Commit Graph

1470 Commits

Author SHA1 Message Date
Rémi Verschelde 46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
Hugo Locurcio 89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
Yuri Roubinsky 5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
Hugo Locurcio 36106dba3b
Remove unused struct fields in VoxelGIData
This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio 0beacf2ce8
Remove unused code in GI shaders 2021-11-28 22:58:54 +01:00
Hugo Locurcio 565f9c0448
Use 16-bit depth to improve dynamic VoxelGI performance
In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
2021-11-28 18:51:36 +01:00
Hugo Locurcio 989a7d9270
Allow disabling the depth prepass in the Vulkan Clustered backend
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
2021-11-27 17:54:45 +01:00
Nathan Franke dd30253cdc
PackedByteArray, Array slice end exclusive, rename subarray to slice 2021-11-26 22:13:12 -06:00
Yuri Roubinsky 0f1f002e74 Fix `TIME` using in custom functions of particle shader 2021-11-26 19:03:01 +03:00
Rémi Verschelde 4813abc6e7
Merge pull request #55311 from Chaosus/fix_uniform_array
Fix uniform array alignment to fix a bug
2021-11-26 08:25:14 +01:00
Yuri Roubinsky 43d999e346 Fix uniform array alignment to fix a bug 2021-11-25 23:38:08 +03:00
Hugo Locurcio c73a51fd55
Remove disabled debug code in ClusterBuilderRD 2021-11-25 20:28:50 +01:00
bruvzg b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
Rémi Verschelde 547c270777
Merge pull request #51679 from Je06jm/fsr
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
bruvzg 5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK. 2021-11-24 09:16:16 +02:00
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
Yuri Roubinsky f4c0e90fd9 Allow passing non-variable constant to const function param in shaders 2021-11-19 12:14:13 +03:00
jfons 4c4b6620a0 Fix Depth-Prepass transparency mode
Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn 358820c4b7 Fix SRGB conversions in Vulkan Renderer 2021-11-16 20:56:13 -08:00
Yuri Roubinsky df3b42411d Fix broken light_compute in mobile renderer 2021-11-13 17:24:31 +03:00
Brian Semrau 716e15cd26 Fix multimesh still drawing when visible instances is zero 2021-11-12 21:51:14 -05:00
Yuri Roubinsky 826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
Yuri Roubinsky a45ae7b1c7 Fix shader crashing when using `ALBEDO` or `ALPHA` in light function 2021-11-11 11:59:30 +03:00
NHodgesVFX dbe366a830 add more OpenGL attributes 2021-11-08 20:12:11 -05:00
Dominic-ATOR d7a4187b05 Implement CameraEffects override_exposure 2021-11-08 21:14:56 +00:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Hugo Locurcio 91aa7cf1da
Decrease the default VoxelGI quality to improve performance
On a GeForce GTX 1080 in 2002×1447 resolution, decreasing VoxelGI quality
from High to Low quality saves 1.2 ms of GPU time in a medium-sized
test scene. This only results in a minor drop in quality.
2021-11-06 19:40:52 +01:00
Brian Semrau 4a1c28460e Fix materials not updating when texture replaced/deleted 2021-11-01 15:33:59 -04:00
Rémi Verschelde 210e6cc167
Merge pull request #54459 from rxlecky/fix-multimesh-buffer-overflow-53603 2021-11-01 11:18:11 +01:00
SeleckyErik 6b04f08b28 Fix multimesh buffer overflow in RendererStorageRD 2021-10-31 18:48:51 +01:00
M. Huri 4052d85d05 Repaired mistyped of 'threshold' on several files. 2021-10-31 22:11:42 +07:00
Rémi Verschelde d6f972fad4
Merge pull request #54403 from briansemrau/fix-small-fogvolume
FogVolume don't dispatch compute with zero-dimension groups
2021-10-31 09:12:10 +01:00
Brian Semrau 8f75ad4df2 Don't use Texture image caches if they are rendered to 2021-10-30 13:34:39 -04:00
Rémi Verschelde 6b0b1a4c04
Merge pull request #54405 from JFonS/fix_instance_index
Fix instance index in forward clustered shader
2021-10-30 14:22:22 +02:00
Brian Semrau 346e497959 Disallow compute dispatch with zero dimensions. 2021-10-30 02:39:25 -04:00
clayjohn 4d1d2b3900 Weight glow samples to reduce fireflies 2021-10-29 21:41:57 -07:00
jfons 6db13d3231 Fix instance index in forward clustered shader 2021-10-30 02:53:09 +02:00
Yuri Roubinsky 4da0de0085 Fix error spammed to output if `FogVolume` is setted to scene 2021-10-29 23:24:01 +03:00
Yuri Roubinsky a6ddfecc9f Fix crash when opening a converted `FogMaterial` 2021-10-29 14:18:38 +03:00
clayjohn 1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Rémi Verschelde f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands 2021-10-28 17:10:52 +02:00
Rémi Verschelde e2deec67b9
Merge pull request #54222 from JFonS/instance-fade 2021-10-28 16:05:55 +02:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Joan Fons 95bc9c40d9 Fix shadow disabling on mobile renderer 2021-10-26 15:37:22 +02:00
