Commit Graph

2458 Commits

Author SHA1 Message Date
Dario 420f3890b0 Fix incorrect error checking and notifications introduced in PR #80414.
There was an error in the other branch of the refactored function where the size of the array was not properly multiplied by the size of the float to check against the buffer size. This was only an error in the error-checking itself and not the functionality. There was also an error where the proper notification was not emitted whenever the buffer for the multimesh is recreated to invalidate the previous references the renderer might've created to it. This fixes CPU Particles getting corrupted when they're created without emission being enabled.
2023-08-13 09:08:20 -03:00
Dario 0d7deca4e2 Add buffer_copy method to RenderingDevice interface and an implementation for the Vulkan driver.
Direct buffer copies are required to perform certain operations more efficiently, as the only current alternative is to download the buffer to the CPU and upload it again. As the first use case, the new function is used when enabling motion vectors on multimeshes.
2023-08-12 09:38:39 -03:00
Bastiaan Olij 715ebcc3f1 Fix tonemapper, incorrect vertex count was specified 2023-08-11 10:07:16 +10:00
Dario 5155870d64 Improve handling of motion vectors for multimesh instances.
Fixes #67287. There was a subtle error where due to how enabling motion vectors for multi-meshes was handled, only the first instance would have a valid transforms buffer and the rest would point to an invalid buffer. This change moves over the responsibility of enabling motion vectors only when changes happen to the individual 3D transforms or the entire buffer itself. It also fixes an unnecessary download of the existing buffer that'd get overwritten by the current cache if it exists. Another fix is handling the case where the buffer was not set, and enabling motion vectors would not cause the buffer to be recreated correctly.
2023-08-09 08:17:07 -03:00
Rémi Verschelde 00de140d46
Merge pull request #80368 from BastiaanOlij/fix_mobile_error_on_scale
Fix issue with four subpasses always been requested in mobile renderer
2023-08-08 16:58:47 +02:00
Rémi Verschelde 1163dac9e3
Merge pull request #80215 from clayjohn/HDR-2D
Add option to enable HDR rendering in 2D
2023-08-08 16:57:33 +02:00
Johan Aires Rastén 6e1f68109b Support shader preprocessor concatenation symbol 2023-08-08 10:56:20 +02:00
Rémi Verschelde 8a3a3aaebe
Merge pull request #80356 from darksylinc/voxelgi-dispatch-underflow
Fix integer underflow when rounding up in VoxelGI
2023-08-07 14:55:33 +02:00
Rémi Verschelde ff70ce158c
Merge pull request #80315 from darksylinc/matias-ssil-validation-fix
Fix validation error when enabling SSIL alone
2023-08-07 14:55:10 +02:00
Rémi Verschelde 40ca09364d
Merge pull request #80311 from darksylinc/matias-fullscreen-tri
Use fullscreen tri instead of quad
2023-08-07 14:54:21 +02:00
Rémi Verschelde f01290fa91
Merge pull request #80257 from DarioSamo/taa_double_precision_fix
Fix motion vectors being corrupted when using `precision=double`
2023-08-07 14:51:35 +02:00
Rémi Verschelde faaf27f284
Fix various typos with codespell
Also includes typo fixes from #79993, #80068, #80276, and #80303.

Co-authored-by: betalars <contact@betalars.de>
Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com>
Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-08-07 13:09:47 +02:00
Bastiaan Olij 414df467cd Fix issue with four subpasses always been requested in mobile renderer 2023-08-07 20:26:48 +10:00
clayjohn 57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
Matias N. Goldberg e783e32108 Fix integer underflow when rounding up in VoxelGI
The code wanted to divide and round up:
 - 0 / 64 = 0
 - 63 / 64 = 1
 - 64 / 64 = 1
 - 65 / 64 = 2

However when the dividend was exactly 0 it would underflow and produce
67108864 instead.

This caused TDRs on empty scenes or extremely slow performance

Fix #80286
2023-08-06 23:21:58 -03:00
Chia-Hsiang Cheng 0cf57e1927 Ensure POINT_SIZE takes effect 2023-08-06 16:44:16 +08:00
Matias N. Goldberg 666e91b9ff Fix validation error when enabling SSIL alone 2023-08-05 20:57:26 -03:00
Matias N. Goldberg 79c9edab3b Draw sky as a fullscreen triangle 2023-08-05 17:55:43 -03:00
Matias N. Goldberg 6e7d87fb25 Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
Dario 77776f5313 Fix motion vectors being corrupted when using precision=double and resulting in the TAA pass being completely broken.
See Issue #69528. When building with precision=double, the TAA pass would break due to the motion vectors being corrupted. It was apparent the origin of the camera itself was corrupted in the UBO for the previous frame because the camera origin was only being split correctly for the current block but not for the previous block (to effectively support the double precision float on the shader).
2023-08-04 11:42:06 -03:00
Rémi Verschelde f9f5041675
Merge pull request #80222 from clayjohn/Shader-rid-init
Initialize shader placeholders up front
2023-08-03 18:33:59 +02:00
clayjohn 558f4b7559 Initialize shader placeholders up front
Then use the placeholder to create the shader instead of swapping RIDs
This fixes a false positive that reported leaked shaders
2023-08-03 16:13:33 +02:00
Rémi Verschelde 858e8748e8
Fix or workaround recent extension API compatibility issues
- Add compatibility methods for `RenderingDevice::shader_create_from_bytecode`
  and `CodeEdit::get_text_for_symbol_loopup`.
- Silence errors which now have compatibility methods.
- Acknowledge GraphEdit/GraphNode compat breakage, intended and WIP.
2023-08-03 12:07:21 +02:00
Hugo Locurcio 037975f6b6
Remove debugging print from shader cache 2023-08-01 17:55:44 +02:00
Yuri Sizov cc1ee3e599 Merge pull request #79911 from BastiaanOlij/fix_barrier_breakage
Add exceptions for breakage introduced in RD barriers
2023-08-01 17:25:40 +02:00
Yuri Sizov 13307e7efc Merge pull request #79776 from LRFLEW/mobilefog
Mobile: Uncomment code required for fog rendering on clear color
2023-08-01 17:25:29 +02:00
Yuri Sizov 1c40263665 Merge pull request #79606 from clayjohn/ShaderRD-compilation-groups
Shader rd compilation groups
2023-08-01 17:25:16 +02:00
Yuri Sizov 8b12849fef Merge pull request #79876 from LRFLEW/mobalpha
Fix transparent viewport backgrounds with custom clear color
2023-07-31 21:01:32 +02:00
Yuri Sizov 79d3468246 Merge pull request #79696 from reduz/call-on-render-thread
Add ability to call code on rendering thread
2023-07-31 21:01:21 +02:00
LRFLEW 6effd3cde7 Fix transparent viewport backgrounds with custom clear color 2023-07-30 06:19:47 -05:00
Matias N. Goldberg 472226422e Fix uninitialized variable ending up sent to Vulkan
The first time a shader is compiled Godot performs the following:

```cpp
for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) {
	if
(spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) {
		binary_data.push_constant_vk_stages_mask |=
shader_stage_masks[i];
	}
}
```

However binary_data.push_constant_vk_stages_mask is never initialized to
0 and thus contains garbage data or'ed with the good data.

This value is used by push constants (and many other things) thus it can
be a big deal.

Fortunately because the relevant flags are always guaranteed to be set
(but not guaranteed to be unset), the damage is restricted to:

1. Performance (unnecessary flushing & over-excessive barriers)
2. Overwriting push descriptors already set (this would be serious,
doesn't seem to be an issue)
3. Driver implementations going crazy when they see bits set they don't
expect (unknown if this is an issue)

This uninitialized value is later saved into the binary cache.

Valgrind is able to detect this bug on the first run, but not on the
subsequent ones because they data comes from a file.

cache_file_version has been bumped to force rebuild of all cached
shaders. Because the ones generated so far are compromised.
2023-07-29 18:28:33 -03:00
Bastiaan Olij 10f796dae3 Add exceptions for breakage introduced in RD barriers and prevent future breakage 2023-07-28 14:21:34 +10:00
Yuri Sizov 1fe49e7271 Merge pull request #79142 from BastiaanOlij/register_render_buffers
Expose RenderSceneBuffers(RD) through ClassDB
2023-07-27 15:22:27 +02:00
Bastiaan Olij 4874b96033 Expose RenderingSceneBuffers through ClassDB 2023-07-26 23:48:30 +10:00
Bastiaan Olij 63d6e9c557 Add custom texture create function 2023-07-26 20:46:34 +10:00
Juan Linietsky c7fb6cea3d Add ability to call code on rendering thread
As more users use compute in Godot 4, the way they do is most likely incompatible when running
on separate threads and will start erroring soon as we improve the thread safety of the render thread.

To properly run code on the render thread, this function was added. Use like this:

```GDScript

func initialize_compute_code():
	....

func update_compute_code(custom_data):
	...

func _ready():
	RenderingServer.call_on_render_thread( initialize_compute_code )

func _process():
	RenderingServer.call_on_render_thread( update_compute_code.bind(with_data) )

```
2023-07-26 12:28:00 +02:00
Yuri Sizov 3f2e901633 Merge pull request #79865 from clayjohn/discard-shader
Fix use of discard in shaders
2023-07-25 21:26:27 +02:00
Yuri Sizov 08cffc128f Merge pull request #79812 from ParsleighScumble/parsleigh/init-sky-scene-state
Use defaults to initialize sky data in case of no sky
2023-07-25 21:26:23 +02:00
Yuri Sizov 0e9e373b87 Merge pull request #79603 from bitsawer/fix_instance_uniform_update
Fix instance uniform data buffer update delay
2023-07-25 21:26:02 +02:00
Clay 7c812cd7e9 Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
Parsleigh Scumble 67c13fe4eb Use defaults to initialize sky data in case of no sky 2023-07-24 10:41:13 -07:00
Yuri Sizov 360633089c Merge pull request #79590 from 0010200303/master
Fix bad LOD selection when Camera in Mesh AABB
2023-07-24 19:32:54 +02:00
Yuri Sizov 372e9abcfc Merge pull request #79459 from MoltenCoffee/fix-shader-arguments-error
Add error for undefined function in shader
2023-07-24 19:32:46 +02:00
LRFLEW db17415df8 Mobile: Uncomment code required for fog rendering on clear color 2023-07-24 08:46:45 -05:00
Yuri Sizov 1e856b61ae Merge pull request #79624 from mandryskowski/patch-1
Revert the change of the limit for interpolation of F0 for dielectrics and metals for Screen Space Reflections
2023-07-21 17:54:50 +02:00
clayjohn e970f5249c Add Shader compile groups to RD Shader system
This allows us to specify a subset of variants to compile at load time and conditionally other variants later.

This works seamlessly with shader caching.

