Commit Graph

64 Commits

Author SHA1 Message Date
BlueCube3310 a89f4fa5a9 LightmapGI: Pack L1 SH coefficients for directional lightmaps 2024-09-05 22:46:58 +02:00
Stuart Carnie a7a245de92
Metal: enable for betsy and lightmapper modules
To support this, the rendering_context_driver_metal.h header was updated
to recognise when it is included in non-Objective-C source files.
2024-08-31 08:29:07 +10:00
Rémi Verschelde e98aaf1caa
Merge pull request #94477 from RedMser/typos-batch-1
Fix various typos
2024-08-28 00:12:12 +02:00
Rémi Verschelde 68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
2024-08-25 20:18:18 +02:00
Matias N. Goldberg 364f916f3f
Add debug utilities for Vulkan
Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
 - Debug-only Breadcrumb info for debugging GPU crashes and device lost
 - Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks

Functionality marked as "debug-only" is only available in debug or dev
builds.

Misc fixes:
 - Early break optimization in RenderingDevice::uniform_set_create

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00
clayjohn f4ccba7508 Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
2024-08-21 10:24:32 -07:00
clayjohn 1521e49c23 Antialias direct light samples in LightmapperRD
Additionally use Vogel disk to enhance soft shadow quality.
2024-08-19 17:54:55 -07:00
RedMser f9258ff928 Fix typos 2024-07-17 18:53:03 +02:00
BlueCube3310 60a255a0d0 Lightmapper: Prevent infinite loop when blitting lightmaps into an atlas 2024-07-13 13:10:04 +02:00
BlueCube3310 14877d1f99 Lightmapper: Ensure the atlas is big enough to fit padded UV maps 2024-07-11 23:16:31 +02:00
passivestar d06bce3002 Fix lightmapper seam blending 2024-05-15 19:30:14 +04:00
landervr e7bd1b0673 Add denoiser range property for LightmapGI 2024-05-15 08:26:04 +02:00
BlueCube3310 f1b758022a LightmapGI: Fix seam blending with directional lightmaps 2024-04-18 14:21:29 +02:00
A Thousand Ships 79ba22a73f
Use `Vector*` component-wise `min/max/clamp` functions where applicable 2024-03-20 13:47:42 +01:00
Dario 73eff10c76 Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
A Thousand Ships 684752e75b
Replace error checks against `size` with `is_empty` 2024-02-09 12:50:15 +01:00
clayjohn efb1cbaad4 Add GLES3 infrastructure for lightmap baking in the compatibility backend 2024-01-24 17:13:30 -08:00
Juan Linietsky 24fe0715b5 Promote CowData to 64 bits
Fixes a lot of bugs, please help me fill the list.
2024-01-19 17:41:10 +01:00
Dario cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Rémi Verschelde 2a4eaa4cd8
Merge pull request #86555 from RandomShaper/fix_warn
Fix LightmapperRD division warning in MSVC
2024-01-04 14:26:20 +01:00
EddieBreeg 8747c67d9e
Fix potential integer underflow in rounded up divisions
A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.

Fixes #80358.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-01-02 14:14:47 +01:00
Pedro J. Estébanez fe8c217b7c Fix warning in MSVC 2023-12-27 17:50:45 +01:00
Rémi Verschelde 15b8185c68
Don't use TTR/RTR for ERR/WARN prints
We don't translate those, only editor strings are translated.
2023-11-12 12:00:55 +01:00
Dario 47214ea9f5 Optimize lightmapper using triangle clusters on the acceleration structure.
Add an additional layer of indirection to the grid used by the lightmapper to store fixed-size triangle clusters. Greatly speeds up baking times on scenes with high triangle density, as the clusters will help to avoid unnecessary checks when the triangle density is high on the scene.
2023-10-13 17:57:25 -03:00
Dario a9a197d2dc Rewrite the GPU Lightmapper's indirect lighting logic to match Godot 3.5's CPU Lightmapper.
Port over the logic from Godot 3.5 for indirect lighting. This should fix many issues about indirect bounces causing more energy and improve the overall quality of the result.
2023-10-13 14:33:55 -03:00
bruvzg 899e56de5d
Re-add optional OIDN denoise as an external executable. 2023-10-11 19:52:18 +03:00
Dario ac90ca714c Make the lightmapper not dilate before denoising.
Dilating noisy data caused issues for the denoiser. Fixes #82526.
2023-09-29 12:36:36 -03:00
Dario 1b2b726502 Replace OIDN denoiser with a JNLM denoiser compute shader implementation. 2023-09-25 14:53:45 -03:00
Dario ddc3126bbf Add half-pixel offset to lightmapper rasterization.
Add half-pixel offset to lightmapper to fix issues where the ray would be generated from the wrong spot corresponding to the pixel and causing light leaks. Fixes Issue #69126.
2023-09-18 11:56:04 -03:00
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
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
kobewi 072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
bruvzg 0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +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
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
FireForge 84431bd782 Use integer types in Image and ImageTexture methods
- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
2022-07-18 19:43:32 -05:00
Priyansh Rathi e995764e50
add support for soft shadows to the lightmapper 2022-06-24 21:50:13 +05:30
Aaron Franke 1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Rémi Verschelde 7119d355eb String: Remove TTR and DTR defines in non-tools build
This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
kobewi 39d429e497 Change some math macros to constexpr
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
reduz b0ca03b0a2 Add a UniformSet cache
* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.

This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-03-06 13:03:33 +01:00
Anilforextra c9f5d88f3a Use fill() to fill an entire image instead of setting pixels individually. 2022-01-08 17:43:15 +05:45
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
William Deurwaarder 5465ef83cb GPULightmapper: execute dilate also after denoise
Dilate fills gaps that are caused by the rasterization. As dilate is based on
the alpha-channel which is not part of denoise, dilate can be run after denoise
as well. So that colors are not denoised/mixed over seams.
2021-10-16 11:28:37 +02:00
William Deurwaarder a7599076d2 GPULightmapper: execute dilate before denoise
Dilate fills gaps that are caused by the rasterization. Previously denoise
was done before dilate which caused the gaps to become filled (non-zero). This
resulted that the gaps were not recognized by
dilate  and the background color leaked.

This is fixed by executing dilate before denoise.
2021-10-16 11:28:37 +02:00
William Deurwaarder e11dd6500a GPULightmapper's triangles and their bounding box will be in-sync
Previously the bounding boxes and triangles were maintained in two separate
arrays (Vectors). As the triangle vector was sorted and the bounding-box array
was not , the order of both arrays differed. This meant that the index in one
was different than the other, which caused lookup issues.

To prevent this, the bounding-box is now part of the triangle structure so that
there is a single structure that cannot become out-of-sync anymore.
2021-09-11 14:02:37 +02:00
reduz cf3f404d31 Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.

This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
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
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