Commit Graph

1161 Commits

Author SHA1 Message Date
Juan Linietsky f999f52f0a Add a Framebuffer cache
Adds a FramebufferCache singletion that operates the same way as UniformSetCache.

Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:

```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
Hugo Locurcio db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Rémi Verschelde 8a9700c8a7 Force disable S3TC support on Android/iOS since we don't handle it
Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04 18:27:56 +02:00
Rémi Verschelde 2c0c76c415
Merge pull request #61851 from Calinou/particles-default-global-coordinates 2022-08-03 11:38:23 +02:00
Rémi Verschelde b27f06550c
Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso 2022-08-03 11:37:28 +02:00
Rémi Verschelde 15fdf7bc86
Merge pull request #58611 from Calinou/ssr-fix-blend-margin
Fade screen-space reflection towards inner margin
2022-08-03 07:54:59 +02:00
Yuri Rubinsky 988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint 2022-08-03 08:05:19 +03:00
Hugo Locurcio d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
Hugo Locurcio d38671827b
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Marc Gilleron 779a5cd34a Allow shading language to use `switch` statement with uints 2022-08-02 23:08:41 +01:00
Hugo Locurcio 84076513b1
Use global coordinates for particles by default
Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.

This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00
Rémi Verschelde f450f242b9
Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-width 2022-08-02 21:00:01 +02:00
Patrick Exner fe5901310e Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) 2022-08-02 17:30:41 +02:00
Rémi Verschelde 8cce479c01
Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture
Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Rémi Verschelde bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde 2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde 8de2cc04a7
Merge pull request #63793 from RandomShaper/fix_unbound_resource
Fix uniform set creation error due to null RID
2022-08-02 07:10:20 +02:00
Hugo Locurcio 813f6a5d57
Add `hint_transparent` to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
Rémi Verschelde 67c5741c03
Merge pull request #63767 from kubecz3k/fix/headless-collision 2022-08-01 22:04:09 +02:00
Pedro J. Estébanez 2df767d31e Fix uniform set creation error due to null RID 2022-08-01 21:59:13 +02:00
Yuri Rubinsky 9ec6de1767
Merge pull request #63766 from Chaosus/fix_shader_instance_uniform 2022-08-01 15:04:54 +03:00
Yuri Rubinsky 81c44718ca Fix passing values to the instance uniforms in the shader 2022-08-01 13:45:29 +03:00
Jakub Grzesik 3c55637459 fix for headless collision shape generation
this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
2022-08-01 12:38:07 +02:00
Rémi Verschelde 121d6fdace
Merge pull request #63754 from BastiaanOlij/storage_struct_private
Changed storage structs to private
2022-08-01 09:37:36 +02:00
Rémi Verschelde de53e91b85
Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-inject
Tweak default fog settings for better appearance
2022-08-01 07:55:53 +02:00
Rémi Verschelde 677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
Bastiaan Olij 81c6f73109 Changed storage structs to private 2022-08-01 11:59:14 +10:00
Hugo Locurcio e35e79b802
Tweak default fog settings for better appearance
- Increase the default non-volumetric fog density to 0.01 to make
  adjustments more visible.
- Use a less saturated non-volumetric fog color by default
  (a mix of the sky and horizon colors of the new default
  ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
  in more realistic appearance of volumetric fog, at a very low
  performance cost.
2022-08-01 02:04:20 +02:00
clayjohn 0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio a0795b4347
Tweak VoxelGI defaults for better quality
Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.

- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-31 18:05:24 +02:00
Hugo Locurcio 0e26fee3b7
Make Decal's `modulate` property affect emission color as well
This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.

- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
LinuxUserGD 6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +02:00
Rémi Verschelde 7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Andreas Raddau dfc6035ce1 Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Pedro J. Estébanez 278950f731 Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
Rémi Verschelde 2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
Restructure environment in render implementation
2022-07-29 08:05:40 +02:00
Bastiaan Olij f579125eeb Restructure environment in render implementation 2022-07-29 12:24:32 +10:00
Rémi Verschelde 8e0f328a80
Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename 2022-07-28 20:34:17 +02:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Hugo Locurcio e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Rémi Verschelde 82811367cb
Merge pull request #63571 from RandomShaper/conservative_validate_vrs 2022-07-28 15:34:47 +02:00
Pedro J. Estébanez 5f71b55380 Improve handling of the format of the VRS image
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
- Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
2022-07-28 12:24:03 +02:00
Rémi Verschelde 199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Bastiaan Olij 1dd671014b Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
Rémi Verschelde bb94e16bd8
Merge pull request #63406 from Zylann/init_viewport_fields 2022-07-27 12:29:05 +02:00
Rémi Verschelde a7335b00e6
Merge pull request #62362 from clayjohn/VULKAN-halo 2022-07-27 11:17:34 +02:00
Rémi Verschelde cade90a807
Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaults 2022-07-27 09:44:47 +02:00
Rémi Verschelde d5ec1a9650
Merge pull request #63477 from Chaosus/shader_fix_fog 2022-07-27 09:35:30 +02:00
clayjohn 7e7c6995e3 Use full size mipmaps for reflections when in high-quality mode 2022-07-26 23:53:05 -07:00