Commit Graph

423 Commits

Author SHA1 Message Date
Clay John 036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
Hugo Locurcio 2c507cd426
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
Bastiaan Olij fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
K. S. Ernest (iFire) Lee 90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Juan Linietsky 712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg 4c3f7d1290 Makes FontData importable resource.
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.
2021-08-27 15:43:18 +03:00
Bastiaan Olij 64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Bastiaan Olij 6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
JFonS c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio 6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Hugo Locurcio 7192852da3
Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.

On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +02:00
Max Hilbrunner 583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Michael Alexsander 88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Bastiaan Olij d22163c657 Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
Bastiaan Olij 2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Duarte David 7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
Bastiaan Olij 74a647bddd Fix multiview defines in tonemap shader 2021-08-22 21:30:58 +10:00
Anilforextra c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
clayjohn bccc4cd735 Compute horizon so threshold before transformation 2021-08-20 19:27:52 -07:00
jfons 55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Yuri Roubinsky b6af457d25 Fix incorrect checking of uniform set to prevent error spam (2) 2021-08-19 09:11:01 +03:00
reduz 700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Hugo Locurcio a139e58f8c
Add comments at the top of each built-in shader to ease debugging
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.
2021-08-18 03:09:22 +02:00
reduz 6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
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.
2021-08-17 09:08:56 -06:00
Yuri Roubinsky 06add309d7 Fix incorrect uniform buffer size for particles 2021-08-17 13:33:28 +03:00
Juan Linietsky d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Yuri Roubinsky 9de779344c Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
Bastiaan Olij c7847b3f6d Moved disabling bokeh shader variants to before the version_create call 2021-08-16 12:18:27 +10:00
Bastiaan Olij 4002650cb9 Fix read from screen and depth texture 2021-08-15 13:14:19 +10:00
Rémi Verschelde 4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
reduz cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Yuri Roubinsky eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky fa96c98bdf Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
Bastiaan Olij 07fd559478 Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
Rémi Verschelde 56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Aaron Franke 03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Hugo Locurcio fd29432aab
Use nearest mipmaps for both minification and magnification
This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
Yuri Roubinsky 63c7d5c330 Removes an internal error report if shader fails compile 2021-08-12 10:18:18 +03:00
Rémi Verschelde e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
floppyhammer 37230dbb1f Fix CPUParticles2D disappearance after amount change 2021-08-12 10:53:37 +08:00
Hugo Locurcio 635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
The project setting wasn't being used anywhere.

This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
Rémi Verschelde 62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
clayjohn a7c3e0dcd6 Use f0 instead of albedo in blinn and phong 2021-08-10 21:54:24 -07:00
reduz ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Rémi Verschelde afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
Rémi Verschelde 16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde 51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde 56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
clayjohn fa962ff27d Make Blinn and Phong specular modes PBR 2021-08-09 20:09:00 -07:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Hugo Locurcio 57451f132f
Clamp negative colors regardless of the tonemapper to avoid artifacts
Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:01:07 +02:00
Rémi Verschelde 0a38d5c8f7
Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile
Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
2021-08-09 16:47:58 +02:00
Rémi Verschelde 85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
clayjohn 7bdea93497 Add horizon specular occlusion 2021-08-08 19:43:48 -07:00
Nathan Franke 051234e84e
Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile 2021-08-07 16:40:50 -05:00
Rémi Verschelde da339f8ffc
Merge pull request #51309 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam
2021-08-06 17:15:03 +02:00
Bastiaan Olij b920bf05a4 Use subpasses to do 3D rendering and resolve in mobile renderer 2021-08-06 23:43:26 +10:00
Yuri Roubinsky 47a6bb2f28 Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`) 2021-08-06 16:01:58 +03:00
Yuri Roubinsky ac4406cfbe Fix incorrect checking of uniform set to prevent error spam 2021-08-06 12:20:12 +03:00
Rémi Verschelde dbd1a90bd4
Merge pull request #50942 from BastiaanOlij/cubemap_raster
Porting cubemap compute shaders to raster for the mobile renderer
2021-08-01 21:52:24 +02:00
Aaron Franke 9f3ae0adcd
Move code for looking_at to Basis 2021-08-01 12:49:02 -05:00
Bastiaan Olij c76426527b Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
clayjohn b020ca32b2 Move assignment of SSAO radius push constant 2021-07-31 12:31:14 -07:00
Rafał Mikrut e8877806ec Fix 'Attempted to remove invalid ID' errors 2021-07-31 15:30:31 +02:00
reduz 55d357b1eb Fix directional shadow bias
* Simplified code a lot, bias based on normalized cascade size.
* Lets scale cascades, max distance, etc. without creating acne.
* Fixed normal biasing in directional shadows.

