Commit Graph

1925 Commits

Author SHA1 Message Date
TwistedTwigleg
0205eef96b Fixed 2D physics regression that causes RigidBody2D nodes to spin uncontrollably when colliding 2020-08-28 14:16:12 -04:00
Yetizone
118a7bc53f rasterizer_rd.cpp: Correct small typo 2020-08-27 12:44:18 +03:00
Keegan Owsley
e148338d42 Wrap angles to (-pi, pi) in momentum calculation.
Fixes a bug that causes KinematicBody2Ds to produce too much angular
momentum when rotating beyond 180 degrees.
2020-08-26 08:25:28 -07:00
PouleyKetchoupp
2b49cb0b73 Re-apply "Fixes for windows in X11 tiling WMs"
From PR #38727 which was reverted in #41373 because of regressions in Ubuntu
with Gnome.

Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
2020-08-22 18:42:42 +02:00
Juan Linietsky
4e52c75a98
Merge pull request #41345 from clayjohn/VULKAN-sky-fog
Add fog to sky shaders
2020-08-20 09:50:52 -03:00
clayjohn
9d341acf2d Add fog to sky shaders 2020-08-19 22:58:14 -07:00
Juan Linietsky
9c5c1635b2
Revert "Fixes for windows in X11 tiling WMs" 2020-08-19 12:37:59 -03:00
Hugo Locurcio
8891579068
Add a debanding property to Viewport
It can be enabled in the Project Settings
(`rendering/quality/screen_filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
It will also slightly brighten the scene's dark areas.

As a result, it should be enabled only when banding is noticeable enough.

This closes #17006.
2020-08-14 23:12:33 +02:00
Juan Linietsky
6a5ecfdef1 Restored fog (non volumetric).
Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
2020-08-13 22:09:22 -03:00
Juan Linietsky
079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
clayjohn
cf07a58a5f Improve the quick hash function for all GPUs 2020-08-01 17:48:40 -07:00
Markus Sauermann
8335f00949 Wake up RigidBody 2D after applying torque 2020-08-01 14:36:24 +02:00
Brian Semrau
63dfe79fbe Fixed next_pass materials not being drawn 2020-07-28 10:51:41 -04:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Rémi Verschelde
c845e20add Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 7eebb06b55.
2020-07-27 22:45:01 +02:00
Rémi Verschelde
b19b896e06
Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixes
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:25:53 +02:00
PouleyKetchoupp
8c05dadcff Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-26 20:06:07 +02:00
Rémi Verschelde
3842e8c465
Merge pull request #38727 from Riteo/tiling-wm-issues-tests
Fixes for windows in X11 tiling WMs
2020-07-26 17:41:28 +02:00
Juan Linietsky
acf32e87d5 Fixes RenderingServer crashes reported by #39951
Supersedes #40026
2020-07-23 07:58:23 -03:00
Lorenzo Cerqua
d670a49612 DisplayServer: separate window showing into another function
When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.

This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.

