summaryrefslogtreecommitdiffstats
path: root/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Merge pull request #54489 from briansemrau/texture-delete-updateRémi Verschelde2022-01-191-9/+0
|\
| * Fix materials not updating when texture replaced/deletedBrian Semrau2021-11-011-9/+0
| |
* | New OpenGL batching canvas rendererclayjohn2022-01-111-7/+7
| |
* | Fix incorrect format and buffer used for bone weights.bruvzg2022-01-051-1/+1
| |
* | Merge pull request #54791 from NHodgesVFX/masterRémi Verschelde2022-01-041-0/+2
|\ \ | | | | | | [4.x] add more OpenGL attributes
| * | add more OpenGL attributesNHodgesVFX2021-11-081-0/+2
| |/
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | | | | | Happy new year to the wonderful Godot community!
* | Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-1/+1
| | | | | | | | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* | Fix multimesh still drawing when visible instances is zeroBrian Semrau2021-11-121-0/+4
| |
* | Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky2021-11-121-3/+12
|/
* clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde2021-10-281-3/+1
| | | | All reviewed manually and occasionally rewritten to avoid bad auto formatting.
* Added support for uniform arrays in shadersYuri Roubinsky2021-10-041-2/+2
|
* Use range iterators for `Map`Lightning_A2021-09-301-14/+14
|
* Rename RID's `getornull()` to `get_or_null()`Hugo Locurcio2021-09-291-12/+12
|
* Fix editor freeze when asigning Skeleton2D to Polygon2DHendrik Brucker2021-09-291-0/+1
|
* Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra2021-09-211-1/+1
|
* Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-materialJFonS2021-09-121-4/+6
|\ | | | | Vulkan: Fix CanvasItem::use_parent_material
| * Vulkan: Fix CanvasItem::use_parent_materialTechnoPorg2021-08-171-4/+6
| | | | | | | | | | The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material. Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
* | Merge pull request #51873 from Chaosus/fix_uniform_error_spamClay John2021-08-311-1/+1
|\ \ | | | | | | Fix incorrect checking of uniform set to prevent error spam (2)
| * | Fix incorrect checking of uniform set to prevent error spam (2)Yuri Roubinsky2021-08-191-1/+1
| |/
* | Makes FontData importable resource.bruvzg2021-08-271-0/+8
| | | | | | | | | | | | | | Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
* | Add comments at the top of each built-in shader to ease debuggingHugo Locurcio2021-08-181-0/+2
|/ | | | | | When a shader error is printed about a built-in shader, the origin of the shader will now be recognizable immediately by looking at the top of the printed shader code.
* Makes a clear error message if shader compilation failedYuri Roubinsky2021-08-161-2/+1
|
* Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tileNathan Franke2021-08-071-0/+4
|
* Fix incorrect checking of uniform set to prevent error spamYuri Roubinsky2021-08-061-1/+2
|
* Fix various typos with codespellluz paz2021-07-251-1/+1
| | | | Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
* Use C++11 raw literals for shader code to improve readabilityHugo Locurcio2021-07-191-1/+12
| | | | | In files that have lots of branching, `\t` was replaced with a tab character instead.
* Fix material invalidation on reimport.reduz2021-07-071-3/+1
| | | | | | * IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors. * Added the possibility to get a notification when a uniform set is erased. * With this notification, materials can be queued for update properly.
* Unify material parameter updatereduz2021-07-061-80/+2
| | | | | | * Unifies how material parameters are updated. * Single function, easier to maintain. * Updates materials properly when textures change.
* Keep the drawing transform when drawing meshing in CanvasItemGilles Roudière2021-06-221-2/+3
|
* Implement animation slice drawing in CanvasItemreduz2021-06-171-0/+15
| | | | | * Added a function to ignore subsequent commands if they don't fall within the slice. * This will be used by the new TileMap to properly provide animated tiles.
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-4/+4
|
* Merge pull request #48837 from Soupstraw/shader-piRémi Verschelde2021-05-251-0/+4
|\ | | | | Added constants PI, TAU and E to the shader language
| * Added constants PI, TAU and E to the shader languageJoosep Jääger2021-05-251-0/+4
| |
* | Support for 2D particles to collide against SDFreduz2021-05-231-2/+43
|/ | | | | -Added SDF collision support for 2D particles -Changed the SDF generation to be fully signed
* Fixes missng 2D engine bitsreduz2021-05-111-246/+122
| | | | | | | | | | -Mesh2D now works -MultiMesh2D now works -Polygon2D now works -Added hooks for processing 2D particles -Skeleton2D now works 2D particles still not working, but stuff needed for it is now implemented.
* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-271-1/+1
| | | | | | | | We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
* Refactor GLSL shader compilationreduz2021-04-141-1/+4
| | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
* Reorganize Project Settingsreduz2021-02-181-1/+1
| | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* Make Servers truly Thread Safereduz2021-02-101-3/+9
| | | | | | | | | -Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
* Merge pull request #37547 from aaronfranke/tauRémi Verschelde2021-02-011-1/+1
|\ | | | | Use Math_TAU and deg2rad/etc in more places and optimize code
| * Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke2021-01-091-1/+1
| |
* | Reorganize RenderingDevice barriersreduz2021-01-261-2/+2
| | | | | | | | | | | | | | -Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
* | Fix LIGHT compilation for canvas shaderYuri Roubinsky2021-01-091-1/+1
|/
* Added ability to visualize native shadersreduz2021-01-061-0/+5
|
* fix inconsistent normal map shader variable namingHendrik Brucker2021-01-041-1/+1
|
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Consistently use normal_mapMarcel Admiraal2020-12-291-3/+3
|
* Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde2020-12-281-1/+1
|\ | | | | Rename Vector2.tangent() to Vector2.orthogonal()
| * Rename Vector2.tangent() to Vector2.orthogonal()Marcel Admiraal2020-12-061-1/+1
| |