Commit Graph

1936 Commits

Author SHA1 Message Date
Aaron Franke a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
Rémi Verschelde fb01d057af
doc: Sync classref with current source 2021-01-28 11:26:37 +01:00
Winston Yallow 9684bc40df
Correctly expose transform as 3D transform 2021-01-27 14:57:01 +01:00
Gordon MacPherson 86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
reduz 280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
clayjohn 7323cbab4b Add named resources and debug labels in RenderDoc 2021-01-25 20:04:13 -08:00
reduz 51d8e32c93 Implement shadow meshes
-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-25 15:03:15 -03:00
reduz a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz 6fe342478b Several GI related optimizations and fixes
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.
2021-01-24 19:29:07 -03:00
clayjohn 561de937b1 Use Interleaved gradient noise for shadow samples 2021-01-21 07:47:01 -08:00
Rémi Verschelde a9b151c664
Merge pull request #44668 from clayjohn/VULKAN-downsample
Use cubemap downsampler for reflection mipmaps
2021-01-20 20:41:47 +01:00
reduz 099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
reduz 7008e3c6ea Shader optimizations to reduce VGPR usage and increase occupancy 2021-01-19 23:31:02 +01:00
Sean LaPlante 17ac012728
Fixes #45025 - Protects _last_mix_time and _last_frame_time with the AudioDriver lock() and unlock() methods 2021-01-16 13:10:05 -05:00
Rémi Verschelde 011d201046
Merge pull request #43923 from madmiraal/fix-43588
Fix cast_motion sometimes failing
2021-01-14 20:44:19 +01:00
Rémi Verschelde 0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Rémi Verschelde af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Yuri Roubinsky ef941a6500 Renamed `emit_particle` to `emit_subparticle` shader function 2021-01-12 09:41:08 +03:00
Yuri Roubinsky fcc5d67b03 Fix shader uniform instances compilation 2021-01-11 17:46:33 +03:00
Rémi Verschelde a33dc4274c
Merge pull request #45066 from Chaosus/shader_fix_uniform_crash
Prevent editor crash due to modify the order of non-instance shader uniforms by instance uniforms
2021-01-11 14:58:55 +01:00
Yuri Roubinsky 289cc89a39 Prevent crash due to assigning incorrect order of instance uniform 2021-01-10 10:52:30 +03:00
Yuri Roubinsky fdfddbdc3c Fix LIGHT compilation for canvas shader 2021-01-09 23:22:59 +03:00
Aaron Franke 1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Marcel Admiraal 7653b8cc1e Fix multiple issues with one-way collisions
For RigidBodies, uses the collision normal determined by relative motion
to determine whether or not a one-way collision has occurred.

For KinematicBodies, performs additional checks to ensure a one-way
collision has occurred, and averages the recovery step over all collision
shapes.

