kobewi
1abdffe7a0
Replace Array return types with TypedArray 2
2022-08-23 23:21:32 +02:00
Rémi Verschelde
8317ff74d6
Merge pull request #63091 from MinusKube/editor-window-render-bug
2022-08-23 12:59:34 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support.
2022-08-23 08:47:21 +03:00
tefusion
a2c422a6da
Fix typo in RendererSceneCull
...
Frees skeleton 3d gizmo now correctly
2022-08-22 22:09:56 +02:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct
2022-08-22 19:29:21 +02:00
Omar El Sheikh
61522d8491
Add Blendshape Support
...
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Hugo Locurcio
0c5f254956
Merge pull request #64110 from Geometror/fix-light-shadow-off
2022-08-20 17:06:03 +02:00
Yuri Rubinsky
499fd0a4e7
Add `defined` keyword support to shader preprocessor
2022-08-20 11:26:59 +03:00
Max Hilbrunner
5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
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Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
Hendrik Brucker
18585c69b3
Fix OmniLight/SpotLight shadow opacity calculation
2022-08-20 01:05:44 +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
Yuri Rubinsky
8779f51a5e
Merge pull request #63960 from bitsawer/fix-macro-expansion
2022-08-19 23:37:47 +03:00
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
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Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Max Hilbrunner
117c530e1d
Merge pull request #64342 from clayjohn/DOF-scale
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Properly scale depth in bokeh_dof effect
2022-08-19 21:16:32 +02:00
Yuri Rubinsky
35cfaafda8
Merge pull request #64459 from Chaosus/shader_elif
2022-08-19 07:01:22 +03:00
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
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Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
Yuri Rubinsky
13ab70ed2a
Add `elif` directive to shader preprocessor
2022-08-15 22:06:49 +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
Yuri Rubinsky
22df2c527b
Implement coloring for disabled branches in the shader editor
2022-08-14 13:57:26 +03:00
Omar El Sheikh
78881b3cc3
Octahedral Normal/Tangent Compression
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Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
Hendrik Brucker
e96b1a2c0c
Implement MSAA for 2D [Vulkan only]
2022-08-13 01:09:48 +02:00
clayjohn
7d6287f616
Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again
2022-08-12 16:39:05 -06:00
Yuri Rubinsky
f2a6168414
Merge pull request #64310 from Chaosus/shader_texture_funcs
2022-08-12 21:28:22 +03:00
Yuri Rubinsky
e21aad968d
Add `textureQueryLod/Levels` functions to the shader language
2022-08-12 20:44:57 +03:00
Yuri Rubinsky
7822fbc9e2
Add `textureProjGrad` function to the shader language
2022-08-12 12:01:37 +03:00
Hugo Locurcio
ff9118d103
Merge pull request #64225 from Calinou/3d-scaling-bilinear-use-negative-mipmap-bias
2022-08-11 21:41:37 +02:00
clayjohn
7c848ee591
Detect if VRS supported before creating default VRS texture
2022-08-10 13:27:19 -06:00
Hugo Locurcio
b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
...
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
MinusKube
be09a87ff9
Fix viewport sorting being wrong on parent/child relation
2022-08-10 01:23:23 +02:00
clayjohn
028ef2edc8
Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
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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
f50f0844e9
Fix resource leaks in VoxelGI
2022-08-09 15:18:03 +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
Rémi Verschelde
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
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Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
Hendrik Brucker
b8d5f4bdd5
Allow vec2 and vec4 for reflect and refract
2022-08-07 18:03:16 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
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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
bitsawer
691e067ef5
Fix shader preprocessor macro expansion
2022-08-05 17:41:24 +03:00
Juan Linietsky
f999f52f0a
Add a Framebuffer cache
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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
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
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`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
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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
Rémi Verschelde
2c0c76c415
Merge pull request #61851 from Calinou/particles-default-global-coordinates
2022-08-03 11:38:23 +02:00
Rémi Verschelde
b27f06550c
Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso
2022-08-03 11:37:28 +02:00
Rémi Verschelde
15fdf7bc86
Merge pull request #58611 from Calinou/ssr-fix-blend-margin
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Fade screen-space reflection towards inner margin
2022-08-03 07:54:59 +02:00
Yuri Rubinsky
988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint
2022-08-03 08:05:19 +03:00
Hugo Locurcio
d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
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This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
Hugo Locurcio
d38671827b
Fade screen-space reflection towards inner margin
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- Fade reflection towards inner margin and clip it at screen edges
instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
sharp corners.
Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Marc Gilleron
779a5cd34a
Allow shading language to use `switch` statement with uints
2022-08-02 23:08:41 +01:00
Hugo Locurcio
84076513b1
Use global coordinates for particles by default
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Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.
This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00
Rémi Verschelde
f450f242b9
Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-width
2022-08-02 21:00:01 +02:00
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
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Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Rémi Verschelde
bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
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Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde
2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
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Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde
8de2cc04a7
Merge pull request #63793 from RandomShaper/fix_unbound_resource
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Fix uniform set creation error due to null RID
2022-08-02 07:10:20 +02:00
Hugo Locurcio
813f6a5d57
Add `hint_transparent` to use a transparent black placeholder texture
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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
Rémi Verschelde
67c5741c03
Merge pull request #63767 from kubecz3k/fix/headless-collision
2022-08-01 22:04:09 +02:00
Pedro J. Estébanez
2df767d31e
Fix uniform set creation error due to null RID
2022-08-01 21:59:13 +02:00
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
Jakub Grzesik
3c55637459
fix for headless collision shape generation
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this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
2022-08-01 12:38:07 +02:00
Rémi Verschelde
121d6fdace
Merge pull request #63754 from BastiaanOlij/storage_struct_private
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Changed storage structs to private
2022-08-01 09:37:36 +02:00
Rémi Verschelde
de53e91b85
Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-inject
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Tweak default fog settings for better appearance
2022-08-01 07:55:53 +02:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
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Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
Bastiaan Olij
81c6f73109
Changed storage structs to private
2022-08-01 11:59:14 +10:00
Hugo Locurcio
e35e79b802
Tweak default fog settings for better appearance
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- Increase the default non-volumetric fog density to 0.01 to make
adjustments more visible.
- Use a less saturated non-volumetric fog color by default
(a mix of the sky and horizon colors of the new default
ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
in more realistic appearance of volumetric fog, at a very low
performance cost.
2022-08-01 02:04:20 +02:00
clayjohn
0c65ed38a6
Treat specular less than 0.02 as occlusion
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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
Hugo Locurcio
a0795b4347
Tweak VoxelGI defaults for better quality
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Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.
- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-31 18:05:24 +02:00
Hugo Locurcio
0e26fee3b7
Make Decal's `modulate` property affect emission color as well
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This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.
- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
LinuxUserGD
6e6569aa78
fix 'Comparison result is always the same' warnings
2022-07-29 19:45:22 +02:00
Rémi Verschelde
7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
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Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Andreas Raddau
dfc6035ce1
Fix vector field particle attractor texture sampling
2022-07-29 16:52:54 +02:00
Juan Linietsky
d4433ae6d3
Remove Signal connect binds
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Pedro J. Estébanez
278950f731
Keep SdfgiDebug shader's push constant size <= 128
2022-07-29 13:25:11 +02:00
Rémi Verschelde
2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
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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
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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
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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
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- 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
Bastiaan Olij
1dd671014b
Add startup flag to override XR mode settings
2022-07-28 11:50:34 +10:00
Rémi Verschelde
bb94e16bd8
Merge pull request #63406 from Zylann/init_viewport_fields
2022-07-27 12:29:05 +02:00
Rémi Verschelde
a7335b00e6
Merge pull request #62362 from clayjohn/VULKAN-halo
2022-07-27 11:17:34 +02:00
Rémi Verschelde
cade90a807
Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaults
2022-07-27 09:44:47 +02:00
Rémi Verschelde
d5ec1a9650
Merge pull request #63477 from Chaosus/shader_fix_fog
2022-07-27 09:35:30 +02:00
clayjohn
7e7c6995e3
Use full size mipmaps for reflections when in high-quality mode
2022-07-26 23:53:05 -07:00
Yuri Rubinsky
05bc55b2ad
Merge pull request #63522 from Chaosus/shader_fix_projection
2022-07-27 09:38:14 +03:00
Yuri Rubinsky
2dc59a3eea
Fix incorrect conversion of default value for mat4 uniform in shaders
2022-07-27 09:06:18 +03:00
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
Hugo Locurcio
a151a74a98
Tweak Decal distance fade defaults and add property hints
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The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.
