Commit Graph

3608 Commits

Author SHA1 Message Date
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
Rémi Verschelde 22a09fef5d Merge pull request #65579 from ZuBsPaCe/fix-viewport-sibling-order
Sibling SubViewports must be rendered from top to bottom
2022-09-13 11:01:33 +02:00
Rémi Verschelde b853110890
Merge pull request #65653 from Chaosus/shader_completion_fix 2022-09-13 10:44:41 +02:00
Rémi Verschelde 0f3f8509ec
Merge pull request #65738 from BastiaanOlij/fix_ssao_ssil_memory_leak 2022-09-13 10:25:11 +02:00
Bastiaan Olij 873366cb2d Fix uniform buffer being created every frame is SSAO and SSIL half_size is different 2022-09-13 17:49:32 +10:00
clayjohn 96b7cb66df Fix multiwindow support in GLES3 for X11, Windows, and MacOS.
Instead of updating all viewports, then blitting all viewports
to the backbuffer, then swapping all buffers, we run through
all viewports and render, blit, and swap backbuffer before
going to the next viewport.
2022-09-12 17:30:50 -07:00
Rémi Verschelde 79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn 97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
jfons 74cdee4cb5 Add motion vectors support for MultiMeshInstance
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-12 15:28:12 +02:00
Rémi Verschelde f211869530
Merge pull request #65594 from clayjohn/SSR-dialectric 2022-09-12 14:23:04 +02:00
Bastiaan Olij b519d7619c Fixed MSAA initialisation in clustered forward renderer 2022-09-12 11:07:51 +10:00
Yuri Rubinsky e4a8646c19 Prevent duplicated hints in shader uniform completion 2022-09-11 15:21:43 +03:00
Johan Aires Rastén ddfa214d89 Allow emit_subparticle from start function
emit_subparticle was previously only allowed from the process function
in a particle shader, which seemed like an unnecessary limitation.
2022-09-11 14:02:36 +02:00
clayjohn 65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
ZuBsPaCe 3d08678e13 Sibling SubViewports must be rendered from top to bottom
Sibling SubViewports must be rendered in the same order as in the Scene Tree, from top to bottom. _sort_active_viewports() reversed their order.
Fixes #65545
2022-09-09 17:50:14 +02:00
Ricardo Buring 7b84444393 PhysicsServer2DExtension and PhysicsServer3DExtension: bind all methods (really) 2022-09-09 14:35:01 +02:00
Yuri Rubinsky d1be14a9cb
Merge pull request #65473 from Chaosus/shader_fix_completion 2022-09-07 21:23:39 +03:00
Rémi Verschelde 22b599819a Merge pull request #65475 from timothyqiu/bounds-check
Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with headless Godot
2022-09-07 17:53:19 +02:00
Haoyu Qiu eea02e50a7 Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with headless Godot 2022-09-07 21:31:16 +08:00
Yuri Rubinsky 47145800a6 Remove `shader_type` from completion (when it does not need any more) 2022-09-07 16:19:36 +03:00
Ricardo Buring 532e378cd9 Expose registration of physics servers to GDExtension
This exposes PhysicsServer2DManager and PhysicsServer3DManager.
2022-09-07 15:05:46 +02:00
Rémi Verschelde 019253512d
Merge pull request #65465 from rburing/physics_server_extension_bind 2022-09-07 14:50:02 +02:00
Ricardo Buring bf523b26b9 Bind all methods in PhysicsServer2DExtension, PhysicsServer3DExtension 2022-09-07 13:16:44 +02:00
Rémi Verschelde 5062aafc2d Merge pull request #64417 from aaronfranke/has-space
Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
2022-09-06 17:00:44 +02:00
ceLoFaN e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
Rémi Verschelde 6c818da55e
Merge pull request #65321 from rburing/physics_server_2d_extension
Create GDExtension classes for PhysicsServer2D
2022-09-05 12:44:58 +02:00
Aaron Franke 817ae95667
Replace AABB has_no_volume with has_volume
Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
Haoyu Qiu 52f290ae4d Fix crash when executing `CSGMesh3D.set_mesh` with headless Godot 2022-09-05 09:15:22 +08:00
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Ricardo Buring d22ff48b3d Create GDExtension classes for PhysicsServer2D
This allows a 2D physics server created entirely from GDExtension.
Based on the structure of PhysicsServer3DExtension by reduz.
2022-09-04 12:04:08 +02:00
Hugo Locurcio b83e0b6447
Use verbose prints when registering cameras in CameraServer
This prevents lines from being printed every time the editor or project
starts in the editor Output log.
