Commit Graph

335 Commits

Author SHA1 Message Date
lawnjelly 6ff370030a Fix glGet overflows by using 64 bit versions
Certain glGet operations require 64 bit versions according to the GLES spec.
The previous code was susceptible to overflow bugs,  especially running under ANGLE.
2023-10-16 13:47:11 +01:00
Rémi Verschelde 5f9cbe514d
Merge pull request #75468 from Ansraer/four_is_overkill
[3.x] Add support for 3 dir shadow splits
2023-10-01 22:50:57 +02:00
lawnjelly 5e197fd21e Unbind texture slots when changing framebuffer
Prevent bugs whereby texture still in use.
2023-08-12 11:07:13 +01:00
lawnjelly 43e181a00a Single Compilation Unit build.
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-07-02 20:13:16 +01:00
Ansraer 54bc6a300e add support for 3 dir shadow splits 2023-03-29 13:40:17 +02:00
Ansraer 0227fcc4cc fix shadows pass viewport calculation 2023-03-07 11:22:05 +01:00
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00
lawnjelly a300505066 Prevent drawing MultiMesh with zero instance count
Issuing a driver drawcall for MultiMesh with zero instances crashes some drivers.
2022-09-15 13:20:12 +01:00
Pedro J. Estébanez edb140839e Fix GI probes not working in the ubershader 2022-08-08 10:55:59 +02:00
Pedro J. Estébanez a2ed82d3b2 Fix shadow flickering with async shader compilation
This mostly reverts the approach in #62628, which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
2022-08-07 22:53:33 +02:00
Hugo Locurcio ab9a95f266
Add `hint_transparent` to use a transparent black placeholder texture 2022-08-02 23:32:07 +02:00
Pedro J. Estébanez 65a83785fd Avoid GL undefined behavior in ubershaders 2022-07-02 19:54:02 +02:00
Pedro J. Estébanez a46da9311e Fix shadows not casted by async hidden materials 2022-06-26 21:21:07 +02:00
lawnjelly f8df04ed50 More low priority redraw request cases
Some more cases of textures etc causing continuous updates in vital updates only mode are fixed.
2022-06-12 06:44:59 +01:00
clayjohn 9927515254 Disable alpha in post process when using opaque framebuffer 2022-05-24 14:11:09 -07:00
clayjohn 027ec28126 Disable writing to alpha with opaque framebuffer 2022-05-24 10:30:49 -07:00
clayjohn 3374bae953 Fixed Bug where DoF incorrectly wrote to alpha channel amd bug with tonemap shaders 2022-05-18 13:19:42 -07:00
Kinwailo b1a50ad805 fix post procressing with transparent bg and keep alpha channel of the tonemap shader output 2022-05-12 16:32:31 +08:00
Pedro J. Estébanez 41fc0abf77 Fix handling of async hidden render mode
- Mute errors when conditioned shader is not ready yet
- Avoid depth pre-pass on meshes that would end up black
2022-04-12 20:11:20 +02:00
Rémi Verschelde 3eee2f45a3
Merge pull request #57674 from RandomShaper/fix_ubershader_android
Improve ubershader compatibility
2022-03-13 00:53:48 +01:00
Omar El Sheikh 9988739332 Fix shader state caching when blend shapes used
Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used

This is an issue because the function keeps track of the previous shader
state to try to minimize state changes

Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct
2022-03-05 16:33:17 -05:00
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
Pedro J. Estébanez 0d1ec9a7cf Improve ubershader compatibility
- Prevent debug enforced use of ubershader on shaders not supporting it
- Use unsigned integer for ubershader flags
- Add project setting for disabling async shader compilation on mobile
- Stop sampling some textures through different kinds of samplers at the same time
2022-02-05 22:12:31 +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
Rémi Verschelde 6c0c0c4b29
Merge pull request #54165 from Calinou/directional-shadow-runtime-change-3.x
Allow changing directional shadow size at run-time
2022-01-22 15:25:09 +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
Omar El Sheikh 50ed674ec2 Fix Blend Shapes when Octahedral Compression is Used
Blend shapes did not take into account octahedral compressed vertex
attribute layouts and this resulted in incorrect lighting on the
resulting blended mesh