Fixes #37930
2020-07-23 07:58:10 +02:00
Juan Linietsky
ee7c98da7c Refactor light clustering
Move from high end to shared, so all renderers use clustering.
2020-07-22 20:39:51 -03:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Andy Maloney
8b949918b1 Fix spelling of a var, a struct, and message output 2020-07-17 12:02:06 -04:00
Rémi Verschelde
c8523038cc
Merge pull request #40268 from DanielZTing/master
Fix cancel/OK button order on macOS
2020-07-15 09:21:04 +02:00
Yuri Roubinsky
1a5cafebc9
Merge pull request #40389 from Chaosus/fix_shader
Fix some incorrect conversions which lead to crash in shaders
2020-07-15 08:49:59 +03:00
Yuri Roubinsky
01950553f2 Fix some incorrect conversions which lead to crash in shaders 2020-07-14 21:04:12 +03:00
Juan Linietsky
13e0385702 Properly pass safe margin on initialization.
Fixes jitter.
2020-07-14 10:19:58 -03:00
Rémi Verschelde
9678a41b19
Merge pull request #40272 from clayjohn/VULKAN-time-slicing
Add incremental update mode to sky
2020-07-11 10:00:39 +02:00
clayjohn
a54f93c169 Add incremental update mode to sky 2020-07-11 00:10:15 -07:00
Rémi Verschelde
d0cea291d2
Merge pull request #40193 from KoBeWi/dem_pikks
Allow Area2D and 3D mouse events without collision layer
2020-07-11 00:26:56 +02:00
Rémi Verschelde
21e1ff4bb0
Merge pull request #40266 from Chaosus/fma_fix
Enables 'fma' for GLES2
2020-07-11 00:18:50 +02:00
Daniel Ting
9605fc54c7 Fix cancel/OK button order on macOS
The macOS platform convention regarding button order is cancel on left,
OK on right.
2020-07-10 15:10:11 -05:00
Yuri Roubinsky
3eeb272b2e Enables 'fma' for GLES2 2020-07-10 22:21:22 +03:00
Rémi Verschelde
dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky
ecb5f7ea23 Added 'fma' function to shader language 2020-07-10 19:58:03 +03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Tomasz Chabora
7eebb06b55 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-07-10 13:23:20 +02:00
Marcel Admiraal
7eb0fcdb1a Remove elements from monitored_bodies and monitored_areas as they are
processed before calling the callback, instead of after they have all
been processed, because the callbacks may readd them.
2020-07-04 10:17:57 +01:00
bruvzg
df968d577a
[macOS] Implement seamless display scaling. 2020-07-04 10:36:33 +03:00
Cevantime
23f7d2c29d fix laxist collision detection on one way shapes 2020-07-03 11:24:15 +02:00
Rémi Verschelde
67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde
3fb5faaceb
Merge pull request #40018 from Faless/js/more_improvements_4.0
HTML5 fixes, refactor, audio fallback, fixed FPS.
2020-07-02 07:22:43 +02:00
Fabio Alessandrelli
a9b7dd25df Add default 50ms output_latency web override.
Hopefully a good tradeoff between latency and performance on most
browsers.
2020-07-01 17:16:13 +02:00
Rémi Verschelde
9000e59650
Merge pull request #40016 from akien-mga/environment-code-cleanup
Environment: Refactor code for readability + more
2020-07-01 16:28:48 +02:00
Rémi Verschelde
a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Yuri Roubinsky
c554d9e556 Added const qualifier support for function arguments in shaders 2020-07-01 12:55:00 +03:00
Rémi Verschelde
27605769c4
Merge pull request #35633 from Xrayez/physics-shape-property
Expose shape property for shape query parameters classes
2020-06-30 13:57:23 +02:00
Rémi Verschelde
5a33c77f0a
Merge pull request #39953 from neikeq/fix-missing-defval-regr-from-39827
Fix missing DEFVAL in RenderingDevice.storage_buffer_create
2020-06-30 09:40:43 +02:00
Rémi Verschelde
8e8699e36b
Merge pull request #39894 from madmiraal/fix-39768
Trigger broadphase update when changing collision layer/mask.
2020-06-29 21:34:45 +02:00
Ignacio Etcheverry
7c3ff85c71 Fix missing DEFVAL in RenderingDevice.storage_buffer_create 2020-06-29 17:13:09 +02:00
Juan Linietsky
b1aa24ea3c Slight occlusion improvements. 2020-06-28 09:11:21 -03:00
Marcel Admiraal
79d3d3d17b Trigger broadphase update when changing collision layer/mask, and
check for collision layer/mask changes in 2D hash grid broadphase update.
2020-06-27 18:34:16 +01:00
Rémi Verschelde
ff0583770a
Merge pull request #39869 from Chaosus/shader_fix_return
Prevents usage of return in main shader functions
2020-06-27 17:03:42 +02:00
Yuri Roubinsky
2ce77e4b57 Prevents usage of return in main shader functions 2020-06-27 17:36:45 +03:00
qarmin
997d367b51 Fixes recently introduced shader leaks 2020-06-27 15:08:20 +02:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Andrii Doroshenko (Xrayez)
da3fbc0296 Expose shape property for shape query parameters classes
Co-authored-by: PouleyKetchoupp <pouleyketchoup@gmail.com>
2020-06-26 16:54:05 +03:00
Yuri Roubinsky
b6ca9536f2 Fix few places in shaders where const passing still incorrect 2020-06-25 10:40:19 +03:00
Marcel Admiraal
8ffe905c45 Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:20:26 +01:00
Yuri Roubinsky
636a9d9f50 Implemented global const array to shaders 2020-06-19 16:04:54 +03:00
Rémi Verschelde
93d79023ad
Merge pull request #39541 from Ev1lbl0w/feature/disable-rendering
Expose disable_render_loop property to GDScript
2020-06-16 20:48:41 +02:00
Ev1lbl0w
03879a564a
Expose disable_render_loop property to GDScript 2020-06-16 15:43:44 +01:00
Rémi Verschelde
d3c10e8dd6
Merge pull request #39457 from bruvzg/kbd_layouts
Add keyboard layout enumeration / set / get functions.
2020-06-15 11:10:34 +02:00
Marcel Admiraal
62142c5416 Ensure pair callback data is set to null when it's null. 2020-06-13 14:43:25 +01:00
bruvzg
92352b1c23
Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11), remove latin variant function. 2020-06-13 11:02:00 +03:00
Marcel Admiraal
a442526744 Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D. 2020-06-08 17:46:21 +01:00
jfons
af3f9a854e Minor fix on GLSL shader parser 2020-06-06 19:53:16 +02:00
Marcel Admiraal
b5e31b70dc Correct misspellings of damped spring. 2020-06-04 18:07:24 +01:00
Yuri Roubinsky
1a7e101324 Fix shader's length() function parsing in expressions 2020-06-03 19:39:48 +03:00
Aaron Franke
e5ae89775a
Remove 32-bit String hex_to_int method 2020-06-03 00:03:34 -04:00
Aaron Franke
ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
lawnjelly
61b3eb3b28 Light2D shadow mask construction fix
When using the default setting (layer 1 set only) nothing is stored in the tscn file for a Light2D, hence it relies on the value in the constructor.