Needed to ensure that users only pay the cost for variants they use
2023-07-21 16:42:30 +02:00
Yuri Sizov dd05012122
Merge pull request #79528 from univeous/video_adapter_fix
Fix crash when calling `get_video_adapter_*` in a thread
2023-07-20 16:28:47 +02:00
Jonas Schönbrodt 26c4644b38 Fix bad LOD selection when Camera in Mesh AABB
Fixed an issue where a bad LOD would be selected although the Camera being inside the Meshes AABB.
2023-07-19 18:07:37 +02:00
univeous 0a64abe891 Fix crash when calling get_video_adapter_* in a thread
co-authored-by: Clay John <claynjohn@gmail.com>
2023-07-19 23:31:27 +09:00
mandryskowski 33e46aac13
Revert the change of the limit for interpolation of R0 with respect to metallic and SSR
Commit 2c000cb72f changed the interpolation limits from (0.04, 1.0) to (0.04, 0.37). This is incorrect, as we want to have an F0 of 0.04 for dielectrics (materials with metalness of 0.0) and an F0 of 1.0 for metals.
The Schlick approximation uses an F0 of 0.04 for all dielectrics and it's good enough.
Having it lower than 1.0 leads to an incorrect application of the Fresnel effect for metals and leads to bugs like #79549
2023-07-18 19:18:19 +02:00
bitsawer 7a9783737a Fix instance uniform data buffer update delay 2023-07-18 12:19:15 +03:00
MoltenCoffee 16c3f4be2d
Add error for undefined function in shader 2023-07-18 10:01:29 +02:00
Clay John f880892c3d
Merge pull request #79402 from Haydoggo/repeat-filter-autocomplete
Add autocomplete for filter/repeat hints on uniform arrays
2023-07-17 11:32:20 +02:00
Bastiaan Olij a22f495a3c Split raster barrier into vertex and fragment barrier 2023-07-15 12:30:32 +10:00
kleonc b7e5ea8a39 Update Y-sort position of the first item in the sorted subtree 2023-07-14 02:18:05 +02:00
Hayden Leete fc7063b2e2 Add autocomplete for filter/repeat hints on uniform arrays 2023-07-13 11:27:28 +12:00
Yuri Sizov 0fa808ba5e Merge pull request #77085 from BastiaanOlij/visualise_direction_shadowmap_frustum
Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-07-12 21:02:25 +02:00
Yuri Sizov bb15241e06 Merge pull request #77740 from ChibiDenDen/simplify_vulkan
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
Yuri Sizov 5dff3c4484 Merge pull request #78538 from Sauermann/fix-code-simplifications
Remove unnecessary value assignments throughout the codebase
2023-07-12 15:09:26 +02:00
Yuri Sizov 65cc4db0ae Merge pull request #79100 from KoBeWi/[filter,_filter,_filter,_filter,_filter,_filter]
Allow more hint types for uniform arrays
2023-07-12 14:18:34 +02:00
Rémi Verschelde 7030ac555f
Merge pull request #79270 from clayjohn/particle-trails-error
Unify error condition for particles trail lifetime
2023-07-10 10:38:34 +02:00
clayjohn 78ecdb17f9 Unify error condition for particles trail lifetime 2023-07-10 10:17:27 +02:00
Rémi Verschelde 46cd84b362
Merge pull request #78839 from lewiji/normal_roughness_mobile_fix
Fix invalid shader compilation when using `hint_normal_roughness_texture` in mobile backend
2023-07-08 18:19:49 +02:00
Rémi Verschelde ea3aaeac05
Merge pull request #78624 from puchik/canvas-background-specular-ghosting
Clear specular buffer if sky mode is canvas and screen space effects are used
2023-07-08 18:16:05 +02:00
Rémi Verschelde b2ada1b690
Merge pull request #78972 from bitsawer/fix_shader_float_precision
Fix shader language float literal precision truncation
2023-07-07 08:32:09 +02:00
Rémi Verschelde 25ec523596
Merge pull request #78906 from Chaosus/shader_allow_hex_uint
Fix using uint suffix at the hex number declaration in shaders
2023-07-07 08:29:17 +02:00
kobewi 8ae2e6681e Allow more hint types for uniform arrays 2023-07-06 15:05:26 +02:00
bitsawer 356297f909 Fix shader language float literal precision truncation 2023-07-03 12:48:33 +03:00
Yuri Roubinski 1994c25701 Fix using uint suffix at the hex number declaration in shaders 2023-07-01 14:33:48 +03:00
clayjohn 35ed7c770b Initialize particles instance buffer in case it is used before being updated 2023-06-29 13:24:40 -07:00
lewiji 2a93681334 Return shader parse error when using 'hint_normal_roughness_texture' and not using the Forward+ backend 2023-06-29 16:18:31 +01:00
K. S. Ernest (iFire) Lee 39dfa8436e Varying mismatch causing shaders to fail. 2023-06-23 21:36:38 -07:00
Arman Elgudzhyan af9d1743f3 Clear specular buffer if bg mode is canvas and ss effects are used
Explicitly clear the separate specular buffer when the background mode is canvas and screen space effects (and thus a separate specular buffer) are used.
2023-06-23 12:16:52 -07:00
bitsawer ef00de99b4 Fix error spam when a mesh with bone weights has an invalid skeleton 2023-06-22 15:58:52 +03:00
ChibiDenDen 35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
Markus Sauermann 890fdd56df Code simplifications
CPPcheck found most of them.

no need to assign the variable twice:
- AnimationTrackEditTypeAudio
- SSEffects

variable is assigned in all if-else clauses:
- EditorHelp
- AndroidInputHandler
- MenuBar
- ShaderCompiler

same if clause:
- ItemList

clearing an empty bitfield has no effect:
- Viewport
2023-06-21 22:37:26 +02:00
Bastiaan Olij 952b4b3f38 Apply reprojection in multiview for our cluster lookup 2023-06-21 11:17:01 +10:00
Rémi Verschelde dca1e0bef7
Merge pull request #78436 from BastiaanOlij/fix_stereo_fog
Fix volumetric fog in stereo by projection vertex in combined space
2023-06-20 09:21:39 +02:00
Bastiaan Olij 66272ea26e Fix volumetric fog in stereo by projection vertex in combined space 2023-06-20 14:36:14 +10:00
bitsawer dab0871d41 Fix invalid RID errors when freeing a mesh with blend shapes 2023-06-19 11:07:15 +03:00
clayjohn 36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times

This also adds memory tracking to textures and buffers to catch memory leaks.

This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
Rémi Verschelde 16c2fede71
Merge pull request #78200 from prominentdetail/patch-3
Properly handle wireframe mode in RendererRD pipeline cache
2023-06-14 09:27:10 +02:00
Rémi Verschelde e0651ed4b5
Merge pull request #78199 from clayjohn/detect_3d
Ensure that "detect 3D" is only called when using 3D shaders
2023-06-14 09:26:47 +02:00
Rémi Verschelde 41776634b6
Merge pull request #78161 from BastiaanOlij/expose_texture_native_handle
Expose `RD::texture_get_native_handle`
2023-06-14 09:25:59 +02:00
Alex f74464b767
Properly handle wireframe mode in RendererRD pipeline cache
Makes wireframe get cached properly so that it doesn't keep being recreated.
Fixes #76237.
2023-06-14 09:14:34 +02:00
Bastiaan Olij 6dd47e232b Expose RD::texture_native_handle 2023-06-14 09:58:08 +10:00
clayjohn 0b7e2dfdfc Ensure that "detect 3D" is only called when using 3D shaders 2023-06-13 13:20:11 -07:00
Rémi Verschelde 2d6b880987
i18n: Sync translations with Weblate (now tracking 4.1 strings) 2023-06-12 14:57:08 +02:00
kleonc bbb2a889d8 Fix Y-sort modulate for top-most Y-sorted CanvasItem 2023-06-12 13:33:26 +02:00
Bastiaan Olij d9eb9665da Draw frustum splices ontop of direction shadow atlas for debug purposes 2023-06-11 11:48:11 +10:00
Rémi Verschelde 7c71844999
Merge pull request #77703 from RandomShaper/fix_vol_fog_thingy
Fix management of life cycle of vol. fog related uniform sets
2023-06-09 11:05:11 +02:00
Rémi Verschelde 9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Rémi Verschelde 166643df32
Merge pull request #74937 from bitsawer/fix_uniform_storage
Fix shader uniform storage conversions and crash
2023-06-09 11:04:16 +02:00
Manuel Dun e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Hugo Locurcio 0f82a0f569
Document the InitialAction enum in RenderingDevice
This also improves the documentation for the FinalAction enum,
and fixes an incorrect comment in the RenderingDevice header.
2023-06-08 03:54:38 +02:00
Rémi Verschelde 46c4068821
Merge pull request #77170 from lawnjelly/scu_build_master
Add support for single compilation unit builds
2023-06-06 17:58:09 +02:00
lawnjelly b69c8b4791 Single Compilation Unit build.
Adds support for simple SCU build (DEV_ENABLED only).
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-06-06 15:36:51 +01:00
Arman Elgudzhyan 7bcc849143 Use depth pass mode with normals if required even if Environment is null
If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems).
2023-06-03 07:56:47 -07:00
Pedro J. Estébanez f08f67308e Fix management of life cycle of vol. fog related uniform sets 2023-05-31 19:54:28 +02:00
bitsawer 23c375d6b4 Fix shader uniform storage conversions and crash 2023-05-29 15:17:13 +03:00
bitsawer 67038471ff Fix shader preprocessor cyclic include handling 2023-05-29 12:05:22 +03:00
Yuri Sizov f6dcd7f51a
Merge pull request #75181 from dalexeev/fix-light-only-mode
Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-27 17:28:29 +02:00
Allen Pestaluky 4e19f34856 Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers
The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.

Fixes #77448
2023-05-26 10:50:35 -04:00
Rémi Verschelde ba557aaf55
Merge pull request #77294 from puchik/lod-resolution-scaling
Take 3D resolution scaling into account for mesh LOD
2023-05-24 08:48:38 +02:00
Rémi Verschelde 0821262167
Merge pull request #77079 from kleonc/y_sort_fix_modulation_propagation
Fix modulation propagation for Y-sorted CanvasItems
2023-05-24 08:47:50 +02:00
Rémi Verschelde 852740a627
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
Rémi Verschelde 6d88c83611
Merge pull request #71684 from kleonc/draw_polyline_simplify_antialiased
`RendererCanvasCull` Simplify drawing antialiased polyline
2023-05-24 08:44:19 +02:00
Rémi Verschelde d5c1b9f883
Merge pull request #77327 from BastiaanOlij/fix_gi_and_fog_free
Conditionally free GI and FOG resources, they may not have been created
2023-05-22 22:37:12 +02:00
Rémi Verschelde c3c1909429
Merge pull request #77326 from BastiaanOlij/fix_material_dependencies
Properly clear material slots on mesh instance when material is freed
2023-05-22 22:36:48 +02:00
Bastiaan Olij 1a128fcccd Properly clear material slots on mesh instance when material is freed 2023-05-22 23:00:00 +10:00
Rémi Verschelde 1086375785
Merge pull request #77266 from Rindbee/fix-bugs-in-TextureStorage-texture_3d_update
Fix calling `TextureStorage::texture_3d_update()` could cause a crash
2023-05-22 13:49:23 +02:00
Rémi Verschelde 05ddc822fb
Merge pull request #77265 from lyuma/aabb_bone_lod_inside
Fix calculation of skinned AABB for unused bones.
2023-05-22 13:49:19 +02:00
Bastiaan Olij 57f343ab21 Conditionally free GI and FOG resources, they may not have been created 2023-05-22 12:59:34 +10:00
Rindbee ebd2b9e299 Fix calling `TextureStorage::texture_3d_update()` could cause a crash 2023-05-22 06:24:13 +08:00
Arman Elgudzhyan ac4ca89000 Take 3D resolution scaling into account for mesh LOD 2023-05-20 16:40:16 -07:00
Lyuma 791d8001db Fix AABB for unused bones
Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs.
(this could become very large if the mesh is scaled, such as FBX conversions)
Also fixes a mistake in calcualting bone index.
2023-05-19 19:47:52 -07:00
Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face"
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
Bastiaan Olij dae58dd187 Fix a typo in the debug shadow split renderer 2023-05-18 10:36:12 +10:00
Rémi Verschelde b42cea1373
Merge pull request #77089 from DearthDev/lightmapgi-dynamic-objects
LightmapGI dynamic object lighting fix
2023-05-17 11:25:25 +02:00
dearthdev 53903f07dc Correctly insert lightmap captures and geometries. 2023-05-15 03:05:19 -05:00
Yuri Rubinsky d7211b371c
Merge pull request #77086 from Chaosus/shaders_fix_render_mode_completion 2023-05-15 10:58:23 +03:00
Rémi Verschelde 9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +02:00
Yuri Rubinsky 719741b0eb Exclude incorrect completion options for `render_mode` in shaders 2023-05-15 08:21:16 +03:00
kleonc 5d8219b4fd Fix modulation propagation for Y-sorted CanvasItems 2023-05-15 01:32:41 +02:00
Danil Alexeev 43b0702a02
Fix "Light Only" mode of `CanvasItemMaterial` 2023-05-13 09:06:09 +03:00
Ninni Pipping 71ee65dc57 Enable shadow warnings and fix raised errors 2023-05-11 16:00:59 +02:00
Rémi Verschelde 564d1b34e0
Merge pull request #74711 from BastiaanOlij/add_texture_native_handle
Provide access to internal graphics handles for textures
2023-05-09 19:28:26 +02:00
Bastiaan Olij c328676d96 For GDExternal use, provides access to internal graphics handles for textures 2023-05-09 13:47:22 +10:00
Pedro J. Estébanez 6465432570 Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
Rémi Verschelde 3e6a731904
Merge pull request #76418 from reduz/method-bind-validated-call
Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
Clay John 610877e326
Merge pull request #72288 from MewPurPur/use-string-repeat
Use `String.repeat()` to optimize several String methods
2023-05-05 09:56:48 -07:00
Max Hilbrunner 39d85308fd
Merge pull request #76109 from paddy-exe/fix-node-position-view 2023-05-05 14:35:41 +02:00
Max Hilbrunner d481fca986
Merge pull request #75517 from BastiaanOlij/expose_render_target 2023-05-05 14:28:01 +02:00
Max Hilbrunner fa451ead91
Merge pull request #74883 from dalexeev/fix-thin-multiline-colors 2023-05-05 14:26:37 +02:00
Johan Aires Rastén 8452e6cdb3 Add SPECULAR_AMOUNT spatial light shader built-in
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
Max Hilbrunner ba32279cd0
Merge pull request #76550 from RandomShaper/vk_gi_take_2
Fix voxel GI issues (2)
2023-05-03 20:24:05 +02:00
Patrick e35bbd76a3 Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node 2023-05-03 19:59:43 +02:00
Pedro J. Estébanez c58e50adcc Fix additional cases of breakage of rendering effects 2023-05-03 11:57:54 +02:00
clayjohn fb77021559 Use proper UV in cubemap downsampler raster
This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
2023-05-03 01:06:34 -07:00
VolTer 6b84e258d2 Use String.repeat() in more places 2023-05-01 02:27:46 +02:00
Juan Linietsky 1c93606e47 Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.

NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
clayjohn ca23d06a31 Re-implement the PSSM_SPLITS debug option
This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 -07:00
Samuele Panzeri 4aaa2e6477 Fix wait for thread not started 2023-04-27 20:28:22 +02:00
Rémi Verschelde 5a1d4bd8ab
Merge pull request #76479 from bitsawer/fix_preprocessor_line_number
Fix Shader Preprocessor line numbering when disabled
2023-04-27 08:19:30 +02:00
Pedro J. Estébanez 09aa1bbdb3 Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
bitsawer 34896d8e89 Fix Shader Preprocessor line numbering when disabled 2023-04-26 16:48:23 +03:00
Pedro J. Estébanez 2beed0d5dc Fix breakages of volumetric fog on voxel GI changes 2023-04-26 10:24:03 +02:00
Johan Aires Rastén 14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +02:00
clayjohn ab603e347f Clamp normal when calculating 2D lighting to avoid artifacts 2023-04-18 17:26:17 -07:00
mightygoat 69f634ac78 Fix the grainy sky while using debanding 2023-04-15 10:43:46 +05:30
Rémi Verschelde 0ec2be1213
Merge pull request #76003 from clayjohn/double-particle-offset
Don't store instance transform origin in RD 3D renderer unless requested
2023-04-13 09:56:41 +02:00
Rémi Verschelde 34a842b5d1
Merge pull request #75462 from joao-pedro-braz/use_modelview_for_vertex_transform_when_double_precision_is_enabled
Use MODELVIEW_MATRIX when on double precision
2023-04-13 09:53:54 +02:00
Rémi Verschelde e6e52f9154
Merge pull request #75162 from ecmjohnson/gpuparticles_inf_translate
GPUParticles3D: Translate inactive particles to -INF
2023-04-13 09:53:04 +02:00
Erik Johnson 6229c2a1f9 Translate inactive particles to -INF 2023-04-12 19:32:39 -04:00
clayjohn 29edd277e4 Don't store instance transform in RD 3D renderer unless requested
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
2023-04-12 14:41:17 -07:00
clayjohn 9be0a73294 Add EXPOSURE built in to spatial shaders
This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 -07:00
Rémi Verschelde 5e34a28bd7
Merge pull request #73313 from clayjohn/particles-split
Properly calculate lifetime_split for particles
2023-04-12 17:01:17 +02:00
Rémi Verschelde 1b14e1a293
Merge pull request #75908 from Calinou/compute-pipeline-fix-typo
Fix `compute_pieline` typo in `RenderingDevice.compute_pipeline_is_valid()`
2023-04-12 09:07:43 +02:00
Yuri Rubinsky 1433c98e9f
Merge pull request #75831 from Chaosus/shader_fix_texture_array_hint_completion 2023-04-12 08:58:59 +03:00
Rémi Verschelde ef17794d17
Merge pull request #75812 from RandomCatDude/sky-fog-luminance-fix
Move sky luminance scaling to before fog is applied
2023-04-11 19:40:36 +02:00
Rémi Verschelde 347a8e20ae
Merge pull request #69324 from RedMser/advanced-settings-errors
Make it easier to solve warnings/errors referring to project settings
2023-04-11 19:39:53 +02:00
Hugo Locurcio 8eb0d0e665
Fix `compute_pieline` typo in `RenderingDevice.compute_pipeline_is_valid()` 2023-04-10 22:32:04 +02:00
Yuri Rubinsky 12142f2b50 Fix completion of `source_color` hint for texture arrays in shaders 2023-04-08 20:13:26 +03:00
RandomCatDude c118314fe8 Apply sky fog after luminance multiplier 2023-04-08 12:52:33 +05:00
Yuri Sizov cbb2e17369
Merge pull request #75368 from MightiestGoat/fix-limit-interpolation-R0
Fix the limit for interpolation of R0 with respect to metallic and the calculation of the cos theata in the Fresnel Shlick term in SSR
2023-04-07 12:40:33 +02:00
Yuri Sizov 08c1b55862
Merge pull request #74891 from jmattspartacus/OccluderPolygon2D_memLeak_53722
Fix for OccluderPolygon2D memory leak
2023-04-07 12:37:51 +02:00
mightygoat 2c000cb72f Fix the limit for interpolation of R0 with respect to metallic and SSR
Shlick term
2023-04-06 23:14:47 +05:30
Bastiaan Olij 901cd7e3fe Fix framebuffers in sky not being created on mobile renderer 2023-04-05 09:43:03 +10:00
Yuri Sizov 9dcfdc2051
Merge pull request #75366 from Chaosus/shader_compiler_fix_operator
Fix to some operators in shaders are not compiled properly
2023-04-03 22:32:31 +02:00
Rémi Verschelde 154a29d33a
Merge pull request #74808 from bradc6/feature/AllowCustomOutputShaderGenFilepaths
Allow for shaders to be generated outside of the source tree
2023-04-03 16:01:32 +02:00
Bastiaan Olij ab60d3b65c Expose viewports render targer RID 2023-03-31 11:34:09 +11:00
João Pedro Braz 63c6f0b93c Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.

This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.

