Commit Graph

3072 Commits

Author SHA1 Message Date
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