I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there.
Will need to be replaced by something else.
2021-07-29 13:51:32 -03:00
Hugo Locurcio e6a544c169
Merge pull request #50891 from Vitika9/50852
Removed redundant assignment of `blur_pipeline`
2021-07-26 21:43:38 +02:00
Rémi Verschelde 8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
vitika9 1c63866996 Fixed coding style 2021-07-26 20:12:16 +05:30
Nicholas Huelin 7f908cf40f
Fix expression in `cluster_builder_rd.h`
This expression should now work as intended.
2021-07-26 08:19:53 -04:00
reduz cf3f404d31 Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.

This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
Rémi Verschelde 7341dd5afa
Merge pull request #50856 from SirQuartz/patch-32
Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h`
2021-07-26 08:47:33 +02:00
Nicholas Huelin a1a392045d
Fix always true expression in `cluster_builder_rd.h`
This pull request fixes an issue where an expression would always evaluate to `true` no matter what.
2021-07-25 11:53:04 -04:00
luz paz 5cf3bed0c8 Fix various typos
Follow-up typos 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`
2021-07-25 07:18:25 -04:00
Rémi Verschelde ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde 2f221e5fd5
Merge pull request #50250 from luzpaz/typos
Fix various typos
2021-07-25 12:38:58 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Rémi Verschelde 2a8a59eac0
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment 2021-07-25 11:58:11 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
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`
2021-07-25 11:21:51 +02:00
Bastiaan Olij 1f69582835 Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Rémi Verschelde fa56989818
Merge pull request #50537 from Calinou/improve-shader-error-output-2
Add error marking to the shader error console output
2021-07-20 11:00:17 +02:00
Rémi Verschelde 394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
reduz 9293bc3935 Implement more rendering options as specialization constants
* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.