With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
2023-03-29 10:37:30 -03:00
RedMser ed960453b7 Make solving project setting errors easier
Show full project setting path in error messages.
Force filtering for advanced settings if filter is not empty.
2023-03-27 08:10:35 +02:00
Yuri Rubinsky 575e352a61 Fix to some operators in shaders are not compiled properly 2023-03-26 20:50:02 +03:00
Bradley Clemetson 2302c7102f
Allow for external python scripts to call the build python headers via external scripts
Change GLES3 to not use a relative path
Make the parameters more explicit and ensure the shaders generated are not using relative paths
2023-03-19 21:18:52 -07:00
Yuri Sizov ded38c5d75
Merge pull request #73839 from clayjohn/OUTPUT_IS_SRGB
Clean up OUTPUT_IS_SRGB redefinitions
2023-03-16 13:03:37 +01:00
James Christie 68149328f1 Set value of line_point_count outside of initialization 2023-03-16 01:20:41 -04:00
Danil Alexeev ba985ecf3f
Fix `draw_multiline_colors()` for `width < 0` 2023-03-14 09:43:56 +03:00
Rémi Verschelde 0333b4a266
Merge pull request #74708 from BastiaanOlij/fix_rd_texture
Merge duplicate rd_texture functions
2023-03-10 22:48:19 +01:00
Rémi Verschelde 0511da260f
Merge pull request #74019 from BastiaanOlij/split_last_effects
Move roughness limiter and sort into their own classes
2023-03-10 14:02:14 +01:00
Bastiaan Olij 70dca9ff55 Merge duplicate rd_texture functions 2023-03-10 21:37:01 +11:00
Bastiaan Olij a8ec72cf94 Move roughness limiter and sort into their own classes 2023-03-09 21:58:55 +11:00
Rémi Verschelde d150bb84a6
Merge pull request #74566 from clayjohn/GL-canvas-texture
Avoid copying CanvasTexture when updating proxy
2023-03-08 08:59:04 +01:00
Rémi Verschelde 23bbf6b37c
Merge pull request #74533 from SlugFiller/fix-clip-no-children
Fixes a canvas item set to clip children being drawn as black if no children are visible
2023-03-08 08:57:00 +01:00
Rémi Verschelde a0ff87f48d
Merge pull request #74416 from SlugFiller/fix-skeleton2d-aabb
Fix AABB calculation for meshes using Skeleton2D
2023-03-08 08:56:12 +01:00
Rémi Verschelde 1a5239ff1e
Merge pull request #74349 from JohanAR/fix-instance-uniforms
Fix instance uniforms breaking when setting a new mesh.
2023-03-08 08:55:48 +01:00
clayjohn 84482ef90b Avoid copying CanvasTexture when updating proxy 2023-03-07 12:48:32 -08:00
SlugFiller f25508befb Fixes a canvas item set to clip children being drawn as black if no children are visible 2023-03-07 09:53:26 +02:00
SlugFiller 06a1fe0364 Fix AABB calculation for meshes using Skeleton2D 2023-03-05 08:21:08 +02:00
Johan Aires Rastén 26aecbfe57 Fix instance uniforms breaking when setting a new mesh.
Fixes #58113
2023-03-04 11:49:18 +01:00
Fabio Iotti 528e0d095e Error on hint_normal_roughness_texture and hint_depth_texture outside of spatial shader 2023-03-03 21:36:48 +01:00
Rémi Verschelde 61d2c85511
Merge pull request #74269 from clayjohn/RD-more-timestamps
Add a few more rendering timestamps
2023-03-03 11:09:27 +01:00
clayjohn 1adc4e5875 Add a few more rendering timestamps 2023-03-02 18:15:21 -08:00
Rémi Verschelde 31eccb5501
Merge pull request #74150 from BastiaanOlij/fix_mobile_msaa_2d
Use MSAA 2D texture in multipass tonemapper
2023-03-02 11:42:13 +01:00
Rémi Verschelde 29723da272
Merge pull request #73919 from RandomCatDude/volumefog-spotlight-fix
Fix spotlight shadows in volumetric fog
2023-03-02 11:23:24 +01:00
Bastiaan Olij 903aa0e385 Use MSAA 2D texture in multipass tonemapper 2023-03-01 18:59:59 +11:00
Rémi Verschelde 0cd1483132
Merge pull request #73959 from clayjohn/GL-mobile-warnings
Add warnings for unsupported features in mobile and gl_compatibility backends
2023-02-26 21:39:06 +01:00
clayjohn c69b14e96e Add warnings for unsupported features in mobile and gl_compatibility backends 2023-02-26 12:28:02 -08:00
bitsawer 35c970f4f6 Fix shader preprocessor include resource check 2023-02-26 13:59:29 +02:00
RandomCatDude 59c31004f8 fix spotlight shadows in volumetric fog 2023-02-25 16:28:06 +05:00
Bastiaan Olij 4c2f33cfae Fixing issues with SSIL artifacts 2023-02-24 16:13:18 +11:00
clayjohn 316cf04059 Clean up OUTPUT_IS_SRGB redefinitions 2023-02-23 12:56:42 -08:00
Bastiaan Olij 467d735eb1 Fix issue with default textures requiring arrays when using multiview 2023-02-22 16:50:58 +11:00
Rémi Verschelde 1fc28fe31f
Merge pull request #73698 from clayjohn/SS-bias
Increase SSAO and SSIL bias to account for variance in mipmap generation
2023-02-21 21:16:07 +01:00
Rémi Verschelde 5e57205365
Merge pull request #73478 from NewDefectus/master
Use the original canvas to calculate light positioning
2023-02-21 21:14:51 +01:00
clayjohn db9dfb7233 Increase SSAO and SSIL bias to account for variance in mipmap generation 2023-02-21 10:25:33 -08:00
Alon Ran 2d7db30f0d Use the original canvas to calculate light positioning 2023-02-21 11:57:16 +02:00
Yuri Rubinsky 94831c7209 Forbid passing multiview sampler to the custom function in shaders 2023-02-21 11:23:17 +03:00
Rémi Verschelde b2584629c8
Merge pull request #73195 from timothyqiu/weblate-comments
Improvements and fixes based on Weblate comments
2023-02-17 09:55:39 +01:00
clayjohn c9c14410e9 Fix sampling bug when SSAO is using half size 2023-02-16 00:37:12 -08:00
clayjohn f35ca4a9c7 Properly calculate lifetime_split for particles 2023-02-14 14:37:47 -08:00
Rémi Verschelde 1a206d0e22
Merge pull request #73263 from clayjohn/render_priority
Notify mesh surface when render_priority changes
2023-02-14 11:05:28 +01:00
clayjohn d3b3419aff Notify mesh surface when render_priority changes
This ensures that the mesh properly takes render_priority into account when changed
2023-02-13 18:09:33 -08:00
Rémi Verschelde 0668e0f5a9
Merge pull request #69001 from dzil123/fix_rendering_checks
Fix various missing rendering parameter checks
2023-02-13 21:07:05 +01:00
Rémi Verschelde e78b77481e
Merge pull request #73240 from myaaaaaaaaa/worker-h
Move some `worker_thread_pool.h` includes out of header files
2023-02-13 21:05:57 +01:00
myaaaaaaaaa 6f88392d02 Move some worker_thread_pool.h includes out of header files 2023-02-13 14:02:01 -05:00
Rémi Verschelde 3815903119
Merge pull request #72838 from BastiaanOlij/update_screen_space_render_buffers
Add render buffer support to screen space effects
2023-02-13 19:15:48 +01:00
Haoyu Qiu 84aee17901 Improvements and fixes based on Weblate comments
* Description of `ui_text_submit` action should be "Submit Text" instead of "Text Submitted".
* Spell out "Animation" instead of using "Anim.".
* Treat "Max" as regular word instead of writing "Max.".
* Use generic "Set %s" for action name instead of a dedicated "Set target_position".
* Add translator comment for:
    * "Inclusive" and "Self" in the profiler.
    * Places where it needs the context about being an editor progress label.
    * "Duplicated Animation Name" since it's refering to the new name of a duplicated animation.
    * Disambiguation of "View Plane Transform", "Paste Selects" and "Display Normal".
* Fix wrong undo action name for renaming an input action.
* Fix missing end quote in a shader error message.
* In class reference:
    * Fix duplicated "if" in the description of `signf()`.
    * Fix mismatched example output in `String.operator %()`.
    * Fix typo in the description of `Decal.texture_emission`.
    * Unify description of `String.match()` and `StringName.match()`.
2023-02-13 15:22:18 +08:00
Rémi Verschelde bd92f124f7
Merge pull request #73060 from clayjohn/screen_texture-size
Avoid inserting screen_texture compatibility code when using textureSize
2023-02-11 14:37:30 +01:00
clayjohn 6c1c71d68b Avoid inserting screen_texture compatibility code when using textureSize 2023-02-10 13:03:02 -08:00
clayjohn 4317f6236f Do clear request before reading from render target when using CANVAS_BG 2023-02-10 12:12:34 -08:00
Rémi Verschelde ed85a2c8ce
Merge pull request #70663 from EpEpDragon/feature_buffer_get_data_size_option
Add optional size parameter to the RenderDevice buffer_get_data method.
2023-02-10 18:49:28 +01:00
Bastiaan Olij 694c8ec273 Add render buffer support to screen space effects 2023-02-10 10:27:59 +11:00
Markus Sauermann d249370cd7 Fix crash in editor when setting `SubViewport.size` to zero
`Viewport::_set_size` now verifies, that the minimum size is at least 2x2.
Also fix `RendererViewport::viewport_set_size` fail condition.
2023-02-10 00:25:45 +01:00
Haoyu Qiu a40ccc2d7e Improve some editor strings for localization 2023-02-09 19:32:02 +08:00
clayjohn 04a9933f2e Mark fma function as high end so it isn't used with the gl_compatibility renderer 2023-02-08 12:56:15 -08:00
Markus Sauermann 826e54fa73 Some code simplifications
1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
2023-02-07 14:30:16 +01:00
clayjohn 56450fb179 Implement cull_mask for decals and lights in mobile and compatibility backends 2023-02-06 12:12:47 -08:00
Yuri Sizov 2bd5302704
Merge pull request #72695 from clayjohn/CanvasGroup-shading
Avoid shading CanvasGroup nodes twice
2023-02-04 21:38:25 +03:00
clayjohn dfbf439081 Avoid shading CanvasGroup nodes twice 2023-02-03 15:40:42 -08:00
Ricardo Buring 497f5576c1 Fix MultiMesh visible_instance_count being ignored after the first frame
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-02-03 11:40:39 -08:00
Rémi Verschelde ddca070bea
Merge pull request #72631 from rburing/custom_aabb_update_dependency
Notify dependencies when setting custom mesh AABB
2023-02-03 06:24:51 +01:00
Rémi Verschelde ec3adb93f7
Merge pull request #72589 from BastiaanOlij/add_layer_slice_support
Add layer slice support to render device and render buffers
2023-02-03 06:24:43 +01:00
Bastiaan Olij 093289364f Add layer slice support to render device and render buffers 2023-02-03 09:48:56 +11:00
Ricardo Buring 086b9e0c59 Notify dependencies when setting custom mesh AABB
Fixes SoftBody3D culling issues.
2023-02-02 23:31:27 +01:00
Rémi Verschelde 9caf691c89
Merge pull request #72494 from Chaosus/shader_fix_const_init
Fix shader failure when using non-const initializer on a constant
2023-02-02 21:05:27 +01:00
Rémi Verschelde e52213e2fa
More codespell fixes, do more changes from previous ignore list 2023-02-01 12:11:36 +01:00
Yuri Rubinsky e034d5f764 Fix shader failure when using non-const initializer on a constant 2023-02-01 13:03:11 +03:00
Rémi Verschelde 7990b76ad8
Merge pull request #63829 from clayjohn/VULKAN-disable-multiview
Disable multiview shader versions when xr is disabled
2023-02-01 07:58:32 +01:00
Rémi Verschelde ab4d8df163
Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
Expose EYE_OFFSET to gdshader code
2023-02-01 07:33:18 +01:00
Rémi Verschelde 0ba7e5a40a
Merge pull request #72464 from clayjohn/RD-skeleton-crash
Check if Skeleton exists before reading when calculating blend shapes
2023-02-01 07:31:42 +01:00
Rémi Verschelde 3eb1ac9fd2
Merge pull request #72075 from Maran23/extents-to-size
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal  and GPUParticles*3D
2023-02-01 07:30:09 +01:00
Bastiaan Olij 8c77aea9ab Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +11:00
Marius Hanl a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility

Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-31 20:04:11 +01:00
clayjohn cdc6c00b5f Check if Skeleton exists before reading when calculating blend shapes 2023-01-31 10:10:31 -08:00
Rémi Verschelde 97de7f39e1
Merge pull request #72404 from clayjohn/RD-sky-crash
Fix various crashes relating to low roughness_layers
2023-01-31 10:54:41 +01:00
Rémi Verschelde c24e0065b2
Merge pull request #72433 from clayjohn/Pointlight2D-crash
Avoid crash when CanvasTexture used with light decal atlas
2023-01-31 10:54:02 +01:00
Rémi Verschelde 628967e6ba
Merge pull request #72343 from clayjohn/editor-canvas-bg
Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
2023-01-31 10:53:05 +01:00
clayjohn cfd5fe0f29 Avoid crash when CanvasTexture used with light decal atlas
The decal atlas is used for Light2Ds, decals, and Light3Ds
2023-01-30 20:59:53 -08:00
clayjohn 9071809021 Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
2023-01-30 12:25:49 -08:00
clayjohn bc64a734d3 Fix various crashes relating to low roughness_layers 2023-01-30 12:16:33 -08:00
Rémi Verschelde e9de988020
Merge pull request #72031 from reduz/change-high-quality-texture-import
Refactor high quality texture import
2023-01-30 20:41:01 +01:00
Rémi Verschelde 58a0c4c69e
Merge pull request #72393 from clayjohn/GLES3-normal-roughness-error
Add a shader error when trying to using hint_normal_roughness_texture in the gl_compatibility renderer
2023-01-30 20:26:50 +01:00
Rémi Verschelde e86953cb53
Merge pull request #72356 from BastiaanOlij/fix_ssao_ssil_probes
Fix SSAO/SSIl being applied to reflection probes
2023-01-30 20:26:43 +01:00
clayjohn 97ed3dcf71 Add a shader error when trying to using hint_normal_roughness_texture in the gl_compatibility renderer 2023-01-30 09:04:34 -08:00
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Bastiaan Olij 43a63db7cf Fix SSAO/SSIl being applied to reflection probes 2023-01-30 15:20:27 +11:00
Rémi Verschelde 23d087354d
Merge pull request #72214 from clayjohn/Skeleton2D-pivot
Automatically transform Skeleton2D calculations so pivots are not needed
2023-01-29 02:23:18 +01:00
clayjohn eb9c2b878a Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
bitsawer 0acaccebaf Fix several shader preprocessor include issues 2023-01-27 14:37:55 +02:00
Rémi Verschelde 6f7793ce1a
Merge pull request #71581 from clayjohn/dependency-changed
Flag dirty dependencies when GeometryInstance dependencies change in renderer
2023-01-26 22:57:32 +01:00
Rémi Verschelde 3cacc83526
Merge pull request #72138 from clayjohn/GL-globals
Properly append global uniform buffer name in gl_compatibility shaders
2023-01-26 22:52:42 +01:00
Rémi Verschelde b2164ee75b
Merge pull request #72109 from Chaosus/shader_derivative
Add derivative functions with precision to shaders
2023-01-26 22:51:54 +01:00
clayjohn eefddb07bc Properly append global uniform buffer name in gl_compatibility shaders
Also error when using instance uniforms
2023-01-26 12:14:45 -08:00
Yuri Rubinsky 8c8c333bf2 Add derivative functions with precision to shaders 2023-01-26 20:53:46 +03:00
bitsawer 6f5598979f Several shader preprocessor parser fixes and improvements 2023-01-26 14:57:23 +02:00
Rémi Verschelde bc73e32014
Merge pull request #72068 from clayjohn/RD-sky-texture
Validate another case of using DATA_FORMAT_A2B10G10R10_UNORM_PACK32 texture with storage flag
2023-01-26 01:12:12 +01:00
Rémi Verschelde 31496c296a
Merge pull request #72078 from bitsawer/fix_optimize_vertices
Fix range loop iteration regressions
2023-01-26 01:11:25 +01:00
Rémi Verschelde 4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
Rémi Verschelde d5d127309b
Merge pull request #72064 from hcoura/fix-vulkan-mobile-gpu-particles
RenderForwardMobile - add dependency tracker info on geometry create
2023-01-26 01:08:58 +01:00
bitsawer 8c25bcdb84 Fix range loop iteration regressions 2023-01-26 00:14:39 +02:00
clayjohn 5f94b378ab Validate another case of using DATA_FORMAT_A2B10G10R10_UNORM_PACK32 texture with storage flag 2023-01-25 11:31:53 -08:00
Henrique Coura 28d8cad02e RenderForwardMobile - add dependency tracker info on geometry create 2023-01-25 15:25:49 -03:00
Yuri Rubinsky a6eb6b6b55 Fix array of token names in the shader parser 2023-01-25 18:18:07 +03:00
Bastiaan Olij 85c478e170 Make screen texture and depth texture work in Multiview 2023-01-25 13:35:01 +11:00
Rémi Verschelde a6042b649a
Merge pull request #71832 from Geometror/fix-spotlight-artifacts
Fix some `SpotLight3D` issues (clustering artifacts, leaking light, AABB)
2023-01-24 09:15:26 +01:00
Hendrik Brucker 4bd01a93dc Fix some SpotLight3D issues (clustering artifacts, light leak) 2023-01-24 01:08:32 +01:00
Rémi Verschelde 600fcf22ed
Merge pull request #71939 from clayjohn/RD-texture-format
Add a few more checks to ensure that unsupported image formats are not used in the mobile renderer
2023-01-23 22:30:19 +01:00
Rémi Verschelde 260daf8a13
Merge pull request #71694 from clayjohn/VoxelGI-reflection
Use proper space for forward GI reflections
2023-01-23 22:29:54 +01:00
clayjohn 5931d504c1 Add a few more checks to ensure that unsupported image formats are not used in the mobile renderer 2023-01-23 12:38:09 -08:00
Rémi Verschelde c309de5399
Merge pull request #71910 from jainl28patel/fix_ReflectionProbe_rendering
fix ReflectionProbe rendering extents for (10,10,10)
2023-01-23 20:46:22 +01:00
jainl28patel 2da3acf620 fix ReflectionProbe rendering extents for (10,10,10) 2023-01-24 00:32:24 +05:30
clayjohn ce8a2c6dbf Ensure that Particles have fully initialized before doing view axis pass in RD renderers 2023-01-23 09:37:18 -08:00
Rémi Verschelde 5b1df48c6c
Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
Rémi Verschelde d40501faee
Merge pull request #71690 from Calinou/forward-mobile-fix-directionallight3d-shadow-opacity
Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend
2023-01-23 10:24:09 +01:00
Hugo Locurcio d84c9523f7
Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend 2023-01-22 22:25:15 +01:00
kobewi 615c517034 Use range iterators in LocalVector loops 2023-01-21 18:44:42 +01:00
Rémi Verschelde 1b948a909f
Merge pull request #71788 from PrecisionRender/fix-filter_linear_mipmap-hint
Fix typo in hint when using removed built-in textures
2023-01-21 10:29:18 +01:00
Rémi Verschelde 23d8d44535
Merge pull request #71776 from clayjohn/PointLight2D-indices
Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
2023-01-21 10:28:50 +01:00
PrecisionRender d9698f0e6f Fix type in hint when using removed built-in textures 2023-01-20 22:06:51 -06:00
clayjohn d3c3fa32af Stop incrementing light_count once max number of lights are reached in 2D canvas renderer 2023-01-20 17:04:00 -08:00
Rémi Verschelde d5838a06fa
Merge pull request #71709 from clayjohn/decals-lights-sorting
Sort decals and lights based on camera origin
2023-01-20 23:57:55 +01:00
Rémi Verschelde de3514b9ab
Merge pull request #71705 from clayjohn/RD-surface-free
Add mutex when adding geometry instances to the dirty list in the Forward Clustered renderer
2023-01-20 23:57:26 +01:00
clayjohn 921f99f9e3 Decrement texture_binding count when using screen textures 2023-01-20 12:48:13 -08:00
clayjohn a804556ab9 Add mutex when adding geometry instances to the dirty list in the Forward Clustered renderer 2023-01-20 10:34:19 -08:00
clayjohn 49bebf2bfb Sort decals and lights based on camera origin
Also implement sort_offset for decals

