Commit Graph

2762 Commits

Author SHA1 Message Date
Yuri Roubinsky 8862d1426d Restore shader parsing errors with lack of semicolon in a block 2021-12-11 17:30:40 +03:00
Camille Mohr-Daurat f1ca14cc8d
Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
2021-12-10 17:16:28 -07:00
Camille Mohr-Daurat c6fe431a02
Merge pull request #55773 from nekomatata/fix-raycast-ccd
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10 17:16:02 -07:00
PouleyKetchoupp 30a608b7b9 Fix rigid body ray cast CCD in 2D and 3D Godot Physics
For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.

For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
2021-12-10 16:25:14 -07:00
PouleyKetchoupp 940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Rémi Verschelde 0ba7103bea
Merge pull request #55702 from nekomatata/physics-solver-settings 2021-12-10 22:10:41 +01:00
Hugo Locurcio 92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Yuri Roubinsky 85380c5207
Merge pull request #55623 from Chaosus/shader_refactor_const_suffix 2021-12-10 17:01:43 +03:00
Yuri Roubinsky bcbcf14469 Refactor constant suffix parsing in a shader 2021-12-10 15:38:27 +03:00
Rémi Verschelde 7e720b43ad
Merge pull request #55762 from nekomatata/body-motion-no-margin 2021-12-10 11:04:32 +01:00
Rémi Verschelde f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Yuri Roubinsky dcf3594500
Merge pull request #55763 from Chaosus/shader_hint_completion 2021-12-10 11:44:01 +03:00
Rémi Verschelde bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Yuri Roubinsky b66510d509 Added completion for uniform hints in a shader 2021-12-10 10:12:25 +03:00
PouleyKetchoupp 0c354047e1 Handle test body motion with 0 margin
Margin needs to have a high enough value for test body motion to work
properly (separate using the margin, move without then gather rest info
with the margin again).

Fixes issues with test motion returning no collision in some cases with
margin equal to 0.
2021-12-09 10:52:27 -07:00
Rémi Verschelde f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight 2021-12-09 18:05:17 +01:00
Aaron Franke e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Nathan Franke 41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
Hendrik Brucker 1da732af35 Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
Yuri Roubinsky 76f6c0849c Make `compile` shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Hugo Locurcio c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.

The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
PouleyKetchoupp 8682adcb87 Add physics solver settings to project settings
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.

Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
2021-12-07 12:08:04 -07:00
Rémi Verschelde 46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
Rémi Verschelde 7ac9ea75cc
Rename `VideoPlayer` to `VideoStreamPlayer` for consistency
It's a player for `VideoStream` resources, just like `AudioStreamPlayer` is a
player for `AudioStream` resources.

Closes https://github.com/godotengine/godot-proposals/issues/3624.
2021-12-06 19:01:28 +01:00
Rémi Verschelde 4bce5e302e
Merge pull request #55602 from nekomatata/improve-rigidbody-contacts 2021-12-06 16:49:42 +01:00
Hugo Locurcio 89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
PouleyKetchoupp 2273a78af1 Update space parameters in 2D and 3D
Clarified space parameters for contacts and added missing ones.

List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
2021-12-03 12:01:38 -07:00
PouleyKetchoupp 5cbc7149a1 Improve RigidDynamicBody contacts in 2D and 3D
Changed the algorithm for solving contacts to keep previous contacts as
long as they are under the max separation threshold to keep contact
impulses more consistent and contacts more stable.

Also made 2D consistent with 3D and changed some default parameters:
-Contact bias is now 0.8 instead of 0.3 to avoid springy contacts
-Solver iterations are 16 instead of 8 by default for better stability