These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19 21:51:29 -03:00
Hugo Locurcio abc38b8d66
Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
Hugo Locurcio 9fc2849a57
Add error marking to the shader error console output
This makes it possible to see where the shader error is without
having to look at the trace printed below the source code.
2021-07-17 03:05:11 +02:00
reduz 76e25438c9 Fixes to forward mobile
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32
* Unfortunately cant be used for compute.
* Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15 21:05:58 -03:00
Juan Linietsky 3f12765a7e
Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_format
Use 32bit instead of 64bit 3D render buffer on mobile renderer
2021-07-15 10:16:39 -03:00
Yuri Roubinsky d6dc77aa36 Removes lines about window size from the console output 2021-07-14 20:58:53 +03:00
Bastiaan Olij 8a29208fc4 Use 32bit instead of 64bit 3D render buffer on mobile 2021-07-13 10:26:28 +10:00
reduz ad9f606ed8 Use specialization constants in clustered renderer
* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
2021-07-12 20:33:52 -03:00
Rémi Verschelde b218c6785e
Merge pull request #50194 from BastiaanOlij/fix_multiple_reflection_probes
Fix indexing of multiple reflection probes
2021-07-12 19:22:47 +02:00
reduz 83addd6ee5 Fix material invalidation on reimport.
* 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.
2021-07-07 19:55:20 -03:00
reduz 24efb13f7e Fix threaded update for textures
* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
2021-07-07 18:06:06 -03:00
Rémi Verschelde 48a5226829
Merge pull request #50193 from reduz/fix-command-queue-crash
Fix Command Queue Crash
2021-07-07 16:36:13 +02:00
reduz d41e3f9aeb Fix Command Queue Crash
* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
2021-07-07 10:57:56 -03:00
reduz c43f624d44 Unify material parameter update
* Unifies how material parameters are updated.
* Single function, easier to maintain.
* Updates materials properly when textures change.
2021-07-06 18:57:38 -03:00
Bastiaan Olij b3612351a8 Fix indexing of multiple reflection probes 2021-07-06 13:00:33 +10:00
reduz 7f6027927a Fix Subsurface Scattering
* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
2021-07-05 17:17:45 -03:00
Daniel Doran 82bb8f1531 Fix transparency sorting 2021-07-05 03:19:42 -06:00
Rémi Verschelde 5c3055e0fe
Merge pull request #50137 from reduz/fix-boot-splash
Fix Boot Splash
2021-07-04 09:40:36 +02:00
Rémi Verschelde 67c08e27a5
Merge pull request #50138 from Calinou/debug-overdraw-lower-opacity
Decrease opacity of the overdraw debug draw mode
2021-07-04 09:39:36 +02:00
Rémi Verschelde 8838e3d3d4
Merge pull request #50144 from reduz/fix-ssr
Fix SSR
2021-07-04 09:20:22 +02:00
reduz 0e366dc7ac Fix SSR
* Was broken at some point long time ago, this restores it.
2021-07-03 23:32:34 -03:00
reduz ab3314e955 Fix SDFGI
* Broken by 7513b73902, fixes #49631
2021-07-03 21:24:37 -03:00
Hugo Locurcio 27aa8dc68e
Decrease opacity of the overdraw debug draw mode
This allows distinguishing higher amounts of overlapping objects.
2021-07-04 00:19:14 +02:00
reduz 6e1c5e346a Fix Boot Splash
* Implements the code to show the boot splash on load using RenderingDevice
* Does not work on X11 when maximized, some platform specific hack will be needed there.
2021-07-03 18:09:19 -03:00
reduz fe17a6c907 Fix render debug modes.
* Ovedraw debug works again
* Lighting debug works again
2021-07-03 14:50:36 -03:00
reduz 6c55d2aad2 Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
Bastiaan Olij e86aeb85ce Properly override virtual functions in render_scene_render_rd and subclasses 2021-07-03 20:32:40 +10:00
Hugo Locurcio 5370f4876e
Remove leftovers from the DirectionalLight3D Optimized shadow depth range
The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
2021-07-02 20:32:43 +02:00
reduz 8cf812fba1 Fix surface from array creation
* The debug check was not updated to the new format.
* Bug introduced by #50037
2021-07-01 16:51:55 -03:00
Rémi Verschelde ad8a2b3d52
Merge pull request #50040 from reduz/fix-renderingserver-bindings
Clean up RenderingServer and its bindings
2021-07-01 15:17:33 +02:00
reduz 37776b2867 Clean up RenderingServer and its bindings
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00
reduz 9ad0c6cde7 Import mesh colors in 8BPP.
* Colors were imported as 16BPP (half float)
* Far most common use cases only require 8BPP
* If you need higher data precision, use a custom array, which are supported now.

**WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
2021-06-30 23:33:25 -03:00
reduz 85cf99f28e Deprecate ImmediateGeometry
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
2021-06-30 14:14:41 -03:00
reduz 64c925cca6 Improve RID_Owner memory usage
* Ability to allocate empty objects in RID_Owner, so RID_PtrOwner is not needed in most cases.
* Improves cache usage, as objects are now allocated together
* Should improve performance in 2D rendering
2021-06-29 12:28:08 -03:00
reduz d55ebc3a5d Fix non uniform scaling in 3D objects
* Flag was there, but not implemented.
* Fixed issue with base flags not being initialized.
2021-06-29 11:45:59 -03:00
Bastiaan Olij a9604b425f Move render_sky logic from effects into our sky object, and some minor cleanup 2021-06-26 18:46:47 +10:00
Rémi Verschelde e4430771db
Merge pull request #49885 from reduz/implement-render-pass-support
Implement Framebuffer Subpass support
2021-06-25 15:00:01 +02:00
reduz bde6f5eed1 Implement Framebuffer Subpass support
* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
2021-06-24 15:59:15 -03:00
Rémi Verschelde a01ea509f5
Merge pull request #49826 from groud/fix_mesh_transform
Keep the drawing transform when drawing meshing in CanvasItem
2021-06-24 19:38:56 +02:00
Gilles Roudière ccbf31685d Fixes Mesh2D drawn without modulation 2021-06-23 17:38:31 +02:00
Gilles Roudière e8476c994d Keep the drawing transform when drawing meshing in CanvasItem 2021-06-22 11:41:28 +02:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
reduz 94d31ac327 Implement animation slice drawing in CanvasItem
* 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.
2021-06-17 12:42:27 -03:00
reduz 6e98c4cd50 Refactor VisibilityNotifier3D
* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing

After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-16 18:50:39 -03:00
Rémi Verschelde c2ba45fcc8
Merge pull request #49630 from kodiwills/fix-custom-irradiance-typo
Fix typo in `CUSTOM_IRRADIANCE` calculations
2021-06-15 22:37:54 +02:00
Kodi 69e1f25299 Fix typo in CUSTOM_IRRADIANCE calculations 2021-06-15 15:17:00 -04:00
Rémi Verschelde ec323f0ef4
Merge pull request #49584 from timothyqiu/shader-data-null-check
Add missing null check for ShaderData
2021-06-14 19:18:20 +02:00
Rémi Verschelde 3f613236e0
Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-sets
Store SSAO uniform sets per viewport
2021-06-14 19:05:19 +02:00
Rémi Verschelde 0610c559ec
Merge pull request #49585 from timothyqiu/oh-unsigned
Fix invalid read when using MultiMesh
2021-06-14 18:35:36 +02:00
Haoyu Qiu 1b122345c2 Fix invalid read when using MultiMesh 2021-06-14 13:19:40 +08:00
Haoyu Qiu fa907ce829 Add missing null check for ShaderData 2021-06-14 13:00:35 +08:00
Bastiaan Olij 3eae812331 Fixed error spam when XR mode is not enabled and a missed setting rename 2021-06-14 11:05:16 +10:00
clayjohn fc93e10092 Store SSAO uniform sets per viewport 2021-06-13 10:42:10 -07:00
Bastiaan Olij 15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
reduz ce783689f8 Make shader compiler again after roughness limiter fix
Fix shader compilation error after merging #49549
2021-06-12 21:40:51 -03:00
Juan Linietsky bb94344937
Merge pull request #49549 from clayjohn/VULKAN-roughness-limiter
Fix roughness limiter derivative
2021-06-12 21:29:34 -03:00
clayjohn 9a5e00be6f Fix roughness limiter derivative 2021-06-12 17:02:05 -07:00
reduz 7513b73902 Fix VoxelGI (works again).
It was broken due to #46046, this makes it work again.
2021-06-12 20:37:56 -03:00
Rémi Verschelde 2787ee634a
Merge pull request #49520 from pfertyk/issue-46278-empty-texture-crashes-godot
Validate texture in RendererStorageRD::free
2021-06-12 22:27:14 +02:00
Paweł Fertyk 31cd42373b Validate texture in RendererStorageRD::free 2021-06-11 20:12:23 +02:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Yuri Roubinsky 5d5400a3b1 Fix shader compilation with render_mode: `specular_phong` 2021-06-09 08:38:03 +03:00
Yuri Roubinsky 4daca0b580 Removes deleted OrenNayar mode from shaders and materials 2021-06-08 15:50:40 +03:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Rémi Verschelde f1abfbbeb1
Merge pull request #48837 from Soupstraw/shader-pi
Added constants PI, TAU and E to the shader language
2021-05-25 18:07:15 +02:00
Rémi Verschelde f050719da8
Merge pull request #48933 from Chaosus/shader_array_params
Allow shader arrays to be passed as parameters and return value in functions
2021-05-25 11:47:08 +02:00
Joosep Jääger 16567321ba Added constants PI, TAU and E to the shader language 2021-05-25 12:15:08 +03:00
reduz 789713b008 Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
2021-05-23 16:43:36 -03:00
Yuri Roubinsky 5874b7a29c Allow shader arrays to be passed as parameters and return value 2021-05-22 20:15:03 +03:00
Winston Hartnett 96fa2ee2a0 Fix instance uniform typo 2021-05-20 21:11:40 -05:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Yuri Roubinsky 6135744786 Implements length() shader function for arrays in structs 2021-05-19 21:50:11 +03:00
Bastiaan Olij 02980be834 Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
Rémi Verschelde 0c693f8781
Merge pull request #48472 from BastiaanOlij/render_state
Make better use of our render_state struct
2021-05-12 13:44:03 +02:00
reduz 479391ef54 Fixes missng 2D engine bits
-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.
2021-05-11 11:21:36 -03:00
Bastiaan Olij 308b26762b Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
Rémi Verschelde 7449d6c752
Merge pull request #48435 from BastiaanOlij/no_repeat_mobile_renderer
Remove repeat from forward mobile renderer
2021-05-05 16:19:03 +02:00
Bastiaan Olij cc45ed448b Remove repeat from forward mobile renderer 2021-05-04 11:37:58 +10:00
jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
Bastiaan Olij 58ff0dac1a Create mobile renderer 2021-05-03 21:54:11 +10:00
reduz 90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Rémi Verschelde 305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde 95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