jfons c46d1ea2b2 Fix shadow disabling settings
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
JFonS c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
Rémi Verschelde 3bebbcacdb
Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering 2021-10-22 19:34:09 +02:00
Hugo Locurcio e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Yuri Roubinsky 9142df46b3 Fix built-in texture samplers passing for spatial shader mode 2021-10-21 12:32:32 +03:00
Yuri Roubinsky 5a354aaf6d Prevent a rendering crash and error spam for uniform texture array 2021-10-20 21:30:27 +03:00
Rémi Verschelde 244faf5588
Merge pull request #53972 from zedutch/fix-shader-time-update
Fix shaders using `TIME` not continuously updating
2021-10-19 16:37:55 +02:00
Rémi Verschelde 85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void 2021-10-19 15:17:09 +02:00
Rémi Verschelde 4387f9645b
Merge pull request #52940 from groud/toast_notification 2021-10-19 09:57:13 +02:00
Robin Arys 0e31465a59 Fix shaders that use TIME do not force editor to continuously update 2021-10-18 22:53:20 +02:00
Yuri Roubinsky 26a26d6657 Fix errors on quitting from an empty project 2021-10-18 14:24:03 +03:00
mennomax b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
Rémi Verschelde 5a276443bd
Merge pull request #53815 from Chaosus/fix_wireframe_render_mode 2021-10-15 16:19:36 +02:00
Yuri Roubinsky 31ad85881d Fix `wireframe` render mode 2021-10-15 06:53:52 +03:00
Brian Semrau e9f1b0a0b2 Remove incorrect fog height density remapping 2021-10-14 16:09:45 -04:00
Brian Semrau 4fefd7cddd Fix several issues with directional shadows
- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Gilles Roudière 0587e5e018 Implement toast notifications in the editor 2021-10-14 13:30:54 +02:00
Brian Semrau a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
Yuri Roubinsky e9b7ffd1fa Added few more built-ins to shader language 2021-10-13 20:27:36 +03:00
Rémi Verschelde 88463c3eee
Merge pull request #53712 from CakHuri/nullptr
Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
M. Huri 033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Aaron Franke 7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
Yuri Roubinsky db2ee03fff Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func 2021-10-11 13:35:53 +03:00
Hugo Locurcio 265bae824f
Remove unimplemented `Environment.ambient_light_occlusion_color` property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Yuri Roubinsky 410cab4c61
Merge pull request #53491 from Chaosus/shader_fix_texture_array_uniforms 2021-10-07 10:00:12 +03:00
Rémi Verschelde 149e10da1c
Merge pull request #53504 from clayjohn/VULKAN-sky-bug
Remove bogus sky error check
2021-10-07 08:09:01 +02:00
Rémi Verschelde 3f94a5ebe7
Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius
Move assignment of SSAO radius push constant
2021-10-07 08:04:17 +02:00
clayjohn 23dc490f40 Remove bogus sky error check 2021-10-06 22:04:56 -07:00
Yuri Roubinsky b5028da5c0 Fix regression which prevents using texture array uniforms 2021-10-06 22:31:07 +03:00
Yuri Roubinsky 6873ecaaf9 Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Hugo Locurcio ba65730cbf
Rename RID's `getornull()` to `get_or_null()` 2021-09-29 23:58:02 +02:00
Manuel Dun 485eac3d3f radial fog fix 2021-09-29 15:49:59 -04:00
Hendrik Brucker 6a9f3746af Fix editor freeze when asigning Skeleton2D to Polygon2D 2021-09-29 01:50:01 +02:00
Rémi Verschelde 4296539d94
Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb 2021-09-28 16:20:22 +02:00
Bastiaan Olij cbdde9dff9 Fix access to render target texture for XR interfaces 2021-09-28 19:46:50 +10:00
CaptainProton42 1731030b3c Fix GPUParticles3D local_coords 2021-09-26 00:30:37 +02:00
CaptainProton42 dd70daafba Fix GPUParticles3D generate AABB 2021-09-26 00:30:37 +02:00
Anilforextra cdd912c48e Construct values only when necessary. 2021-09-25 14:46:45 +05:45
Anilforextra cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Anilforextra 90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Rémi Verschelde ec23d1348a
Merge pull request #52409 from GiantBlargg/position-depth-pre-pass 2021-09-17 14:21:29 +02:00
Rémi Verschelde 8ecc571158
Merge pull request #49063 from Calinou/remove-16x-msaa
Remove 16× MSAA support due to driver bugs and low performance
2021-09-13 17:34:04 +02:00
Rémi Verschelde 078bdef7e9
Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix
Compute horizon SO threshold before transformation
2021-09-13 11:44:42 +02:00
JFonS 5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Lyuma aca4b737f1 8 uvs for glTF2, URI decode and Vertex Custom api.
Add glTF2 uri decode for paths.