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 -08:00
Rémi Verschelde 9fc40123ab
Merge pull request #71679 from kleonc/draw_polyline_line_strip
`CanvasItem::draw_polyline` Support thin polylines drawn using line strip
2023-01-20 08:48:56 +01:00
clayjohn 2ccc69cd7d Use proper space for forward GI reflections 2023-01-19 12:58:59 -08:00
kleonc 728c51e362 CanvasItem::draw_polyline Support thin polylines drawn using line strip 2023-01-19 21:08:25 +01:00
bitsawer 6f57aae0ab Fix shader preprocessor memory leak 2023-01-19 22:06:59 +02:00
kleonc f29e39cfd6 RendererCanvasCull Simplify drawing antialiased polyline 2023-01-19 17:08:39 +01:00
clayjohn faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
kleonc 43fc483e6c CanvasItem::draw_arc Clamp angle difference so arc won't overlap itself 2023-01-18 15:16:22 +01:00
clayjohn b2a31a3bbf Remove light from dynamic light list when removing scenario 2023-01-17 14:33:15 -08:00
clayjohn c4a8284dec Flag dirty dependencies when GeometryInstance dependencies change in renderer
Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)
2023-01-17 12:39:13 -08:00
Rémi Verschelde 9cf0ffe1fa
Merge pull request #71524 from clayjohn/MOBILE-TAA
Warn when trying to enable TAA from mobile or gl_compatibility backend
2023-01-17 11:06:46 +01:00
Rémi Verschelde 59dcf64dd6
Merge pull request #71382 from jainl28patel/sprite2d_flip_normal_map
fix normal map not flipping in sprite2D
2023-01-17 10:56:44 +01:00
Rémi Verschelde e1e30f9fc7
Merge pull request #71520 from conradhappeliv/fix-71480
Fix GPUParticles2D not recomputing transforms each frame
2023-01-17 10:14:32 +01:00
Conrad H. Appel, IV ad6dd38795 Fix GPUParticles2D not recomputing transforms each frame 2023-01-16 14:10:58 -08:00
clayjohn 71ed83d301 Warn when trying to enable TAA from mobile or gl_compatibility backend
TAA should only be enabled from the forward_plus renderer for now
2023-01-16 13:32:40 -08:00
Rémi Verschelde 0ddd9c3e8f
Merge pull request #71526 from clayjohn/RD-sun-scatter
Properly initialize directional_light_count in RD sky shaders
2023-01-16 22:30:54 +01:00
Rémi Verschelde 2156250471
Merge pull request #62236 from MinusKube/master
Fix polyline not supporting closed polygons and not having a uniform width
2023-01-16 22:13:07 +01:00
clayjohn 8b3db6e9ce Properly initialize directional_light_count in RD sky shaders 2023-01-16 13:05:52 -08:00
MinusKube 01af885e69 Fix draw_polyline not supporting closed polygons and not having a uniform offset 2023-01-16 20:27:30 +01:00
Danil Alexeev a8cbb6245b
Fix scaling issue in `draw_line` and similar methods 2023-01-16 12:49:58 +03:00
Raul Santos 7560340ef6
Rename `center` method to `get_center` in Plane. 2023-01-15 17:18:50 +01:00
Rémi Verschelde ac104a69b8
Merge pull request #71309 from BastiaanOlij/improve_renderscaling_options
Improving communication of scaling settings to renderer implementation
2023-01-14 14:45:02 +01:00
jainl28patel 390f83bf5a fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
Rémi Verschelde a51ca2beaf
Merge pull request #71346 from Chaosus/material_fix_freezing
Clear material arrays to prevent freeing of invalid texture RID
2023-01-14 00:44:18 +01:00
clayjohn ccaebcd5e0 Avoid crashing when custom GLSL shaders are imported when using the gl_compatibility renderer 2023-01-13 12:53:19 -08:00
Yuri Rubinsky 01cddbb12a Clear material arrays to prevent freeing of invalid texture RID 2023-01-13 23:25:09 +03:00
Bastiaan Olij 478c37deb8 Improving communication of scaling settings to renderer implementation 2023-01-13 12:54:15 +11:00
clayjohn 131036a5ef Only setup depth framebuffer properties when not rendering ReflectionProbes 2023-01-12 16:19:12 -08:00
Pedro J. Estébanez d0e37cd04c Add framework for avoidance of color flash in new windows 2023-01-12 21:42:51 +01:00
Rémi Verschelde 1f171ff18b
Merge pull request #71261 from clayjohn/RD-alpha-aa
Take alpha antialising options into account when setting up materials
2023-01-12 08:19:16 +01:00
clayjohn 0ae567b00a Take alpha antialising options into account when setting up materials
This restores the functionality of the alpha antialising options
2023-01-11 21:29:36 -08:00
Rémi Verschelde 0abd60b953
Merge pull request #71130 from clayjohn/RD-normal-roughness
Fix multiple issues that make the normal roughness texture unusable
2023-01-12 01:01:24 +01:00
Rémi Verschelde 201673ecd8
Merge pull request #71124 from clayjohn/forward-prepass
Only disable depth writing in opaque pipelines
2023-01-12 00:55:10 +01:00
Rémi Verschelde 8cb63cdd55
Merge pull request #70475 from BastiaanOlij/cleanup_luminance
Move luminance effect into its own class and use new buffers system
2023-01-11 01:10:37 +01:00
clayjohn 89766848de Fix multiple issues that make the normal roughness texture unusable 2023-01-09 11:56:36 -08:00
clayjohn e5abca4990 Only disable depth writing in opaque pipelines
This restores the behaviour of the visibility fade
2023-01-09 09:45:43 -08:00
Pedro J. Estébanez 5ca2ba45f1 Make inclusion of Godot version in shader hash universal 2023-01-09 17:47:02 +01:00
Bastiaan Olij 9b549231e4 Move luminance effect into its own class and use new buffers system 2023-01-07 14:40:42 +11:00
EpEpDragon 36d02882b9 Added optional offset and size parameter to RenderDevice buffer_get_data method 2023-01-06 17:08:37 +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
Rémi Verschelde a5e43daca1
Merge pull request #70929 from clayjohn/RD-mobile
Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-05 12:57:46 +01:00
Rémi Verschelde 0668b64c32
Merge pull request #70924 from clayjohn/canvas-bg-bugs
Always try to clear render target before drawing 3D with Canvas BG mode
2023-01-05 12:57:39 +01:00
clayjohn aaa9d626f3 Use proper indices for lights, decals, and reflection probes in mobile scene shader 2023-01-04 14:03:48 -08:00
clayjohn 72bc7e5a9d Always try to clear render target before drawing 3D with Canvas BG mode
This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
2023-01-03 15:46:03 -08:00
Rémi Verschelde 0160fea1ce
Merge pull request #70884 from clayjohn/Depth-prepass
Ignore depth draw optimization when using depth draw alpha prepass
2023-01-03 23:23:29 +01:00
Rémi Verschelde 698ee56e54
Merge pull request #70638 from markusneg/cull-masked-shadows-gd4
Visual instance layers are regarded during shadow culling
2023-01-03 23:22:31 +01:00
clayjohn 062fb8b0dc Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
Adam Scott ea33001b95 Add safety-checks before some servers `free()` 2022-12-29 16:23:38 -05:00
Markus Grafen 041b64ea7e visual instance layers are regarded during shadow culling
Partially cherry-picked from 16517ecb. Todos:
- setting Camera cull_mask should mark affected shadows dirty somehow
2022-12-27 18:43:53 +01:00
Bastiaan Olij 8bf16b0ce5 Fix errors related to reflection probe now using a render buffers object 2022-12-26 22:23:22 +11:00
Rémi Verschelde f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde d8a0382e3f
Merge pull request #70476 from BastiaanOlij/move_sdfgi_init
Move SDFGI update logic into clustered renderer
2022-12-23 23:43:56 +01:00
Rémi Verschelde 2e07477751
Merge pull request #70214 from Ansraer/speed-maybe
[4.x] Use depth prepass to increase opaque render performance
2022-12-23 23:43:50 +01:00
Ansraer d44a91c2f7 use depth prepass to increase performance 2022-12-23 17:15:46 +01:00
Bastiaan Olij 65ca9e6924 Move SDFGI update logic into clustered renderer 2022-12-24 00:00:11 +11:00
Rémi Verschelde 1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
Added options for sorting transparent objects (port of PR #63040)
2022-12-23 09:47:24 +01:00
Bastiaan Olij e886a7af81 Cleanup and improve sky render 2022-12-23 19:45:19 +11:00
Bastiaan Olij 6f4f38db07 Added options for sorting transparent objects (port of PR 63040) 2022-12-23 19:30:33 +11:00
Rémi Verschelde 56b828eb82
Merge pull request #70457 from clayjohn/RD-particles-update
Avoid updating particles during 2D rendering
2022-12-23 09:11:58 +01:00
Rémi Verschelde 13850d7812
Merge pull request #70455 from clayjohn/RD-particle-trail
Check for disabled particle trail particle before initializing particle trail
2022-12-23 09:11:48 +01:00
Yuri Rubinsky f28348fc5c Fix shader crash when using boolean type for vertex->fragment varyings 2022-12-23 07:47:49 +03:00
clayjohn 41021b07be Avoid updating particles during 2D rendering
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
2022-12-22 12:04:34 -07:00
clayjohn 4d301ee21e Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
Rémi Verschelde 291add339f
Merge pull request #70422 from clayjohn/RD-trails
Disable particle trails particles when parent parent is not active.
2022-12-21 23:38:04 +01:00
clayjohn eb10c71d6c Disable particle trails particles when parent parent is not active. 2022-12-21 15:19:57 -07:00
Rémi Verschelde 29464cb9dc
Merge pull request #70418 from clayjohn/RD-particles
Ensure that particles are processed at least once before being used
2022-12-21 22:46:30 +01:00
clayjohn 886cae515c Ensure that particles are processed at least once before being used 2022-12-21 14:06:05 -07:00
Rémi Verschelde 63f95c0e58
Merge pull request #70366 from quentinguidee/refactoring/fix-double-get-singleton
Fix double get_singleton()
2022-12-21 09:27:02 +01:00
Quentin Guidée d9c05f7fbd
Fix double get_singleton()
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-20 14:26:15 -05:00
Yuri Rubinsky 522d4243bf Add missing != operator to `StringName` 2022-12-20 17:25:54 +03:00
Rémi Verschelde f318d60e06
Merge pull request #65376 from reduz/astc-support
Implement basic ASTC support
2022-12-20 12:44:30 +01:00
Juan Linietsky 71d21c7ccb Implement basic ASTC support
Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.

