Commit Graph

354 Commits

Author SHA1 Message Date
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 d7a1acd229
Merge pull request #62364 from clayjohn/GLES3-sky-optimization 2022-07-27 12:39:58 +02:00
Bastiaan Olij 0bd042c601 Change RendererSceneRender::GeometryInstance so more code is shared among renderers 2022-07-27 12:32:07 +10:00
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
Hugo Locurcio 21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
Bastiaan Olij ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
clayjohn 88830509d1 Precompute on the CPU as much as possible for the Cubemap filter shader 2022-06-22 16:46:27 -07:00
Bastiaan Olij b4821fe2e0 Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
clayjohn 5f52936350 Implement MultiMesh in 3D and flesh out MultiMesh functions 2022-06-14 21:23:20 -07:00
jfons ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
clayjohn 3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn 39f1be760f Fix sky updating when DirectionalLight mode changed and shader compatibility for certain drivers 2022-05-19 17:44:38 -07:00
clayjohn 9b61c855ef Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16 15:07:09 -07:00
clayjohn 652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
clayjohn 2bf8831dd6 SceneShader compiling 2022-05-11 21:00:21 -07:00
clayjohn 3bb8e6a9fe SkyShaders working 2022-05-11 21:00:21 -07:00
Aaron Franke fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
Rémi Verschelde d9b4ab3797 Fix typo after #60503 2022-04-28 20:00:40 +02:00
Rémi Verschelde f394388aa2
Merge pull request #60503 from clayjohn/OPENGL-3D 2022-04-28 19:56:16 +02:00
Hugo Locurcio eb497bbaa7
Fix "ortogonal" -> "orthogonal" typo in rasterizer code 2022-04-26 21:49:44 +02:00
clayjohn 2f2064fe3d Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures 2022-04-26 11:48:39 -07:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Ansraer 90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Hugo Locurcio 2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
clayjohn 99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
Fernando Cosentino ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
Rémi Verschelde 851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde 7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
clayjohn 3631a3cc9e Fix recently introduced crash in viewport size 2020-01-23 08:11:01 -08:00
Rémi Verschelde 37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
lawnjelly eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
clayjohn 041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
clayjohn f1d0c391c7 fix light related crashes 2020-01-15 21:40:05 -08:00
clayjohn 179193775b Fix light and multimesh crashes 2020-01-12 17:45:06 -08:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
PouleyKetchoupp 299b85c46f Disable shadow map sampling when shadows are not used in GLES3
Fixes #20742
2019-11-29 06:21:17 +01:00
Rémi Verschelde 3be6e76f22
Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues
Fix issues with environment mapping
2019-11-20 08:45:53 +01:00
clayjohn cd40154890 Fix issues with environment mapping 2019-11-19 22:30:48 -08:00
clayjohn 1253a33423 Improve glBufferSubData usage where safe 2019-11-11 16:38:41 -08:00
clayjohn 071bf81750 only render depth with alpha prepass on prepass 2019-10-11 22:34:10 -07:00
Rémi Verschelde f1146c261d
Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvas
Throw error when canvas background is used without sample buffer
2019-09-23 15:35:31 +02:00
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
clayjohn e65d2184b9 throw error when user tries to use Canvas background without sample buffer 2019-09-15 21:07:07 -07:00
Braden Bodily 71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
RaphaelHunter 5ff4b13271 DOF can effect transparent objects now, close #28240 2019-08-12 15:49:02 +08:00
Rémi Verschelde 639127de09
Merge pull request #30898 from clayjohn/max-lights-reflections
Add project setting for max lights and reflections in GLES3
2019-07-29 16:01:53 +02:00
clayjohn 1a981ef268 add project setting for max lights and reflections in gles3 2019-07-28 17:54:25 -07:00
Rémi Verschelde 0381ff35aa
Merge pull request #30764 from clayjohn/contact-shadow
Fix contact shadows appearing when shading casting is off
2019-07-23 07:02:38 +02:00
clayjohn b1839e5e85 fix contact shadows appearing when shading casting is off 2019-07-22 15:03:51 -07:00
Hugo Locurcio b1e382178c
Disable high-quality voxel cone tracing by default
This makes GIProbe significantly faster out of the box, at the cost
of worse-looking GIProbe reflections.