Performance considerations:
Tested with stress tests that include lots of contacts from overlapping
bodies.
3D: There's no measurable difference in performance.
2D: Performance is a bit lower (close to 10% slower in extreme cases)
The benefit for 2D physics to be much more stable outweighs the slight
decrease in performance, and this could be alleviated by changing the
algorithm to use jacobians for contact solving to help with cache
efficiency and memory allocations.
2021-12-03 10:40:15 -07:00
Yuri Roubinsky 10b10ae1fa Fix `^=` operator in shaders 2021-12-03 10:20:44 +03:00
Rémi Verschelde 892a5a72cd
Merge pull request #55474 from akien-mga/copy-operators-no-reference 2021-12-02 17:34:45 +01:00
Rémi Verschelde 1398436ab8
Merge pull request #53904 from ChristopheClaustre/bugfix_shader_compile_spirv_from_source 2021-12-02 10:07:35 +01:00
Rémi Verschelde 81b7418013
Merge pull request #55402 from TokageItLab/fixed-immediatemesh-minimum-aabb
Fixed minimum size of `AABB` in `ImmediateMesh` to draw only one vertex
2021-12-02 08:05:56 +01:00
Silc 'Tokage' Renew ca2b7a87a5 Fixed minimum size of aabb in ImmediateMesh to draw only one vertex 2021-12-02 08:33:33 +09:00
Yuri Roubinsky 5ee73dc5a6 Fix shader crash when using existed constant name for struct 2021-12-01 18:11:45 +03:00
Yuri Roubinsky a48c205191 Fix declaring array size twice in global shader constant 2021-12-01 16:44:25 +03:00
Yuri Roubinsky 5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
Rémi Verschelde 5643f5e616
Merge pull request #55490 from Chaosus/fix_shader_crash 2021-11-30 20:13:12 +01:00
Rémi Verschelde bdd118e765
Merge pull request #55431 from Chaosus/shader_fix_constants 2021-11-30 19:40:52 +01:00
Yuri Roubinsky be7c03779a Fix shader crash when assigning array to non-array in global constant 2021-11-30 21:28:55 +03:00
Rémi Verschelde 7da392bcc5
Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
Yuri Roubinsky 5b4d8545ed Fix `INDEX` built-in in a process function of particle shader 2021-11-29 12:54:24 +03:00
Yuri Roubinsky 6e80e97b0f Fix built-in(PI, TAU, E) assignment to a global constant in a shader 2021-11-29 10:32:36 +03:00
Hugo Locurcio 36106dba3b
Remove unused struct fields in VoxelGIData
This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio 0beacf2ce8
Remove unused code in GI shaders 2021-11-28 22:58:54 +01:00
Hugo Locurcio 565f9c0448
Use 16-bit depth to improve dynamic VoxelGI performance
In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
2021-11-28 18:51:36 +01:00
Hugo Locurcio 989a7d9270
Allow disabling the depth prepass in the Vulkan Clustered backend
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
2021-11-27 17:54:45 +01:00
Nathan Franke dd30253cdc
PackedByteArray, Array slice end exclusive, rename subarray to slice 2021-11-26 22:13:12 -06:00
Yuri Roubinsky 0f1f002e74 Fix `TIME` using in custom functions of particle shader 2021-11-26 19:03:01 +03:00
Rémi Verschelde 4813abc6e7
Merge pull request #55311 from Chaosus/fix_uniform_array
Fix uniform array alignment to fix a bug
2021-11-26 08:25:14 +01:00
Rémi Verschelde a5f878d884
Merge pull request #55325 from Calinou/fsr-use-warn-print 2021-11-26 00:14:23 +01:00
Rémi Verschelde dc585e2050
Merge pull request #55313 from nekomatata/bounce-energy-stability 2021-11-25 23:07:28 +01:00
Rémi Verschelde ca70756238
Merge pull request #55310 from Ev1lbl0w/fix_headless_window_errors 2021-11-25 22:52:55 +01:00
Hugo Locurcio 079ae6a03f
Use `WARN_PRINT_ONCE()` for FSR-related warning messages
`print_error()` should generally not be used directly. Also,
falling back is best done by printing a warning message instead
of an error message.
2021-11-25 22:47:11 +01:00
Yuri Roubinsky 43d999e346 Fix uniform array alignment to fix a bug 2021-11-25 23:38:08 +03:00
Hugo Locurcio c73a51fd55
Remove disabled debug code in ClusterBuilderRD 2021-11-25 20:28:50 +01:00
PouleyKetchoupp 7032cf0637 Fix RigidDynamicBody gaining momentum with bounce
Bounce calculation now uses the previous frame's velocity, so it's
consistent with the actual motion of the bodies involved and not the
yet-to-be-applied forces.

When bounce is 1, using the current velocity was causing the new forces
(including gravity) to be taken into account, which lead to the bounce
velocity to be higher than the falling velocity at the moment of impact,
adding more and more energy over time.
2021-11-25 09:51:57 -07:00
Ricardo Subtil 11caecb755 Added more empty definitions for headless display server 2021-11-25 16:28:23 +00:00
Yuri Roubinsky 9b1f8f7a96 Revert "Pushes array of uniforms to first place in the buffer" 2021-11-25 16:13:19 +03:00
bruvzg b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
Rémi Verschelde 547c270777
Merge pull request #51679 from Je06jm/fsr
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
Rémi Verschelde 3e3300637e
Merge pull request #55281 from bruvzg/mvk_fog_volumes 2021-11-24 16:59:20 +01:00
bruvzg 5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK. 2021-11-24 09:16:16 +02:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
Yuri Roubinsky c7043dbfdc Prevent return statement from using in block in shader main functions 2021-11-23 10:36:33 +03:00
Brennen Green 37993f0c0c Add wakeup() conditional if previous gravity was 0 2021-11-22 12:03:50 -05:00
Yuri Sizov e85e6ec7fc Add methods to get position from column and line in TextEdit 2021-11-22 15:13:13 +03:00
Marcel Admiraal 1d1ceca6b4 Add area to moved list when changing monitorable,
and only remove area from query when deleting pair if it was monitorable.
2021-11-20 06:57:34 +00:00
Yuri Roubinsky f4c0e90fd9 Allow passing non-variable constant to const function param in shaders 2021-11-19 12:14:13 +03:00
Rémi Verschelde fa11b45961
Merge pull request #55084 from JFonS/fix_depth_prepass
Fix Depth-Prepass transparency mode
2021-11-18 17:39:46 +01:00
Rémi Verschelde 3f9c24a8d7
Merge pull request #55085 from JFonS/transparency_fixes
Fix transparency state initialization
2021-11-18 17:17:20 +01:00
jfons 4c4b6620a0 Fix Depth-Prepass transparency mode
Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde c6555cafa5
Merge pull request #55074 from nekomatata/fix-soft-body-gravity 2021-11-18 09:27:23 +01:00
PouleyKetchoupp ea52c68337 Fix applied gravity on soft bodies
Regression fix, gravity was accumulated between frames after some
changes around area gravity calculation.

