Yuri Roubinsky
fdfddbdc3c
Fix LIGHT compilation for canvas shader
2021-01-09 23:22:59 +03:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code
2021-01-09 03:47:14 -05:00
reduz
cdb216f4e4
Added ability to visualize native shaders
2021-01-06 09:40:09 -03:00
reduz
446618cf94
Change the light attenuation formulas.
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-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
reduz
77bc3e9ac3
Threaded optimizations to cull and render
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-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
reduz
5d2a1d7892
Rewrite render code to be more cache and thread friendly.
2021-01-05 08:50:18 -03:00
reduz
9a2f18f8e7
Reorganize renderer code.
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So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde
00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
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SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
Hendrik Brucker
ec6fc059b7
fix inconsistent normal map shader variable naming
2021-01-04 14:08:01 +01:00
Rémi Verschelde
a408622c06
Merge pull request #44530 from clayjohn/VULKAN-framebuffer-error
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Use basic uniform set for depth prepass
2021-01-04 09:34:27 +01:00
clayjohn
0015260c4b
SSAO cleanup and fixes
2021-01-03 21:32:22 -08:00
Muller-Castro
31dd07ba30
Typo correction
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simple typo correction
2021-01-02 02:27:12 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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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
Marcel Admiraal
b4a190e0bc
Consistently use normal_map
2020-12-29 08:04:19 +00:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
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Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
Rémi Verschelde
1f7d6ba736
Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanup
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Cleanup leftover functions from adding SSAO
2020-12-27 10:53:23 +01:00
Yuri Roubinsky
ef4e625918
Merge pull request #44705 from Chaosus/shader_fix_array_postinit
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Fix using post-init shader array constructors
2020-12-27 08:26:31 +03:00
clayjohn
34cfe1cc40
Cleanup leftover functions from adding SSAO
2020-12-26 16:33:07 -08:00
reduz
548524152e
Rewrite culling to be more cache/thread friendly.
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
2020-12-26 19:11:33 -03:00
Yuri Roubinsky
bc0e8e7a21
Fix using post-init shader array constructors
2020-12-27 01:07:24 +03:00
Yuri Roubinsky
fb16b1e39b
Merge pull request #44436 from Chaosus/shader_const_switch
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Added support for constants in shader `case` and array size declaration
2020-12-27 00:55:45 +03:00
clayjohn
28d0f8a455
Use cubemap downsampler for reflection mipmaps
2020-12-24 16:39:17 -08:00
Lyuma
d976003b16
Fix blendshapes and calculation of bone_aabbs
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Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-24 00:01:07 -08:00
clayjohn
3a8c99a10b
Use basic uniform set for depth prepass
2020-12-23 20:23:51 -08:00
reduz
83058597cf
Replace Octree by DynamicBVH in cull code
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-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
Marcel Admiraal
4b8b803931
Rename Control margin to offset
2020-12-23 06:25:56 +00:00
Rémi Verschelde
6e43c68e40
Merge pull request #44182 from clayjohn/ASSAO
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Replace SAO with ASSAO as Godot's new SSAO
2020-12-22 11:27:25 +01:00
clayjohn
44f8922305
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
Marcel Admiraal
efea408d23
Ensure default value in _render_shadow is the same as parent
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Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
2020-12-21 09:36:20 +00:00
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
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Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
reduz
666d5f3431
Fix error spam on wrong attachment
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-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal
2df9a8ccad
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 12:59:08 +00:00
reduz
7bf90c7888
Improved shadow rendering efficiency
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz
d2302f53d6
Implement automatic LOD (Level of Detail)
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Yuri Roubinsky
fe4c8e387b
Added support for constants in shader `case` and array size declaration
2020-12-17 11:51:18 +03:00
reduz
bf77016c8a
Reimplement skeletons and blend shapes
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Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
clayjohn
775e3db2e1
Fixes to recent Vulkan errors
2020-12-10 22:47:53 -08:00
Rémi Verschelde
9263f8eb4b
Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2
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We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-10 23:14:04 +01:00
bruvzg
644f739660
Static analyzer fixes:
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
reduz
2748b9a10d
Add support for low-end 3D rendering.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-07 20:50:57 -03:00
Marcel Admiraal
a24c38d1a8
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-06 18:16:06 +00:00
Rémi Verschelde
744ab88884
Merge pull request #36382 from aaronfranke/unhide-the-hidden
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Unhide hidden members by renaming them and rebind Mesh enums
2020-12-05 13:19:30 +01:00
Yuri Roubinsky
245d4af10c
Frees CanvasShaderSDF reference (prevents warning at startup)
2020-12-05 11:28:44 +03:00
Aaron Franke
5dddf4377a
Rename RD texture "type" to "texture_type"
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke
19bdd01438
Rename RD uniform "type" to "uniform_type"
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
reduz
2787ad65be
RenderingServer reorganization
2020-12-04 18:39:46 -03:00