Commit Graph

298 Commits

Author SHA1 Message Date
Rémi Verschelde bb54190253
Merge pull request #83840 from clayjohn/mesh-flat-bug
Ensure `r_aabb` is always used when creating surfaces through the RenderingServer
2023-10-26 16:00:32 +02:00
clayjohn 8f9cd4e1e3 Some more fixes for compressed meshes
This cleans up a few more cases of uint32_t->uint64_t

Importantly this fixes an edge case in the axis-angle compression by
using the pre-existing Basis methods instead
2023-10-24 09:38:12 +02:00
Rémi Verschelde 50d17f6b8c
Merge pull request #83613 from clayjohn/surface_upgrade_tool
Add an editor tool to automatically upgrade and re-save meshes
2023-10-24 00:10:37 +02:00
clayjohn 318ef8461f Implementation of tool to automatically upgrade and re-save meshes 2023-10-23 22:39:48 +02:00
clayjohn 3c17f556ad Ensure r_aabb is always used when creating surfaces through the RenderingServer 2023-10-23 20:36:20 +02:00
Hugo Locurcio 0012478ecb
Add property hint for 2D shadow size project setting
Previously, it was possible to use zero or negative values, which are
invalid.

This also prevents crashing the engine by setting a shadow size of
0 or lower from a script.
2023-10-22 00:28:19 +02:00
Lunarisnia 28f7a62ae4 Fix disabling depth prepass breaks opaque material 2023-10-15 12:18:13 +07:00
Rémi Verschelde 135fa1ef5d
Merge pull request #83179 from clayjohn/tangents-sanitize
Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader
2023-10-13 22:17:02 +02:00
clayjohn e3d31837eb Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader 2023-10-13 08:54:49 -06:00
Clay acb65377cd Cleanup instances of using uint32_t for mesh formats
And tidy up some leftovers from the attribute compression PR
2023-10-12 22:01:41 +02:00
Rémi Verschelde 55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
A Thousand Ships 7b6621297b Fix incorrect check in `_dict_to_surf` 2023-10-09 18:28:59 +02:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
Hugo Locurcio d6d640f158
Disable `lightmapper_rd` module in non-editor builds (and in Android editor)
This is consistent with `xatlas_unwrap`, which isn't enabled in non-editor
builds and the Android editor either. There is currently no way to
use the lightmapper in a non-editor build anyway, as it doesn't expose
any methods (and even if there was, there would be no way to perform
UV2 unwrapping in the exported project).

This reduces binary size of a stripped Linux x86_64 export template
build by ~164 KB.

This also moves the PrimitiveMesh texel size project setting
so that it's defined when the module is disabled,
and adds a property hint to it.
2023-09-29 11:30:15 +02:00
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
clayjohn 57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
Yuri Sizov 79d3468246 Merge pull request #79696 from reduz/call-on-render-thread
Add ability to call code on rendering thread
2023-07-31 21:01:21 +02:00
Bastiaan Olij 63d6e9c557 Add custom texture create function 2023-07-26 20:46:34 +10:00
Juan Linietsky c7fb6cea3d Add ability to call code on rendering thread
As more users use compute in Godot 4, the way they do is most likely incompatible when running
on separate threads and will start erroring soon as we improve the thread safety of the render thread.

To properly run code on the render thread, this function was added. Use like this:

```GDScript

func initialize_compute_code():
	....

func update_compute_code(custom_data):
	...

func _ready():
	RenderingServer.call_on_render_thread( initialize_compute_code )

func _process():
	RenderingServer.call_on_render_thread( update_compute_code.bind(with_data) )

