Yuri Sizov
0fa808ba5e
Merge pull request #77085 from BastiaanOlij/visualise_direction_shadowmap_frustum
...
Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-07-12 21:02:25 +02:00
Yuri Sizov
bb15241e06
Merge pull request #77740 from ChibiDenDen/simplify_vulkan
...
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
bitsawer
ef00de99b4
Fix error spam when a mesh with bone weights has an invalid skeleton
2023-06-22 15:58:52 +03:00
ChibiDenDen
35715e510f
replace sampler arrays with constant sampler elements
2023-06-22 01:11:57 +03:00
Bastiaan Olij
66272ea26e
Fix volumetric fog in stereo by projection vertex in combined space
2023-06-20 14:36:14 +10:00
clayjohn
36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
...
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times
This also adds memory tracking to textures and buffers to catch memory leaks.
This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
Bastiaan Olij
d9eb9665da
Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-06-11 11:48:11 +10:00
Rémi Verschelde
9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
...
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Manuel Dun
e2321c21db
Enable the use of all builtins on the light shader
...
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Allen Pestaluky
4e19f34856
Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers
...
The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.
Fixes #77448
2023-05-26 10:50:35 -04:00
Bastiaan Olij
dae58dd187
Fix a typo in the debug shadow split renderer
2023-05-18 10:36:12 +10:00
Rémi Verschelde
9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
...
Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +02:00
Max Hilbrunner
39d85308fd
Merge pull request #76109 from paddy-exe/fix-node-position-view
2023-05-05 14:35:41 +02:00
Johan Aires Rastén
8452e6cdb3
Add SPECULAR_AMOUNT spatial light shader built-in
...
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
Patrick
e35bbd76a3
Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node
2023-05-03 19:59:43 +02:00
clayjohn
ca23d06a31
Re-implement the PSSM_SPLITS debug option
...
This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 -07:00
Johan Aires Rastén
14a8124ffe
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
Rémi Verschelde
0ec2be1213
Merge pull request #76003 from clayjohn/double-particle-offset
...
Don't store instance transform origin in RD 3D renderer unless requested
2023-04-13 09:56:41 +02:00
clayjohn
29edd277e4
Don't store instance transform in RD 3D renderer unless requested
...
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
2023-04-12 14:41:17 -07:00
clayjohn
9be0a73294
Add EXPOSURE built in to spatial shaders
...
This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 -07:00
Yuri Sizov
ded38c5d75
Merge pull request #73839 from clayjohn/OUTPUT_IS_SRGB
...
Clean up OUTPUT_IS_SRGB redefinitions
2023-03-16 13:03:37 +01:00
Bastiaan Olij
903aa0e385
Use MSAA 2D texture in multipass tonemapper
2023-03-01 18:59:59 +11:00
clayjohn
c69b14e96e
Add warnings for unsupported features in mobile and gl_compatibility backends
2023-02-26 12:28:02 -08:00
clayjohn
316cf04059
Clean up OUTPUT_IS_SRGB redefinitions
2023-02-23 12:56:42 -08:00
Bastiaan Olij
467d735eb1
Fix issue with default textures requiring arrays when using multiview
2023-02-22 16:50:58 +11:00
Yuri Rubinsky
94831c7209
Forbid passing multiview sampler to the custom function in shaders
2023-02-21 11:23:17 +03:00
myaaaaaaaaa
6f88392d02
Move some worker_thread_pool.h includes out of header files
2023-02-13 14:02:01 -05:00
Markus Sauermann
826e54fa73
Some code simplifications
...
1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
2023-02-07 14:30:16 +01:00
Bastiaan Olij
8c77aea9ab
Expose EYE_OFFSET to gdshader code
2023-02-01 12:39:13 +11:00
Bastiaan Olij
43a63db7cf
Fix SSAO/SSIl being applied to reflection probes
2023-01-30 15:20:27 +11:00
Rémi Verschelde
6f7793ce1a
Merge pull request #71581 from clayjohn/dependency-changed
...
Flag dirty dependencies when GeometryInstance dependencies change in renderer
2023-01-26 22:57:32 +01:00
Rémi Verschelde
4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
...
Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
Henrique Coura
28d8cad02e
RenderForwardMobile - add dependency tracker info on geometry create
2023-01-25 15:25:49 -03:00
Bastiaan Olij
85c478e170
Make screen texture and depth texture work in Multiview
2023-01-25 13:35:01 +11:00
kobewi
615c517034
Use range iterators in LocalVector loops
2023-01-21 18:44:42 +01:00
clayjohn
49bebf2bfb
Sort decals and lights based on camera origin
...
Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 -08:00
clayjohn
faea9f5c10
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
...
in favour of texture hints
2023-01-18 19:52:47 -08:00
clayjohn
c4a8284dec
Flag dirty dependencies when GeometryInstance dependencies change in renderer
...
Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)
2023-01-17 12:39:13 -08:00
Bastiaan Olij
478c37deb8
Improving communication of scaling settings to renderer implementation
2023-01-13 12:54:15 +11:00
Rémi Verschelde
1f171ff18b
Merge pull request #71261 from clayjohn/RD-alpha-aa
...
Take alpha antialising options into account when setting up materials
2023-01-12 08:19:16 +01:00
clayjohn
0ae567b00a
Take alpha antialising options into account when setting up materials
...
This restores the functionality of the alpha antialising options
2023-01-11 21:29:36 -08:00
clayjohn
89766848de
Fix multiple issues that make the normal roughness texture unusable
2023-01-09 11:56:36 -08:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
...
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn
062fb8b0dc
Ignore depth draw optimization when using depth draw alpha prepass
...
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
Bastiaan Olij
8bf16b0ce5
Fix errors related to reflection probe now using a render buffers object
2022-12-26 22:23:22 +11:00
Rémi Verschelde
f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
...
Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde
d8a0382e3f
Merge pull request #70476 from BastiaanOlij/move_sdfgi_init
...
Move SDFGI update logic into clustered renderer
2022-12-23 23:43:56 +01:00
Bastiaan Olij
65ca9e6924
Move SDFGI update logic into clustered renderer
2022-12-24 00:00:11 +11:00
Rémi Verschelde
1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
...
Added options for sorting transparent objects (port of PR #63040 )
2022-12-23 09:47:24 +01:00
Bastiaan Olij
e886a7af81
Cleanup and improve sky render
2022-12-23 19:45:19 +11:00