Co-authored-by:    Sergej Gureev <sergej.gureev@relex.fi>
2021-01-07 09:22:39 +00:00
reduz cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
reduz 446618cf94 Change the light attenuation formulas.
-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
reduz 77bc3e9ac3 Threaded optimizations to cull and render
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
reduz 5d2a1d7892 Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
reduz 9a2f18f8e7 Reorganize renderer code.
So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde 00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
Hendrik Brucker ec6fc059b7 fix inconsistent normal map shader variable naming 2021-01-04 14:08:01 +01:00
Rémi Verschelde a408622c06
Merge pull request #44530 from clayjohn/VULKAN-framebuffer-error
Use basic uniform set for depth prepass
2021-01-04 09:34:27 +01:00
clayjohn 0015260c4b SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
Muller-Castro 31dd07ba30 Typo correction
simple typo correction
2021-01-02 02:27:12 -03:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
K. S. Ernest (iFire) Lee dff1d8d7b0 Expose gltf2 eight weights. 2020-12-29 05:28:00 -08:00
Marcel Admiraal b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
Rémi Verschelde 6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde 058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rémi Verschelde 1f7d6ba736
Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanup
Cleanup leftover functions from adding SSAO
2020-12-27 10:53:23 +01:00
Yuri Roubinsky ef4e625918
Merge pull request #44705 from Chaosus/shader_fix_array_postinit
Fix using post-init shader array constructors
2020-12-27 08:26:31 +03:00
clayjohn 34cfe1cc40 Cleanup leftover functions from adding SSAO 2020-12-26 16:33:07 -08:00
reduz 548524152e Rewrite culling to be more cache/thread friendly.
-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
2020-12-26 19:11:33 -03:00
Yuri Roubinsky bc0e8e7a21 Fix using post-init shader array constructors 2020-12-27 01:07:24 +03:00
Yuri Roubinsky fb16b1e39b
Merge pull request #44436 from Chaosus/shader_const_switch
Added support for constants in shader `case` and array size declaration
2020-12-27 00:55:45 +03:00
clayjohn 28d0f8a455 Use cubemap downsampler for reflection mipmaps 2020-12-24 16:39:17 -08:00
Juan Linietsky 545c894614
Merge pull request #44656 from reduz/cull-fixes-and-optimizations
Cull fixes and optimizations
2020-12-24 14:01:19 -03:00
Rémi Verschelde ecda989c85
Merge pull request #44649 from lyuma/bone_aabb_blendshapes
Fix blendshapes and calculation of bone_aabbs
2020-12-24 17:20:07 +01:00
reduz 1bebb2ba05 Cull fixes and optimizations 2020-12-24 12:18:28 -03:00
lawnjelly 6d687de9b8 Fix BVH to world_aabb, and call update
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24 11:19:50 +00:00
Rémi Verschelde 6063af6788
Merge pull request #44641 from reduz/get-frame-setup-time
Add API to get frame setup time on CPU
2020-12-24 10:07:54 +01:00
Lyuma d976003b16 Fix blendshapes and calculation of bone_aabbs
Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-24 00:01:07 -08:00
clayjohn 3a8c99a10b Use basic uniform set for depth prepass 2020-12-23 20:23:51 -08:00
Juan Linietsky 3fdf4bfe71
Merge pull request #44623 from reduz/rewrite-renderer-indexer
Replace Octree by DynamicBVH in cull code
2020-12-24 00:20:45 -03:00
reduz 7219f37cb5 Add API to get frame setup time on CPU
Needed for benchmarks
2020-12-24 00:13:52 -03:00
reduz f910e9f70c Bind viewport measure functions 2020-12-23 20:40:19 -03:00
reduz 83058597cf Replace Octree by DynamicBVH in cull code
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
Rémi Verschelde c4c211c3b7
Merge pull request #44605 from madmiraal/rename-control-margin
Rename Control margin to offset
2020-12-23 18:24:00 +01:00
Marcel Admiraal 4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Rémi Verschelde 8ad0ff8ae5
Merge pull request #44487 from bruvzg/ctl_fixes_2
[CTL] Fix RTL scrolling and tabs selection.
2020-12-23 01:15:29 +01:00
Rémi Verschelde 6e43c68e40
Merge pull request #44182 from clayjohn/ASSAO
Replace SAO with ASSAO as Godot's new SSAO
2020-12-22 11:27:25 +01:00
clayjohn 44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Rémi Verschelde 1a04dcc324
Merge pull request #44566 from madmiraal/fix-redefined-default-parameter
Ensure default value in _render_shadow is the same as parent
2020-12-21 12:07:04 +01:00
bruvzg cc4d6eb7f6
Improve fill aligned text hit testing. 2020-12-21 11:57:35 +02:00
Marcel Admiraal efea408d23 Ensure default value in _render_shadow is the same as parent
Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
2020-12-21 09:36:20 +00:00
Marcel Admiraal fdf92ca298 Rename XRPositionalTracker methods
Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
2020-12-21 06:32:53 +00:00
bruvzg 7d5a8ea0e9
Always include space characters (including tabs and other space-like chars) into selection rectangles. 2020-12-21 07:49:26 +02:00
Rémi Verschelde bccbd4be90
Merge pull request #44261 from madmiraal/rename-trackerhand-enums
Rename TrackerHand enums
2020-12-21 00:26:44 +01:00
Exxion 583ab9ce7a Fixes collisions in Godot 3D physics 2020-12-19 21:52:33 -05:00
Rémi Verschelde e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
Rémi Verschelde 2797c2a74c
Merge pull request #33207 from Calinou/increase-camera-default-zfar
Increase the default Camera Zfar to 4000
2020-12-19 15:32:32 +01:00
Hugo Locurcio 7ae487d2bb
Increase the default Camera Zfar to 4000
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.

