can be checked by the user via
`ret.is_valid_ip_address`.
2022-08-05 10:49:56 +02:00
Hugo Locurcio db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`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
Rémi Verschelde 8a9700c8a7 Force disable S3TC support on Android/iOS since we don't handle it
Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04 18:27:56 +02:00
Hugo Locurcio d2271eb300
Improve error message when the requested V-Sync mode cannot be used 2022-08-04 00:15:09 +02:00
Rémi Verschelde 9daffa12be
Merge pull request #49058 from madmiraal/add-override-fileaccess
Add override keywords to FileAccess and DirAccess derived classes
2022-08-02 20:03:24 +02:00
Marcel Admiraal c06025fa13 Add override keywords to DirAccess derived classes 2022-08-02 16:39:44 +01:00
Marcel Admiraal cafb19e608 Add override keywords to FileAccess derived classes 2022-08-02 16:35:15 +01:00
Patrick Exner fe5901310e Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) 2022-08-02 17:30:41 +02:00
Rémi Verschelde 8cce479c01
Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture
Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Hugo Locurcio 813f6a5d57
Add `hint_transparent` to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
clayjohn 4b80cb4aa3 Fix various bugs in GLES3 renderer that stopped it from running on web 2022-08-01 16:45:32 -04:00
Yuri Rubinsky 9ec6de1767
Merge pull request #63766 from Chaosus/fix_shader_instance_uniform 2022-08-01 15:04:54 +03:00
Yuri Rubinsky 81c44718ca Fix passing values to the instance uniforms in the shader 2022-08-01 13:45:29 +03:00
Rémi Verschelde d29e95687e
Merge pull request #63761 from BastiaanOlij/gles3_scene_singleton_init 2022-08-01 11:35:19 +02:00
Bastiaan Olij 367507e7da Initialise singleton in RendererSceneGLES3 2022-08-01 18:42:42 +10:00
Rémi Verschelde 677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn 0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Rémi Verschelde 15a02c49be
Merge pull request #61647 from KoBeWi/SaverResource 2022-07-29 22:30:51 +02:00
kobewi c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
LinuxUserGD 6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +02:00
Rémi Verschelde 2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
Restructure environment in render implementation
2022-07-29 08:05:40 +02:00
Bastiaan Olij f579125eeb Restructure environment in render implementation 2022-07-29 12:24:32 +10:00
Rémi Verschelde 8e0f328a80
Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename 2022-07-28 20:34:17 +02:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
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
Hugo Locurcio e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Rémi Verschelde 82811367cb
Merge pull request #63571 from RandomShaper/conservative_validate_vrs 2022-07-28 15:34:47 +02:00
Pedro J. Estébanez 5f71b55380 Improve handling of the format of the VRS image
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
- Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
2022-07-28 12:24:03 +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
Pedro J. Estébanez df0a7ce17a Remove unintended string copies 2022-07-27 18:16:57 +02:00
Rémi Verschelde a446d761fb
Merge pull request #63296 from RandomShaper/fix_vk_singleview 2022-07-27 13:23:45 +02:00
Pedro J. Estébanez 6d0c84717f Fill view and correlation masks correctly for single view in Vulkan RD 2022-07-27 13:15:50 +02:00
Rémi Verschelde 57ac638724
Merge pull request #63314 from RandomShaper/validate_vrs_format 2022-07-27 13:01:46 +02:00
Rémi Verschelde d7a1acd229
Merge pull request #62364 from clayjohn/GLES3-sky-optimization 2022-07-27 12:39:58 +02:00
Rémi Verschelde d5ec1a9650
Merge pull request #63477 from Chaosus/shader_fix_fog 2022-07-27 09:35:30 +02:00
Rémi Verschelde e8309d49e0
Merge pull request #63345 from BastiaanOlij/split_geometry_instance
Cleanup RendererSceneRender::GeometryInstance
2022-07-27 08:28:24 +02:00
Yuri Rubinsky bbf76faf86 Fix `FOG` built-in in spatial/fragment shader 2022-07-27 08:31:06 +03:00
Bastiaan Olij 0bd042c601 Change RendererSceneRender::GeometryInstance so more code is shared among renderers 2022-07-27 12:32:07 +10:00
Rémi Verschelde f4e603f432
Merge pull request #63323 from RandomShaper/const_ref_capabilities
Avoid copies of structures when returning Vulkan capabilities
2022-07-26 20:55:46 +02:00
Yuri Rubinsky 886c2d9681 Implement shader uniform groups/subgroups 2022-07-26 11:26:09 +03:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Rémi Verschelde fe929d4787
Merge pull request #62513 from reduz/shader_preprocessor_remake 2022-07-23 00:02:33 +02:00
Rémi Verschelde 4f7bfacfcd
Merge pull request #62478 from BastiaanOlij/split_effects_20220628 2022-07-22 23:44:52 +02:00
reduz f649678402 Clean up Shader Preprocessor
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
Pedro J. Estébanez e49e9fec22 Avoid copies of structures when returning Vulkan capabilities 2022-07-22 22:07:51 +02:00
Pedro J. Estébanez 06333fb732 Validate texture format for VRS attachment 2022-07-22 15:05:31 +02:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Rémi Verschelde 3fe89e7fa9
Merge pull request #63237 from RandomShaper/amend_error_msg 2022-07-20 21:39:43 +02:00
Riteo a21f8b7c13 Improve `linuxbsd` headless building, cleanup build scripts
Now the `linuxbsd` platform can be built headlessly (e.g. without X11
development libraries).

