Move definition of rendering/quality/filters/anisotropic_filter_level to
servers/visual_server.cpp, since both GLES2 and GLES3 now use it
rasterizer_storage_gles3.cpp: Remove a spurious variable write (the
value gets overwritten soon after)
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.
There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.
The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.
This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.
As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
Large FVF allows batching of many custom shaders, but should not join items which have shaders that utilize BUILTINs which would change for each item, because these will not be sent individually, and all joined items would wrongly use the values from the first joined item.
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.
Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
As a result, it should be enabled only when banding is noticeable enough.
Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
This is part of effort to make more efficient use of the API for devices with poor drivers. This eliminates multiple calls to glBufferSubData per update.
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.
At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.
As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.
Fixes#33058.