Commit Graph

1834 Commits

Author SHA1 Message Date
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
clayjohn e530f49be2 Fix Specular Blinn in vulkan 2020-02-11 12:10:36 +01:00
Rémi Verschelde 6310354cde Vulkan: Fix false positive in ninepatch axis stretch code
Adapted from e4907e50fe,
supersedes and closes #34704.
2020-02-11 12:09:55 +01:00
Fabian Mathews ba6d9597cb Fixed error condition check for multimesh instance colors 2020-02-11 12:07:03 +01:00
Rémi Verschelde 4cac20aea3 Fix crash after rebase on the master branch
Apparently rasterizer is not initialized yet when this is called
the first time, so it crashes.
2020-02-11 12:06:20 +01:00
Matias Pierdomenico 0e20e349f1 Changed variable name in shader because it was too generic 2020-02-11 12:06:05 +01:00
Rémi Verschelde fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky b509c814fc Improved Voxel AO settings. 2020-02-11 12:05:05 +01:00
Juan Linietsky 4949d578f2 Dynamic objects in GIProbes are now affected by propagation parameter. 2020-02-11 12:05:05 +01:00
Juan Linietsky d6e4b45994 More correctly divide alpha by 8 for mipmaps, fixes voxel overocclusion. 2020-02-11 12:05:04 +01:00
Juan Linietsky 8deb977551 Changed SDF processing to smooth out shadows. 2020-02-11 12:05:03 +01:00
Juan Linietsky da0457fa29 Several fixes to GIProbes 2020-02-11 12:04:56 +01:00
Juan Linietsky 971ce680f2 Fixes to how anisotropy is handled, makes it work on nvidia. 2020-02-11 12:04:56 +01:00
Juan Linietsky f4948721e4 Fixed uninitialized memory bug in voxelizer 2020-02-11 12:04:54 +01:00
Juan Linietsky 2af701fa03 Use a different strategy to get textures from GPU (via buffers), for more compatibility. 2020-02-11 12:04:54 +01:00
Juan Linietsky 2c67cc654f AO support for GIProbe (right on time for Godot Sprint!) 2020-02-11 12:03:55 +01:00
Juan Linietsky 76c6f39d99 GIProbe now generates a distance field on bake using CPU, for better compatibility 2020-02-11 12:03:54 +01:00
Juan Linietsky 561b431d85 Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
Juan Linietsky 6ee2f5e6b6 More GIProbe work and fixes 2020-02-11 12:03:49 +01:00
bruvzg 26318f3bd1 Fix Vector3 ambiguities and out of bounds init. 2020-02-11 12:03:39 +01:00
Juan Linietsky fb739f9da7 Fixed display menu visualizations. 2020-02-11 12:03:24 +01:00
Juan Linietsky 965185c765 Better GIProbe quality settings. 2020-02-11 12:03:23 +01:00
Juan Linietsky fa548b052e Missing proper comparison for depth pre-pass. 2020-02-11 12:03:21 +01:00
Juan Linietsky acf0f6c8a7 GIProbes working. 2020-02-11 12:03:20 +01:00
Juan Linietsky 4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky 263bebe023 Untested support for compute shaders 2020-02-11 12:02:34 +01:00
Juan Linietsky b08f13d558 Skeletons are now working. 2020-02-11 12:02:17 +01:00
Rémi Verschelde e3b76fd040 Merge pull request #32281 from Chaosus/vk_shader_array_varying2
[Vulkan] Implement shader array support for varyings
2020-02-11 12:02:06 +01:00
Yuri Roubinsky bfa834a78a [Vulkan] Implement shader array support for varyings
Remake of #32175
2020-02-11 12:02:02 +01:00
Rémi Verschelde d08bf966eb Merge pull request #32280 from Chaosus/vk_shader_switch2
[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:59 +01:00
Yuri Roubinsky d51b7aafb5 [Vulkan] Implements switch flow control operator in shaders 2020-02-11 12:01:49 +01:00
Juan Linietsky bc3dbe8240 Properly working instancing, and compatibility fixing for old meshes 2020-02-11 12:01:33 +01:00
Juan Linietsky 123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky dc32083681 Proper texture reloading (was broken). 2020-02-11 12:01:25 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky 9d7b7f931b Reflection probes working 2020-02-11 12:01:21 +01:00
Juan Linietsky 69e83e4815 Directional light cleanup. 2020-02-11 12:01:21 +01:00
Juan Linietsky 88a7debbbc Directional lights and shadow mapping are functional. 2020-02-11 12:01:20 +01:00
Juan Linietsky 920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky 1d871f6226 Tonemapping ported (not all parameters supported yet, only enough to get correct color) 2020-02-11 12:01:09 +01:00
Juan Linietsky 2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Rémi Verschelde f7aa7927e7 Merge pull request #31527 from Chaosus/vk_shader_array_support2
[Vulkan] Implemented local shader arrays
2020-02-11 12:00:53 +01:00
Yuri Roubinski ef50752292 [Vulkan] Implemented local shader arrays 2020-02-11 12:00:46 +01:00
Rémi Verschelde 86d0d88b42 Merge pull request #31526 from Chaosus/shader_bug_vk2
[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:16 +01:00
Yuri Roubinski 47c0ef3308 [Vulkan] Fix ternary operator shader compiler expression 2020-02-11 12:00:10 +01:00
Yuri Roubinski 95e8375efb [Vulkan] Implemented do/while loops for shaders 2020-02-11 11:59:51 +01:00
Juan Linietsky 8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Juan Linietsky 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky dc3b47f3ab Vulkan/RD rasterizer now does clean exit. 2020-02-11 11:58:16 +01:00
Juan Linietsky b52a2f3dfa Fix comment 2020-02-11 11:58:11 +01:00
Rémi Verschelde 6289e7d147 Merge pull request #29993 from bruvzg/vulkan
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky 6ecedd1e6c Add a system to properly update materials if the uniform set is gone (likely deleted texture) 2020-02-11 11:53:29 +01:00
Juan Linietsky 4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Juan Linietsky c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky 60c7498cee Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out. 2020-02-11 11:53:29 +01:00
Juan Linietsky 0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky 8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky 50e9befb88 Changes to material required to add custom shaders in RD renderer 2020-02-11 11:53:28 +01:00
Juan Linietsky ef083a583b Modified light rendering to make it more compatible.
Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky a3f8ffac63 Use a special sampler for 2D shadows, so they are softer 2020-02-11 11:53:28 +01:00
Juan Linietsky f04359e70f 2D lighting seems more or less complete. 2020-02-11 11:53:28 +01:00
Juan Linietsky a7b2ac7bb1 Normalmapping and Specularmapping working in 2D engine
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky 92b27bccf1 Changed allocation strategy of CanvasItem draw commands.
They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.