I also cleaned up some weird (old?) usages of the `env` variable which
seem to make no difference and are used nowhere else.
2022-07-20 19:48:35 +02:00
Pedro J. Estébanez 73ba313368 Improve messages about VRS 2022-07-20 19:37:05 +02:00
Bastiaan Olij b9c94f6780 Add missing fields to VkRenderPassCreateInfo2KHR struct 2022-07-20 12:52:37 +10:00
Bastiaan Olij eefcb5ed67 Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
Rémi Verschelde d29e17d9d2
Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows 2022-07-18 21:53:12 +02:00
Rémi Verschelde 9276c65522
Merge pull request #62265 from d-robbins/specular_shininess_used 2022-07-18 21:35:46 +02:00
Rémi Verschelde 5bea531228
Merge pull request #62848 from RandomShaper/shader_writability_improvement 2022-07-18 15:11:42 +02:00
Pedro J. Estébanez 309f7965c7 Enhance determination of uniform writability in Vulkan RD
- Check block decoration in addition to type decoration to be sure to find `readonly` decorators
- Verify uniforms have same writability across all shader stages in Vulkan RD
2022-07-18 14:46:28 +02:00
Pedro J. Estébanez 77a525168d Improve versioning of shader binary data files
- Include Godot version and commit hash in shader cache key
- Reject files when format doesn't match, even if it's lower, since we don't have backwards compatibility here
2022-07-18 14:45:36 +02:00
David R c2b0a873c2 added usage_defines for SPECULAR_SHININESS
added usage defines for opengl3 renderer
2022-07-18 00:45:42 +02:00
Aaron Franke 97df94ae90
Update comments in vulkan_context.cpp
Co-authored-by: Quinn Leavitt <59779489+QuinnLeavitt@users.noreply.github.com>
2022-07-17 12:45:17 -05:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Fabian Keller 2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
sakrel 16a8967757 Fix DirectionalLight2D and PointLight2D shadows not rendering correctly 2022-07-15 23:55:15 +02:00
Hugo Locurcio 21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
bruvzg 0c5431644d
Allows parsing of invalid UTF-16 surrogates (can be encountered in Windows filenames) and some non-standard UTF-8 variants, makes Unicode parse errors more verbose. 2022-07-07 11:07:18 +03:00
Pedro J. Estébanez 498bbd0fb4 Set default resource names under pure debug in Vulkan RD 2022-07-06 19:19:16 +02:00
Yuri Rubinsky 3dc1a1dbfb Prevent possible crash when mesh is freed 2022-07-06 19:52:54 +03:00
Rémi Verschelde 55fca1cb94
Merge pull request #62344 from BastiaanOlij/extract_dependencies 2022-07-06 13:24:46 +02:00
Hugo Locurcio c9037a8d2c
Remove unused anisotropy setter/getter methods in VoxelGI
These methods weren't exposed to the scripting API.

Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
2022-07-06 02:40:49 +02:00
Shlomi 22da234eb6 Add Desktop to file dialog drive on Unix 2022-07-05 13:10:15 +02:00
Fredia Huya-Kouadio f9c19298ce Add full support for Android scoped storage.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
2022-07-05 03:00:37 -07:00
Rémi Verschelde 08044aa2e3 Vulkan: Make `loader_get_json` "error" a verbose message on Windows
In far most cases it seems like it's going to message about bogus manifests
in the Windows registry which point to JSON files which have since been
uninstalled, but without clearing the registry.

This happens with bogus Vulkan overlays from Twitch, Epic Online Services,
NVIDIA Nsight Systems, OBS Studio, Rockstar Games... fix your mess folks.

Fixes #56089.
2022-07-02 19:25:01 +02:00
Rémi Verschelde 6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
Pedro J. Estébanez 95ac9081d6 Use a more robust method of determining writability of bindings 2022-06-30 20:07:30 +02:00
clayjohn 93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
Pedro J. Estébanez a82352c7e3 Avoid manual memory management of certain arrays in Vulkan RD 2022-06-28 10:01:46 +02:00
Pedro J. Estébanez 3d58b79792 Fix confusion between Vulkan and RD storage buffer usage values 2022-06-28 10:01:46 +02:00
Pedro J. Estébanez 525de52b08 Stop debug time full barriers preventing layout transitions in Vulkan RD 2022-06-28 10:01:45 +02:00
Pedro J. Estébanez e1645567a6 Optimize texture update in Vulkan RD 2022-06-28 10:01:45 +02:00
Pedro J. Estébanez 509c0eb86b Apply some small fixes/enhancements to the Vulkan RD
- Initialize queue indices to values meaning 'unset'
- Remove unused parameters & members
- Make texture update access flags consistent with texture copy
- Fix style and pass type of some parameters
- Synchronize setup-draw in flush with a semaphore
- Add no current list validation to draw_list_begin_splits()
- Update texture usage flags on destination of copy
- Fix misuse of Vulkan flag
2022-06-28 10:01:45 +02:00
Pedro J. Estébanez fc6ac4a155 Consider uniform writability part of the interface of the set 2022-06-27 21:56:18 +02:00
Bastiaan Olij ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
clayjohn 88830509d1 Precompute on the CPU as much as possible for the Cubemap filter shader 2022-06-22 16:46:27 -07:00
Bastiaan Olij 997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
reduz 141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Bastiaan Olij b4821fe2e0 Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
clayjohn 5f52936350 Implement MultiMesh in 3D and flesh out MultiMesh functions 2022-06-14 21:23:20 -07:00
Hugo Locurcio 5d9e996f68
Use opaque rendering pipeline for alpha hash materials
This has several benefits:

