Commit Graph

194 Commits

Author SHA1 Message Date
Rémi Verschelde cf093f8e47
Merge pull request #69733 from clayjohn/GLES3-skeleton-leak
Properly free Skeleton RID in RenderingServer.free()
2022-12-07 22:23:40 +01:00
clayjohn 1aa61a877a Properly free Skeleton RID in RenderingServer.free() 2022-12-07 09:35:13 -08:00
Rémi Verschelde 43e9ca40ff
Merge pull request #65035 from nathanfranke/fix-aabb-mesh
Fix AABB errors on meshes with bones on multiple surfaces
2022-12-06 12:26:03 +01:00
Nathan Franke aef261aa2a
fix aabb errors on meshes with bones on multiple surfaces 2022-12-04 14:40:19 -06:00
NumbuhFour 1b09fd5410 Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
Rémi Verschelde 7ef9947d0e
Merge pull request #68870 from dsnopek/master-webxr-input
Get WebXR fully working in Godot 4!
2022-12-02 12:24:40 +01:00
David Snopek 310bf39cd3 Get WebXR fully working in Godot 4! 2022-12-01 21:46:30 -06:00
clayjohn f33ffd9ab4 Add Skeletons and Blend Shapes to the OpenGL renderer
This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.

Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
2022-11-29 09:45:03 -08:00
dzil123 b4437cbaa6 Fix various missing rendering parameter checks 2022-11-22 03:48:32 -08:00
dzil123 8fab25f32f GLES3 TextureStorage - add missing null checks 2022-11-16 23:31:59 -08:00
Rémi Verschelde 5f78f24b08
Merge pull request #68426 from clayjohn/GLES3-particles
Add GPUParticles to the OpenGL3 renderer.
2022-11-15 10:28:44 +01:00
Rémi Verschelde 64d7ce2a6e
Merge pull request #68628 from clayjohn/shadows
Implement is_animated and casts_shadows
2022-11-15 10:27:29 +01:00
clayjohn 9ce57050a5 Add GPUParticles to the OpenGL3 renderer.
This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.

This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00
Markus Sauermann 3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
Rémi Verschelde 63cded6a85
Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipeline
Use opaque rendering pipeline for alpha hash materials
2022-11-14 11:08:35 +01:00
clayjohn 4abf47f407 Implement is_animated and casts_shadows
This allows the renderer to correctly decide when to update shadow maps

This PR also adds TIME to a few missing places
2022-11-13 14:09:21 -08:00
clayjohn 539b73384f Implement texture_proxy_update which is needed for AnimatedTexture 2022-11-11 10:05:07 -08:00
Rémi Verschelde e10f8cbf40
Merge pull request #68186 from pkdawson/expose-texture-rd
Expose texture_get_rd_texture for scripts
2022-11-11 10:43:57 +01:00
David Snopek 23603e409c Add support for OpenGL to OpenXR 2022-11-08 18:47:11 -06:00
David Snopek 7fb8b931d7 Collapse three seperate texture storage methods into render_target_set_override() 2022-11-03 13:03:30 -05:00
Patrick Dawson 71d8de2763 Expose texture_get_rd_texture 2022-11-03 05:27:24 +01:00
Rémi Verschelde cb1931b271
Merge pull request #67639 from clayjohn/GLES3-2d-shadows
Add 2D shadows and canvas SDF to OpenGL3 renderer
2022-11-02 17:12:20 +01:00
clayjohn eb07056e70 Add texture reading code to OpenGL3 renderer for web and mobile
This allows using texture_2d_get on all platforms which is needed for the get_image function

This commit also fixes some OpenGL warnings on the Web platform that came from attempting to map a buffer with zero length
2022-11-01 13:42:53 -07:00
Rémi Verschelde 5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde 5a00568afb
Merge pull request #67032 from clayjohn/GLES3-gpu-profiling
Add OpenGL timer queries to OpenGL3 backend
2022-10-31 10:43:13 +01:00
Yuri Rubinsky 11e1bac768
Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances 2022-10-28 23:17:23 +03:00
clayjohn 2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00
Clay John 8fd92ed867
Merge pull request #64710 from MinusKube/window-size-crash
Prevent windows from having a size greater than device limit
2022-10-27 10:02:44 -07:00
Gordon MacPherson 56df8d5f19 Fix EXE_BAD_ACCESS caused by optional argument
This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
2022-10-26 19:33:35 +01:00
Clay John 753a182797
Merge pull request #65334 from dsnopek/opengl-multiview
[opengl] Add multiview to the opengl3 driver
2022-10-23 17:00:01 -07:00
keptsecret 31d44043bb implemented mesh_surface_update_x functions 2022-10-22 16:44:33 -04:00
David Snopek 398ee08375 Add multiview to the opengl3 driver 2022-10-21 21:00:32 -05:00
kobewi e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
kobewi 072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
Rémi Verschelde 367a9b8056 Merge pull request #67335 from clayjohn/GLES3-2d-lights
Add 2D lights to OpenGL3 canvas renderer
2022-10-13 09:05:36 +02:00
clayjohn e600fb93a5 Add 2D lights to OpenGL3 canvas renderer
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-12 17:55:01 -07:00
Yuri Rubinsky f4db4bb7a2 Fix incorrect setup of boolean uniform instances 2022-10-09 08:50:18 +03:00
Yuri Rubinsky 816600382e Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty` 2022-10-09 06:32:50 +03:00
clayjohn aca964de4f Add OpenGL timer queries to OpenGL3 backend
This is useful for the visual debugger, printing FPS, and the in-editor FPS display
2022-10-07 09:25:09 -07:00
clayjohn 154b9c1c91 Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.

