Commit Graph

817 Commits

Author SHA1 Message Date
Haoyu Qiu 067e738cb8 Fix various typos 2022-05-19 19:07:45 +08:00
Rémi Verschelde 5e693b6d84 Fix warnings found by Emscripten 3.1.10
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.

(cherry picked from commit d8935b27a9)
2022-05-16 16:38:26 +02:00
lawnjelly ec9a17cfad Physics Interpolation - optimize hidden nodes
In order to prevent glitches when unhiding nodes, set_transform() is still called to the VisualServer even for hidden nodes when the node is interpolated. This activates a lot of logic which is not necessary just to keep the previous transform updated.

This PR adds an early out which misses out on the unnecessary logic when instances are invisible.
2022-05-10 08:59:34 +01:00
lawnjelly f1bef3c592 Physics Interpolation - improve warnings with NodePath
It has been pointed out to me that it is far more useful to display the NodePath in the warning than the name of the node, as there may be lots of nodes sharing the same name in a project. This PR fixes this.
2022-05-04 18:46:14 +01:00
Rémi Verschelde 4cfc96fea7
Merge pull request #60531 from lawnjelly/fti_usage_warnings 2022-04-28 12:00:49 +02:00
lawnjelly ad9b2b3794 Physics Interpolation - add helper warnings
When physics interpolation is active on a node, it is essential that transforms are updated during "_physics_process()" rather than "_process()" calls, for the interpolation to give the correct result.

This PR adds optional warnings for instances, cameras and multimeshes which can flag updates being incorrectly called, and thus make these problems much easier to fix.
2022-04-26 13:56:02 +01:00
Rémi Verschelde d063bc4277
Merge pull request #60381 from clayjohn/3.x-sorting
[3.x] Sort based on camera position when using perspective camera
2022-04-26 12:26:31 +02:00
Rémi Verschelde 24307bd074 MultiMesh: Fix potential crash found by fuzzing
Fixes #58293.
2022-04-25 16:55:54 +02:00
clayjohn 76ff41cad1 Sort based on camera position when using perspective camera 2022-04-19 14:54:51 -07:00
lawnjelly d2b1d29634 Physics interpolation - Move out of Scenario
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.

Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
2022-04-11 15:04:24 +01:00
Yuri Roubinsky b5c5c2d52b Fix shader crashing when attempting to access length() at global space 2022-04-01 08:44:57 +03:00
Rémi Verschelde 2dd545b512
Merge pull request #58141 from lawnjelly/occluder_shared_resources 2022-02-16 13:29:55 +01:00
lawnjelly 3c2df49832 Fix Occluder to properly share resources
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
2022-02-16 09:55:11 +00:00
lawnjelly 522bce1159 Fixed Timestep Interpolation (3D)
Adds fixed timestep interpolation to the visual server.
Switchable on and off with project setting.

This version does not add new API for set_transform etc, when nodes have the interpolated flag set they will always use interpolation.
2022-02-16 09:41:23 +00:00
Rémi Verschelde 7a16bb2ee4
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.

(cherry picked from commit 1bdb82c64e)
2022-02-11 09:50:59 +01:00
Jérémy Zurcher f9fdd526d5 fix portal_occlusion_culler compilation with target=debug tools=no 2022-02-06 13:22:33 +01:00
lawnjelly a0c6d16c90 Add editor vital redraws only option
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.

This can be fine on high power desktops but can be an annoyance on lower power machines.

This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.

An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:

* Continuous
* Update all changes
* Update vital changes
2022-02-02 11:26:45 +00:00
lawnjelly 8ea20f5fdd Add OccluderShapePolygon
Add OccluderShapePolygon, glue to Occluder and gizmos etc.
2022-02-01 11:31:06 +00:00
Rémi Verschelde d62166f68f
Merge pull request #57186 from lawnjelly/gameplay_fix_ticks 2022-01-25 11:39:26 +01:00
lawnjelly 38240fd0c8 Portals - Fix gameplay monitor ticking
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications.

This PR adds new paths to properly support and synchronize objects in this "room based" path.
2022-01-25 10:07:50 +00:00
Yuri Roubinsky 85deed9207 Backport some changes to 3.x shaders 2022-01-25 10:34:57 +03:00
Rémi Verschelde c6480e2166
Merge pull request #57033 from lawnjelly/gameplay_monitor_unload
Portals - fix gameplay monitor unloading
2022-01-21 18:33:50 +01:00
lawnjelly dc14636e68 BVH templated mask checks and generic NUM_TREES
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.

In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.

This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
2022-01-21 10:08:29 +00:00
lawnjelly 6c1e243fa2 Portals - fix gameplay monitor unloading
The gameplay monitor wasn't being unloaded correctly in between levels. This meant that exit signals were not being sent, and entered signals for the new level were being missed.

