Commit graph

807 commits

Author SHA1 Message Date
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
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
Pedro J. Estébanez
ee91531998 Restrict MSAA attachment usage to the strictly needed set 2022-10-11 20:33:21 +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
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
816600382e Fix incorrect offset for vec3 datatypes in _fill_std140_ubo_empty 2022-10-09 06:32:50 +03:00
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
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
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
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
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
clayjohn
3126619aa5 Update Instance flags in shaders to match instance flags in engine 2022-10-02 21:37:06 -07:00
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 sizeofs to suppress C4127 warnings. 2022-09-29 10:38:21 +03:00
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
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
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
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