This was reported by UBSAN.
Many methods were discussed, in the end this has the least evils and will use a 0,0,1 default on decompress.
Please see the PR for more info https://github.com/godotengine/godot/pull/51268
This is only available on the GLES3 backend.
This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
Small bug in the logic, the roaming objects only should be set to done when they have been marked as visible, rather than the first time they are examined. This is because they can be seen in a room through multiple portals, and each needs to be tested until there is either a visible result or all the portals in are visited.
This backports the high quality glow mode from the `master` branch.
Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.
High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.
Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.
Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
With the octahedral compression, we had attributes of a size of 2 bytes
which potentially caused performance regressions on iOS/Mac
Now add padding to the normal/tangent buffer
For octahedral, normal will always be oct32 encoded
UNLESS tangent exists and is also compressed
then both will be oct16 encoded and packed into a vec4<GL_BYTE>
attribute
The existing tracing routine for building the PVS was rather simple compared to the main portal tracing, and could not correctly cope with paths that went through multiple portals from room A to B, and as a result would sometimes miss room entries in the PVS resulting in too many culled rooms in these circumstances.
This PR adds an improved function that can cope with entering a room multiple times during a trace. As a result it has to take care of portal directions (to prevent going back on itself) in a similar, but not identical way to the main portal tracing routine, and internal rooms, to prevent recursive loops.
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.
Basic unit tests for Transform.
Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
In some situations looking out from an internal room it was possible to look back into the portal into the internal room.
This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.
Initial octahedral compression incorrectly wrote tangent to the buffer
using an offset of 3 rather than 4, losing the sign of the tangent
vector needed for things like tangent space for texturing mapping
GLES3 renderer used remove_custom_define rather than set_conditional to
change back to the default conditional state the scene shader should be
in
In 3D, collision is disabled between kinematic/static bodies when
contacts are generated only to report them.
In 2D, this case was already fixed but the code is cleaned to make
it easier to follow.
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.
It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.
Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.
In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
When using the preview camera feature it turns out as well as culling the game objects, this also culls the editor gizmos from the preview camera, which makes the editor hard to use in this mode.
To get around this problem we simply disable frustum culling for GLOBAL portal_mode objects when in preview camera mode. This could be a bit slower in an editor scene with lots of gizmos but is the simplest way of solving the problem.
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors
Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>
Binormal sign is encoded in the y coordinate of the encoded tangent
Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors
sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing
Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults
Created shader flags to specify whether octahedral or cartesian vectors
are being used
Updated importers to use octahedral representation as the default format
for importing meshes
Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
Portal margins were not being correctly sent to the PortalRenderer from the SceneTree, so all margins were being used as default (1.0). This PR fixes this.
Implemented splitting of vertex positions and attributes in the vertex
buffer
Positions are sequential at the start of the buffer, followed by the
additional attributes which are interleaved
Made a project setting which enables/disabled the buffer formatting
throughout the project
Implemented in both GLES2 and GLES3
This improves performance particularly on tile-based GPUs as well as
cache performance for something like shadow mapping which only needs
position data
Updated Docs and Project Setting
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.
Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.
Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.
Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.
Also the room conversion logs are refined to be more compact and informative.
A warning icon is also added in the gizmo for portals where autolink fails.
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
In 3D, disabled shapes are now not added to the broadphase anymore.
Since they are removed right away when disabled, no need to check for
disabled shapes for any query that comes from the broadphase.
Also Fixes raycast queries returning disabled shapes.
In 2D, disabled shapes where already not added to the broadphase.
Remove the same unnecessary checks as in 3D.
Overall harmonized API for disabled shapes in the physics servers and
removed duplicate method.
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).
The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.
Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.
This PR fixes this inconsistency.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
Dynamic BVH doesn't update the tree anymore when calling set_pairable
with no parameter change.
Also modified Godot Physics broadphase to create objects directly with
pairable (static) set correctly to make use of this optimization for the
BVH broadphase.
Note: Octree broadphase doesn't use this optimization because it forces
an update on move, so passing the proper AABB and static parameters on
creation would cause the tree to update twice.
List of changes:
- Modified bvh class to handle 2D and 3D as a template
- Changes in Rect2, Vector2, Vector3 interface to uniformize template
calls
- New option in Project Settings to enable BVH for 2D Physics (enabled
by default like in 3D)
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.
(cherry picked from commit c7b53c03ae)
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.
Backport of #48239.
Allows users to override default API usage, in order to get best performance on different platforms.
Also changes the default legacy flags to use STREAM rather than DYNAMIC.
Fixes#46181
CameraServer.add_feed() takes a CameraFeed object type as parameter.
Passing in another type of data while binding the method it will make
tha parameter null.
Added a check for null which returns from function and does not make the
engine crash anymore.
(cherry picked from commit c158a63a8a)
The program would fail if the parameter is passed as null in set_primary_interface because
in the print_verbose, the get_namea) method is called on the parameter and this causes a
failure if the parameter that was passed is null.
The moment of inertia calculation for BoxShape is:
```
Vector3(
(p_mass / 3.0) * (ly * ly + lz * lz),
(p_mass / 3.0) * (lx * lx + lz * lz),
(p_mass / 3.0) * (lx * lx + ly * ly));
```
where the final line includes both the x and y extents.
