Commit Graph

215 Commits

Author SHA1 Message Date
Rémi Verschelde f253f7b6e6
VisualShader: Document enum args for virtual methods
Fixes #31563.
2021-11-10 13:22:58 +01:00
Yuri Roubinsky 80b563672b Added `MeshEmitter` node for particles in visual shader 2021-11-06 17:45:38 +03:00
Yuri Roubinsky dcdf59cd73 Added 2D boolean hint for particle emitters in visual shaders 2021-11-05 12:45:57 +03:00
Hugo Locurcio c012fbc8b2
Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Yuri Roubinsky 2d0aa5ebc4 Repair Fog mode in visual shaders 2021-10-29 17:09:03 +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
Yuri Roubinsky c299c54023 Make port previews in visual shader visible in other shader modes 2021-10-11 22:19:08 +03:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Haoyu Qiu eba7265a1c Fix misspelled "overriden"
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-26 01:44:01 +08:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
Yuri Roubinsky e537a1f10e Added missed limiters for Visual Shader node enums 2021-08-15 19:10:51 +03:00
Yuri Roubinsky c43b7c113f Fix printing error about unsupported modifier on `TransformUniform` 2021-08-12 19:40:45 +03:00
Yuri Roubinsky 47a6bb2f28 Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`) 2021-08-06 16:01:58 +03:00
Yuri Roubinsky a34a91a30b Added more input/output built-ins to visual shaders 2021-08-03 09:32:40 +03:00
Yuri Roubinsky 94c6817b51 Makes dictionary instead of string for visual shader version
Update doc/classes/VisualShader.xml