The problem is the constructed value is 1 in Light2D, and -1 in RasterizerCanvas::Light. -1 results in all bits being set so all occluders are shown, rather than just those in layer 1.

This PR changes Rasterizer::Canvas constructor to set to 1. An alternative is to have -1 as the value for layer 1 throughout.

(cherry picked from commit bf54fa5a62)
2020-06-02 10:37:01 +02:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Arman
48a59e6c4a Continue tracing screen space reflection after encountering sky
Instead of breaking the whole trace when encountering the sky/camera far clip, continue tracing and check if "hits" are sky/far clip or not. Prevents some objects not being reflected due to gaps.
2020-05-22 00:12:42 -07:00
Rémi Verschelde
0b8cb945cf doc: Sync classref with current source 2020-05-20 15:29:37 +02:00
Rémi Verschelde
aec07538f4
Merge pull request #38309 from SkyLucilfer/AndroidLineEdit
Fix Android LineEdit editing bugs
2020-05-20 11:45:59 +02:00
Rémi Verschelde
ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
Rémi Verschelde
37efaad8fb
Merge pull request #38816 from Faless/js/fix_audio_driver_4.0
AudioDriverJavaScript buffer size calculation.
2020-05-18 13:43:24 +02:00
Fabio Alessandrelli
90c7102b51 Move mix_rate, ouput_latency to AudioDriverManager
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
2020-05-18 13:02:06 +02:00
Rémi Verschelde
c74d65cec8 GLSL: Change shader type specifier from [vertex] to #[vertex]
The added `#` prevents clang-format from misinterpreting the meaning
of this statement and thus messing up the formatting of the next
lines up until the first `layout` statement.

Similarly, a semicolon is now enforced on `versions` defines to
prevent clang-format from messing up formatting and putting them
all on a single line. Note: In its current state the code will
ignore chained statements on a single line separated by a semicolon.

Also removed some extraneous lines missed in previous style changes
or added by mistake with said changes (e.g. after uniform definitions
that clang-format messes up somewhat too, but we live with it).
2020-05-18 10:58:14 +02:00
SkyJJ
cc473b948f Fix Android LineEdit editing bugs 2020-05-16 17:55:27 +02:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
a1aaed5a84 Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2020-05-14 13:51:45 +02:00
Rémi Verschelde
dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
092b2bd36f
Merge pull request #38691 from madmiraal/fix-eq-uninitialised-warning
Silence EQ::Band::c1, c2 and c3 may be used uninitialized warnings.
2020-05-12 11:50:50 +02:00
Marcel Admiraal
d02143905f Silence EQ::Band::c1, c2 and c3 may be used uninitialized warnings. 2020-05-12 09:47:39 +01:00
qarmin
d27f640a32 Fixes memory leak with lightmap part 2 2020-05-12 10:11:17 +02:00
qarmin
84867275bb Fix memory leak with light maps 2020-05-11 21:04:39 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde
94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde
03b13e0c69 Style: Add missing copyright headers 2020-05-10 13:12:16 +02:00
Marcus Elg
ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Rémi Verschelde
ff5dfcdf68 Revert "register RenderingDevice as gdscript singleton"
This reverts commit 1058a57666.

RenderingDevice is meant to be instantiated in scripts, not a singleton.
This actually doesn't work properly right now, but reduz will fix it.
2020-05-09 22:18:32 +02:00
Hugo Locurcio
3a11baaeac
Turn the anisotropic filtering setting into an enum
Since it only accepts power-of-two values, exposing it as an enum
makes more sense. This also allows for adding property hints to indicate
the performance cost of each value.

This also improves property hints for MSAA and FXAA.
2020-05-08 12:07:35 +02:00
Rémi Verschelde
bef52957d0
Merge pull request #38226 from Calinou/increase-camera3d-fov
Increase the default Camera3D field of view to 75
2020-05-07 21:16:21 +02:00
Rémi Verschelde
5940ca650e
Merge pull request #38406 from clayjohn/VULKAN-sun-diameter
Calculate sun diameter even when not using shadows
2020-05-03 18:14:36 +02:00
Philip Whitfield
1058a57666 register RenderingDevice as gdscript singleton 2020-05-03 12:01:38 +02:00
clayjohn
34ee273e20 Calculate sun diameter even when not using shadows 2020-05-01 22:22:35 -07:00
Hugo Locurcio
ccc4f3899c
Increase the default Camera3D field of view to 75
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.

Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.

Since this changes the default value, this may break existing projects
slightly.

For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
2020-05-01 14:03:27 +02:00
Rémi Verschelde
b4a5bbaea2
Merge pull request #38337 from RandomShaper/time_rollback
Improve shader time roll over
2020-04-30 16:25:20 +02:00
Pedro J. Estébanez
f7706659b5 Improve shader time roll over
- Resurrect it for GL ES 2
- Add it to the Vulkan rasterizer
- Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer
2020-04-30 11:42:11 +02:00
Kiri Jolly
459cab99f4 Fixed unbounded dual-paraboloid shadow map culling.
Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled.

This change just adds a back plane to the convex shape used for the culling volume.
2020-04-29 19:24:43 -07:00
Rémi Verschelde
58435b0c91
Merge pull request #20371 from aaronfranke/vector-lerp
[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
2020-04-29 15:50:00 +02:00
Rémi Verschelde
1d45a269f8
Merge pull request #38302 from qarmin/format_set
RasterizerStorageRD: Don't override format value
2020-04-29 14:16:52 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
Rémi Verschelde
0bf6a86db4
Merge pull request #37795 from Chaosus/shader_fix_const_order2
Fix shader constant sorting
2020-04-29 09:41:34 +02:00
qarmin
ad6bcea49d Don't override format value 2020-04-28 18:51:17 +02:00
qarmin
0e9942a671 Fix copy paste array index bug 2020-04-28 18:26:57 +02:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
bruvzg
2bb119c088
Fix "redefinition of 'ssr' with a different type" shader compile error. 2020-04-23 13:56:04 +03:00
Ignacio Roldán Etcheverry
5d29f42afa
Merge pull request #38116 from neikeq/index_buffer_create-defval
Fix missing DEFVAL for RenderingDevice.index_buffer_create
2020-04-22 17:30:23 +02:00
Ignacio Etcheverry
c5a721f58d Fix missing DEFVAL for RenderingDevice.index_buffer_create 2020-04-22 16:52:04 +02:00
muiroc
66ab577eb8 Register the DisplayServer Singleton 2020-04-21 22:04:12 +02:00
Juan Linietsky
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
2905367fed
Merge pull request #37970 from SkyLucilfer/ServerTypo
Correct typo mistake of profiler_add_frame_data argument in physics 3d server
2020-04-20 23:49:36 +02:00
Rémi Verschelde
9cf48b3e99
Merge pull request #38039 from akien-mga/docdata-skip-unexposed
DocData: Skip unexposed classes
2020-04-20 15:21:49 +02:00
Rémi Verschelde
0ef8bcac4d DocData: Skip unexposed classes
Properly expose classes that we actually want accessible.
2020-04-20 12:51:10 +02:00
Rémi Verschelde
b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
Rémi Verschelde
088c2a0870
Merge pull request #37947 from clayjohn/DOCS-rendering-update
Update many docs with recent rendering changes
2020-04-20 11:16:12 +02:00
Juan Linietsky
49d0c6a5c9 Ability to create local RenderingDevice instances. 2020-04-18 21:47:17 -03:00
SkyJJ
0991cdc975 Correct typo mistake of profiler_add_frame_data argument in physics 3d server 2020-04-17 21:56:25 +02:00
clayjohn
b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
Rémi Verschelde
17304f1aae
Merge pull request #37949 from reduz/implement-global-shader-uniforms
Implement global and per instance shader uniforms.
2020-04-17 18:36:06 +02:00
Rémi Verschelde
cfda0e3770
Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size
Add light size to Sky Shaders
2020-04-17 18:35:45 +02:00
clayjohn
7cd2ff309c Add light size to Sky Shaders 2020-04-17 09:32:24 -07:00
Juan Linietsky
0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
clayjohn
0ff929a926 Use sky properly for ambient and reflections 2020-04-16 23:45:30 -07:00
Rémi Verschelde
4f2c1feab5
Merge pull request #37869 from madmiraal/fix-36533
Assign zero to range when ConvexPolygonShape2D is empty.
2020-04-16 11:39:18 +02:00
clayjohn
61d86190e0 Fix texture check in decal setup 2020-04-15 12:06:02 -07:00
Juan Linietsky
6f293ed795 Add support for projectors in spot and omni lights. 2020-04-14 17:05:45 -03:00