- Transparency sorting issues inherent to alpha blending no longer occur.
- Alpha hash materials can now cast shadows (also works with
  GeometryInstance3D Transparency's property for alpha hash materials).
- Higher performance.
2022-06-10 11:14:04 +02:00
jfons ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
Bastiaan Olij 69b66ec425 Ensure has_os_features is safely called as it can't be called from within the construct of RenderingServerDefault on which it relies 2022-06-01 20:47:32 +10:00
clayjohn ae64b4967c Implement NinePatchRects in GLES3 renderer 2022-05-25 16:51:40 -07:00
Rémi Verschelde 20a1b85589
Merge pull request #61425 from clayjohn/GLES3-2D 2022-05-26 01:16:52 +02:00
clayjohn fb860265e0 Implement 2D Meshes and MultiMeshes in GLES3 backend 2022-05-25 15:46:24 -07:00
Rémi Verschelde 12ddaa36a6
Merge pull request #60641 from clayjohn/Sky-ign
Use IGN instead of white noise for sky dithering
2022-05-24 23:34:41 +02:00
clayjohn 3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn 4f82b1bd20 Use IGN instead of white noise for sky dithering 2022-05-24 10:57:07 -07:00
Rémi Verschelde 1314e6cbcc
Merge pull request #60803 from Chaosus/shader_hint_rename
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
clayjohn 39f1be760f Fix sky updating when DirectionalLight mode changed and shader compatibility for certain drivers 2022-05-19 17:44:38 -07:00
Aaron Record 900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
Yuri Rubinsky 5322b171de Fix tonemapper shader to correctly apply alpha channel 2022-05-18 06:43:07 +03:00
clayjohn 9b61c855ef Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16 15:07:09 -07:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Somnath Sarkar 52aeaf5d16 Fix computation of screen_uv 2022-05-16 00:00:01 -04:00
Rémi Verschelde 349aa9c884
Merge pull request #60894 from derammo/derammo_opengl3_windows 2022-05-13 15:07:13 +02:00
Rémi Verschelde ff30a09993
Merge pull request #60643 from clayjohn/GLES3-3D 2022-05-12 21:08:02 +02:00
clayjohn 652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
reduz 8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
clayjohn 2bf8831dd6 SceneShader compiling 2022-05-11 21:00:21 -07:00
clayjohn 3bb8e6a9fe SkyShaders working 2022-05-11 21:00:21 -07:00
derammo 96c21bc749 opengl3 driver now works on windows including multi window
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
    this makes them work in OpenGL contexts
changed verbose error printing to write once
    this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
    these were previously discarded
    messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
2022-05-11 16:12:40 -04:00
Fabio Alessandrelli d2bb5b88cc [GL] Fix HTML5 builds.
Safer guards for debug functions.
GL_FRAMEBUFFER_INCOMPLETE_* functions seem to be OpenGL 4.
2022-05-11 00:26:26 +02:00
bruvzg ffe61e0895
[macOS / iOS] Fix text-to-speech build with older macOS / iOS SDK.
Add __has_include check for AVFAudio include.
Add some explicit casts to avoid conflicts.
Change all `include`s to `import`s for consistency.
2022-05-10 21:11:34 +03:00
Rémi Verschelde 9db20ccb38
Merge pull request #60596 from clayjohn/GLES3-LightStorage
Add LightStorage functions to GLES3 renderer
2022-05-10 08:18:51 +02:00
Yuri Roubinsky a8bbe570ca Rename `hint_albedo`, `hint_white/black` in shaders 2022-05-09 22:50:18 +03:00
Rémi Verschelde 84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
mdavisprog f3c1232c59 Add OS::is_process_running function.
Adds the is_process_running function to the native OS class and exposes it to script.

This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.

Documentation is updated to reflect new API function.
2022-05-03 17:27:17 -07:00
Aaron Franke fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
Rémi Verschelde 6530d46d67
Merge pull request #51102 from Calinou/renderingserver-add-api-version-getter
Add `get_video_adapter_api_version()` to RenderingServer
2022-05-03 14:44:55 +02:00
Rémi Verschelde 931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Rémi Verschelde 297241f368
Merge pull request #60714 from Calinou/typedef-remove-ref
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
2022-05-03 14:28:18 +02:00
Rémi Verschelde c9ce4069a3
Merge pull request #60601 from touilleMan/gdextension_get_library_path
Add GDNativeInterface::get_library_path to GDExtension
2022-05-03 08:13:34 +02:00
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Hugo Locurcio 31194f5b1c
Add `get_video_adapter_api_version()` to RenderingServer
This method can be used to get the graphics API version currently in
use (such as Vulkan). It can be used by projects for troubleshooting
or statistical purposes.
2022-05-03 01:18:35 +02:00
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Yuri Roubinsky 5eb3a0ef4a Add `hint_color` support for `vec3` in shaders 2022-05-01 09:47:35 +03:00
Aaron Franke 1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
Emmanuel Leblond 80f61352fb
Add GDNativeInterface::get_library_path to GDExtension 2022-04-29 00:51:04 +02:00
clayjohn fefa4a573a Add LightStorage functions to GLES3 renderer 2022-04-28 13:51:47 -07:00
clayjohn 1182c95533 Add MeshStorage to GLES3 2022-04-28 11:22:20 -07:00
Rémi Verschelde d9b4ab3797 Fix typo after #60503 2022-04-28 20:00:40 +02:00
Rémi Verschelde f394388aa2
Merge pull request #60503 from clayjohn/OPENGL-3D 2022-04-28 19:56:16 +02:00
Markus Sauermann a793960a10 Fix cppcheck const parameters
Convert method signature parameters to const where it is possible

