The default shadow material was used for depth rendering disregarding the cull mode of the original material. This commit adds a check so the default shadow material is only used when the original material has back-face culling.
Fixes a regression introduced by the color pass flags rework. The various rasterizer state structs were not being reset for each flag combination, which meant some state changes were wrongly applied to some flag combinations.
The validation layers were complaining that we use DEFAULT_RD_TEXTURE_WHITE (which is RGBA8) in places where it's sampled as a depth texture. This commit adds the new default texture DEFAULT_RD_TEXTURE_DEPTH and uses it where needed.
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.
The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.
This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.
Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core
This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
Adds DEV_ASSERTS that will halt at runtime if the BVH is misused with invalid IDs, and adds ERR_FAIL macros to prevent calling with invalid IDs.
Any such misuse is a bug in the physics, but this should flag any errors quickly.
3 options are available:
- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)
Co-authored by: clayjohn <claynjohn@gmail.com>
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
When given roughness is lower than 0.01, d value in original code will
be zero. This can make last return value as NAN because of
divide-by-zero. This is well addressed in issue #56373.
Modified code is referenced on D_GGX function of google/filament
(https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79)
Signed-off-by: snowapril <sinjihng@gmail.com>
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
This has been superseded by GDExtension so this code is no longer useful
nor usable.
There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.
This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
- Add 2D and 3D in timestamp names when needed to avoid ambiguity.
- Use present tense in all render timestamp names.
- Add a space after ">" (begin) and "<" (end) symbols.
- Remove redundant "End" in render timestamp names (indicated by "<").