Rémi Verschelde
5e5103f460
Merge pull request #37861 from reduz/implement-decals
Implement decals
2020-04-14 17:13:20 +02:00
Juan Linietsky
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Marcel Admiraal
88d307df14 Assign zero to range when ConvexPolygonShape2D is empty. 2020-04-14 12:53:32 +01:00
Rémi Verschelde
e0eb9a8ae4
Merge pull request #37826 from nekomatata/direct-body-state-sleep
Fix set_sleep_state in Bullet body direct state
2020-04-14 12:53:20 +02:00
PouleyKetchoupp
30b184cb06 Fix set_sleep_state in Bullet body direct state
It was inverted, it should set the body to be active when sleep is disabled.
2020-04-14 11:39:34 +02:00
qarmin
88c0a9e3de Fixes leak with CopyToFbShaderRD 2020-04-13 11:39:44 +02:00
Rémi Verschelde
06748a2b5f
Merge pull request #37749 from clayjohn/Vulkan-improved-ss
Add vogel filter and settings to soft shadows
2020-04-13 00:39:37 +02:00
Juan Linietsky
a57dc398db Implement MSAA 2020-04-12 15:33:57 -03:00
Juan Linietsky
d160644c88
Merge pull request #37819 from reduz/implement-fxaa
Add screen space AA option, with FXAA implementation.
2020-04-12 11:46:14 -03:00
Juan Linietsky
16ae2cc1bf Add screen space AA option, with FXAA implementation. 2020-04-12 10:57:18 -03:00
Rémi Verschelde
1846d33b5f
Merge pull request #37822 from nekomatata/rigid-body-force-pos
Fix add_force in Godot Physics RigidBody
2020-04-12 11:46:22 +02:00
PouleyKetchoupp
4a0d15f91c Fix add_force in Godot Physics RigidBody
Now takes the center of mass into account for calculating the applied
torque, like apply_impulse does.
2020-04-12 11:20:32 +02:00
Juan Linietsky
9dc19f7619
Merge pull request #37808 from reduz/port-effects-to-compute
Moved most of the effect code to compute.
2020-04-11 23:38:05 -03:00
Juan Linietsky
d81911490b Moved most of the effect code to compute.
Simplifies it and improves performance.
Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-11 19:44:07 -03:00
Rémi Verschelde
636d4bad99
Merge pull request #37794 from clayjohn/VULKAN-SSS-sky
Fix SSS affecting Sky
2020-04-11 16:30:51 +02:00
Yuri Roubinsky
bc30f541e6 Fix shader constant sorting 2020-04-11 12:40:17 +03:00
clayjohn
e3a9af2db1 Fix SSS affecting Sky 2020-04-11 01:20:24 -07:00
clayjohn
621f6f09a8 Add proper quality settings to soft shadows 2020-04-10 23:09:17 -07:00
Juan Linietsky
d06f8ef75a Shows proper scene render time in editor info
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10 14:19:30 -03:00
Rémi Verschelde
1e5f0d402b
Merge pull request #37383 from WARIO-MDMA/godotphysics-rename
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
2020-04-10 12:39:26 +02:00
Rémi Verschelde
a152ef9a10
Merge pull request #37662 from qarmin/rasterizer_server_last
Free items before finishing rendering server
2020-04-10 11:50:13 +02:00
Rémi Verschelde
c2f0d58c36
Merge pull request #37722 from reduz/implement-softshadows
Support light size and soft shadows
2020-04-10 10:24:57 +02:00
Juan Linietsky
6a730ffeab Support light size and soft shadows 2020-04-09 15:11:15 -03:00
Bastiaan Olij
afc8c6391c Renaming all ARVR nodes to XR 2020-04-09 15:33:01 +10:00
Rémi Verschelde
23d786d6fb
Merge pull request #36919 from nekomatata/android-vulkan-rendering
Vulkan rendering support on Android
2020-04-09 00:16:26 +02:00
WARIO-MDMA
6d5c6ffbe0 Rename "GodotPhysics" to "GodotPhysics{2D,3D}" 2020-04-09 03:13:33 +10:00
Juan Linietsky
4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
PouleyKetchoupp
e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
Hugo Locurcio
bcaf853767
Tweak rendering quality property hint strings for consistency
- Include a performance indication for all hints, not just for
  non-default values.
- Fix leading/trailing whitespace in some property hints.
2020-04-07 20:01:13 +02:00
qarmin
b5fd03fc36 Free items before finishing rendering server 2020-04-07 19:12:07 +02:00
qarmin
853f677c7e Fixed leak with SpecularMergeShaderRD 2020-04-04 17:48:30 +02:00
Juan Linietsky
c54f80d35c Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.

Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
2020-04-04 11:44:28 -03:00
Rémi Verschelde
aeb95ef006
Merge pull request #37438 from clayjohn/VULKAN-sky-invert
Invert Sky subpass cubemap z direction
2020-04-03 15:59:26 +02:00
Ignacio Etcheverry
27ddb27da8 Fix C# bindings after recent breaking changes 2020-04-03 01:38:48 +02:00
Rémi Verschelde
6a38ce1b31
Merge pull request #37512 from reduz/implement-ssr
Re-Added screen space reflection.
2020-04-02 17:17:27 +02:00
Juan Linietsky
87c658b304 Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut
359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Rémi Verschelde
516b3bb88f Fix Clang warnings on Windows
Fixes #37490.
2020-04-01 16:28:20 +02:00
Rémi Verschelde
96e654335a
Merge pull request #37481 from ThakeeNathees/bind-method-typo
some typo in method binds fixed
2020-04-01 12:57:26 +02:00
Thakee Nathees
cb53b1d88e some typo in method binds fixed 2020-04-01 14:01:18 +05:30
Rémi Verschelde
0a2fa4d892 Fix more -Wmaybe-uninitialized warnings with target=release_debug
I have no idea why those don't get triggered in target=debug builds.

Fixes #37461.
2020-03-31 13:52:42 +02:00
Rémi Verschelde
e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
Rémi Verschelde
f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
clayjohn
be9235e499 Invert subpass cubemap z direction 2020-03-30 10:42:45 -07:00
Rémi Verschelde
eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Juan Linietsky
89e1263117 Move glow upscale quality to a global setting, for consistency 2020-03-30 10:46:03 -03:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Yuri Roubinsky
aa33db056a Prevent shader crash if multiple variables has been declared in 'for' 2020-03-28 19:51:42 +03:00
Rémi Verschelde
3f7fa93179
Merge pull request #37362 from reduz/audioserver-memory-cleanup
Remove the audio memory allocator, use regular one instead.
2020-03-28 15:49:48 +01:00
Rémi Verschelde
60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Rémi Verschelde
0c320a6bf3 More server renames for consistency after #37361 2020-03-28 13:20:48 +01:00
Juan Linietsky
16245f2c29 Remove the audio memory allocator, use regular one instead. 2020-03-27 20:36:43 -03:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
307b1b3a58
Merge pull request #37340 from reduz/rename-3d-nodes
Make 2D and 3D node names more explicit
2020-03-27 13:47:15 -03:00
Rémi Verschelde
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Rémi Verschelde
f48aeeeeef
Merge pull request #37347 from akien-mga/displayserver-fix-create-func
DisplayServer: Fix registration of GetRenderingDriversFunction
2020-03-27 15:51:29 +01:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Rémi Verschelde
f725bd99f4 Fix some -Wmaybe-uninitialized warnings
Namely:
```
modules/basis_universal/register_types.cpp: In function 'Ref<Image> basis_universal_unpacker(const Vector<unsigned char>&)':
modules/basis_universal/register_types.cpp:266:15: warning: 'imgfmt' may be used uninitialized in this function [-Wmaybe-uninitialized]
  266 |  image->create(info.m_width, info.m_height, info.m_total_levels > 1, imgfmt, gpudata);
      |  ~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
modules/basis_universal/register_types.cpp:255:39: warning: 'format' may be used uninitialized in this function [-Wmaybe-uninitialized]
  255 |    bool ret = tr.transcode_image_level(ptr, size, 0, i, dst + ofs, level.m_total_blocks - i, format);
      |               ~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```

```
servers/visual_server.cpp: In member function 'Error VisualServer::_surface_set_data(Array, uint32_t, uint32_t*, uint32_t, Vector<unsigned char>&, int, Vector<unsigned char>&, int, AABB&, Vector<AABB>&)':
servers/visual_server.cpp:636:15: warning: 'iw' may be used uninitialized in this function [-Wmaybe-uninitialized]
  636 |       copymem(&iw[i * 2], &v, 2);
      |               ^
```