# Conflicts:
#	drivers/gles3/rasterizer_canvas_gles3.cpp
#	drivers/gles3/rasterizer_canvas_gles3.h
#	editor/plugins/animation_state_machine_editor.cpp
#	editor/plugins/animation_state_machine_editor.h
2022-04-28 11:35:39 +02:00
Rémi Verschelde 8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
Hugo Locurcio eb497bbaa7
Fix "ortogonal" -> "orthogonal" typo in rasterizer code 2022-04-26 21:49:44 +02:00
clayjohn 2f2064fe3d Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures 2022-04-26 11:48:39 -07:00
Rémi Verschelde 63a052d96b
Merge pull request #60386 from bruvzg/label3d 2022-04-25 15:51:31 +02:00
Shnazzy 4ef7372d9e Fixed ambiguous reference to "Shader" and "Material" classes in drivers/gles3/storage/material_storage.cpp 2022-04-22 19:50:19 -04:00
bruvzg be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
bruvzg de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
Yuri Rubinsky f4b0c7a1ea
Merge pull request #60175 from Geometror/visual-shader-vector4 2022-04-20 08:33:42 +03:00
clayjohn 3a4b9b47fd Initialize OpenGL before rasterizers in GLES3 2022-04-19 11:27:14 -07:00
Bastiaan Olij 0b4fd92a17 Moved particles into ParticlesStorage 2022-04-17 13:13:22 +10:00
Bastiaan Olij b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
Bastiaan Olij 6b28d94e77 Merge canvas and decal into TextureStorage and add render target 2022-04-17 12:59:50 +10:00
Hendrik Brucker cf58d23a72 Add Vector4 to VisualShader 2022-04-12 19:09:29 +02:00
bruvzg d2ebac3a30
Remove or make private `FileAccess` `close()` methods. 2022-04-12 14:50:14 +03:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde b78aa4fe19 Style: Apply clang-tidy to current code, add `readability-redundant-member-init` 2022-04-04 21:49:51 +02:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Bastiaan Olij b8be7903f3 Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage 2022-04-02 16:29:04 +11:00
jfons e69d762dd0 Add color pass flags to Forward Clustered renderer
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.

The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.

This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.

Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-04-01 12:12:49 +02:00
Rémi Verschelde 155a94fabe
Merge pull request #59385 from BastiaanOlij/extract_shader_storage 2022-03-31 19:19:03 +02:00
Rémi Verschelde a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Bastiaan Olij 36defd1179 Extract global variable, shader and material storage 2022-03-31 21:49:42 +11:00
Pedro J. Estébanez 171e31de68 vk_mem_alloc: Update to upstream + Replace use of deprecated items 2022-03-29 11:28:09 +02:00
Bastiaan Olij 0fe06e9467 Extract Decal and Decal atlas from Storage class 2022-03-21 12:22:43 +11:00
Yuri Roubinsky 0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
Hugo Locurcio c45d2c242b Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum
3 options are available:

- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)

Co-authored by: clayjohn <claynjohn@gmail.com>
2022-03-17 14:00:02 -07:00
Rémi Verschelde e142c10fc5
Merge pull request #58993 from notSanil/device-limit-exceeded-fix 2022-03-17 19:55:40 +01:00
notSanil 36fa7059ed Fix device limit exceeding for uniform buffer 2022-03-16 16:52:35 +05:30
Bastiaan Olij 57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00
kobewi 39d429e497 Change some math macros to constexpr
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
Rémi Verschelde 9b05f29894 Remove unused GDNative code
This has been superseded by GDExtension so this code is no longer useful
nor usable.

There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
2022-03-09 13:59:03 +01:00
Rémi Verschelde 1561737055
Merge pull request #49447 from Calinou/remove-shadow-color-property
Remove unused `shadow_color` property from Light3D
2022-03-08 07:48:05 +01:00
reduz b0ca03b0a2 Add a UniformSet cache
* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.

This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-03-06 13:03:33 +01:00
Hugo Locurcio aea104deb7
Remove unused `shadow_color` property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00
Rémi Verschelde 44e82f7073 GLES3: Fix `-Wmaybe-uninitialized` warning for MipMaps::Size 2022-03-04 17:09:53 +01:00
Rémi Verschelde 3078b92dff
Merge pull request #58512 from Calinou/light3d-add-distance-fade 2022-03-04 12:26:29 +01:00
Bastiaan Olij fe5bb06df9 Fixing retrospective code for specialisation constants 2022-03-01 00:10:33 +11:00
Hugo Locurcio b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.