This PR sends appropriate exit signals on unloading, and clear the data.
2022-01-21 09:38:48 +00:00
Haoyu Qiu ac144e7e8c
Fix invalid read when using LightOccluder2D
(cherry picked from commit 7870cf24f2)
2022-01-19 16:02:54 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde b197de6f5f
Fix typos with codespell
Using codespell 2.1.0.

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

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2022-01-07 00:14:54 +01:00
Rémi Verschelde 25369acff9
Merge pull request #51708 from Calinou/viewport-add-32bpc-color-depth 2022-01-04 14:30:24 +01:00
Yuri Roubinsky 0c449befbf Allow pass varyings as out param to the function, when it's possible 2022-01-04 10:22:39 +03:00
Bastiaan Olij 4e4de3430e Fix size issue for ARVR managed viewport 2021-12-19 14:51:10 +11:00
Yuri Roubinsky 25e24f2d05 [3.x] Prevent writing incorrect shader hints 2021-12-16 10:22:01 +03:00
lawnjelly cbb6dc35a1 Fix add_line width being too wide
The line width of thick lines was being applied on both sides of the line, resulting in a line that was twice as thick as requested.

This PR fixes this embarrassing oversight.
2021-12-14 12:35:02 +00:00
Rémi Verschelde 4ebee76370
Merge pull request #55822 from Chaosus/shader_fix_semicolon_3.x 2021-12-12 21:10:38 +01:00
Yuri Roubinsky 933fd6be75 [3.x] Restore shader parsing errors with lack of semicolon in a block 2021-12-11 18:05:49 +03:00
lawnjelly 26e93dc5c6 Fix lighting_dirty flag bug
In rare circumstances, changing the geometry data attached to an instance, there was the opporunity for the lighting_dirty flag to get out of sync, which could lead to access to a stale light RID, and warnings or worse.

This PR fixes the problem by ensuring the lighting is always updated on the instance when first adding GeometryData.
2021-12-11 11:27:21 +00:00
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Yuri Roubinsky de9205f72d Fix ^= operator in shaders 2021-12-03 10:34:56 +03:00
Rémi Verschelde 3be0f85e91
Merge pull request #54377 from lawnjelly/faster_editor_lines 2021-11-30 13:30:02 +01:00
Yuri Roubinsky 5928cc90f8 [3.x] Prevent return statement from using in block in shader main func 2021-11-23 10:40:47 +03:00
Camille Mohr-Daurat 3970f28f67
Merge pull request #55096 from lawnjelly/bvh_expanded_leaf
BVH - add option for expanded AABBs in leaves
2021-11-22 09:37:16 -07:00
lawnjelly 211dc8cd2d BVH - add option for expanded AABBs in leaves
This PR adds a define BVH_EXPAND_LEAF_AABBS which is set, which stores expanded AABBs in the tree instead of exact AABBs.

This makes the logic less error prone when considering reciprocal collisions in the pairing, as all collision detect is now taking place between expanded AABB against expanded AABB, rather than expanded AABB against exact AABB.

The flip side of this is that the intersection tests will now be less exact when expanded margins are set.

All margins are now user customizable via project settings, and take account of collision pairing density to adjust the margin dynamically.
2021-11-20 06:45:12 +00:00
Hugo Locurcio d7d35e4f73
Add `const` qualifier support for function arguments in shaders
This prevents the function argument from being reassigned within
the function.

Example:

    void test(const int t) {}
2021-11-19 21:20:23 +01:00
Rémi Verschelde 4103b0b7d8
Merge pull request #50823 from fbcosentino/3d-material-overlay 2021-11-16 08:21:18 +01:00
Fernando Cosentino cc8846bef6 Added material_overlay property to MeshInstance
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance
(and therefore MeshInstance), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.

Implemented in rasterizer of both GLES2 and GLES3.
2021-11-15 23:50:34 +00:00
Rémi Verschelde 89792e5c49
Merge pull request #54921 from lawnjelly/portals_roaming_margin 2021-11-15 22:45:46 +01:00
Yuri Roubinsky 824183854c
Removed incorrect autocompletion of matrixes in shader
(cherry picked from commit 04a2053f9b)
2021-11-15 16:30:00 +01:00
lawnjelly 788f075b44 Portals - Allow user to set roaming expansion margin
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
2021-11-12 15:46:04 +00:00
Rémi Verschelde 1f8497d281
Merge pull request #53411 from RandomShaper/ubershaders_3.x 2021-11-09 13:12:44 +01:00
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
NHodgesVFX 237f7eeabe Add more OpenGL Attributes
Co-Authored-By: Johann Meyer <25986904+johannmeyer@users.noreply.github.com>
Co-Authored-By: Clay John <claynjohn@gmail.com>
2021-11-08 01:22:40 -05:00