Commit Graph

376 Commits

Author SHA1 Message Date
reduz ce783689f8 Make shader compiler again after roughness limiter fix
Fix shader compilation error after merging #49549
2021-06-12 21:40:51 -03:00
Juan Linietsky bb94344937
Merge pull request #49549 from clayjohn/VULKAN-roughness-limiter
Fix roughness limiter derivative
2021-06-12 21:29:34 -03:00
clayjohn 9a5e00be6f Fix roughness limiter derivative 2021-06-12 17:02:05 -07:00
reduz 7513b73902 Fix VoxelGI (works again).
It was broken due to #46046, this makes it work again.
2021-06-12 20:37:56 -03:00
Rémi Verschelde 2787ee634a
Merge pull request #49520 from pfertyk/issue-46278-empty-texture-crashes-godot
Validate texture in RendererStorageRD::free
2021-06-12 22:27:14 +02:00
Paweł Fertyk 31cd42373b Validate texture in RendererStorageRD::free 2021-06-11 20:12:23 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Yuri Roubinsky 9539e4e39e
Merge pull request #49456 from Chaosus/fix_shader_length
Fix `length()` array function usage in shader
2021-06-10 11:07:59 +03:00
Yuri Roubinsky 7dd65a066e Fix `length()` array function usage in shader 2021-06-10 10:04:28 +03:00
reduz c66b2651a6 Refactor CommandQueueMT
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.

This should make thread loading entirely reliable.
2021-06-09 13:10:49 -03:00
Yuri Roubinsky 5d5400a3b1 Fix shader compilation with render_mode: `specular_phong` 2021-06-09 08:38:03 +03:00
Yuri Roubinsky 4daca0b580 Removes deleted OrenNayar mode from shaders and materials 2021-06-08 15:50:40 +03:00
Yuri Roubinsky eec82d9f75 Prevent shader crash when returning array when return type is scalar 2021-06-06 14:59:52 +03:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Rémi Verschelde 6f7d45d210
Merge pull request #45364 from madmiraal/rename-quat
Rename Quat to Quaternion
2021-06-05 13:32:08 +02:00
andriyDev 9f4bf5ec80 Deleted YSort, moved its functionality directly into Node2D.
YSort now has a compatibility alias to Node2D.
Updated TileMap to use the existing Node2D y_sort_enabled property instead
of its own property.
Updated Node2D doc to include the new y_sort_enabled member.
Updated TileMap doc to remove its mention of cell_y_sort.
Deleted YSort doc.
2021-06-05 00:55:25 -07:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke 08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Fabio Alessandrelli 8cdef21d6c Move remaining dummy drivers to servers. 2021-06-01 16:50:32 +02:00
Rémi Verschelde 52ab531a56
Merge pull request #49161 from lawnjelly/fix_canvas_rect_bound4
[4.x] Fix canvas rect bound calculation
2021-05-31 11:34:46 +02:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
lawnjelly 07ca9cd263 [4] Fix canvas rect bound calculation
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.

This PR fixes this inconsistency.
2021-05-28 09:04:24 +01:00
Yuri Roubinsky 897fc09bac Makes few shader built-ins constant to prevent changing them 2021-05-26 15:58:35 +03:00
Rémi Verschelde f1abfbbeb1
Merge pull request #48837 from Soupstraw/shader-pi
Added constants PI, TAU and E to the shader language
2021-05-25 18:07:15 +02:00
Rémi Verschelde f050719da8
Merge pull request #48933 from Chaosus/shader_array_params
Allow shader arrays to be passed as parameters and return value in functions
2021-05-25 11:47:08 +02:00
Joosep Jääger 16567321ba Added constants PI, TAU and E to the shader language 2021-05-25 12:15:08 +03:00
reduz 789713b008 Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
2021-05-23 16:43:36 -03:00
Yuri Roubinsky 5874b7a29c Allow shader arrays to be passed as parameters and return value 2021-05-22 20:15:03 +03:00
Yuri Roubinsky 084648bd18 Basic warning support implementation for the Godot Shading Language. 2021-05-22 19:24:31 +03:00
Winston Hartnett 96fa2ee2a0 Fix instance uniform typo 2021-05-20 21:11:40 -05:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Yuri Roubinsky 6135744786 Implements length() shader function for arrays in structs 2021-05-19 21:50:11 +03:00
Yuri Roubinsky 96b2e54c70 Fix typo in shader_language.cpp 2021-05-18 19:01:02 +03:00
Bastiaan Olij 02980be834 Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
Rémi Verschelde 0c693f8781
Merge pull request #48472 from BastiaanOlij/render_state
Make better use of our render_state struct
2021-05-12 13:44:03 +02:00
reduz 479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00
Bastiaan Olij 308b26762b Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
Rémi Verschelde 8962d36bb1
Merge pull request #33577 from Calinou/highlight-control-flow-keywords
Highlight control flow keywords with a different color
2021-05-07 00:52:50 +02:00
Bastiaan Olij 90ef5d73c4 Cleanup vulkan capabilities check and add multiview check 2021-05-06 12:06:07 +10:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Rémi Verschelde 7449d6c752
Merge pull request #48435 from BastiaanOlij/no_repeat_mobile_renderer
Remove repeat from forward mobile renderer
2021-05-05 16:19:03 +02:00
Bastiaan Olij cc45ed448b Remove repeat from forward mobile renderer 2021-05-04 11:37:58 +10:00
jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
Bastiaan Olij 58ff0dac1a Create mobile renderer 2021-05-03 21:54:11 +10:00
reduz 90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Rémi Verschelde 305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde 95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00