Add vertex custom apis.

Add scene importer api.

Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh

Co-authored-by: darth negative hunter
 <thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
Juan Linietsky 7c9cdea836
Merge pull request #52476 from Lauson1ex/master
Replace current ACES tonemapper with a high quality one
2021-09-09 19:13:44 -03:00
Juan Linietsky 3c554f09ea
Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy
Use the Light3D Indirect Energy property in SDFGI
2021-09-09 17:17:48 -03:00
Endri Lauson 065d13eddc Replace ACES tonemapper with a high quality one 2021-09-07 19:46:02 -03:00
Bastiaan Olij 461d31427c
Merge pull request #52205 from BastiaanOlij/blit_source_rect
Add source rectangle to blit
2021-09-07 09:21:13 +10:00
Daniel Doran 3138b94058 Fix depth pass for shaders that set POSITION 2021-09-05 01:05:42 -06:00
Clay John 036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
Hugo Locurcio 2c507cd426
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
Bastiaan Olij fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
K. S. Ernest (iFire) Lee 90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Juan Linietsky 712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg 4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij 64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Bastiaan Olij 6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
JFonS c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio 6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Hugo Locurcio 7192852da3
Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.

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

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

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Yuri Roubinsky b6af457d25 Fix incorrect checking of uniform set to prevent error spam (2) 2021-08-19 09:11:01 +03:00
reduz 700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Hugo Locurcio a139e58f8c
Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
reduz 6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Yuri Roubinsky 06add309d7 Fix incorrect uniform buffer size for particles 2021-08-17 13:33:28 +03:00
Juan Linietsky d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Yuri Roubinsky 9de779344c Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
Bastiaan Olij c7847b3f6d Moved disabling bokeh shader variants to before the version_create call 2021-08-16 12:18:27 +10:00
Bastiaan Olij 4002650cb9 Fix read from screen and depth texture 2021-08-15 13:14:19 +10:00
Rémi Verschelde 4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
reduz cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

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

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

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

This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
Rémi Verschelde 7341dd5afa
Merge pull request #50856 from SirQuartz/patch-32
Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h`
2021-07-26 08:47:33 +02:00
Nicholas Huelin a1a392045d
Fix always true expression in `cluster_builder_rd.h`
This pull request fixes an issue where an expression would always evaluate to `true` no matter what.
2021-07-25 11:53:04 -04:00
luz paz 5cf3bed0c8 Fix various typos
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 07:18:25 -04:00
Rémi Verschelde ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde 2f221e5fd5
Merge pull request #50250 from luzpaz/typos
Fix various typos
2021-07-25 12:38:58 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Rémi Verschelde 2a8a59eac0
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment 2021-07-25 11:58:11 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Bastiaan Olij 1f69582835 Use fragment shader instead of compute shader for effects for mobile renderer 2021-07-25 13:58:21 +10:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Rémi Verschelde fa56989818
Merge pull request #50537 from Calinou/improve-shader-error-output-2
Add error marking to the shader error console output
2021-07-20 11:00:17 +02:00
Rémi Verschelde 394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
reduz 9293bc3935 Implement more rendering options as specialization constants
* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.

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

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

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

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

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

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Yuri Roubinsky 6135744786 Implements length() shader function for arrays in structs 2021-05-19 21:50:11 +03:00
Bastiaan Olij 02980be834 Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
Rémi Verschelde 0c693f8781
Merge pull request #48472 from BastiaanOlij/render_state
Make better use of our render_state struct
2021-05-12 13:44:03 +02:00
reduz 479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00
Bastiaan Olij 308b26762b Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
Rémi Verschelde 7449d6c752
Merge pull request #48435 from BastiaanOlij/no_repeat_mobile_renderer
Remove repeat from forward mobile renderer
2021-05-05 16:19:03 +02:00
Bastiaan Olij cc45ed448b Remove repeat from forward mobile renderer 2021-05-04 11:37:58 +10:00
jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

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

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Dennis Brakhane 31d41d83c3 Remove duplicate comments
A few single line comments were duplicated, probably due to bad merges.