2022-09-02 23:26:04 +02:00
Rémi Verschelde 3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde f81a4b2478 Merge pull request #65026 from bruvzg/dark_mode 2022-09-02 13:54:46 +02:00
Rémi Verschelde c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Jonathan Nicholl 15d057c521 Add `is_zero_approx` methods to `Vector2`, `3`, and `4` 2022-09-02 00:29:50 -04:00
Rémi Verschelde d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Rémi Verschelde 168f6ca63b Merge pull request #65216 from bruvzg/trim_fix 2022-09-01 23:50:20 +02:00
Rémi Verschelde 2e0cffdb6f Merge pull request #63479 from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
bruvzg f131b69032
[TextServer] Fix excessive space trimming. 2022-09-01 21:31:39 +03:00
Hugo Locurcio 699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
Rémi Verschelde 027415312e
Merge pull request #65132 from bruvzg/global_menu_shortcuts_context 2022-09-01 17:02:04 +02:00
kobewi 7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Bastiaan Olij 2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
Yuri Rubinsky 8191b3c110 Rename `uniform` to `parameter` across the engine 2022-09-01 11:42:57 +03:00
Rémi Verschelde 89f0886425
Merge pull request #65073 from bruvzg/trim_spaces
[TextServer] Add support for trimming edge spaces on line break.
2022-09-01 08:16:52 +02:00
bruvzg b85a4c5d79
[macOS] Handle accelerator and click events of the global menu items separately. 2022-09-01 08:13:56 +03:00
bruvzg 7aad14a4b6
[TextServer] Add support for trimming edge spaces on line break. 2022-09-01 08:11:55 +03:00
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
bruvzg 629ae58a80
Add support for system dark mode and accent color detection (macOS and Windows). Add support for dark mode title bar on Windows. 2022-08-31 11:37:01 +03:00
Rémi Verschelde c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Rémi Verschelde d58a1d65a9
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
Add a per-light volumetric fog energy property
2022-08-31 08:47:03 +02:00
Bastiaan Olij 708222bb9a Fix vector type for signed tangent in mobile shader 2022-08-31 16:35:54 +10:00
Haoyu Qiu ad6d6a7893 Remove unnecessary `print_line` in RendererDummy 2022-08-31 09:44:02 +08:00
Hugo Locurcio 09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Rémi Verschelde c1b178be38
Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation 2022-08-30 19:49:36 +02:00
Rémi Verschelde 02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Bastiaan Olij 9efff344b8 Dummy mesh support was added to the dummy renderer but incomplete. This completes it 2022-08-30 16:28:39 +10:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Ricardo Buring 219a582a15 Fix collision solving between world boundary and shapes in motion (2D) 2022-08-29 17:34:06 +02:00
sakrel 728fb6ea95
Fix updating OccluderPolygon shapes 2022-08-29 03:51:53 +02:00
Ricardo Buring da37540d97 Fix collision solving between world boundary and motion shape 2022-08-27 19:51:14 +02:00
Josh Jones 3dd59013f4 Added node for Navigation links 2022-08-26 22:05:15 -07:00
Rémi Verschelde 4808d01b2b
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +02:00
Rémi Verschelde f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Rémi Verschelde 4f60fd0480
Merge pull request #64777 from bruvzg/extend_to_title
[macOS] Extend editor contents to the window title bar for better space usage.
2022-08-26 23:03:31 +02:00
Micky 59e11934d8 Rename `str2var` to `str_to_var` and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
bruvzg bc4ba6cb78
[macOS] Extend editor contents to the window titlebar for better space usage. 2022-08-26 15:12:43 +03:00
fabriceci f8cc88fab3 Restore RigidBody2/3D, SoftBody names in physics 2022-08-26 12:26:25 +02:00
Rémi Verschelde 7013c68619
Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 2022-08-26 11:59:07 +02:00
Micky 723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
Hugo Locurcio 45bc1a3790
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
This improves texture sharpness when TAA and/or FXAA are enabled,
without requiring manual user intervention.