However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read `(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)`. I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape.
This change corrects the final line to include both the x and y components of the shape's extent.
The angular velocity estimate for kinematic bodies was calculated
incorrectly. Also, fixes its use in some kinematic/rigid collision
calculations.
3.3 version of #47130
Test specific axes before falling back to GJK-EPA algorithm to get more
accurate separation axes for common cases, the same way it's done for
cylinder-cylinder collision.
In the case of falling back to GJK-EPA algorithm to generate cylinder
contact points, margins were never taken into account.
This fixes the depenetration phase for kinematic bodies and allows
consistent floor detection for cylinder shapes.
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
Changes default ninepatch mode to preserve compatibility, and renames default mode to 'fixed'.
Also adds an editor restart to changing ninepatch mode and software skinning, which will be more user friendly.
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
this was causing issues with scenes where the origin of the objects
was set for all objects to the center of the scene, making transparent
objects sort improperly
This work was kindly sponsored by IMVU
Co-authored-by: RevoluPowered <gordon@gordonite.tech>
Automatically set the `baked_light` bool when applying a lightmap to an
instance. This ensures the disabling of dynamic lights when the
bake mode is set to ALL.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.
3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.
Class reference is also updated and slightly improved.
`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
Two common problems have emerged as a result of transform snapping:
1) Camera jitter with a camera following a snapped object
2) Pixel gaps between e.g. a platform and a player, where a platform rounds down and a player rounds up
Using round seems to greatly reduce problems due to camera jitter. It also may prove better for pixel gaps because pixel art is often designed on a grid, so whole numbers are too expected, which are unstable with floor().
These are benign but worth fixing as it clears the log to find more important errors.
A common problem with the sanitizer is that enums are often used to represent bits (e.g. 1, 2, 4, 8 etc) but without specifying the enum type, the compiler is free to use unsigned or signed int. In this case it uses int, and when it performs bitwise operations on the int type, the sanitizer complains.
This is probably because a bitshift with negative signed value can give undefined behaviour - the sanitizer can't know ahead of time that you are using the enum for sensible bitflags.
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
This change makes test_body_motion more reliable when the kinematic body
recovers from being stuck.
- When recovery occurs, the rest information is generated, in order to
make sure collision results from test_move, move_and_collide and
move_and_slide are consistent and return a collision in case of overlap.
- The new calculation for recovery vector makes sure the recovery is
never more than the overlap depth between shapes.
This can help with cases where the kinematic body overlaps with several
shapes.
Recovery is made iteratively, without forcing a full overlap at each
step. This helps with getting proper rest information when recovery
occurs.
- One Way Collision:
When attempting motion, contact direction is checked against motion
before skipping in order to solve cases where kinematic bodies can sink
into one-way collision shapes.
Rest info now sets max contact depth in order to properly handle one-way
collision.
- Low speed motion is now handled in the rest info, by never setting
min_allowed_depth lower than motion length.
Separation is always applied with full margin, otherwise contact is lost
when low speed motion occurs right after higher speed motion.
- Similar changes are applied to 3D in order to make 2D and 3D
consistent.
When making items visible from the visual server, the collision check is deferred to prevent two identical collision checks when set_pairable is called shortly after.
It turns out that for some items (especially meshes), set_pairable is never called. This PR detects this occurrence and forces a collision check at the end of the routine.
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).
(cherry picked from commit a2b3a73e2d)
Move definition of rendering/quality/filters/anisotropic_filter_level to
servers/visual_server.cpp, since both GLES2 and GLES3 now use it
rasterizer_storage_gles3.cpp: Remove a spurious variable write (the
value gets overwritten soon after)
A major feature lacking in the octree was proper support for setting visibility / activation. This meant that invisible objects were still causing lots of processing in the tree unnecessarily.
This PR adds proper support for activation, items are temporarily removed from the tree and collision detection when inactive.
Leaves in the bug fixes, but reverts the change to the update method.
Turns out the new update method of getting the scenarios was causing problems, I will need to consult with reduz on the best way of getting access to the scenarios for a single update per frame.
Doing multiple updates isn't terrible but it should be nicer to get a single update working, as it should be more efficient, and give a single point for pairing callbacks.
When set_static is called on a newly added object, the forced collision
check in BVH set_pairable was using an empty AABB, which caused
unnecessary collision checks at the origin, then a call to move was
checking again at the right position.
These changes ensure broadphase objects are added to the BVH tree with
proper AABB so collision checks are correctly done right away.
Octree & Basic broadphase trees are not affected by these changes.
Change render BVH update scheme from once per update_dirty_instances to a new update_scenarios function called once per draw.
Fix lights not being properly unpaired.
Fixed bug in add_changed_item where AABBs were not being updated due to more than one update per tick.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.
There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.
The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.
This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
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 🎆
(cherry picked from commit b5334d14f7)
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.
Switchable in project settings between using octree or BVH for rendering and physics.
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>
Partially revert change allowing sprite get_rect snapping to be controlled by `pixel_snap` again rather than `transform_snap` (to prevent breaking compatibility). Adds a final `use_camera_snap` project setting to allow snapping viewports as in reduz original PR.
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.
As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.