lawnjelly
8a8c4c7982
Fix fragcolor write locations in scene shaders
2024-07-14 08:35:26 +02:00
f09ab537e0
Clang-format everything.
2024-04-21 15:27:36 +02:00
2934369381
Added a new canvas_item_add_texture_rect_animation() method to the RenderingServer.
2024-03-11 18:21:05 +01:00
5604071bb4
Fix 2d mesh transforms and colors.
2024-03-11 12:45:36 +01:00
0fccc9f393
Added S3TC_NOT_SUPPORTED define to be used by platforms externally.
2024-02-17 19:07:14 +01:00
cdb3f03e61
Added optional GLES2_LOAD_EXT_NO_DLCFN_AVAILABLE define for the rasterizer storage.
2024-02-17 19:04:57 +01:00
1d22053020
Moved dlfcn.h include in RasterizerStorageGLES2 to it's proper place according to the comment above it.
2024-02-17 18:57:33 +01:00
ae7409bf52
Ported: Fix signed distance field font rendering
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This fix works in both GLES3 and GLES2.
The rendering formula in the shader was adjusted to further improve the
sharpness/antialiasing quality balance.
- lawnjelly and Calinou
bc607fb607
2024-02-08 19:11:34 +01:00
lawnjelly
3a04d5adfe
GLES2 / GLES3 - Use gl_FragColor temporary
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On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader.
This could potentially lead to large gains in performance on affected hardware.
2024-02-08 14:58:12 +01:00
Bartłomiej T. Listwon
7101e4aed7
Prevent shuffling custom shader functions (shader cache requires determinism)
2024-02-08 14:48:50 +01:00
Caroline Joy Bell
0f099eca32
Fix #if *_ENABLED
inconsistencies, should check if defined
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-08 14:16:03 +01:00
Rémi Verschelde
1c70f86950
Fix various GCC 13 warnings
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Fixes occurrences of `-Wtype-limits`, `-Wmaybe-uninitialized`,
`-Wduplicated-branches`.
2023-12-20 22:57:54 +01:00
lawnjelly
96d23e1f29
Fix glGet overflows by using 64 bit versions
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Certain glGet operations require 64 bit versions according to the GLES spec.
The previous code was susceptible to overflow bugs, especially running under ANGLE.
2023-12-20 22:39:02 +01:00
99621357a0
File copyright header updates pt4.
2023-12-17 22:50:00 +01:00
88e9ad04f2
Moved back the servers and resources from core.
2023-12-10 23:11:07 +01:00
238bf1b331
Moved the RenderingServer to core.
2023-12-10 19:04:24 +01:00
59ae5c4662
Ported from godot: add support for 3 dir shadow splits
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- Ansraer
54bc6a300e
2023-10-02 18:12:54 +02:00
05c264c83c
Ported: Initialize GLWrapper earlier in Storage::initialize()
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Make sure `GLWrapper` is initialized before `glActiveTexture` is called by other parts of the storage initialize(), to prevent benign warnings.
- lawnjelly
857d884026
2023-08-27 22:20:14 +02:00
fb142ed6f8
Ported: Unbind texture slots when changing framebuffer
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Prevent bugs whereby texture still in use.
- lawnjelly
5e197fd21e
2023-08-27 22:19:07 +02:00
33d5dcf399
Ported: Hierarchical culling - Add extra check to skeleton_attach_canvas_item
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Although this check shouldn't be able to fail currently, it provides a small level of extra logic checking at only small cost in DEV builds.
- lawnjelly
d7cca42ef6
2023-08-27 22:03:35 +02:00
26bb16d86e
Ported: Fix 2D MultiMesh hierarchical culling
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Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link.
- lawnjelly
ad577e3c7e
2023-08-27 21:28:30 +02:00
The Benedani
d0972a7e36
GLES2: Make GPU skinning more consistent
2023-08-27 12:18:05 +02:00
834cbe8cef
Ported: Single Compilation Unit build.