```
core/image.cpp: In member function 'Error Image::generate_mipmap_roughness(Image::RoughnessChannel, const Ref<Image>&)':
core/image.cpp:1683:11: warning: 'roughness' may be used uninitialized in this function [-Wmaybe-uninitialized]
 1683 |     float roughness;
      |           ^~~~~~~~~
```
2020-03-27 14:33:06 +01:00
Martin Liska
c554677c95
Fix various -Wmaybe-uninitialized (#37352). 2020-03-27 13:57:20 +01:00
Rémi Verschelde
fe3566e190 DisplayServer: Fix registration of GetRenderingDriversFunction
Also improve `--help` output.
2020-03-27 11:07:32 +01:00
bruvzg
15a9f94346 Add macOS DisplayServer implementation.
Change global menu to use Callable, add support for check items and submenus.
2020-03-26 16:24:05 +01:00
Juan Linietsky
197cb4e771 Fixes to X11, still pretty broken 2020-03-26 15:50:00 +01:00
Juan Linietsky
9a5d15a2dc Implemented drag and drop across windows, both OS and embedded. 2020-03-26 15:49:46 +01:00
Juan Linietsky
047e0b7de5 Reworked tooltips to use the popup system. 2020-03-26 15:49:45 +01:00
Juan Linietsky
b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky
c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky
543fb1c4da Separate DisplayServer from OS on Windows 2020-03-26 15:49:41 +01:00
Juan Linietsky
f51fdc6eef Support for transient windows 2020-03-26 15:49:39 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
bruvzg
1ee27a6d9f
Rename conflicting variable to fix MoltenVK shader compilation. 2020-03-26 09:02:36 +02:00
Rémi Verschelde
641c85a54f
Merge pull request #37268 from clayjohn/VULKAN-sky-color
Replace subpass textures with color in sky shader
2020-03-24 19:22:55 +01:00
clayjohn
61c67cd5e1 Replace subpass textures with color in sky shader 2020-03-24 10:11:00 -07:00
Rémi Verschelde
9d24541597 Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
2020-03-24 09:50:51 +01:00
Rémi Verschelde
ed9a0d0484
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
Implement Sky Shaders
2020-03-22 20:03:35 +01:00
clayjohn
61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Yuri Roubinsky
50729e4e35 Fix incorrect shader block parsing 2020-03-20 17:24:00 +03:00
Yuri Roubinsky
a757bd7625 Allow to reassign local variables in shaders 2020-03-20 14:09:43 +03:00
Bastiaan Olij
c3fee7ba6c Add shader based background mode 2020-03-19 18:30:39 -07:00
Yuri Roubinsky
523dae6bba Fix shader TIME auto-completion 2020-03-19 21:42:06 +03:00
Yuri Roubinsky
ef6320d82a Removed old TIME references from shader_types 2020-03-19 19:09:15 +03:00
Yuri Roubinsky
dbffa2e0bb Makes shader 'TIME' available in custom functions by default 2020-03-19 17:58:39 +03:00
Yuri Roubinsky
387d6859d7 Show shader method out/inout qualifier in intellisense 2020-03-18 16:06:47 +03:00
Yuri Roubinsky
4709434227 Fix shader crash if passing const values to modf function 2020-03-18 14:07:35 +03:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Yuri Roubinsky
7a2c6a8c0e Enables passing out built-in parameter from parent function in shaders 2020-03-14 10:46:27 +03:00
luz.paz
7bf6e5f773 Fix various typos
Found via `codespell`
2020-03-11 13:59:18 -04:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rémi Verschelde
42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Rémi Verschelde
e89754fa1f
Merge pull request #36021 from YeldhamDev/intersects_touch_expose
Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
2020-03-04 20:32:20 +01:00
Rémi Verschelde
a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Michael Alexsander
8c8c48a7ad Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()' 2020-03-04 09:32:34 -03:00
Rémi Verschelde
2856740e6b
Merge pull request #36385 from kuruk-mm/some_static_asserts
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04 13:18:48 +01:00
Bastiaan Olij
f0b1edef8b Exposing get_tracker_id for ARVRPositionalTracker to GDScript 2020-03-04 10:22:26 +01:00
Mateo Dev .59
c933eb7acc Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert 2020-03-04 04:44:47 -03:00
Pedro J. Estébanez
9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Rémi Verschelde
c292aab247
Merge pull request #36691 from clayjohn/VULKAN-cubemap-roughness
Improve cubemap importance sampling
2020-03-02 19:32:19 +01:00
qarmin
1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
clayjohn
a422b8c497 Properly free reflection probe atlas 2020-02-29 23:26:57 -08:00
clayjohn
6bb5117955 Improve cubemap importance sampling 2020-02-29 17:16:50 -08:00
Rémi Verschelde
93dd3d29d2
Merge pull request #36679 from clayjohn/VULKAN-mem-leak
Remove minimum size for shadow atlas
2020-02-29 23:32:16 +01:00
clayjohn
03d46ea804 Remove minimum size for shadow atlas 2020-02-29 10:09:15 -08:00
Yuri Roubinsky
924a9bfd16 Fix shader's step hint range for integers 2020-02-29 09:56:02 +03:00
clayjohn
74f6e3e1aa Reduce descripter sets in cubemap filter 2020-02-28 09:07:09 -08:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