2022-08-25 19:38:18 +02:00
Rémi Verschelde 5d78ab4388
Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errors
Fix typo in RendererSceneCull which caused mesh_free errors
2022-08-25 18:54:25 +02:00
Rémi Verschelde af88438c71
Merge pull request #64354 from Mickeon/rename-navigation-distance 2022-08-25 18:35:23 +02:00
Rémi Verschelde 33bf609d79
Merge pull request #64820 from Chaosus/shader_fix_varyings 2022-08-25 18:02:38 +02:00
Yuri Rubinsky d4a10e7e04 Allow using integer varyings with `flat` interpolation modifier 2022-08-25 13:21:02 +03:00
Rémi Verschelde fa80064779
Merge pull request #64607 from RandomShaper/safe_audio_threading 2022-08-25 10:12:25 +02:00
Rémi Verschelde 4698dc67b5
Merge pull request #64082 from KoBeWi/array3k 2022-08-24 16:05:59 +02:00
Rémi Verschelde 96194628df
Merge pull request #64346 from firefly2442/patch-1 2022-08-24 14:36:07 +02:00
kobewi f7f4873ed0 Replace Array return types with TypedArray 3 2022-08-24 12:53:36 +02:00
Rémi Verschelde 91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
kobewi 1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Rémi Verschelde be5c1e2737
Merge pull request #64719 from akien-mga/property-slasher 2022-08-23 18:16:59 +02:00
Rémi Verschelde 8317ff74d6
Merge pull request #63091 from MinusKube/editor-window-render-bug 2022-08-23 12:59:34 +02:00
Rémi Verschelde 7764151bc1 Rename properties unnecessarily using slash (`/`) in their names
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.

Part of #17558.
2022-08-23 11:57:43 +02:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
tefusion a2c422a6da Fix typo in RendererSceneCull
Frees skeleton 3d gizmo now correctly
2022-08-22 22:09:56 +02:00
Rémi Verschelde 1f61d47766
Merge pull request #64339 from YuriSizov/core-multilevel-validate-property 2022-08-22 21:39:48 +02:00
Rémi Verschelde 7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Yuri Sizov 1a24c9e14b Make `_validate_property` a multilevel method 2022-08-22 18:35:11 +03:00
Rémi Verschelde 5193332d10
Merge pull request #64343 from TokageItLab/priority-ph 2022-08-22 17:31:23 +02:00
Omar El Sheikh 61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Hugo Locurcio 0c5f254956
Merge pull request #64110 from Geometror/fix-light-shadow-off 2022-08-20 17:06:03 +02:00
Yuri Rubinsky 499fd0a4e7 Add `defined` keyword support to shader preprocessor 2022-08-20 11:26:59 +03:00
Max Hilbrunner 5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
Hendrik Brucker 18585c69b3 Fix OmniLight/SpotLight shadow opacity calculation 2022-08-20 01:05:44 +02:00
clayjohn bbbcdd725a Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone 2022-08-19 14:50:12 -06:00
Yuri Rubinsky 8779f51a5e
Merge pull request #63960 from bitsawer/fix-macro-expansion 2022-08-19 23:37:47 +03:00
Max Hilbrunner 019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Max Hilbrunner 117c530e1d
Merge pull request #64342 from clayjohn/DOF-scale
Properly scale depth in bokeh_dof effect
2022-08-19 21:16:32 +02:00
Pedro J. Estébanez 9d546bf05a Make audio thread control flags safe 2022-08-19 13:28:10 +02:00
Yuri Rubinsky 35cfaafda8
Merge pull request #64459 from Chaosus/shader_elif 2022-08-19 07:01:22 +03:00
Max Hilbrunner 420a8c888e
Merge pull request #63950 from bruvzg/menu_bar3
Implement MenuBar control to wrap Popup menus or native menu, use native menu for editor.
2022-08-19 01:24:24 +02:00
bruvzg 8c56a7416b
Implement `MenuBar` control to wrap `PopupMenu`s or native menu, use native menu for editor. 2022-08-18 22:25:44 +03:00
Aaron Franke f91934872d
Use a const ref for the bone AABB in rendering code 2022-08-18 12:20:11 -05:00
Max Hilbrunner 462bb3bf32
Merge pull request #64534 from YuriSizov/docs-navigation-takes-a-nap
Fix a typo in navigation server documentation
2022-08-18 16:59:18 +02:00
Clay John 982ff7d925
Merge pull request #64416 from aaronfranke/aabb
Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
Silc Renew b31115cdc1 Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Yuri Sizov bedaa2b535 Fix a typo in navigation server documentation 2022-08-17 17:05:46 +03:00
Yuri Rubinsky 13ab70ed2a Add `elif` directive to shader preprocessor 2022-08-15 22:06:49 +03:00
Aaron Franke e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server 2022-08-14 23:30:48 -05:00
Yuri Rubinsky 22df2c527b Implement coloring for disabled branches in the shader editor 2022-08-14 13:57:26 +03:00
Omar El Sheikh 78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
Patrick 2b93f44739 small typo in TextServer, changes bitwise to logical which can be faster in some cases via "short circuiting" 2022-08-13 07:44:41 -06:00
Micky b62d06fbed Rename Navigation's `neighbor_dist` to `neightbor_distance`
NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)

NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`

Also changes their parameters' names.