The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.

ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.

Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
2022-12-20 11:26:30 +01:00
Rémi Verschelde 1dad415131
Merge pull request #70300 from RandomShaper/depth_format
Ensure depth buffer format picked actually supports full intended usage
2022-12-19 17:11:24 +01:00
Rémi Verschelde adc1096b19
Merge pull request #70219 from bruvzg/msdf_outline_scaling
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
2022-12-19 16:26:56 +01:00
Pedro J. Estébanez d8283550e6 Ensure depth buffer format picked actually supports full intended usage 2022-12-19 16:23:33 +01:00
Quentin Guidée e0f1e02cc7
Fix use of comma instead of semicolon
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-17 20:17:04 -05:00
bruvzg 20d9457f9d
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior. 2022-12-17 22:47:54 +02:00
Rémi Verschelde 2b056115ef
Merge pull request #70091 from clayjohn/bone-aabbs
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-17 12:32:32 +01:00
Rémi Verschelde 676f60b0cc
Merge pull request #70132 from clayjohn/RT-update
Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-17 12:26:51 +01:00
Rémi Verschelde 376290ea86
Merge pull request #70163 from clayjohn/particles-sdf
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17 12:24:51 +01:00
Rémi Verschelde 740e5a6404
Merge pull request #70172 from clayjohn/RD-boot-filter
Enable using filtering on boot image in RD renderer
2022-12-17 12:24:24 +01:00
Rémi Verschelde 3b6d697676
Merge pull request #70133 from lyuma/negative_scale_backface
Flip culling when rendering a camera with negative scale
2022-12-17 12:22:18 +01:00
Rémi Verschelde 2b2c372dbc
Merge pull request #70122 from clayjohn/VRS-r8uint
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17 12:22:03 +01:00
Rémi Verschelde 13593d8644
Merge pull request #70087 from clayjohn/mesh-aabb
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-17 12:21:01 +01:00
clayjohn 669a87bd89 Enable using filtering on boot image in RD renderer 2022-12-16 13:42:03 -08:00
clayjohn 99a159cd9b Transform sdf xfrom by particle emission transform when particles are in global space 2022-12-16 11:55:11 -08:00
clayjohn 5e90b90a97 Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported 2022-12-16 09:53:12 -08:00
clayjohn 1b330820bf Implement render_target_was_used API so that Viewports can properly check if they have been used.
For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-16 09:50:45 -08:00
Lyuma 80dea918c4 Flip culling when rendering a camera with negative scale 2022-12-15 16:12:10 -08:00
Yuri Rubinsky 5c83e95103
Merge pull request #70016 from Chaosus/refactor_rd_shader_data
fixed https://github.com/godotengine/godot/issues/69949
2022-12-15 20:28:26 +03:00
Yuri Rubinsky 807632a90c Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flags 2022-12-15 14:10:37 +03:00
Rémi Verschelde 762c6d4b36
Merge pull request #69709 from RandomShaper/refactor_spirv_reflection
Refactor SPIR-V reflection into a generic RenderingDevice feature
2022-12-15 09:21:35 +01:00
Rémi Verschelde a194984e96
Merge pull request #70068 from clayjohn/mobile-lights
Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF
2022-12-15 09:20:44 +01:00
Rémi Verschelde e1bcadd12d
Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff
Add maximum roughness cutoff to SSR to improve performance
2022-12-15 09:20:29 +01:00
Yuri Rubinsky 56954485ed Refactor `ShaderData` & fix the sorting of shader uniforms 2022-12-15 10:02:59 +03:00
clayjohn ef246d9156 Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain 2022-12-14 19:32:19 -08:00
clayjohn b7088bbf52 Cache mesh AABB when modified by skeleton and update instance AABB when
skeleton changes
2022-12-14 18:07:07 -08:00
clayjohn 7b0dd7a3e6 Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF 2022-12-14 15:20:54 -08:00
Rémi Verschelde 465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
Rémi Verschelde fc517e6c89
Merge pull request #70003 from clayjohn/GLES3-cc
Various fixes and documentation for CanvasGroup
2022-12-13 23:31:43 +01:00
clayjohn bdd4001ef0 Various fixes and documentation for CanvasGroup
Properly apply custom materials with CanvasGroups in the GLES3 backend

Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers

Properly set fit_margin when clear_margin is set

Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
clayjohn 5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
Rémi Verschelde 83281e7a42
Merge pull request #69985 from clayjohn/mobile-rim
Ensure that rim lighting uses an exponent base greater than zero
2022-12-13 10:12:00 +01:00
Rémi Verschelde 4bfd21b515
Merge pull request #69828 from clayjohn/SSR-roughness
Fade out SSR with roughness so that it doesn't show at high roughness amounts
2022-12-13 10:10:56 +01:00
clayjohn a062798b76 Ensure that rim lighting uses a exponent base greater than zero
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12 13:41:28 -08:00
Fabio Iotti c53c687962
Fix screen texture slightly darker 2022-12-12 21:17:36 +01:00
Pedro J. Estébanez 14e301467e Refactor SPIR-V reflection into a generic RenderingDevice feature 2022-12-12 14:14:53 +01:00
Yuri Rubinsky 6e48db69a3 Changed `RD::PipelineDynamicStateFlags` type to enum flags 2022-12-11 15:37:35 +03:00
Hugo Locurcio 7745bd42a6
Add maximum roughness cutoff to SSR to improve performance
In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
clayjohn e6f8c8517c Fade out SSR with roughness so that it doesn't show at high roughness amounts 2022-12-09 12:59:51 -08:00
Rémi Verschelde 60d7525d84
Merge pull request #69735 from clayjohn/Particles2D-sdf
Detect and report if 2D particles use the screen SDF
2022-12-08 09:52:01 +01:00
clayjohn 0a88c68d0a Detect and report if 2D particles use the screen SDF
This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07 10:03:08 -08:00
Lily Garcia e328a0bcf8
Check if VRS is supported on creating VRS object 2022-12-07 13:00:13 +01:00
Rémi Verschelde bd290ad566
Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix
Fix mobile renderer sky_transform operations
2022-12-06 15:16:20 +01:00
Malcolm Nixon 0f8a968cd4 Modified the mobile renderer to apply the sky_transform operations in the same order as the forward_plus renderer.
Update rasterizer_scene_gles3.cpp

Apply sky_transform order fix to the gles3 renderer.
2022-12-06 06:47:50 -05:00
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
Yaohua Xiong 9bdc0cb16f draw fish bones for Path2D and Path3D
These fish bones are add to indicate the direction and local transforms alone the path.
2022-12-05 15:39:14 +08:00
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 daf168f4c8
Merge pull request #69522 from clayjohn/IBL-black-metal
Allow black metallic materials to reflect IBL
2022-12-03 12:46:30 +01:00
Rémi Verschelde 29ddbfa19a
Merge pull request #69514 from clayjohn/IBL-roughness
Properly remap roughness when reading from radiance map
2022-12-03 12:46:25 +01:00
clayjohn 1e05dd3504 Allow black metallic materials to reflect IBL 2022-12-02 19:54:59 -08:00
clayjohn b2b89d7294 Properly remap roughness when reading from radiance map
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -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
Rémi Verschelde 1bd7b0b269
Merge pull request #69430 from Rindbee/fix-clip-contents
Fix child nodes still being drawn when the visible area of a control with `clip_contents` enabled is `0`
2022-12-01 23:55:18 +01:00
Rindbee 7129718dc5 Fix child nodes still being drawn when the visible area of a control with `clip_contents` enabled is `0` 2022-12-01 19:47:33 +08:00
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
Yuri Rubinsky 5934eef44c Changed `RenderingDevice::TextureUsageBits` type to enum flags 2022-11-26 13:08:07 +03:00
Rémi Verschelde 5d20dccade
Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources 2022-11-24 14:06:00 +01:00
Rémi Verschelde 714b978044
Merge pull request #69005 from akien-mga/shaderlang-sampler-uniforms-array-type
Shader: Set proper resource type hints for sampler uniforms
2022-11-23 08:33:05 +01:00
Markus Sauermann 75d56f4201 Fix parameters for hash_murmur3_one_32
In multiple locations in the codebase hash_murmur3_one_32 is used for
generating hash values.

Whenever a sequence of multiple hash-calculation happens within a single
function, the previous hash value is always used as input in the following
hash-calculations. The only exception is get_cache_multipass, where currently the previous
hash value is overridden without utilizing it.
This patch corrects that.
2022-11-22 19:46:54 +01:00
Rémi Verschelde cb1826deae
Shader: Set proper resource type hints for sampler uniforms
Supersedes #64383.
2022-11-22 15:38:52 +01:00
dzil123 b4437cbaa6 Fix various missing rendering parameter checks 2022-11-22 03:48:32 -08:00
Rémi Verschelde e7418cac3d
Merge pull request #68942 from Chaosus/barrier_mask_flags
Expose `BarrierMask` as flags enum in `RenderingDevice`
2022-11-22 08:31:12 +01:00
Yuri Rubinsky acaf38cfbc Expose `BarrierMask` as flags enum in `RenderingDevice` 2022-11-22 09:45:20 +03:00
Rémi Verschelde a9a75e643e
Merge pull request #68527 from pkdawson/vertex-array-offsets
Add `offsets` parameter to RenderingDevice::vertex_array_create
2022-11-21 11:43:28 +01:00
Markus Sauermann 28af870750 Code simplifications found by cppcheck
They are based on:
- Boolean arithmetic simplifications
- setting variables that are not accessed
- constant variables
2022-11-21 08:43:36 +01:00
Rémi Verschelde 137327812b
Merge pull request #68876 from dzil123/renderdummy_texture_replace_null_check
RenderDummy::TextureStorage::texture_replace add missing null check
2022-11-20 11:36:04 +01:00
Rémi Verschelde 3a43d44656
Merge pull request #68830 from Ayush-singla27/issuebranch
fixed incorrect mesh normals in shaders
2022-11-20 11:35:52 +01:00
clayjohn 0e5a98cdd8 Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3

Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00
dzil123 8000751d90 RenderDummy::TextureStorage::texture_replace add missing null check 2022-11-18 22:03:46 -08:00
Ayush Singla 75ba0a7957 fixed incorrect mesh normals in shaders 2022-11-19 11:06:03 +05:30
Rémi Verschelde 58cb11b396
Merge pull request #68710 from BastiaanOlij/fix_vrs
Fix VRS issues
2022-11-18 16:19:22 +01:00
Yuri Rubinsky e8f9cd8ac5
Merge pull request #68808 from CherrySodaPop/global-instance-uniform 2022-11-18 09:49:49 +03:00
Lily Garcia 0683bc3783 Fix global uniforms parsed as instance uniform 2022-11-17 17:18:20 -05:00
clayjohn 21ac6d7d8e Finish implementing Canvas Background mode 2022-11-17 12:51:26 -08:00
Rémi Verschelde e1ead0fbd1
Merge pull request #68779 from dzil123/fix_renderdummy_mesh_surface_overflow
RendererDummy - Fix buffer overflow due to stale mesh_get_surface
2022-11-17 13:48:24 +01:00
dzil123 e9d213e0fd RendererDummy fix buffer overflow due to mesh_get_surface 2022-11-17 03:41:55 -08:00
dzil123 8fab25f32f GLES3 TextureStorage - add missing null checks 2022-11-16 23:31:59 -08:00
Bastiaan Olij 616ba8745f Fix VRS issues 2022-11-17 00:32:42 +11:00
Rémi Verschelde a6a6af32e2
Merge pull request #68718 from dzil123/fix_fog_shader_buffer_overflow
Fix shader compiler asan out of bounds
2022-11-16 09:23:16 +01:00
Yuri Rubinsky 5693286e90 Mark shader built-ins as used when passed to functions as out parameter 2022-11-15 22:06:16 +03:00
dzil123 6f0cd8072f Fix Fog shader buffer overflow 2022-11-15 06:51:48 -08:00
Rémi Verschelde 245e6454a0
Merge pull request #68673 from clayjohn/RD-alpha-hash
Fix alpha hash by correcting typos and doing calculations in object space
2022-11-15 10:28:59 +01:00
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 1e9a61cd40
Merge pull request #68487 from clayjohn/RD-mobile-raster
Use raster versions of copy effects for 2D operations when using the mobile renderer
2022-11-15 10:27:43 +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
clayjohn 81d8b502cc Fix alpha hash by correcting typos and doing calculations in object space 2022-11-14 17:57:49 -08:00
Rémi Verschelde 7a9a173a9f
Merge pull request #68339 from clayjohn/RD-shadow-acne
Scale light shadow bias by soft_shadow_scale to reduce shadow acne
2022-11-14 23:25:52 +01:00
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
Rémi Verschelde 9e97bc5857
Merge pull request #68574 from clayjohn/RD-shadow-time
Properly set TIME shader uniform when rendering shadows
2022-11-13 15:50:54 +01:00
clayjohn aaaa4b8d68 Properly set TIME shader uniform when rendering shadows 2022-11-12 10:51:02 -08:00
Rémi Verschelde 014fac8f28
Merge pull request #67746 from SonnyBonds/fix_cluster_shader_mvk
Fix cluster_render.glsl failing on some Macs
2022-11-11 21:05:20 +01:00
Rémi Verschelde c41b9c5f5b
Merge pull request #67972 from and-rad/vector-field-consistency
Fix inconsistency between vector field texture and world space directions
2022-11-11 21:05:00 +01:00
Patrick Dawson d7136f2d51 Add `offsets` parameter to RenderingDevice::vertex_array_create 2022-11-11 15:45:36 +01:00
Rémi Verschelde aae4b3d9d0
Merge pull request #68496 from clayjohn/RD-point
Ensure user shader is used in depth pass when point size is used
2022-11-11 10:54:55 +01:00
Rémi Verschelde 636d2189d0
Merge pull request #68511 from clayjohn/RD-mobile-sky
Enable mipmaps in cubemap roughness shader
2022-11-11 10:54:44 +01:00
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
Rémi Verschelde 43f2213325
Merge pull request #68235 from pkdawson/pr-expose-vertex-array-create
Expose RenderingDevice::vertex_array_create to scripting
2022-11-11 10:43:35 +01:00
Rémi Verschelde 1691a33eb9
Merge pull request #67374 from MrBlockers/fix-draw-primitive
Fix draw_primitive ignoring texture argument
2022-11-11 10:43:18 +01:00
Rémi Verschelde 2608e71eca
Merge pull request #68425 from clayjohn/RD-doubles-particles
Fix GPUParticles not rendering in doubles build of the engine.
2022-11-11 10:42:24 +01:00
clayjohn 3ceb342d37 Enable mipmaps in cubemap roughness shader 2022-11-10 23:41:51 -08:00
clayjohn a7adc7ab37 Ensure user shader is used in depth pass when point size is used 2022-11-10 15:26:07 -08:00
clayjohn 8e41221404 Use raster versions of copy effects for 2D operations when using the mobile renderer
This PR implements a few basic copy operations in raster that weren't available before
2022-11-10 12:47:26 -08:00
Yuri Rubinsky dca5cb8e40
Merge pull request #68413 from Chaosus/fix_instance_uniforms 2022-11-09 22:55:41 +03:00
Yuri Rubinsky c07d13182c Some fixes for instance shader parameters 2022-11-09 21:20:11 +03:00
clayjohn 4aab9cbdfc Fix GPUParticles not rendering in doubles build of the engine.
real_t was mistakenly used in uniform structs causing a mismatch between the GPU uniform and the CPU uniform
2022-11-09 08:58:04 -08:00
clayjohn a1c3591461 Request redraw in OpenGL3 and mobile renderers when TIME used in shader 2022-11-08 22:52:11 -08:00
Rémi Verschelde e2b39bfdc4
Merge pull request #68346 from Calinou/particles-rename-trail-length-property
Rename GPUParticles2D/3D's `trail_length_secs` to `trail_lifetime`
2022-11-07 15:05:55 +01:00
Hugo Locurcio ab7a807f2b
Rename GPUParticles2D/3D's `trail_length_secs` to `trail_lifetime`
The property already has a "seconds" suffix in the inspector.
The "lifetime" term makes it more obvious that the property is
specified as time, not a distance in units.

The property hint now allows manually entering values greater than
10 seconds.

The internal rendering value's default now matches the particles
nodes' default.
2022-11-07 13:37:40 +01:00
Gábor Pál Korom 6865d2d002 Surface AABBs are now set for mesh surfaces even in headless mode. Sponsored by Migeran (https://migeran.com). 2022-11-07 12:53:03 +01:00
clayjohn 5f4a561f6c Scale light shadow bias by soft_shadow_scale to reduce shadow acne on high quality settings 2022-11-06 10:49:55 -08:00
kobewi 1778301cd0 Add call_deferred() method to Callable 2022-11-04 17:24:34 +01:00
Patrick Dawson e56fc6b338 Expose vertex_array_create 2022-11-03 22:14:55 +01:00
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 2c0544a7b8
Merge pull request #67878 from clayjohn/RD-particles-amount
Correctly set number of particle dispatches when setting view axis
2022-11-03 00:32:20 +01:00
Rémi Verschelde f7c611ab71
Style: Misc docs and comment style and language fixes
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-02 19:01:18 +01:00
Rémi Verschelde 604abb434f
Merge pull request #52350 from BimDav/viewport_canvas_cull
Added Viewport canvas cull mask feature
2022-11-02 17:14:24 +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
Yuri Rubinsky 0a85d3b0cc Fix predefined constants to be accessible in the shader includes 2022-11-01 19:53:05 +03:00
BimDav fcb9be66a2 Viewport canvas cull mask feature
Co-authored-by: Valentin Zagura <puthre@gmail.com>
2022-10-31 14:09:49 +01:00
Rémi Verschelde 5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Yuri Rubinsky 099f127cc3
Make code generation for shader boolean uniform instances easier 2022-10-31 11:52:52 +01:00
Rémi Verschelde 87545bf873
Merge pull request #67519 from BastiaanOlij/change_xr_pre_draw_viewport
Changing timing of call to xr_interface->pre_draw_viewport
2022-10-31 11:08:34 +01:00
Rémi Verschelde 3312d0a87b
Merge pull request #67907 from clayjohn/RD-model-matrix
Correctly rename to read_model_matrix when using shader builtins that rely on model matrix
2022-10-31 11:07:24 +01:00
Rémi Verschelde d147adc591
Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroups
Ensure vulkan subgroups are disabled for MoltenVK
2022-10-31 10:53:30 +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
Yuri Rubinsky 468762b3b7
Merge pull request #67498 from Chaosus/fix_shader_crash 2022-10-28 09:25:07 +03:00
clayjohn 31c1a06ab5 Fix ss_effects_flags uniform in clustered forward renderer
This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
2022-10-27 15:37:38 -07:00
Clay John 0d711cad30
Merge pull request #66107 from devloglogan/ambient-light-disabled-fix
Fix ambient_light_disabled render mode flag
2022-10-27 10:08:29 -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
Clay John e1caa8797b
Merge pull request #67043 from clayjohn/clip_children
Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
2022-10-27 09:59:27 -07:00
Clay John 682156e1f0
Merge pull request #66383 from aaronfranke/basis-from-euler
Clean up Basis from Euler code
2022-10-27 09:44:21 -07:00
Andreas Raddau a5828cd0e3 Improved consistency between vector field texture and world space 2022-10-27 15:43:24 +02:00
Gordon MacPherson 381d457a2a Ensure vulkan subgroups are disabled for MoltenVK
We found they don't work on intel macbooks properly at all.

Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
2022-10-26 20:12:06 +01:00
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
clayjohn 020ac29fc3 Correctly rename to read_model_matrix when using shader builtins that rely on model matrix 2022-10-26 09:45:35 -07:00
clayjohn 3d28cb3cd3 Correctly set number of particle dispatches when setting view axis 2022-10-25 12:05:40 -07:00
Anders Stenberg bbb1f900dd Fix cluster_render.glsl failing on some Macs
Some Macs encounter an internal error when compiling cluster_render.glsl
caused by a likely bug in the MVK/Metal
compiler when using gl_HelperInvocation.
2022-10-22 12:27:13 +02:00
MrBlockers 0c4fd03f40 Fix draw_primitive ignoring texture argument 2022-10-21 21:35:13 -04:00
Aaron Franke 7f9a8c99c9
Clean up Basis from Euler code 2022-10-21 17:54:49 -05:00
kobewi e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Markus Sauermann b8031bb7d6 Code simplifications
1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.

2. sqrt(a * a) = abs(a) for doubles

3. Simplify affine_inverse combination

4. Simplify calculation in shaders
2022-10-18 12:47:40 +02:00
Bastiaan Olij b742b4c6e6 Changing timing of call to xr_interface->pre_draw_viewport 2022-10-17 14:19:01 +11:00
Yuri Rubinsky 926d4ebb28 Fix editor crash when assigning some uniform hints to the textures 2022-10-16 19:55:08 +03:00
clayjohn b6f44859d7 Implement multiple clip_children modes for CanvasItems 2022-10-14 08:02:28 -07:00
kobewi 072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
clayjohn 09b1a6f85f Improve behaviour of clip_children by clipping
to parent alpha value, but still retaining
parent color
2022-10-13 18:35:12 -07:00
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
Rémi Verschelde 0aa2d70613 Merge pull request #67320 from Calinou/fix-volumetric-fog-low-density
Fix volumetric fog not rendering at densities lower than or equal to 0.001
2022-10-13 09:05:30 +02:00
Rémi Verschelde f2bd389e21 Merge pull request #67307 from TechnoPorg/lod-radial-distance
Use radial distance for making LOD decisions.
2022-10-13 09:05:00 +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
Hugo Locurcio 6aebc7b66e
Fix volumetric fog not rendering at densities lower than or equal to 0.001
This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
2022-10-13 00:45:49 +02:00
TechnoPorg b04350828e Use radial distance for making LOD decisions.
Previously, only forward basis distance from the camera was used.
This means that unnecessarily high LOD levels were used for objects located to the side of the camera.
The distance from the camera origin is now used, independently of direction.
2022-10-12 07:21:42 -06:00
Clay John 18d2035a3d
Merge pull request #67110 from Chaosus/fix_incorrect_vec3_ubo_fill
Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
2022-10-11 12:24:48 -07:00
Rémi Verschelde 6da55cd94b
Merge pull request #67270 from RandomShaper/slim_usage_msaa_attachment
Restrict MSAA attachment usage to the strictly needed set
2022-10-11 21:16:11 +02:00
Pedro J. Estébanez ee91531998 Restrict MSAA attachment usage to the strictly needed set 2022-10-11 20:33:21 +02:00
Rémi Verschelde 6d534f6e89 Merge pull request #66221 from Mickeon/painstakingly-appending-ds-en-you-tea-es
Rename remaining "*_enable" to "*_enabled"
2022-10-11 16:17:02 +02:00
Rémi Verschelde 422c398962 Merge pull request #67176 from cooperra/negative-scale-culling-fix
Vulkan Clustered: Fix culling of negatively-scaled objects
2022-10-11 09:27:34 +02:00
Rémi Verschelde 58eff50bf1 Merge pull request #64268 from timothyqiu/is-finite
Add `is_finite` method for checking built-in types
2022-10-11 09:25:46 +02:00
Rémi Verschelde 3306ffefd1 Merge pull request #67000 from RandomShaper/split_render_further
Polish rendering driver refactor further
2022-10-11 09:23:32 +02:00
Rémi Verschelde 8017827144 SCons: Re-enable treating `#warning` as error with `werror`
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.

We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
Robbie Cooper 79d3e090cd Vulkan Clustered: Fix culling of negatively-scaled objects
Negatively scaled objects should be mirrored. This is already implemented, but it breaks when mirrored and non-mirrored instances of the same object are visible together.

It turns out that the code that skips-over repeats in `RenderForwardClustered::_render_list_template` also skips the code that accounts for the culling mode of mirrored objects.

The solution here is to consider the `mirror` flag when determining repeats. This might result in more draw commands than necessary since a mirrored object can split a group of non-mirrored instances in two.

This problem doesn't appear in the mobile renderer because the repeat optimization isn't implemented there yet.

The problem still appears in MultiMeshInstance3D in *all* renderers.