This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).

This change was also applied to the editor, but it will only
apply to newly created scenes.

This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
reduz 666d5f3431 Fix error spam on wrong attachment
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal 2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz 7bf90c7888 Improved shadow rendering efficiency
-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Rémi Verschelde c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Yuri Roubinsky fe4c8e387b Added support for constants in shader `case` and array size declaration 2020-12-17 11:51:18 +03:00
Rémi Verschelde 9e49dbda2a
Merge pull request #44360 from bruvzg/ctl_punct_word_break
Add word breaks on punctuation characters.
2020-12-17 09:02:01 +01:00
reduz bf77016c8a Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
Rémi Verschelde 92d4deedaa
Merge pull request #44286 from clayjohn/VULKAN-fixes
Fixes to recent Vulkan errors
2020-12-15 23:20:29 +01:00
Marcel Admiraal 9bc62bf449 Remove Generic6DOFJoint precision property 2020-12-15 10:14:48 +00:00
Rémi Verschelde ddbdafbcf1
Merge pull request #44112 from winterpixelgames/PR-more-deterministic-and-reliable-2d-physics
make 2d constraint solving more deterministic by solving in push order
2020-12-15 08:45:30 +01:00
bruvzg 06ae77a320
Add word breaks on punctuation characters. 2020-12-14 11:36:13 +02:00
bruvzg c1d261fdb0
[Complex Text Layouts] Add variable fonts support. 2020-12-13 18:43:39 +02:00
clayjohn 775e3db2e1 Fixes to recent Vulkan errors 2020-12-10 22:47:53 -08:00
Rémi Verschelde 9263f8eb4b
Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.

The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-10 23:14:04 +01:00
Marcel Admiraal e40ab06599 Rename TrackerHand enums
Renames:
TRACKER_LEFT_HAND -> TRACKER_HAND_LEFT
TRACKER_RIGHT_HAND -> TRACKER_HAND_RIGHT
2020-12-10 10:30:45 +00:00
Rémi Verschelde 114f97ff11
Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora 2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
bruvzg 644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde c0e6962aa0
Merge pull request #44164 from madmiraal/g6dof-use-default-copy
Fix inconsistent Joint3DSW copy constructor and assignment declarations
2020-12-08 09:41:27 +01:00
reduz 2748b9a10d Add support for low-end 3D rendering.
-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-07 20:50:57 -03:00
Marcel Admiraal c013361bdc Fix inconsistent Joint3DSW copy constructor and assignment declarations 2020-12-07 16:29:58 +00:00
bruvzg 0ef483e9a9
[Complex Text Layouts] Performance optimizations. 2020-12-07 08:53:02 +02:00
Marcel Admiraal a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
Rémi Verschelde 744ab88884
Merge pull request #36382 from aaronfranke/unhide-the-hidden
Unhide hidden members by renaming them and rebind Mesh enums
2020-12-05 13:19:30 +01:00
Yuri Roubinsky 245d4af10c Frees CanvasShaderSDF reference (prevents warning at startup) 2020-12-05 11:28:44 +03:00