Doesn't affect "Agent.neighborDist_" in Agent.h
2022-08-13 12:40:55 +02:00
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
clayjohn 7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Yuri Rubinsky f2a6168414
Merge pull request #64310 from Chaosus/shader_texture_funcs 2022-08-12 21:28:22 +03:00
Yuri Rubinsky e21aad968d Add `textureQueryLod/Levels` functions to the shader language 2022-08-12 20:44:57 +03:00
Yuri Rubinsky 7822fbc9e2 Add `textureProjGrad` function to the shader language 2022-08-12 12:01:37 +03:00
Hugo Locurcio ff9118d103
Merge pull request #64225 from Calinou/3d-scaling-bilinear-use-negative-mipmap-bias 2022-08-11 21:41:37 +02:00
clayjohn 7c848ee591 Detect if VRS supported before creating default VRS texture 2022-08-10 13:27:19 -06:00
Hugo Locurcio b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
Silc Renew 7331295523 add get_depth() to KinematicCollision3D as same of 2D 2022-08-10 10:33:58 +09:00
MinusKube be09a87ff9 Fix viewport sorting being wrong on parent/child relation 2022-08-10 01:23:23 +02:00
Rémi Verschelde 29422b60f1
Merge pull request #64146 from smix8/fix_editor_disabled_navigationserver_4.x 2022-08-10 00:03:39 +02:00
clayjohn 028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.

In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
smix8 d254f0fa5f Add NavigationServer2D debug functions
Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users.
2022-08-09 12:21:45 +02:00
smix8 8bfea7dcb4 Fix Editor Navigation debug edge connection visuals
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
2022-08-09 11:59:31 +02:00
Bastiaan Olij f50f0844e9 Fix resource leaks in VoxelGI 2022-08-09 15:18:03 +10:00
bruvzg e7464e7a30
Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
Rémi Verschelde afeb7572e3
Merge pull request #64078 from Nosliwnayr/master 2022-08-08 15:38:41 +02:00
Rémi Verschelde 8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Ryan Heath 9d4e5a466e Add area monitor callback error checking 2022-08-07 13:47:03 -07:00
Rémi Verschelde f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
Hendrik Brucker b8d5f4bdd5 Allow vec2 and vec4 for reflect and refract 2022-08-07 18:03:16 +02:00
Hugo Locurcio baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
bitsawer 691e067ef5 Fix shader preprocessor macro expansion 2022-08-05 17:41:24 +03:00
Juan Linietsky f999f52f0a Add a Framebuffer cache
Adds a FramebufferCache singletion that operates the same way as UniformSetCache.

Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:

```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
Hugo Locurcio db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Rémi Verschelde 52bfae1741
Merge pull request #63918 from akien-mga/no-s3tc-for-mobile 2022-08-04 21:40:45 +02:00
Rémi Verschelde 8a9700c8a7 Force disable S3TC support on Android/iOS since we don't handle it
Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04 18:27:56 +02:00
Brian Semrau 103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
Rémi Verschelde fdceece7f8
Merge pull request #63899 from bruvzg/hb_510
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification.
2022-08-04 09:12:05 +02:00
bruvzg 2980c0d60c
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification. 2022-08-04 09:10:16 +03:00
Rémi Verschelde 036258b1e9
Merge pull request #61918 from KoBeWi/static_body
Add static methods to create RayQueryParameters
2022-08-04 07:37:32 +02:00
Hugo Locurcio d2271eb300
Improve error message when the requested V-Sync mode cannot be used 2022-08-04 00:15:09 +02:00
Rémi Verschelde 2c0c76c415
Merge pull request #61851 from Calinou/particles-default-global-coordinates 2022-08-03 11:38:23 +02:00
Rémi Verschelde b27f06550c
Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso 2022-08-03 11:37:28 +02:00
Rémi Verschelde 15fdf7bc86
Merge pull request #58611 from Calinou/ssr-fix-blend-margin
Fade screen-space reflection towards inner margin
2022-08-03 07:54:59 +02:00
Yuri Rubinsky 988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint 2022-08-03 08:05:19 +03:00
Hugo Locurcio d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
Hugo Locurcio d38671827b
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Marc Gilleron 779a5cd34a Allow shading language to use `switch` statement with uints 2022-08-02 23:08:41 +01:00
Hugo Locurcio 84076513b1
Use global coordinates for particles by default
Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.