While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
2022-02-25 15:17:35 +01:00
bruvzg 6325ed6705
Fix build for macOS / iOS with the statically linked MoltenVK after VMA update. 2022-02-25 11:52:54 +02:00
Pedro J. Estébanez 801741e787 vk_mem_alloc: Update to upstream + Adapt approach to small objects pooling
This updates VMA and instead of using the custom small pool approach from 4e6c9d3ae9, lazily creates pools for the relevant memory type indices, which doesn't require patching VMA.

Also, patches already merged upstream or not needed any longer are removed.
2022-02-24 14:30:55 +01:00
Bastiaan Olij a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
clayjohn fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
Bastiaan Olij 1034459d61 vkQueueSubmit needs pWaitDstStageMask sized to waitSemaphoreCount 2022-02-19 13:43:46 +11:00
Rémi Verschelde 488116e4d8
Merge pull request #58236 from bruvzg/win_min_fix 2022-02-18 09:07:10 +01:00
Rémi Verschelde 3a008fc1a2
Merge pull request #58186 from BastiaanOlij/fix_shader_features_init
Enable features we require when creating a Vulkan Device
2022-02-18 00:22:17 +01:00
bruvzg 0c27667124 [Windows] Fix Vulkan driver crash on sub-window minimization. 2022-02-17 13:34:08 +02:00
Bastiaan Olij d7465d7c6a We were only getting our available shader features, now we also enabling them 2022-02-17 00:50:38 +11:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
reduz 4f73d3beb4 Add Particle Shader Userdata
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.
2022-02-15 19:20:31 +01:00
Fabio Alessandrelli 6b5634b96a [OS/Crypto] Add get_entropy to OS.
Implemented via `BCryptGenRandom` on Windows.
Implemented via `getentropy` syscall when available.
Implemented via `/dev/urandom` device as a fallback.

The `/dev/urandom` fallback can be disabled via the `NO_URANDOM` build
flag.

Note: The HTML5 version relies on emscripten file system urandom
device which itself uses the Crypto API when available or the plain
old not crypto-safe `Math.random()` otherwise.

Restore get_entropy.
2022-02-14 10:45:50 +01:00
Pedro J. Estébanez 4e6c9d3ae9 Add a separate pool for small allocations in Vulkan RD 2022-02-12 12:47:08 +01:00
Rémi Verschelde 67c6442844
Merge pull request #57628 from Calinou/shadow-atlas-default-enable-16-bits 2022-02-10 17:19:37 +01:00
Rémi Verschelde 1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Bastiaan Olij eb9d8ad44a Nitpicking, VK_VERSION_* have been deprecated, replaced by VK_API_VERSION_*. 2022-02-09 15:04:47 +11:00
Hugo Locurcio e4eafb254a
Enable 16-bit shadow atlas by default in the RenderingServer methods
16-bit shadow atlases are already the default in the project settings,
but low-level methods used 24-bit shadows by default.

This makes low-level methods more consistent with the default project
settings to avoid accidental performance issues when users change
the shadow size at run-time.
2022-02-04 16:41:08 +01:00
Nathan Franke 8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
Fabio Alessandrelli 49297d937c [Net] Simplify IP resolution code, fix caching.
First, we should not insert into cache if the hostname resolution has
failed (as it might be a temporary internet issue), second, the async
resolver should also properly insert into cache.

Took the chance to remove some duplicate code with critical section in
it at the cost of little performance when calling the blocking
resolve_hostname function.
2022-01-29 01:56:36 +01:00
Rémi Verschelde 9686d680b7
Merge pull request #57116 from bruvzg/win_net_share 2022-01-28 11:03:23 +01:00
Rémi Verschelde 58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
bruvzg cba8280515 [Windows] Add support for handling network share paths. 2022-01-24 16:22:59 +02:00
Rémi Verschelde 9b9440165b
Merge pull request #54890 from briansemrau/threadsafe-drawpute-lists
Make draw/compute lists threadsafe
2022-01-22 20:20:07 +01:00
Ansraer 90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Rémi Verschelde cba2fd2e80
Revert "Add new scaling modes for splash screen"
This reverts commit fcc9f5ce39.