This results in much faster rendering on low-end devices
but improves speed on all devices.
2022-10-06 11:24:45 -07:00
Rémi Verschelde 3a2b0ab73d Merge pull request #66898 from aaronfranke/proj-mat-columns
Rename Projection `matrix` to `columns`
2022-10-05 08:35:26 +02:00
Bastiaan Olij c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Aaron Franke 2cea42cc7f
Rename Projection `matrix` to `columns` 2022-10-04 12:34:19 -05:00
Rémi Verschelde bff9fcfc1c Merge pull request #65822 from BastiaanOlij/more_reorg_20220915
Move cluster builder, sdfgi and gi structures to clustered renderer, and more
2022-10-04 11:20:13 +02:00
clayjohn c8f0f27a0b Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer 2022-10-03 19:13:17 -07:00
Bastiaan Olij ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
Rémi Verschelde fe40c52be8 Merge pull request #66638 from timothyqiu/rendering-null
Add various null checks in RenderingServer
2022-09-30 09:58:58 +02:00
Rémi Verschelde 7a0500d9a3 Merge pull request #66626 from danboo/fix-typo-run-debug-collisons
Fix typos - "collison" -> "collision"
2022-09-30 09:58:25 +02:00
Haoyu Qiu ffdac72eaa Add various null checks in RenderingServer 2022-09-30 10:18:14 +08:00
danboo eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
clayjohn 1a0890122f Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Tobias Widner 422bacbfd1 Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work 2022-09-19 17:18:45 +02:00
clayjohn 9239c61aa6 Fix canvasitem shader builtins when using GLES3
Remove prefix canvas_data. as it isn't used in the internal canvasitem shader
2022-09-14 12:41:08 -07:00
Rémi Verschelde 2e6ba5ff13
Merge pull request #65746 from clayjohn/GLES3-mem-leak
Fix leaking of Mesh version and lod memory when freeing mesh in GLES3
2022-09-13 23:56:53 +02:00
clayjohn 8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
clayjohn 9f708489fa Fix leaking of Mesh version and lod memory when freeing mesh in GLES3 2022-09-13 08:19:14 -07:00
clayjohn 05f351b215 Use proper color type for transparent render targets in GLES3 2022-09-12 08:19:03 -07:00
Rémi Verschelde 337e4d185a
Merge pull request #65016 from timothyqiu/skin-data
Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3
2022-09-07 22:17:55 +02:00
clayjohn fea48cdfc6 Fix rendering when using WebGL2.
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
2022-09-06 14:42:08 -07:00
Aaron Franke 817ae95667
Replace AABB has_no_volume with has_volume
Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Rémi Verschelde c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Bastiaan Olij 2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
Yuri Rubinsky 8191b3c110 Rename `uniform` to `parameter` across the engine 2022-09-01 11:42:57 +03:00
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Hugo Locurcio 09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Rémi Verschelde 02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Haoyu Qiu 7c77cd0f7b Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3 2022-08-29 13:05:10 +08:00
Rémi Verschelde f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Micky 59e11934d8 Rename `str2var` to `str_to_var` and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Rémi Verschelde 7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Max Hilbrunner 5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
clayjohn bbbcdd725a Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone 2022-08-19 14:50:12 -06:00
Max Hilbrunner 019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Aaron Franke f91934872d
Use a const ref for the bone AABB in rendering code 2022-08-18 12:20:11 -05:00
Aaron Franke e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server 2022-08-14 23:30:48 -05:00
Omar El Sheikh f1fda97c33 Implement Octahedral on OpenGL3 2022-08-13 10:20:14 -07:00
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
clayjohn 028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.

In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
bruvzg e7464e7a30
Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
Hugo Locurcio baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +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
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
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
clayjohn 4b80cb4aa3 Fix various bugs in GLES3 renderer that stopped it from running on web 2022-08-01 16:45:32 -04:00
Yuri Rubinsky 81c44718ca Fix passing values to the instance uniforms in the shader 2022-08-01 13:45:29 +03:00
LinuxUserGD 6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +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
Yuri Rubinsky bbf76faf86 Fix `FOG` built-in in spatial/fragment shader 2022-07-27 08:31:06 +03:00
Yuri Rubinsky 886c2d9681 Implement shader uniform groups/subgroups 2022-07-26 11:26:09 +03:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
reduz f649678402 Clean up Shader Preprocessor
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
David R c2b0a873c2 added usage_defines for SPECULAR_SHININESS
added usage defines for opengl3 renderer
2022-07-18 00:45:42 +02:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Yuri Rubinsky 3dc1a1dbfb Prevent possible crash when mesh is freed 2022-07-06 19:52:54 +03:00
Bastiaan Olij ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00