Commit Graph

235 Commits

Author SHA1 Message Date
a62870956a Add new Parallax2D node 2024-03-03 15:46:40 -05:00
2c7dd35822 Ensure proper vertex input masks are used in 2D compatibility renderer 2024-02-27 15:39:20 -08:00
294f16c862 Consistently use system_fbo instead of binding 0 as it is needed for iOS devices 2024-02-25 13:52:41 -08:00
4a30fe5e7c Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data
Support CUSTOM shader attributes in 2D
2024-02-08 10:53:24 +01:00
bb83c4adec Add custom shader attributes to Canvas Item Shaders 2024-01-23 14:36:39 -05:00
062e8802b7 Disable scissor test after rendering batches in compatibility renderer 2024-01-22 14:55:20 -08:00
ac87d5f9a2 Fix issue where the UV's were off in Compatibility
Fixes a bug where CanvasTexture's UVs were off when using the Compatibility mode's renderer.

Fixes #86746
2024-01-11 13:26:57 +01:00
342531597b Merge pull request #85811 from clayjohn/2D-render-info
Implement render info counters for the 2D renderer
2023-12-12 10:41:06 +01:00
777d6ae1c6 Ensure that 2D meshes use a proper input mask
The input mask was wrongly ignored in earlier versions. Now it is actually used so the input mask variable needs to be a valid number
2023-12-09 12:15:59 -07:00
528b4a3283 Implement render info counters for the 2D renderer
This provides information for the debug monitors
2023-12-06 14:39:33 -07:00
51dcb38840 GLES3: Skip batches with zero instance count while rendering 2023-12-05 18:49:59 +09:00
a1d7c62df7 Merge pull request #83003 from AThousandShips/null_check_extra
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
f18aa00e85 Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
034c0f1624 Replace sanity with safety for checks 2023-10-08 16:22:24 +02:00
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
6f88ed73be Fix GLES3 instanced rendering color and custom data defaults 2023-09-29 11:44:37 +03:00
1887a9df19 [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
3565d1bf7e [Drivers,Platform] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-12 20:13:32 +02:00
e21a485dbc Fix clear color's alpha value will affects 2D editor in Compatibility mode
When the rt's transparency is false, force the alpha of the clear color to one
2023-09-07 12:56:34 +08:00
d48b95a305 fix glMapBufferRange return null when r_index + last_item_index > max_instances 2023-08-27 18:00:35 +08:00
2987dd0c71 fix GLES3 changing 2d shadow atlas size is broken 2023-08-16 15:58:23 +00:00
36a005fafc Add RENDERING_INFO parameters to GL Compatibility renderer
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times

This also adds memory tracking to textures and buffers to catch memory leaks.

This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
a2abea8b98 [OpenGL] Fix LCD blend mode color caching. 2023-06-07 10:55:38 +03:00
43b0702a02 Fix "Light Only" mode of CanvasItemMaterial 2023-05-13 09:06:09 +03:00
579ca03e88 Check for instancing without relying on instance_count when drawing 2D meshes
This ensures that Particles and MultiMeshes still draw when instance_count is 1
2023-04-11 16:58:42 -07:00
f25508befb Fixes a canvas item set to clip children being drawn as black if no children are visible 2023-03-07 09:53:26 +02:00
5e57205365 Merge pull request #73478 from NewDefectus/master
Use the original canvas to calculate light positioning
2023-02-21 21:14:51 +01:00
2d7db30f0d Use the original canvas to calculate light positioning 2023-02-21 11:57:16 +02:00
aeab31b13a Fix bufSize parameter for glGetSynciv
According to the docs:
https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGetSynciv.xhtml
Bufsize is in integers, not bytes.
The current code overflows data unto other stack variables.
2023-02-20 11:35:28 +02:00
5bbf5b8e72 Avoid unecessary binding of occlusion polygon vertex array
By binding this and unbinding it, the state was getting modified in other parts of the pipeline
2023-02-17 13:11:25 -08:00
ab4e79cd03 Store blend mode between CanvasItems to preserve batching 2023-02-13 14:46:26 -08:00
f6d22df072 Properly reset blend mode when resetting canvas in compatibility renderer 2023-02-09 15:50:17 -08:00
76caf3fbae Set instancing flags when using GPUParticles in OpenGL renderer 2023-02-07 10:45:34 -08:00
2bd5302704 Merge pull request #72695 from clayjohn/CanvasGroup-shading
Avoid shading CanvasGroup nodes twice
2023-02-04 21:38:25 +03:00
dfbf439081 Avoid shading CanvasGroup nodes twice 2023-02-03 15:40:42 -08:00
bf0cc8f52a Ignore instance color and instance custom_data when not used in the OpenGL renderer 2023-02-03 10:34:30 -08:00
e241f871a4 Fix texture rect transpose for OpenGL 2023-02-02 13:20:29 +01:00
cfd5fe0f29 Avoid crash when CanvasTexture used with light decal atlas
The decal atlas is used for Light2Ds, decals, and Light3Ds
2023-01-30 20:59:53 -08:00
fca400450c Merge pull request #72291 from clayjohn/GL-item-cap
Remove cap on number of items drawn in frame in 2D gl_compatibility renderer
2023-01-29 14:12:38 +01:00
0b28c1f8ed Remove cap on number of items drawn in frame in 2D gl_compatibility render
Also clean up some names to make the overall organization more clear

Also remove cap on items per batch
2023-01-28 20:36:17 -08:00
eb9c2b878a Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
653799bb38 Fix LCD font AA on OpenGL renderer. 2023-01-26 18:45:18 +02:00
d3c3fa32af Stop incrementing light_count once max number of lights are reached in 2D canvas renderer 2023-01-20 17:04:00 -08:00
faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
390f83bf5a fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
676f60b0cc Merge pull request #70132 from clayjohn/RT-update
Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-17 12:26:51 +01:00
99a159cd9b Transform sdf xfrom by particle emission transform when particles are in global space 2022-12-16 11:55:11 -08:00
1b330820bf Implement render_target_was_used API so that Viewports can properly check if they have been used.
For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-16 09:50:45 -08:00
b6a1aa15b1 Use instanced array buffer instead of UBO for canvas item batching
This simplifies the generated shader code which increases both performance and compile time on low end devices
2022-12-15 08:25:44 -08:00