clayjohn
3e299aa225 Basic fast filtering implementation 2020-02-27 22:30:34 -08:00
Rémi Verschelde
a596d76156
Merge pull request #36627 from clayjohn/VULKAN-free
Properly free many Vulkan resources
2020-02-28 06:39:18 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
clayjohn
b616c728d7 Properly free many vulkan resources 2020-02-27 15:01:49 -08:00
Rémi Verschelde
3a7f1300ee
Merge pull request #36186 from Calinou/remove-vulkan-debugging-prints
Remove Vulkan debugging prints
2020-02-27 21:11:24 +01:00
Andrea Catania
3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rémi Verschelde
be4a516b77
Merge pull request #36428 from clayjohn/VULKAN-ref-probe-sky
Properly flip sky when rendering reflection probes
2020-02-26 18:59:50 +01:00
Rémi Verschelde
3a4c128f07
Merge pull request #36551 from AndreaCatania/navigation_destruction_flush
Flushes commands just before the navigation server is destroyed
2020-02-26 10:09:43 +01:00
Andrea Catania
c143b5c677 Flushes commands just before the navigation server is destroyed 2020-02-26 09:42:51 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde
2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
clayjohn
b0ff427a2a properly flip sky when rendering reflection probes 2020-02-21 11:42:00 -08:00
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Andrii Doroshenko (Xrayez)
fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Rémi Verschelde
49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Andrea Catania
79fc7d7d6a Added utility functions to the new NavigationServer:
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18 17:12:45 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Marcel Admiraal
b6c9c6261d Fix VisualServer bindings. 2020-02-17 07:07:28 +01:00
Yuri Roubinsky
a1da8560ee Fix shader crash if duplicated struct members created 2020-02-15 22:19:45 +03:00
Haoyu Qiu
d9b5cbdffa Fixes memory leaks in GdNavigationServer and RasterizerSceneHighEndRD 2020-02-15 14:25:32 +08:00
Marcin Zawiejski
2842c6a88c fix oob write when calling MultiMesh::set_instance_transform 2020-02-14 17:48:48 +01:00
Rémi Verschelde
415a901b68
Merge pull request #36194 from dragmz/dragmz/exit_crash_fix
Fix crash when closing project manager
2020-02-14 14:31:54 +01:00
Rémi Verschelde
79d42069a9
Merge pull request #36208 from akien-mga/warnings
Fix various GCC compilation warnings after Vulkan merge
2020-02-14 13:49:20 +01:00
Rémi Verschelde
d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
clayjohn
b878e5bbe8 Fix error flood with sky background 2020-02-13 16:31:21 -08:00
Marcin Zawiejski
17ea60bb92 fix crash when closing project manager 2020-02-13 22:03:46 +01:00
Yuri Roubinsky
41643e268e Prevent usage 'out' modifier on opaque shader types (textures currently) 2020-02-13 21:02:47 +03:00
Hugo Locurcio
71b74195de
Remove Vulkan debugging prints 2020-02-13 18:50:07 +01:00
Yuri Roubinsky
01de6513ac Fix bugs in shader swizzling 2020-02-13 18:11:21 +03:00
Yuri Roubinsky
ef51726ff3
Merge pull request #36176 from Chaosus/shader_fix_const_crash
Fix shader crash if pass const argument to 'out/inout' parameter
2020-02-13 17:00:37 +03:00
Yuri Roubinsky
516aa46fe5 Fix shader crash if pass const argument to 'out/inout' parameter 2020-02-13 16:15:08 +03:00
Rémi Verschelde
54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Yuri Roubinsky
4aa31a2851
Merge pull request #36141 from Chaosus/shader_struct_member_arrays
Added support for arrays as shader struct members
2020-02-12 20:12:05 +03:00
Yuri Roubinsky
6b99bda1e8 Added support for arrays as shader struct members 2020-02-12 17:10:20 +03:00
Rémi Verschelde
0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Haoyu Qiu
4c42fb0eb7 Fixes friend declaration tag mismatch 2020-02-12 17:41:30 +08:00
Yuri Roubinsky
6f162395ff Implementation of 'struct' for shaders 2020-02-11 20:00:42 +03:00
Rémi Verschelde
db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Yuri Roubinsky
21e3cc7bb8 [Vulkan] Fix shader crash if using multiple underscores in identifier names 2020-02-11 12:16:22 +01:00
Juan Linietsky
2049dec79e Added normalmap guided roughness mipmap generator, and a global roughness limiter. 2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5 Re-implemented screen space ambient occlusion 2020-02-11 12:15:46 +01:00
Juan Linietsky
ee1e89f8c0 Modified rendering to use cluster instead of foward 2020-02-11 12:15:27 +01:00
Juan Linietsky
f8b5c5f063 DOF fully implemented, can be edited on the fly. 2020-02-11 12:15:26 +01:00
Juan Linietsky
c05da81268 Mostly working DOF Bokeh 2020-02-11 12:15:04 +01:00
Juan Linietsky
f14defb6f9 WIP CameraEffects implementation (bokeh not working for now) 2020-02-11 12:15:03 +01:00
Juan Linietsky
bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00
Juan Linietsky
b859e69919 -Refactored post processing, re-added glow and added a mix blend mode. 2020-02-11 12:14:21 +01:00