Also got rid of unused member and method in soft body class.
2021-11-17 17:59:26 -07:00
PouleyKetchoupp d630269593 Fix contact generation with backface collision disabled
Replaced the previous implementation for backface collision handling (in
test_axis function from SAT algorithm) with much simpler logic in the
collision generation phase with face shapes, in order to get rid of
wrong contacts when backface collision is disabled.

Now it just ignores the generated collision if the contact normal is
against the face normal, with a threshold to keep edge contacts.

Added a special case for soft bodies to invert the collision instead of
ignoring it, because for now it's the best solution to avoid soft bodies
to go through concave shapes (they use small spheres). This might be
replaced with a better algorithm for soft bodies later.
2021-11-17 17:57:02 -07:00
PouleyKetchoupp 43ff9ad86f Fix rest_info returning no result with high margin and low motion
Apply the same logic as in test_body_motion to make sure the minimum
allowed depth doesn't filter out all contacts in this case.
2021-11-17 11:47:30 -07:00
Rémi Verschelde c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn 358820c4b7 Fix SRGB conversions in Vulkan Renderer 2021-11-16 20:56:13 -08:00
Camille Mohr-Daurat 7d1b454b67
Merge pull request #55036 from nekomatata/bvh-fix-update
Fix physics BVH pairing for teleported or fast moving objects
2021-11-16 17:59:21 -07:00
PouleyKetchoupp afb9e2d9b7 Fix physics BVH pairing for teleported or fast moving objects
Updating the broadphase to find new collision pairs was done after
checking for collision islands, so it was working in most cases due to
the pairing margin used in the BVH, but in case of teleported objects
the narrowphase collision could be skipped.

Now it's done before checking for collision islands, so we can ensure
that broadphase pairing has been done at the same time as objects are
marked as moved so their collision can be checked properly.

This issue didn't happen in the Octree/HashGrid because they do nothing
on update and trigger pairs directly when objects move instead.
2021-11-16 14:51:37 -07:00
Hugo Locurcio 8fb7e622a6
Rename built-in `SGN()` macro to `SIGN()`
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
chris.clst 038be68649
Merge branch 'godotengine:master' into bugfix_shader_compile_spirv_from_source 2021-11-14 03:23:22 +01:00
Yuri Roubinsky df3b42411d Fix broken light_compute in mobile renderer 2021-11-13 17:24:31 +03:00
Brian Semrau 716e15cd26 Fix multimesh still drawing when visible instances is zero 2021-11-12 21:51:14 -05:00
Aaron Franke 3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
jfons dbf20f58a0 Fix transparency state initialization 2021-11-12 12:11:57 +01:00
Yuri Roubinsky 826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
Rémi Verschelde 13769aebe9
Merge pull request #54867 from Chaosus/shader_fix_light_albedo
Fix shader crashing when using `ALBEDO` or `ALPHA` in light function
2021-11-12 08:35:53 +01:00
Camille Mohr-Daurat 11e03ae7f0
Merge pull request #54810 from nekomatata/area-separate-override-modes
Separate space override modes for gravity/damping in Area
2021-11-11 15:11:21 -07:00
Yuri Roubinsky a45ae7b1c7 Fix shader crashing when using `ALBEDO` or `ALPHA` in light function 2021-11-11 11:59:30 +03:00
PouleyKetchoupp c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00
Rémi Verschelde 5cc0ad5393
Merge pull request #54783 from ator-dev/fix-override-exposure 2021-11-10 18:45:04 +01:00
PouleyKetchoupp bfd0d33244 Fix errors in CharacterBody when floor is destroyed or removed
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
2021-11-10 08:27:33 -07:00
ChristopheClaustre cc39ba5509 rendering_device: if one compiles with at least on stage without sources, it was always returning an unusable bytecode (because errored) 2021-11-09 22:53:30 +01:00
PouleyKetchoupp 3d1c123d45 Separate space override modes for gravity/damping in Area
Also make inspector clearer for gravity point properties.
2021-11-09 10:29:24 -07:00
Rémi Verschelde 9444a3f01d
Merge pull request #54736 from Chaosus/shader_fix_uniform 2021-11-09 08:25:12 +01:00
Camille Mohr-Daurat c6062cd93e
Merge pull request #54134 from nekomatata/body-center-of-mass-local
Expose local center of mass in physics servers
2021-11-08 18:44:51 -07:00
NHodgesVFX dbe366a830 add more OpenGL attributes 2021-11-08 20:12:11 -05:00