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

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

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Bastiaan Olij 71c5d73b5e Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
Bastiaan Olij dad40fa2df Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 65a2888057
Style: Apply clang-tidy's `modernize-use-default-member-init` 2021-04-05 13:37:27 +02:00
Bastiaan Olij e93c9fc4ed As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00
Bastiaan Olij 7f63c9e7c9 Changed SCsub for shaders to find shaders automatically and create dependencies with include files 2021-03-18 12:59:47 +11:00
Ignacio Abal ccdd7ab890 Added validation when assigning heightfield_resolution (Fix #46281) 2021-03-17 12:03:52 -03:00
Bastiaan Olij f7cbeb0d1b Removed time duplicate from ForwardClustered. Just use the variable from its superclass 2021-03-11 18:08:10 +11:00
Bastiaan Olij 73b5eb2673 Combine init_gi and init_sdfgi into a single init 2021-03-11 18:07:33 +11:00
Bastiaan Olij 52ab369d5f Renamed one more Forward render struct and fixed typo 2021-03-11 14:18:05 +11:00
Bastiaan Olij dfc41eb6f6 Moving RendererStorageRD *storage to protected, no sense duplicating it in forward_clustered 2021-03-11 13:24:23 +11:00
Bastiaan Olij a895844c82 Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile 2021-03-10 22:34:50 +11:00
Rémi Verschelde 3856bc5afe
Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-08 08:22:48 +01:00
Ev1lbl0w 1f0b60c47d
Fix negative VRAM values 2021-03-05 21:48:20 +00:00
Bastiaan Olij 760be46a81 Renamed SDGIShader to SDFGIShader and moved a bunch of things to private 2021-03-04 11:53:09 +11:00
Bastiaan Olij 1f96ba5141 Moving GI code into RendererServerGIRD
Moving Skyshader code into RendererServerSkyRD
2021-02-25 15:15:48 +11:00
Clay John 32dec4accd
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
Use Interleaved gradient noise for shadow samples
2021-02-18 13:17:41 -08:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Kayomn fa8a47e1bf Fix math error in blend shape application tolerance 2021-02-17 10:30:29 +01:00
Rémi Verschelde e9a25b8552
Merge pull request #45859 from Kayomn/master
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-12 09:26:14 +01:00
Yuri Roubinsky dd0874e717 Allow passing varying from fragment to light shader function 2021-02-11 15:59:21 +03:00
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Kayomn ca945421a0 Accomodate blend shape ranges of -1 to +1 2021-02-09 23:09:54 +00:00
reduz 3e2281a347 Improve SDFGI indirect light feedback loop
-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
jfons 99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00
Rémi Verschelde 7a60c45671
Merge pull request #45786 from reduz/fix-sdfgi-radeon
Fixed an SDFGI reflections bug in Radeon
2021-02-07 12:24:07 +01:00
reduz c4daf1c4ba Fixed a SDFGI reflections bug in Radeon
-Code was using too many conditionals.
-Rewrote it to use less and it now works fine.
2021-02-07 07:33:41 -03:00
jfons 9c6b081ab1 Fix volumetric fog for SpotLights
The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
2021-02-07 03:38:09 +01:00
reduz d0cc899398 Fix SDFGI bug after previous optimization.
Was causing arctifacts, should be good now.
2021-02-06 18:49:10 -03:00
reduz 8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Lyuma 780e761dbc Fix mismatched define in scene_forward.glsl for POSITION override 2021-02-05 13:09:33 -08:00
reduz 7997544af5 Added temporal reprojection to Volumetric Fog
-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
reduz 33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
reduz f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
Rafał Mikrut 0c3febca06 Don't use trashy max_decals value to prevent crashes 2021-02-01 21:43:08 +01:00
Rémi Verschelde d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
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
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
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
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
Marcel Admiraal b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
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 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
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
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
Marcel Admiraal 4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
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
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
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
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
Yuri Roubinsky fe4c8e387b Added support for constants in shader `case` and array size declaration 2020-12-17 11:51:18 +03:00
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
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
bruvzg 644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
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 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
Aaron Franke 5dddf4377a
Rename RD texture "type" to "texture_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke 19bdd01438
Rename RD uniform "type" to "uniform_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
reduz 2787ad65be RenderingServer reorganization 2020-12-04 18:39:46 -03:00