This should improve performance considerably.
2020-02-11 11:53:28 +01:00
Juan Linietsky 24b16f3bf0 Fix crash on import. 2020-02-11 11:53:28 +01:00
Juan Linietsky e3905f9af3 Added ability to retrieve back textures stored on GPU 2020-02-11 11:53:28 +01:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky 1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky 42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 836c2109a0 Changed my mind on Vulkan image API, images should now include mipmaps
This should make it easier to obtain the data directly from an Image
2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky 9ffe57a10e Modify RenderingDevice to use RIDs, now that they are O(1) 2020-02-11 11:53:26 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Juan Linietsky 1522d8c3ee Added support for push constants 2020-02-11 11:53:26 +01:00
Juan Linietsky fd188ddd51 Initial work on Vulkan:
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
Duroxxigar 383c583a0b Documented the new NavigationServer and all its associated nodes (2D and 3D) 2020-02-10 15:24:06 +01:00
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde 6203c38fd1 Merge pull request #35993 from akien-mga/who-let-the-latency-out
Workaround WebM playback bug after AudioServer latency fixes
2020-02-08 15:36:50 +01:00
Rémi Verschelde 3a5f45a6d1 Merge pull request #35682 from nathanwfranke/canvas-cull-control-fix
Fix bug where canvas culls things at origin with size 0
2020-02-08 14:14:10 +01:00
nathanwfranke e5cb557b73 Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit
2020-02-07 14:43:27 -06:00
Rémi Verschelde da411d1625 Workaround WebM playback bug after AudioServer latency fixes
af9bb0ea15 fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.

While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.

As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.

This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.

Fixes #35760.
2020-02-07 21:01:05 +01:00
Rémi Verschelde cdce912de7
Merge pull request #35986 from Chaosus/shader_index
Allow non-constants for indexing builtin types in shaders
2020-02-07 20:45:57 +01:00
Rémi Verschelde a4b8dbdc0b
Merge pull request #35142 from clayjohn/GLES2-add-3d-textures
Add support for 3D textures to GLES2
2020-02-07 18:36:24 +01:00
Yuri Roubinsky 8469a383ec Allow non-constants for indexing builtin types in shaders 2020-02-07 18:41:26 +03:00
Yuri Roubinsky 3a70566b15 Prevent shader crash if invalid builtin used after array member accessor 2020-02-07 15:21:15 +03:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Yuri Roubinsky 2c4367441c Prevent shader crash when name conflict with "dus" and "__" occured 2020-02-01 12:38:52 +03:00
clayjohn 68915ce20d Add support for 3D textures to GLES2 2020-01-31 10:01:05 -08:00