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.
2021-04-27 16:26:27 +02:00
Dennis Brakhane 31d41d83c3 Remove duplicate comments
A few single line comments were duplicated, probably due to bad merges.

This commit removes the obviously duplicate ones.
2021-04-25 20:03:52 +02:00
jfons 4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Bastiaan Olij ebf10fe736 Fix reflection probe 2021-04-21 23:42:29 +10:00
reduz 906882ee66 Split particle shader entry points
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00
reduz d3b49c416a Refactor GLSL shader compilation
-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().
2021-04-14 11:37:52 -03:00
Bastiaan Olij 71c5d73b5e Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
Bastiaan Olij dad40fa2df Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 65a2888057
Style: Apply clang-tidy's `modernize-use-default-member-init` 2021-04-05 13:37:27 +02:00
Bastiaan Olij e93c9fc4ed As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00
Bastiaan Olij 7f63c9e7c9 Changed SCsub for shaders to find shaders automatically and create dependencies with include files 2021-03-18 12:59:47 +11:00
Ignacio Abal ccdd7ab890 Added validation when assigning heightfield_resolution (Fix #46281) 2021-03-17 12:03:52 -03:00
Bastiaan Olij f7cbeb0d1b Removed time duplicate from ForwardClustered. Just use the variable from its superclass 2021-03-11 18:08:10 +11:00
Bastiaan Olij 73b5eb2673 Combine init_gi and init_sdfgi into a single init 2021-03-11 18:07:33 +11:00
Bastiaan Olij 52ab369d5f Renamed one more Forward render struct and fixed typo 2021-03-11 14:18:05 +11:00
Bastiaan Olij dfc41eb6f6 Moving RendererStorageRD *storage to protected, no sense duplicating it in forward_clustered 2021-03-11 13:24:23 +11:00
Bastiaan Olij a895844c82 Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile 2021-03-10 22:34:50 +11:00
Rémi Verschelde 3856bc5afe
Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-08 08:22:48 +01:00
Ev1lbl0w 1f0b60c47d
Fix negative VRAM values 2021-03-05 21:48:20 +00:00
Bastiaan Olij 760be46a81 Renamed SDGIShader to SDFGIShader and moved a bunch of things to private 2021-03-04 11:53:09 +11:00
Bastiaan Olij 1f96ba5141 Moving GI code into RendererServerGIRD
Moving Skyshader code into RendererServerSkyRD
2021-02-25 15:15:48 +11:00
Clay John 32dec4accd
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
Use Interleaved gradient noise for shadow samples
2021-02-18 13:17:41 -08:00
reduz 64140eaf42 Reorganize Project Settings
-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.
2021-02-18 11:23:34 -03:00
Kayomn fa8a47e1bf Fix math error in blend shape application tolerance 2021-02-17 10:30:29 +01:00
Rémi Verschelde e9a25b8552
Merge pull request #45859 from Kayomn/master
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-12 09:26:14 +01:00
Yuri Roubinsky dd0874e717 Allow passing varying from fragment to light shader function 2021-02-11 15:59:21 +03:00
reduz 8b19ffd810 Make Servers truly Thread Safe
-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).
2021-02-10 13:21:46 -03:00
Kayomn ca945421a0 Accomodate blend shape ranges of -1 to +1 2021-02-09 23:09:54 +00:00