The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.
2022-07-27 03:15:46 +02:00
Rémi Verschelde
2d2b85d400
Merge pull request #62972 from Chaosus/shader_groups
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Implement shader uniform groups/subgroups
2022-07-26 15:16:33 +02:00
Rémi Verschelde
f94b4dbe22
Merge pull request #63236 from halgriffiths/fix-texture-rect-transpose
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send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-26 13:22:32 +02:00
Yuri Rubinsky
886c2d9681
Implement shader uniform groups/subgroups
2022-07-26 11:26:09 +03:00
Bastiaan Olij
bad5c659a4
Move Sky(RD) into environment
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Move Fog logic from render scene render to fog
2022-07-26 10:19:40 +10:00
Juan Linietsky
c7255388e1
Remove ThreadWorkPool, replace by WorkerThreadPool
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The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
Rémi Verschelde
49b0aa93e3
Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix
2022-07-25 14:56:06 +02:00
Yuri Rubinsky
be3fb7a216
Fix errors when using built-ins in shaderinc
2022-07-25 12:33:04 +03:00
Rémi Verschelde
90019676b0
Code quality: Fix header guards consistency
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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
Rémi Verschelde
3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection
2022-07-25 11:13:27 +02:00
Marc Gilleron
5690f47135
Initialize default values for viewports in rendering server.
...
Example with TAA: by default it is `false` in project settings and in
the Viewport node. When the scene tree is created, Viewport.set_use_taa()
is called with the value from ProjectSettings. But because the default
values are already the same, RenderingServer isn't called.
The Viewport struct in the RenderingServer does not initialize this field,
so TAA gets randomly enabled when the game starts with default settings.
2022-07-24 21:39:06 +01:00
reduz
455c06ecd4
Implement Vector4, Vector4i, Projection
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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
Yuri Rubinsky
6d992abb54
Fix some errors after shader preprocessor PR
2022-07-23 09:38:59 +03:00
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
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* 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
Yuri Roubinsky
7b94603baa
Adding shader preprocessor support
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Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22 22:51:57 +02:00
halgriffiths
d37ebc2bdc
send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-22 13:49:04 +01:00
luz paz
38aaaa3cf9
Fix various typos not caught by codespell
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Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS.
2022-07-21 09:37:52 +03:00
Bastiaan Olij
eefcb5ed67
Move screen space effects into a separate class
2022-07-19 13:27:39 +10:00
Rémi Verschelde
abe8b88702
Merge pull request #62834 from RandomShaper/fix_vk_sky_error
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Bind correct default resource type in GI
2022-07-18 23:39:21 +02:00
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
4ac2008782
Make SDFGI direct light shader follow the same-writability rule
2022-07-18 14:46:29 +02:00
David R
c2b0a873c2
added usage_defines for SPECULAR_SHININESS
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added usage defines for opengl3 renderer
2022-07-18 00:45:42 +02:00
Bastiaan Olij
d139131aab
Adding Variable Rate Shading support to Godot
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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
Rémi Verschelde
7e49c8c30e
Merge pull request #62947 from BastiaanOlij/fix_mesh_instance_free
2022-07-14 00:05:25 +02:00
Hugo Locurcio
21ea1c3835
Rename soft shadow quality project settings for easier searching
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`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
Bastiaan Olij
6930ad2777
Fix typo, call mesh_instance_free not mesh_free
2022-07-12 22:30:08 +10:00
Hugo Locurcio
0f18bd244e
Fix dead link in TAA resolve shader comment
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Spartan Engine has recently removed its own internal TAA in favor
of FSR 2.0. The link has been changed to point to a fixed commit,
so the link will keep working as long as the repository exists.