Now make the blend_shapes shader octahedral compression aware!
2021-12-22 10:00:12 -05:00
Rémi Verschelde 71d8ccbe9e
Merge pull request #55676 from RandomShaper/fix_layered_lightmap_3.x
[3.x] Fix atlassed lightmaps not visible on GL ES 3
2021-12-06 21:44:27 +01:00
Pedro J. Estébanez c026c86255 Fix atlassed lightmaps not visible on GL ES 3 2021-12-06 19:06:59 +01:00
lawnjelly 6f4c0b95fc Fix incorrect RID cleanup in Rasterizers
Proper cleanup for GLES3 RIDs (preventing leak reports), and added missing destructor for RasterizerSceneGLES2.
2021-12-06 16:05:27 +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
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
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
Hugo Locurcio 31ad99072f
Allow changing directional shadow size at run-time
Factoring out the directional shadow creation code allows calling it
at any time. This works in both GLES3 and GLES2.
2021-10-23 22:04:59 +02:00
Omar El Sheikh b679594eac Fix CSGPolygon Buffer Overflow
Immediate meshes do not have geometry of type Surface so we check
to see the mesh isn't immediate before trying to cast to surface
to check for octahedral compression
2021-10-18 11:39:54 -04:00
Rémi Verschelde 302ad4e600
Merge pull request #52918 from Calinou/add-new-light-attenuation-3.x 2021-10-08 23:08:49 +02:00
Hugo Locurcio 85e080fcc0
Backport new 3D point light attenuation as an option
This provides more realistic lighting with a very small performance cost.
The option is available in both GLES3 and GLES2, and can be enabled in
the Project Settings. This goes well with the ACES Fitted tonemapping mode
that was recently added.

When enabled, this also makes upgrading Godot 3.x projects to Godot 4.0 easier,
since lighting in 3.x will better match how it'll look in Godot 4.0.
2021-10-08 22:15:22 +02:00
Rémi Verschelde 06fc2378de
Merge pull request #51491 from Calinou/glow-add-high-quality-mode-3.x
Add high quality glow mode (3.x)
2021-10-08 07:47:07 +02:00
Pedro J. Estébanez 6a4c2c1c13 Reset scene conditionals assumed to be false 2021-10-04 00:13:59 +02:00
Endri Lauson 077083938e Add a new high quality tonemapper: ACES Fitted 2021-09-08 19:12:09 -03:00
paru ab21a3b8fb Performance improvements for GLES2 CPU blendshapes 2021-08-16 08:22:45 +02:00
Hugo Locurcio 0e0af7fa83
Add high quality glow mode
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.
2021-08-11 17:00:41 +02:00
Rémi Verschelde 7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
Bastiaan Olij cc1f7f2edc Revert "Combined the DOF far and DOF near passes"
This reverts commit 39658b4e07.
2021-08-05 23:22:31 +10:00
Omar El Sheikh 6c643af6a7 Fix Bugs w/ Octahedral Compression Implementation
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
2021-08-04 21:48:56 -04:00
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
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
2021-07-30 10:29:09 -04:00
Bastiaan Olij 39658b4e07 Combined the DOF far and DOF near passes 2021-07-22 13:45:57 +10:00
Hugo Locurcio a28a4ef98a
Decrease opacity of the overdraw debug draw mode
This allows distinguishing higher amounts of overlapping objects.
2021-07-04 00:23:06 +02:00
Hugo Locurcio a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
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.
2021-06-21 15:37:31 +02:00
Rémi Verschelde 140350d767
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
2021-05-05 15:02:01 +02:00