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-02 21:34:19 +03:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Yuri Roubinsky 40419a394d Fix function code generation for uniform triplanar node in visual shader 2021-07-21 13:02:23 +03:00
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
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
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Yuri Roubinsky d63a284dff Prevent function gen in visual shader if no out connection is provided 2021-07-17 22:51:22 +03:00
Yuri Roubinsky 7d34701d63 Auto-set a first compatible uniform on dragging to create a UniformRef 2021-07-12 11:19:42 +03:00
Yuri Roubinsky 46cd36f009 Fix auto-connection from output node to input (VisualShaders) 2021-06-28 14:38:08 +03:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Yuri Roubinsky f632e36ae5 Continuation of work on visual particles system 2021-06-07 20:33:17 +03:00
Yuri Roubinsky b2d2822a39 Adds `UVFunc` for panning/scaling on UV's to VisualShader's. 2021-06-07 08:31:48 +03:00
Aaron Franke 08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Yuri Roubinsky f06db8b778 Added Billboard Node to Visual Shaders 2021-05-28 09:24:06 +03:00
Yuri Roubinsky 8f9b91dab1 Implements expandable color ports in visual shaders 2021-05-26 10:45:53 +03:00
Lightning_A 97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Rémi Verschelde b95a82d46a
Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27 10:42:51 +02:00
Rémi Verschelde 29775a1714
doc: Sync classref with current source 2021-04-19 12:26:37 +02:00
Yuri Roubinsky 8ae5c6c6ec Fix `sky` visual shader mode after last rename 2021-04-17 20:59:48 +03:00
Yuri Roubinsky 8d3e46098b Prevents default values of VSNodeCustom from overriding by a script 2021-04-12 14:41:08 +03:00
Yuri Roubinsky fe3051fcce Added Comment node to Visual Shaders 2021-02-21 12:40:17 +03:00
Delf Neumärker 4a468171e5 Fix crash when calling connect_nodes_forced with invalid params 2021-02-18 22:57:41 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- 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 bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
andybarcia f455f873c7 Fixes crash when calling VisualShader::set_mode 2021-02-16 14:57:40 +01:00
kleonc 7d451c0040 VisualShader::_input_type_changed Fix index out of bounds crash. 2021-02-14 15:26:33 +01:00
reduz f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Yuri Roubinsky 4618e09f3b
Added SDF nodes to visual shader 2021-01-18 15:04:54 +01:00
Yuri Roubinsky 4a85f4cafe Fix replaced visual shader nodes updating 2021-01-15 21:10:32 +03:00
Rémi Verschelde c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
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
Yuri Roubinsky c98c6eadbe Add convert options between constants and uniforms in visual shaders 2020-12-30 13:07:08 +03:00
Marcel Admiraal b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Yuri Roubinsky dd32d7b7ee Fixed some errors when changing port name in visual shader expressions 2020-12-02 13:27:37 +03:00
Yuri Roubinsky b74f1abd25 Fix few bugs in visual shader expressions
Fixed few bugs in visual shader expressions
2020-12-01 16:55:52 +03:00
Yuri Roubinsky 82d64ebd19 Fixed several visual shader inputs
Fixed several inputs in visual shaders
2020-11-29 16:10:05 +03:00
Yuri Roubinsky 07e752585c Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR) 2020-11-28 20:42:59 +03:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Luke Costello 65eb02b236 Visual Shader Parenthesis fix
missing parenthesis were added to prevent conditional statement from interacting with operations
2020-10-27 03:20:29 -04:00
Yuri Roubinsky f402e1e675 Added VisualShaderNodeCurve to easy gather data from a CurveTexture 2020-10-18 09:57:15 +03:00
Yuri Roubinsky f4eef287f9 Adds Metallic to spatial light input of visual shaders 2020-10-10 16:55:36 +03:00
Yuri Roubinsky dc713e149f Fix VisualShaderNode::set_output_port_connected 2020-10-02 09:06:13 +03:00
Yuri Roubinsky 81a44a4145 Fix expressions nodes in visual shaders 2020-09-22 23:07:55 +03:00
Yuri Roubinsky 07fb960a88 Fix some bugs in visual shader editor 2020-09-21 22:19:20 +03:00
Yuri Roubinsky ca9b3e929b Fix triplanar texture code generation in visual shaders 2020-09-11 18:23:26 +03:00
Yuri Roubinsky 01191178bf
Merge pull request #41955 from Chaosus/vs_performance_fix3
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 16:24:11 +03:00
Yuri Roubinsky 8dbf3d7c44 Improve performance of Add/Remove/Connect/Change nodes in visual shader 2020-09-11 15:45:18 +03:00
Rémi Verschelde a2a78a8066
doc: Sync classref with current source
Bind missing enums.
2020-09-11 12:22:10 +02:00
Yuri Roubinsky 14a24fa19c Improve performance for Show/Hide port preview in visual shaders 2020-09-09 19:24:55 +03:00
Yuri Roubinsky ea49d8b9d5 Improve performance of Undo:change node position in visual shader 2020-09-09 11:29:40 +03:00
Yuri Roubinsky e50b2e58b2 Added `active` boolean to particles mode output in visual shaders 2020-09-07 19:21:22 +03:00
Yuri Roubinsky dc6685d28f Remakes particles in visual shaders 2020-09-07 13:33:51 +03:00
Yuri Roubinsky e2aca7e047 Fix some broken visual shader nodes 2020-09-07 12:39:20 +03:00
Yuri Roubinsky f188c41ffd Cleanup constructor code in visual shader nodes 2020-09-05 16:13:38 +03:00
Rémi Verschelde de284f931d
doc: Sync classref with current source 2020-09-04 10:43:11 +02:00
Yuri Roubinsky 58f0aa44d1
Merge pull request #41724 from Chaosus/vs_fix_particles
Restore Particles functionality in visual shader
2020-09-03 11:18:09 +03:00
Yuri Roubinsky c291b1d23c Restore Particles functionality in visual shader 2020-09-03 10:22:00 +03:00
Yuri Roubinsky 4e2d699745 Fix specular render_mode for visual shaders 2020-08-28 12:50:46 +03:00
Yuri Roubinsky 4d52456613 Fix small reconnection bug in visual shader 2020-07-31 10:40:05 +03:00
Yuri Roubinsky 7ddaff47a3 Added UniformRef visual shader node 2020-07-28 14:44:53 +03:00
Yuri Roubinsky 167f033782 Optimize code generation for fresnel node in visual shaders 2020-07-27 11:35:53 +03:00
Yuri Roubinsky 5dfef9d8bc Removes redundant code generation in VisualShaderNodeTextureUniform 2020-07-26 04:28:07 +03:00
Yuri Roubinsky cc6ca5f1eb Use path instead classname to prevent errors for exported visual shaders 2020-06-15 21:44:03 +03:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde 42649565e9
Merge pull request #38475 from Chaosus/vs_quals
Added uniform qualifiers to visual shaders
2020-05-06 07:27:35 +02:00
Yuri Roubinsky 463e4ad0f5 Some fixes for canvas item visual shader inputs 2020-05-05 13:19:36 +03:00
Yuri Roubinsky 082542b525 Added uniform qualifiers to visual shaders 2020-05-05 11:25:48 +03:00
Yuri Roubinsky 8dfe6716ec Adds warning to the uniform name in visual shader if its equal to keyword 2020-04-06 12:29:50 +03:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Thakee Nathees cb53b1d88e some typo in method binds fixed 2020-04-01 14:01:18 +05:30
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Yuri Roubinsky 898b843718 Added sky shader mode to visual shaders 2020-03-25 19:04:42 +03:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Yuri Roubinsky 1e8108310a Changed float type to int for INDEX visual shader input 2020-02-26 16:39:42 +03:00
Yuri Roubinsky 4a3d277623 Add support for integer type in visual shaders 2020-02-26 10:12:06 +03:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Yuri Roubinsky 7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky b78b37ed3f Refactor node processing in visual shader member dialog 2020-02-21 18:34:31 +03:00