Fixes #62879 and #58546.
2022-10-10 03:20:59 -04:00
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
Rémi Verschelde 658929997d Merge pull request #67051 from clayjohn/CanvasGroup-clear
Allow clearing backbuffer after finishing CanvasGroup
2022-10-08 13:55:48 +02:00
Haoyu Qiu 5da515773d Add `is_finite` method for checking built-in types 2022-10-08 13:25:08 +08:00
clayjohn 4765e5fa64 Allow clearing backbuffer after finishing CanvasGroup
This avoids an issue where having multiple CanvasGroups overlap
would create a weird artifact
2022-10-07 14:13:40 -07:00
clayjohn 7465455079 Fix material overlay overriding shadow casting logic
Material overlay should only cast a shadow if it can cast a shadow and
the instance can cast a shadow
2022-10-07 10:15:39 -07:00
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
Rémi Verschelde 29f017378e Merge pull request #66861 from clayjohn/GLES3-mono-ubo
Use a giant UBO to optimize performance in 2D [OpenGL3]
2022-10-07 09:14:13 +02:00
Rémi Verschelde 17c62a692e
Merge pull request #66756 from BastiaanOlij/fix_ssr
Fixing artifacts in SSR
2022-10-06 22:27:49 +02:00
Pedro J. Estébanez 24ff292999 Polish rendering driver refactor further
Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06 21:08:54 +02:00
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 d935235e9c Merge pull request #66922 from BastiaanOlij/fix_direct_shadow
Make sure atlas rect for directional lights is calculated using floats
2022-10-05 13:38:24 +02:00
Bastiaan Olij aba356e882 Make sure atlas rect for directional lights is calculated using floats 2022-10-05 22:12:57 +11:00
Rémi Verschelde ecd4ab1e14 Merge pull request #66683 from clayjohn/SRGB-canvasitem
Default CanvasItem materials to use sRGB space for uniform colors
2022-10-05 11:44:52 +02:00
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
Bastiaan Olij d09ad714bf Fixing artifacts in SSR 2022-10-04 23:47:13 +11:00
Rémi Verschelde e5aa5eb806 Merge pull request #66780 from dsnopek/webxr-emulator-fix
Fix rendering in the WebXR emulator
2022-10-04 12:21:27 +02:00
Bastiaan Olij 02b0c22e38 Moving SSEffects settings into class 2022-10-04 11:03:36 +11:00
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
Yuri Rubinsky a2c32590ee Fix global uniform crash at editor startup 2022-10-03 15:06:20 +03:00
clayjohn 3126619aa5 Update Instance flags in shaders to match instance flags in engine 2022-10-02 21:37:06 -07:00
David Snopek ec5c4709bd Fix rendering in the WebXR emulator 2022-10-02 13:49:53 -05:00
clayjohn 06d0e56559 Default CanvasItem materials to not convert uniform colors to linear space.
The 2D renderer in Godot is totally in sRGB space so it is appropriate
to keep 2D uniform colors in sRGB space
2022-09-30 15:15:11 -07:00
Rémi Verschelde 166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Rémi Verschelde 67961d875d Merge pull request #66178 from clayjohn/double-precision-rendering
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
2022-09-30 09:59:45 +02:00
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
Rémi Verschelde 6991e9b43d Merge pull request #66583 from bruvzg/constexpr
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings.
2022-09-29 10:44:22 +02:00
Rémi Verschelde 315a71103e Merge pull request #66565 from clayjohn/canvas-lights
Clean up canvas light shader API.
2022-09-29 10:43:42 +02:00
bruvzg ea1848ce0a
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings. 2022-09-29 10:38:21 +03:00
Rémi Verschelde e5857bd6c7 Merge pull request #66548 from akien-mga/msvc-warnings-c4701-c4703
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used
2022-09-28 20:47:50 +02:00
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
Rémi Verschelde 85fe6ecc32 Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used 2022-09-28 17:05:34 +02:00
Rémi Verschelde 7ab01450cf Fix MSVC warning C4702: unreachable code
Part of #66537.
2022-09-28 16:46:48 +02:00
Rémi Verschelde b8870b91b5 Merge pull request #66466 from clayjohn/FXAA-fix
Take FXAA samples from half-pixel coordinates to improve quality
2022-09-27 09:58:22 +02:00
Rémi Verschelde 2ad63f68b3 Merge pull request #66370 from bitbrain/fix-light2d-blend-modes
Fix broken 2D light blending, addresses #49922
2022-09-27 09:57:44 +02:00
Rémi Verschelde 5ecaa676cc Merge pull request #66317 from clayjohn/debanding-bug
Move deband to end of tonemapping.
2022-09-27 09:54:45 +02:00
clayjohn dbcc0fa2a6 Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
Yuri Rubinsky 344aa610e3 Add defines to completion list in shaders 2022-09-26 16:04:19 +03:00
Rémi Verschelde 5ae6379e5d Merge pull request #66394 from bitbrain/fix-unshaded-canvas-modulate
Fix Unshaded CanvasItem for Vulkan
2022-09-26 08:24:45 +02:00
Bastiaan Olij 56d6a13fd7 Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
Miguel Gonzalez Sanchez 125f0be8b7
do not apply modulate on canvas when unshaded is set 2022-09-25 12:13:46 +01:00
Miguel Gonzalez Sanchez 2047be4516
fix broken 2D light blending, addresses #49922 2022-09-24 20:13:12 +01:00
clayjohn fe69fedc1a Move deband to end of tonemapping.
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
Rémi Verschelde 03410efa15 Merge pull request #66284 from clayjohn/particles-mem-bug
Properly initialize motion vectors offset when motion vectors are disabled
2022-09-23 09:45:48 +02:00
clayjohn aac8d5c406 Properly initialize motion vectors offset when motion vectors are disabled.
This fixes an uninitialized memory bug that caused particles to fail in non-LTO builds
2022-09-22 20:36:01 -07:00
Rémi Verschelde d1a155e3cd Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
2022-09-22 11:29:48 +02:00
Micky c1b5b68eee Rename remaining "*_enable" to "*_enabled"
Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)

Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)

RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`

Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
2022-09-21 22:47:46 +02:00
clayjohn 27a3014f50 Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
2022-09-20 23:40:01 -07:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
Logan Lang e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
Rémi Verschelde effddbcf12 Merge pull request #66065 from kidinashell/issue-59488
SpotLight3D's and OmniLight3D's Projector doesn't work
2022-09-19 22:02:17 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Tobias Widner 422bacbfd1 Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work 2022-09-19 17:18:45 +02:00
Rémi Verschelde 49891e4c2f Merge pull request #65915 from clayjohn/VULKAN-mobile-fog
Restore fog in vulkan mobile renderer.
2022-09-19 09:23:24 +02:00
clayjohn 2ecc8b9a73 Restore fog in vulkan mobile renderer.
The condition accidentally disabled fog whenever it was enabled
2022-09-16 09:18:11 -07:00
Rémi Verschelde bda63e1b5a Merge pull request #65833 from JFonS/taa_fix_particles_errors
Fix error spam in the renderer when using GPUParticles3D
2022-09-16 11:59:00 +02:00
JFonS b668268772 Fix error spam in the renderer when using GPUParticles3D
The flag INSTANCE_DATA_FLAG_MULTIMESH is used for both multimesh and particles instances, this commit adds a new INSTANCE_DATA_FLAG_PARTICLES flag to discriminate between them.

This flag will also be used in the future to properly support TAA in particles.
2022-09-16 09:44:22 +02:00
Rémi Verschelde 848668ed45 Merge pull request #65794 from Geometror/fix-canvas-backbuffer
Fix/restore BackBufferCopy
2022-09-16 09:20:04 +02:00
Clay John 95df3e7c88
Merge pull request #65800 from dsnopek/xr-resize-viewport-3
Fix XR rendering in 'opengl3' driver and expose true size via the Viewport node
2022-09-15 18:19:24 -07:00
Bastiaan Olij 02ea1de7d0 Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
David Snopek e82cd46a74 Fix XR rendering in 'opengl3' driver and expose true size via the Viewport node 2022-09-14 20:55:56 -05:00
Hendrik Brucker e235bca995 Fix/restore BackBufferCopy 2022-09-15 02:36:39 +02:00
Rémi Verschelde ecaa7b634e
Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur 2022-09-15 00:03:40 +02:00
Rémi Verschelde 0a0843a67d
Merge pull request #65654 from JohanAR/emit_subparticle_from_start
Allow emit_subparticle from start function
2022-09-14 19:07:33 +02:00
Rémi Verschelde 957aa79ce0
Merge pull request #65789 from clayjohn/sky-update-bug
Clear last frame directional light buffer when number of lights changes.
2022-09-14 19:06:19 +02:00
Clay John f709596631
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
2022-09-14 09:06:27 -07:00
clayjohn 72d899702b Clear last frame directional light buffer when number of lights changes.
This ensures that the buffers don't go out of sync.
2022-09-14 08:30:35 -07:00
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
Rémi Verschelde 22a09fef5d Merge pull request #65579 from ZuBsPaCe/fix-viewport-sibling-order
Sibling SubViewports must be rendered from top to bottom
2022-09-13 11:01:33 +02:00
Rémi Verschelde b853110890
Merge pull request #65653 from Chaosus/shader_completion_fix 2022-09-13 10:44:41 +02:00
Rémi Verschelde 0f3f8509ec
Merge pull request #65738 from BastiaanOlij/fix_ssao_ssil_memory_leak 2022-09-13 10:25:11 +02:00
Bastiaan Olij 873366cb2d Fix uniform buffer being created every frame is SSAO and SSIL half_size is different 2022-09-13 17:49:32 +10:00
clayjohn 96b7cb66df Fix multiwindow support in GLES3 for X11, Windows, and MacOS.
Instead of updating all viewports, then blitting all viewports
to the backbuffer, then swapping all buffers, we run through
all viewports and render, blit, and swap backbuffer before
going to the next viewport.
2022-09-12 17:30:50 -07:00
Rémi Verschelde 79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn 97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
jfons 74cdee4cb5 Add motion vectors support for MultiMeshInstance
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-12 15:28:12 +02:00
Rémi Verschelde f211869530
Merge pull request #65594 from clayjohn/SSR-dialectric 2022-09-12 14:23:04 +02:00
Bastiaan Olij b519d7619c Fixed MSAA initialisation in clustered forward renderer 2022-09-12 11:07:51 +10:00
Yuri Rubinsky e4a8646c19 Prevent duplicated hints in shader uniform completion 2022-09-11 15:21:43 +03:00
Johan Aires Rastén ddfa214d89 Allow emit_subparticle from start function
emit_subparticle was previously only allowed from the process function
in a particle shader, which seemed like an unnecessary limitation.
2022-09-11 14:02:36 +02:00
clayjohn 65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
ZuBsPaCe 3d08678e13 Sibling SubViewports must be rendered from top to bottom
Sibling SubViewports must be rendered in the same order as in the Scene Tree, from top to bottom. _sort_active_viewports() reversed their order.
Fixes #65545
2022-09-09 17:50:14 +02:00
Yuri Rubinsky d1be14a9cb
Merge pull request #65473 from Chaosus/shader_fix_completion 2022-09-07 21:23:39 +03:00
Haoyu Qiu eea02e50a7 Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with headless Godot 2022-09-07 21:31:16 +08:00
Yuri Rubinsky 47145800a6 Remove `shader_type` from completion (when it does not need any more) 2022-09-07 16:19:36 +03:00
Rémi Verschelde 5062aafc2d Merge pull request #64417 from aaronfranke/has-space
Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
2022-09-06 17:00:44 +02:00
ceLoFaN e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
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
Haoyu Qiu 52f290ae4d Fix crash when executing `CSGMesh3D.set_mesh` with headless Godot 2022-09-05 09:15:22 +08:00
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Rémi Verschelde 3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Rémi Verschelde d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Hugo Locurcio 699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
kobewi 7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +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
Rémi Verschelde c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Rémi Verschelde d58a1d65a9
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
Add a per-light volumetric fog energy property
2022-08-31 08:47:03 +02:00
Bastiaan Olij 708222bb9a Fix vector type for signed tangent in mobile shader 2022-08-31 16:35:54 +10:00
Haoyu Qiu ad6d6a7893 Remove unnecessary `print_line` in RendererDummy 2022-08-31 09:44:02 +08:00
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 c1b178be38
Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation 2022-08-30 19:49:36 +02:00
Rémi Verschelde 02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Bastiaan Olij 9efff344b8 Dummy mesh support was added to the dummy renderer but incomplete. This completes it 2022-08-30 16:28:39 +10:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
sakrel 728fb6ea95
Fix updating OccluderPolygon shapes 2022-08-29 03:51:53 +02:00
Rémi Verschelde 4808d01b2b
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +02:00
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