JFonS
9b4e07f866
Workaround MoltenVK shader conversion error
2022-06-22 11:58:50 +02:00
Rémi Verschelde
3a2b409c5a
Merge pull request #62106 from BastiaanOlij/eye_offset
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Introduce eye_offset for correcting stereoscopic reflections
2022-06-18 10:40:57 +02:00
Bastiaan Olij
b4821fe2e0
Introduce eye_offset for correcting stereoscopic reflections
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Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
Hugo Locurcio
787a1e006b
Fix glow in Mix mode not working correctly when FXAA is enabled
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Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
clayjohn
a94110d0c6
Remove GLES2 shader constraints from GLES3
2022-06-14 12:01:52 -07:00
Hugo Locurcio
0225c6d31a
Tweak Light3D property hints for greater flexibility
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- Specular can now be set above 1.0.
- Blur can be set to 0 to disable shadow blurring entirely, which is useful
on lights that have a non-zero size.
- When shadow blurring is disabled, lights that have a non-zero size will
not use PCSS-like soft shadows, speeding up shadow rendering
considerably.
- Some property hints now allow more precise values.
2022-06-13 14:31:46 +02:00
Yuri Rubinsky
c9ae83b5ab
Prevent defining float constant without number after exponent in shaders
2022-06-10 11:35:56 +03:00
Yuri Rubinsky
5dd7a1030d
Fix incorrect sky rotation based on camera axis
2022-06-09 22:40:40 +03:00
Yuri Rubinsky
d8842f1a4b
Fix TIME
compilation for custom functions in spatial shader
2022-06-09 20:12:25 +03:00
jfons
36382ab7eb
Workaround MoltenVK error found in TAA implementation
2022-06-09 16:40:00 +02:00
clayjohn
a0338553b5
Assign VIEWPORT_SIZE after validating screen_size to avoid crash when using ReflectionProbe
2022-06-08 15:01:12 -07:00
Rémi Verschelde
48dcafeed9
Merge pull request #61794 from clayjohn/VULKAN-viewport-size
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Use RenderBuffer size instead of half extents for VIEWPORT_SIZE
2022-06-08 07:16:25 +02:00
clayjohn
b6649828cd
Use RenderBuffer size instead of half extents for VIEWPORT_SIZE in Vulkan spatial shaders
2022-06-07 15:01:20 -07:00
jfons
ba832d83b2
Initial TAA implementation
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Initial TAA support based on the implementation in Spartan Engine.
Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
Rémi Verschelde
361a401fbb
Merge pull request #61554 from Chaosus/shader_fix_hints
2022-06-03 17:26:18 +02:00
Bastiaan Olij
69b66ec425
Ensure has_os_features is safely called as it can't be called from within the construct of RenderingServerDefault on which it relies
2022-06-01 20:47:32 +10:00
Rémi Verschelde
d8b0a8cd29
Merge pull request #61572 from clayjohn/ssao-license
2022-05-31 18:56:16 +02:00
clayjohn
06f356d41e
Add and improve license attribution for SSAO and SSIL shader code
2022-05-31 09:42:50 -07:00
Yuri Rubinsky
cf240a7ae0
Refactor shader hints
2022-05-31 11:51:47 +03:00
clayjohn
2ba53547c9
Fix error with !rb spam when using background color mode with reflection probes
2022-05-28 18:11:28 -07:00
clayjohn
7b71545652
Remove mesh and particles RD dependencies from canvas rendering server
2022-05-26 10:43:37 -07:00
Rémi Verschelde
20a1b85589
Merge pull request #61425 from clayjohn/GLES3-2D
2022-05-26 01:16:52 +02:00
clayjohn
fb860265e0
Implement 2D Meshes and MultiMeshes in GLES3 backend
2022-05-25 15:46:24 -07:00
Hugo Locurcio
e85459dcd1
Add Cone and Cylinder shapes to FogVolume
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This complements the existing Ellipsoid and Box local fog shapes.
This can be used to represent a light cone coming from a SpotLight.
2022-05-25 12:35:53 +02:00
GanidhuAbey
3c95a70081
Fix particle system from going inactive early
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Prevents particles from freezing and dissapearing by resetting
it's inactive time when particles are emitted.
2022-05-24 17:31:21 -06:00
Rémi Verschelde
12ddaa36a6
Merge pull request #60641 from clayjohn/Sky-ign
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Use IGN instead of white noise for sky dithering
2022-05-24 23:34:41 +02:00
clayjohn
3e20c1347d
Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn
4f82b1bd20
Use IGN instead of white noise for sky dithering
2022-05-24 10:57:07 -07:00
Rémi Verschelde
1314e6cbcc
Merge pull request #60803 from Chaosus/shader_hint_rename
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Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
Rémi Verschelde
126470caa1
Merge pull request #61226 from Chaosus/shader_fix_keyword_completion
2022-05-23 19:05:29 +02:00
Hugo Locurcio
209d7eb7ea
Fix typo in occlusion culling warning method name
2022-05-23 09:34:28 +02:00
trollodel
fe3371a9a9
Add timestamps to some rendering effects
2022-05-21 17:47:28 +02:00
Rémi Verschelde
a53434639f
Merge pull request #61214 from somnathsarkar/particle-attractor-fix
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Fix GPUParticles3D disappearance at attractor origins
2022-05-21 08:48:36 +02:00
Somnath Sarkar
99911bfa79
Fix GPUParticles3D disappearance at attractor origins
2022-05-20 19:56:32 -04:00
reduz
45af29da80
Add a new HashSet template
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Yuri Rubinsky
29ff04acf2
Fix incorrect keyword completion after period in shader editor
2022-05-20 18:40:57 +03:00
Windy Darian
a3e016e07e
Fix normal and tangent blending in blend shapes
2022-05-20 07:59:45 -04:00
Aaron Record
900c676b02
Use range iterators for RBSet in most cases
2022-05-19 12:09:16 +02:00
Haoyu Qiu
fc3b845c07
Add dedicated macros for property name extraction
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* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-19 14:08:47 +08:00
Yuri Rubinsky
5322b171de
Fix tonemapper shader to correctly apply alpha channel
2022-05-18 06:43:07 +03:00
clayjohn
600d8105d8
Fix custom irradiance bug in Vulkan mobile renderer
2022-05-16 11:57:41 -07:00
reduz
746dddc067
Replace most uses of Map by HashMap
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Somnath Sarkar
52aeaf5d16
Fix computation of screen_uv
2022-05-16 00:00:01 -04:00
Rémi Verschelde
349aa9c884
Merge pull request #60894 from derammo/derammo_opengl3_windows
2022-05-13 15:07:13 +02:00
Bastiaan Olij
fe8c8eeba8
Copy_to_fb is available in both raster and clustered renderers, remove unwanted checks
2022-05-13 13:19:42 +10:00
Rémi Verschelde
9cf9054c3e
Merge pull request #60976 from Calinou/fsr-rename-property-hint
2022-05-12 23:12:03 +02:00
Rémi Verschelde
ff30a09993
Merge pull request #60643 from clayjohn/GLES3-3D
2022-05-12 21:08:02 +02:00
clayjohn
652adcd5bf
Basic 3D rendering
2022-05-12 10:37:27 -07:00
Hugo Locurcio
0cdd7d88ad
Rename remaining references of FSR to FSR 1.0
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With FSR 2.0 around the corner, we should avoid any ambiguity by
explicitly stating the version number.
2022-05-12 18:22:43 +02:00
reduz
8b7c7f5a75
Add a new HashMap implementation
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Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing ).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00