Rémi Verschelde
48a5226829
Merge pull request #50193 from reduz/fix-command-queue-crash
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Fix Command Queue Crash
2021-07-07 16:36:13 +02:00
reduz
d41e3f9aeb
Fix Command Queue Crash
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* 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
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* 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
reduz
7f6027927a
Fix Subsurface Scattering
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* 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
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Fix Boot Splash
2021-07-04 09:40:36 +02:00
Rémi Verschelde
67c08e27a5
Merge pull request #50138 from Calinou/debug-overdraw-lower-opacity
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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
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Fix SSR
2021-07-04 09:20:22 +02:00
reduz
0e366dc7ac
Fix SSR
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* Was broken at some point long time ago, this restores it.
2021-07-03 23:32:34 -03:00
reduz
ab3314e955
Fix SDFGI
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* Broken by 7513b73902
, fixes #49631
2021-07-03 21:24:37 -03:00
Hugo Locurcio
27aa8dc68e
Decrease opacity of the overdraw debug draw mode
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This allows distinguishing higher amounts of overlapping objects.
2021-07-04 00:19:14 +02:00
reduz
6e1c5e346a
Fix Boot Splash
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* 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.
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* Ovedraw debug works again
* Lighting debug works again
2021-07-03 14:50:36 -03:00
reduz
6c55d2aad2
Fix Render Info
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* 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
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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
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* 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
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Clean up RenderingServer and its bindings
2021-07-01 15:17:33 +02:00
reduz
37776b2867
Clean up RenderingServer and its bindings
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* 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.
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* 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
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* 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
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* 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
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* 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
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Implement Framebuffer Subpass support
2021-06-25 15:00:01 +02:00
reduz
bde6f5eed1
Implement Framebuffer Subpass support
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* 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
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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
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* 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
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* 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
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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
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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
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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
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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
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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
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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).
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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
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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
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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