2022-07-09 22:51:54 +02:00
Pedro J. Estébanez
ba39230ef3
Bind correct default resource type in GI
2022-07-08 19:07:28 +02:00
Xentripetal
f514b82fd3
Account for relative z-indexes when y-sorting
2022-07-08 09:18:00 -05:00
Rémi Verschelde
99df193bea
Merge pull request #62277 from RandomShaper/depth_buffer_no_sampling
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Rationalize certain cases of texture usage flags
2022-07-08 11:34:09 +02:00
Yuri Rubinsky
3dc1a1dbfb
Prevent possible crash when mesh is freed
2022-07-06 19:52:54 +03:00
lawnjelly
1f69666209
Remove Octree
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Octree is no longer used in 4.x.
2022-07-06 14:10:05 +01:00
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
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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
Hugo Locurcio
cf1ce8494d
Improve antialiased line drawing sharpness and respect of original width
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Antialiased lines with a width of 2 pixels or more now use a smaller
feather width of 1.25 instead of 2.0. This makes them look sharper
and better preserves their original shape while still having good
antialiasing quality.
This also improves the appearance of thin antialiased lines by
slightly increasing their feather size (from 1.0 to 1.25). It
makes them appear a tad thicker, but the antialiasing quality is
much improved by doing this.
2022-07-02 18:45:42 +02:00
Rémi Verschelde
6bbfd160b0
SCons: Properly track codegen script dependency for generated GLSL headers
2022-07-02 16:01:48 +02:00
Hugo Locurcio
f9e6b292e2
Remove debugging print following GI reorganization
2022-07-01 20:08:10 +02:00
clayjohn
93c82ab4b9
Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections
2022-06-29 23:36:18 -07:00
Rémi Verschelde
2d28bb8364
Merge pull request #62482 from JFonS/fix_crash_canvas_mode
2022-06-28 15:31:51 +02:00
Rémi Verschelde
d53f1fb388
Merge pull request #60935 from Calinou/geometryinstance3d-gi-mode-default-static
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Use the Static global illumination mode in GeometryInstance3D by default
2022-06-28 14:40:53 +02:00
JFonS
8102db90bc
Fix crash in Environment "Canvas" background mode.
2022-06-28 13:25:18 +02:00
Rémi Verschelde
16d9918b51
Merge pull request #62467 from RandomShaper/descriptor_rw_matters
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Consider uniform writability part of the interface of the set
2022-06-28 08:25:38 +02:00
Je06jm
c2550e1cc0
Fixed FSR. Before, it was commiting the
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raw render to the screen. Now, it commits
the fsr upscaled image
2022-06-27 18:01:12 -06:00
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
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Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
Pedro J. Estébanez
678a9ca221
Rationalize certain cases of texture usage flags
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- Check for exhaustive usage flags for depth buffer
- Remove uneeded storage flag from normal-roughness buffer
2022-06-27 11:28:38 +02:00
Bastiaan Olij
4e8e10a186
Fix typo in roughness shaders
2022-06-26 12:43:21 +10:00
Bastiaan Olij
6224b00365
Moved cube_to_dp and cubemap logic into CopyEffects
2022-06-24 18:04:28 +10:00
Hugo Locurcio
610363add0
Use the Static global illumination mode in GeometryInstance3D by default
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This makes VoxelGI and SDFGI work out of the box with primitive meshes,
loaded OBJ meshes and CSG nodes.
2022-06-23 22:34:23 +02:00
Rémi Verschelde
051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects
2022-06-23 12:28:10 +02:00
Rémi Verschelde
d8ef904ffc
Merge pull request #35758 from zmanuel/eliminate-draw-pending
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Remove redundant thread sync counter draw_pending
2022-06-22 18:20:41 +02:00