This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00
Rémi Verschelde f450f242b9
Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-width 2022-08-02 21:00:01 +02:00
Patrick Exner fe5901310e Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) 2022-08-02 17:30:41 +02:00
bruvzg 4373a0bb86
[TextServer] Add ICU Unicode security and spoofing detection. 2022-08-02 15:37:49 +03:00
Rémi Verschelde b7346e5025
Merge pull request #53956 from bruvzg/icu_uax_31 2022-08-02 08:54:19 +02:00
bruvzg 5aa48b6ae5
[TextServer] Implement ICU/UAX 31 based `is_valid_identifier` function. 2022-08-02 08:30:20 +03:00
Rémi Verschelde 8cce479c01
Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture
Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Rémi Verschelde bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde 2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde 8de2cc04a7
Merge pull request #63793 from RandomShaper/fix_unbound_resource
Fix uniform set creation error due to null RID
2022-08-02 07:10:20 +02:00
Hugo Locurcio 813f6a5d57
Add `hint_transparent` to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
Rémi Verschelde 67c5741c03
Merge pull request #63767 from kubecz3k/fix/headless-collision 2022-08-01 22:04:09 +02:00
Pedro J. Estébanez 2df767d31e Fix uniform set creation error due to null RID 2022-08-01 21:59:13 +02:00
Yuri Rubinsky 9ec6de1767
Merge pull request #63766 from Chaosus/fix_shader_instance_uniform 2022-08-01 15:04:54 +03:00
Yuri Rubinsky 81c44718ca Fix passing values to the instance uniforms in the shader 2022-08-01 13:45:29 +03:00
Jakub Grzesik 3c55637459 fix for headless collision shape generation
this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
2022-08-01 12:38:07 +02:00
Rémi Verschelde 121d6fdace
Merge pull request #63754 from BastiaanOlij/storage_struct_private
Changed storage structs to private
2022-08-01 09:37:36 +02:00
Rémi Verschelde de53e91b85
Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-inject
Tweak default fog settings for better appearance
2022-08-01 07:55:53 +02:00
Rémi Verschelde 677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
Bastiaan Olij 81c6f73109 Changed storage structs to private 2022-08-01 11:59:14 +10:00
Hugo Locurcio e35e79b802
Tweak default fog settings for better appearance
- Increase the default non-volumetric fog density to 0.01 to make
  adjustments more visible.
- Use a less saturated non-volumetric fog color by default
  (a mix of the sky and horizon colors of the new default
  ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
  in more realistic appearance of volumetric fog, at a very low
  performance cost.
2022-08-01 02:04:20 +02:00
clayjohn 0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio a0795b4347
Tweak VoxelGI defaults for better quality
Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.

- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-31 18:05:24 +02:00
smix8 30c6fff214 Fix Navigation Debug always enabled
Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off.
2022-07-31 05:44:39 +02:00
Hugo Locurcio 0e26fee3b7
Make Decal's `modulate` property affect emission color as well
This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.

- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
LinuxUserGD 6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +02:00
Rémi Verschelde 7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Rémi Verschelde 5352cf8e2f
Merge pull request #46557 from asmaloney/remove-impossible-condition
Remove impossible condition in RenderingServer::mesh_surface_make_offsets_from_format
2022-07-29 16:56:48 +02:00
Andreas Raddau dfc6035ce1 Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Pedro J. Estébanez 278950f731 Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
Rémi Verschelde 8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8 c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Rémi Verschelde 2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
Restructure environment in render implementation
2022-07-29 08:05:40 +02:00
Bastiaan Olij f579125eeb Restructure environment in render implementation 2022-07-29 12:24:32 +10:00
Rémi Verschelde 8e0f328a80
Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename 2022-07-28 20:34:17 +02:00
Rémi Verschelde 1c820f19b1
Merge pull request #60957 from DeeJayLSP/sample_pcm 2022-07-28 19:51:08 +02:00
DeeJayLSP 4889659227 Rename AudioStreamSample to a more discoverable name 2022-07-28 13:53:36 -03:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Hugo Locurcio e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Rémi Verschelde 82811367cb
Merge pull request #63571 from RandomShaper/conservative_validate_vrs 2022-07-28 15:34:47 +02:00
Pedro J. Estébanez 5f71b55380 Improve handling of the format of the VRS image
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
- Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
2022-07-28 12:24:03 +02:00
Rémi Verschelde 199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Bastiaan Olij 1dd671014b Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
Hugo Locurcio aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
Rémi Verschelde bb94e16bd8
Merge pull request #63406 from Zylann/init_viewport_fields 2022-07-27 12:29:05 +02:00