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Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
2023-07-11 16:07:36 +02:00
5b869f8b54
Ported from godot: Canvas item hierarchical culling
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Adds optional hierarchical culling to the 2D rendering (within VisualServer).
Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
- lawnjelly
b777a9e5f9
2023-06-28 20:25:48 +02:00
c46c527f01
Backported: [3.x] Fix NODE_POSITION_VIEW Shader Built-In
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- paddy-exe
67d3fe4075
2023-06-11 09:38:19 +02:00
552226ab5d
Backported: Backport spatial shader built-ins
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Backport of this PR: godotengine#63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
- paddy-exe
be3d331f26
2023-06-11 09:37:10 +02:00
43d1126b73
Ported: fix shadows pass viewport calculation.
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([3.x] Fix shadows when using 2 directional lights)
- Ansraer
0227fcc4cc
2023-03-12 19:48:33 +01:00
30d7a3c5a7
Backported: GLES2 fix octahedral half float unpacking
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The strides in _unpack_half_floats() were incorrectly calculated in the case where octahedral normals and tangents were in use.
- lawnjelly
c6a428b3d6
2023-02-07 01:01:48 +01:00
2cd4e4d828
Renamed Set to RBSet.
2023-01-15 19:42:08 +01:00
1b0aac6028
Renamed Map to RBMap.
2023-01-15 19:12:50 +01:00
norrath-hero
e1081d3d33
Fix GLES 2 Spotlight Bug
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Fixes https://github.com/godotengine/godot/issues/69759
Fixes https://github.com/godotengine/godot/issues/54343
Fixes https://github.com/godotengine/godot/issues/25526
2022-12-22 14:38:33 +01:00
827638bfe0
Revert "Take FXAA samples from half-pixel coordinates to improve quality"
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This reverts commit 8f0e3af2a2
.
2022-12-11 19:28:05 +01:00
clayjohn
8f0e3af2a2
Take FXAA samples from half-pixel coordinates to improve quality
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(cherry picked from commit dbcc0fa2a60edb3f3e69b0b73e7c9c612872559e)
2022-11-30 19:09:24 +01:00
dzil123
298be38336
Fix shader compiler asan out of bounds
2022-11-30 14:34:44 +01:00
31491c78bc
Add back missing line.
2022-09-17 00:23:56 +02:00
lawnjelly
19dc79114d
Prevent drawing MultiMesh with zero instance count
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Issuing a driver drawcall for MultiMesh with zero instances crashes some drivers.
2022-09-17 00:22:17 +02:00
lawnjelly
0dc54e449a
Fix GLES directional shadow uninitialized data
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Valgrind shows directional_shadow.fbo accessed when uninitialized in directional_shadow_create.
2022-09-16 23:33:38 +02:00
e4ae7f2ebc
Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D.
2022-08-29 17:21:40 +02:00
e2d42db711
Also renamed the files.
2022-08-19 21:24:36 +02:00
cffe742085
Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files.
2022-08-19 20:50:20 +02:00
f1619cad4f
Ported: Add hint_transparent to use a transparent black placeholder texture - Calinou
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ab9a95f266
2022-08-19 02:57:42 +02:00
686663d3e4
Moved around more classes in core.
2022-08-17 16:01:01 +02:00
04feb63860
Moved Engine and projectSettings.
2022-08-17 15:35:28 +02:00
220b2db443
Moved String and related classes under a string folder in core.
2022-08-17 14:19:55 +02:00
9555ee56b9
Moved Variant related classes under a variant folder in core.
2022-08-17 13:17:12 +02:00
388b88678e
Moved container related classes in core under a new containers directory.
2022-08-17 12:53:49 +02:00
8c2e76840c
Removed CameraMatrix, and switched to Projection.
2022-08-16 10:26:35 +02:00
5cd44e02d0
Backported the improvements to Transform from Godot4.
2022-08-14 20:35:11 +02:00
e4cad690a3
Renamed elements in Transform2D to columns.
2022-08-14 15:37:05 +02:00
d9e094ab9a
Renamed elements in Basis to rows.
2022-08-13 19:07:59 +02:00