This closes #30727.
2019-07-21 17:39:03 +02:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Ibrahn Sahir 4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Bojidar Marinov f7dad789e9
Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin 072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
Bastiaan Olij 4ebedb5f11 Made constants fully upper case in camera server 2019-06-19 22:24:54 +10:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Rémi Verschelde 971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
qarmin 8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
clayjohn 2abe7deae8 fix no depth test and render_priority sorting 2019-05-23 09:21:57 -07:00
Rémi Verschelde a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Rémi Verschelde c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
qarmin 856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Rémi Verschelde b60754ab40
Merge pull request #26839 from toasteater/fix/keep-linear
Respect keep_3d_linear when transparent_bg is on.
2019-04-08 10:58:59 +02:00
Bastiaan Olij 8349d4fbd9 Add option to have viewport render into supplied texture 2019-04-06 08:24:58 +11:00
toasteater 7cbfce7a8c Respect keep_3d_linear when transparent_bg is on.
When transparent_bg is on, or the render target is too small,
Godot would skip postprocessing and disregard keep_3d_linear.

This fixes #26817.
2019-04-05 20:42:59 +08:00
marxin e7f22ebdcd Enable warnings=extra on clang and GCC testers.
And remove 2 warnings from warnings=extra.
2019-04-02 17:14:47 +02:00
Daniel Rakos 849596c40c Fixed handling of depth texture so it's resolved and bound when needed
- Cleaned up and improved the code determining when we need to use a depth
  prepass (previously it wasn't executed in certain cases even if it was
  needed)
- Added code to prepare and bind the depth texture even when no depth prepass
  or MRTs (more precisely effect buffers) are used

Fixes #25870, #25535, and #25387.
2019-03-26 17:48:22 +01:00
Juan Linietsky 0eb61c3106 Undo #25557 (was not right anyway), fixes #26258 2019-03-11 14:58:51 -03:00
Juan Linietsky 4d875f115c Also take dof blur in consideration for using MRTs, fixes #26236 2019-03-03 16:28:07 -03:00
Juan Linietsky 34dd772054 Properly redraw if something animated is visible 2019-03-03 13:43:54 -03:00
Juan Linietsky 2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
marxin 7f289304af Fix #26100 by casting to integer. 2019-02-26 19:29:08 +01:00
Juan Linietsky aef5b36bfa Ensure that no depth test is used (specially in prepass) for objects that dont test or draw depth, fixes #25201 2019-02-22 14:48:10 -03:00
Juan Linietsky 8fd2eb6234 Many fixes regarding depth buffer clearing, closes #25994, closes #25975 2019-02-21 12:31:41 -03:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Juan Linietsky d6a88bbc30 Remove all references to stencil, fixes problems on iOS. 2019-02-13 07:58:52 -03:00
KaadmY d116705538 Allow usage of depth texture when contact shadows are disabled 2019-02-01 12:46:43 -08:00
Juan Linietsky 6d4d55cd42 Do not use depth prepass if effects are disabled, fixes #25267 2019-01-25 15:58:07 -03:00
Bastiaan Olij fe72e69c79
Revert "Fix GLES3 error 502 on iOS" 2019-01-26 01:51:41 +11:00
Juan Linietsky 677d4400de Ensure contact shadows are only used when lights use them. 2019-01-25 11:41:25 -03:00
Bastiaan Olij da7f9e1ed1 Fix GLES3 error 502 on iOS 2019-01-26 00:52:54 +11:00
Juan Linietsky 42764ed252
Revert "Fix errors on iOS" 2019-01-24 17:15:52 -03:00
Bastiaan Olij cab45f2f26 Fix errors on iOS 2019-01-23 13:38:19 +11:00
Juan Linietsky 46af4b0a4b Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 2019-01-22 10:05:23 -03:00