The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
2022-01-19 16:09:52 +01:00
Rémi Verschelde 8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update 2022-01-19 10:10:54 +01:00
Samuel Pedrajas fcc9f5ce39
Add new scaling modes for splash screen
Removes the `fullsize` option which is superseded by `stretch_mode`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18 23:29:11 +01:00
Rémi Verschelde 01eefa2c50
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades 2022-01-18 16:21:39 +01:00
Hugo Locurcio 2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
Rémi Verschelde d9a4ff7583
Merge pull request #55020 from bruvzg/vlk_device_surface_check 2022-01-17 13:34:23 +01:00
Rémi Verschelde 8bdef23f7f
Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
Rémi Verschelde 7176a43260
Remove property hints referencing unsupported svgz extension
The wrongly claimed support for it was removed in #49645.
See also #56862.
2022-01-17 12:40:43 +01:00
Hugo Locurcio 40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
luz paz 858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
clayjohn 5058541323 Remove mistakenly added author info 2022-01-12 20:49:59 -08:00
Rémi Verschelde 585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
clayjohn 99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
reduz 98ac002c34 WIP New GLES3 Shader Compiler
Uses versions and specializations (more similar to RenderingDevice version)
2022-01-11 22:25:01 -08:00
Rémi Verschelde a01b18a476
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
ans
ba
curvelinear
dof
doubleclick
fave
findn
gird
inout
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
2022-01-07 00:12:09 +01:00
Rémi Verschelde f57bdf13af
Merge pull request #50493 from timothyqiu/local-vector-list-init 2022-01-06 16:51:57 +01:00
bruvzg c69e0d16bc
Fix multiple missing UTF-8 decoding. 2022-01-06 14:35:22 +02:00
Haoyu Qiu c0d3bdc0ca Add list initialization support for Vector & LocalVector 2022-01-05 20:42:09 +08:00
Fernando Cosentino ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
Rémi Verschelde ba2bdc478b
Style: Remove inconsistently used `@author` docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde 095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde 851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde 7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
luz paz a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Hugo Locurcio df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
Eric Engestrom 83333f7e15 drivers/vulkan: limit pEngineName to only the engine name, without its version
It's supposed to be something stable that can be used to identify the engine
(using an equality check), so having the version number in there defeats
the purpose.

While at it, there is no need to prefix it with a second `"GodotEngine"`, nor
to copy the static C string into a C++ string to then extract a C string
from it :)
2021-12-24 01:24:22 +00:00
Eric Engestrom 961bf6e30f drivers/vulkan: set the engineVersion to Godot's version 2021-12-23 18:10:22 +00:00
bruvzg ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Haoyu Qiu 67f04b381b Add / to the unix shortcut drive list
Also made `get_current_drive()` to pick the longest match on Unix.
2021-12-15 21:13:35 +08:00
Hugo Locurcio 92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Rémi Verschelde daccf48929
Merge pull request #55704 from RandomShaper/fix_little_vk_mistake 2021-12-10 10:03:10 +01:00
Rémi Verschelde f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Aaron Franke e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Yuri Roubinsky 76f6c0849c Make `compile` shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Pedro J. Estébanez 76f262f241 Fix misuse of Vulkan enum value 2021-12-07 19:34:18 +01:00
Hugo Locurcio 5acb8a253e
Only print message for `get_modified_time()` failure when in verbose mode
This error message was often displayed for no good reason when PCK
files were loaded in the editor.

Since file modification dates are secondary metadata, it's not
very important if it can't be retrieved successfully anyway.
2021-12-01 21:47:09 +01:00
Yuri Roubinsky 5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
Yuri Roubinsky a4b7de6b23 Fix console colors on Windows 2021-11-26 13:10:55 +03:00
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
bruvzg b11e619b19
[Vulkan] Check each device capabilities before selecting it.
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
2021-11-22 20:04:57 +02:00
Fabio Alessandrelli 46fdba5f8b [HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.

This will need to be addressed in a separate PR.
2021-11-19 16:59:27 +01:00