Commit Graph

189 Commits

Author SHA1 Message Date
Rémi Verschelde 67961d875d Merge pull request #66178 from clayjohn/double-precision-rendering
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
2022-09-30 09:59:45 +02:00
Rémi Verschelde fe40c52be8 Merge pull request #66638 from timothyqiu/rendering-null
Add various null checks in RenderingServer
2022-09-30 09:58:58 +02:00
Haoyu Qiu ffdac72eaa Add various null checks in RenderingServer 2022-09-30 10:18:14 +08:00
danboo eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
Rémi Verschelde 7ab01450cf Fix MSVC warning C4702: unreachable code
Part of #66537.
2022-09-28 16:46:48 +02:00
Rémi Verschelde d1a155e3cd Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
2022-09-22 11:29:48 +02:00
clayjohn 27a3014f50 Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
2022-09-20 23:40:01 -07:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Tobias Widner 422bacbfd1 Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work 2022-09-19 17:18:45 +02:00
Bastiaan Olij 02ea1de7d0 Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
Clay John f709596631
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
2022-09-14 09:06:27 -07:00
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
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
Bastiaan Olij b519d7619c Fixed MSAA initialisation in clustered forward renderer 2022-09-12 11:07:51 +10:00
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
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Rémi Verschelde c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +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
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
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 02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +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
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
Micky 723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
Rémi Verschelde 7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
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
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
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
Aaron Franke f91934872d
Use a const ref for the bone AABB in rendering code 2022-08-18 12:20:11 -05:00
Aaron Franke e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server 2022-08-14 23:30:48 -05:00
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
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
clayjohn 7c848ee591 Detect if VRS supported before creating default VRS texture 2022-08-10 13:27:19 -06:00
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
bruvzg e7464e7a30
Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
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
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 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
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
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
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
Bastiaan Olij 81c6f73109 Changed storage structs to private 2022-08-01 11:59:14 +10:00
LinuxUserGD 6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +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
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
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
Hugo Locurcio a151a74a98
Tweak Decal distance fade defaults and add property hints
The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.

The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.
2022-07-27 03:15:46 +02:00
Yuri Rubinsky 886c2d9681 Implement shader uniform groups/subgroups 2022-07-26 11:26:09 +03:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
reduz f649678402 Clean up Shader Preprocessor
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
Rémi Verschelde abe8b88702
Merge pull request #62834 from RandomShaper/fix_vk_sky_error
Bind correct default resource type in GI
2022-07-18 23:39:21 +02:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Pedro J. Estébanez ba39230ef3 Bind correct default resource type in GI 2022-07-08 19:07:28 +02:00
Yuri Rubinsky 3dc1a1dbfb Prevent possible crash when mesh is freed 2022-07-06 19:52:54 +03:00
Bastiaan Olij ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
Yuri Rubinsky cf240a7ae0 Refactor shader hints 2022-05-31 11:51:47 +03:00
GanidhuAbey 3c95a70081 Fix particle system from going inactive early
Prevents particles from freezing and dissapearing by resetting
it's inactive time when particles are emitted.
2022-05-24 17:31:21 -06:00
clayjohn 3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
Rémi Verschelde 1314e6cbcc
Merge pull request #60803 from Chaosus/shader_hint_rename
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record 900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
reduz 8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
Bastiaan Olij 9939cfc4c4 Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
Yuri Roubinsky a8bbe570ca Rename `hint_albedo`, `hint_white/black` in shaders 2022-05-09 22:50:18 +03:00
mightygoat 61df370810 Check multimesh before uniform set creation 2022-05-05 12:25:02 +05:30
mightygoat 10209e31eb Fix the uniform set creation of multimesh with a invalidated buffer 2022-05-05 06:59:47 +05:30
Rémi Verschelde 931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Yuri Roubinsky 5eb3a0ef4a Add `hint_color` support for `vec3` in shaders 2022-05-01 09:47:35 +03:00
Aaron Franke 1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
bruvzg de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
Bastiaan Olij 0b4fd92a17 Moved particles into ParticlesStorage 2022-04-17 13:13:22 +10:00
Bastiaan Olij b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
Bastiaan Olij 6b28d94e77 Merge canvas and decal into TextureStorage and add render target 2022-04-17 12:59:50 +10:00
Rémi Verschelde 46ef52162e Color: Rename `to_srgb`/`to_linear` to include base color space
This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
2022-04-13 11:45:52 +02:00
jfons bdc239a5a9 Fix Vulkan validation errors on default depth textures
The validation layers were complaining that we use DEFAULT_RD_TEXTURE_WHITE (which is RGBA8) in places where it's sampled as a depth texture. This commit adds the new default texture DEFAULT_RD_TEXTURE_DEPTH and uses it where needed.
2022-04-11 11:53:49 +02:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Bastiaan Olij b8be7903f3 Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage 2022-04-02 16:29:04 +11:00
Bastiaan Olij 36defd1179 Extract global variable, shader and material storage 2022-03-31 21:49:42 +11:00
Bastiaan Olij 0fe06e9467 Extract Decal and Decal atlas from Storage class 2022-03-21 12:22:43 +11:00
Bastiaan Olij 0b5a9e4f6e Call the correct texture free method on texture storage cleanup 2022-03-20 20:10:44 +11:00
Bastiaan Olij 57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00