```
2023-07-26 12:28:00 +02:00
nklbdev c022f52f11 Fix wrong type casting for octahedral tangents 2023-07-01 15:15:48 +05:00
Alex Drozd d9cc22af8f Binding LIGHT_PARAM_INTENSITY in RenderingServer 2023-06-22 23:29:47 +02:00
Aaron Franke 1e6f30e6bd
Set both texture format overrides to false by default 2023-06-12 11:52:02 -05:00
Aaron Franke 944fbce347
Enable S3TC_BPTC but not ETC2_ASTC by default 2023-06-09 11:38:29 -05:00
Rémi Verschelde 564d1b34e0
Merge pull request #74711 from BastiaanOlij/add_texture_native_handle
Provide access to internal graphics handles for textures
2023-05-09 19:28:26 +02:00
Rémi Verschelde de14109862
Merge pull request #73588 from smosages/resolve-display-shader-settings-in-settings-editor
Define shader language project settings before creation of `TextShaderEditor` object.
2023-05-09 19:28:17 +02:00
Bastiaan Olij c328676d96 For GDExternal use, provides access to internal graphics handles for textures 2023-05-09 13:47:22 +10:00
Rémi Verschelde 3e6a731904
Merge pull request #76418 from reduz/method-bind-validated-call
Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
Max Hilbrunner d481fca986
Merge pull request #75517 from BastiaanOlij/expose_render_target 2023-05-05 14:28:01 +02:00
Max Hilbrunner fa451ead91
Merge pull request #74883 from dalexeev/fix-thin-multiline-colors 2023-05-05 14:26:37 +02:00
Juan Linietsky 1c93606e47 Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.

NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
Hugo Locurcio e7852552d4
Fix `setrngth` typo in `particles_collision_set_attractor_strength()` 2023-04-13 03:09:26 +02:00
Hugo Locurcio e4d5cecd4c
Fix `get_test_texture()` returning an almost fully white texture
The texture's appearance is now similar to the texture that was displayed
on the TestCube node in Godot 2.x.
2023-04-04 02:30:05 +02:00
Bastiaan Olij ab60d3b65c Expose viewports render targer RID 2023-03-31 11:34:09 +11:00
Danil Alexeev ba985ecf3f
Fix `draw_multiline_colors()` for `width < 0` 2023-03-14 09:43:56 +03:00
Bastiaan Olij 70dca9ff55 Merge duplicate rd_texture functions 2023-03-10 21:37:01 +11:00
smosages 786ad514df Move ShaderWarning definitions into rendering_server 2023-02-25 12:14:25 +01:00
bruvzg 041f559da1
Exclude platform dependent `rendering/textures/vram_compression/import_*` default values from documentation. 2023-02-16 15:48:09 +02:00
Rémi Verschelde 5b6c9c66a4
Android: Default Min SDK to 24 for Vulkan mobile
Users can still go down to 21 when using GL Compatibility.
This makes the default behavior match the default renderer, and thus avoids
a warning in the out of the box experience.

Also mark texture compression settings as basic, since out of the box users
who want to export to Android will need to enable ETC2/ASTC manually.
2023-02-15 14:32:54 +01:00
myaaaaaaaaa 6f88392d02 Move some worker_thread_pool.h includes out of header files 2023-02-13 14:02:01 -05:00
clayjohn 13488b4260 Expose RenderingServer.canvas_light_blend_mode
This appears to have been missed in the refactor
2023-02-02 19:12:27 -08:00
Rémi Verschelde 3eb1ac9fd2
Merge pull request #72075 from Maran23/extents-to-size
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal  and GPUParticles*3D
2023-02-01 07:30:09 +01:00
Marius Hanl a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility

Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-31 20:04:11 +01:00
Rémi Verschelde 628967e6ba
Merge pull request #72343 from clayjohn/editor-canvas-bg
Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
2023-01-31 10:53:05 +01:00
clayjohn 9071809021 Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
2023-01-30 12:25:49 -08:00
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
clayjohn 0b28c1f8ed Remove cap on number of items drawn in frame in 2D gl_compatibility render
Also clean up some names to make the overall organization more clear

Also remove cap on items per batch
2023-01-28 20:36:17 -08:00
kobewi 615c517034 Use range iterators in LocalVector loops 2023-01-21 18:44:42 +01:00
clayjohn a804556ab9 Add mutex when adding geometry instances to the dirty list in the Forward Clustered renderer 2023-01-20 10:34:19 -08:00
Rémi Verschelde 9fc40123ab
Merge pull request #71679 from kleonc/draw_polyline_line_strip
`CanvasItem::draw_polyline` Support thin polylines drawn using line strip
2023-01-20 08:48:56 +01:00