Commit graph

1567 commits

Author SHA1 Message Date
lawnjelly
115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00
lawnjelly
546e207d8f Portals - Fix cull roaming through multiple portals
Small bug in the logic, the roaming objects only should be set to done when they have been marked as visible, rather than the first time they are examined. This is because they can be seen in a room through multiple portals, and each needs to be tested until there is either a visible result or all the portals in are visited.
2021-08-15 10:22:27 +01:00
Yuri Roubinsky
8a1c986455 [3.x] Fix shader crash when using local var with the same name as varying 2021-08-13 09:30:35 +03:00
Rémi Verschelde
dc1fc97836
Merge pull request #50397 from JestemStefan/41756_issue_fix
[3.x] Skip rendering of `Light2D` with zero size texture
2021-08-12 20:30:52 +02:00
JestemStefan
9bf47923a5 Skip rendering of lights with zero size 2021-08-12 17:25:58 +02:00
Yuri Roubinsky
34f7ceefe0
Allow using more assignment operators on matrixes in shaders
(cherry picked from commit 0f42a29864)
2021-08-12 16:42:17 +02:00
Yuri Roubinsky
144e0856a4
Fix shader crash when using varying array in fragment->light context
(cherry picked from commit fead1595f9)
2021-08-12 16:42:17 +02:00
Rémi Verschelde
9e3e7b03e4
Merge pull request #51376 from The-O-King/vertex_buffer_alignment
Align Vertex Buffer to 4 Bytes
2021-08-12 07:13:45 +02:00
Rémi Verschelde
03c41fa34c
Merge pull request #51458 from nekomatata/moving-platforms-3d-3.x
[3.x] Fix 3D moving platform logic
2021-08-10 14:12:47 +02:00
Rémi Verschelde
7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
PouleyKetchoupp
da159cd258 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 18:55:49 -07:00
Rémi Verschelde
0403cb8ad5
Merge pull request #51447 from nekomatata/fix-moving-platform-rotation-3.x
[3.x] Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:35 +02:00
PouleyKetchoupp
f101349225 Fix applied rotation from moving platforms in move_and_slide
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:04:57 -07:00
lawnjelly
f3e6547a99 Portals - fix PVS generation and move settings
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
2021-08-08 19:57:27 +01:00
lawnjelly
cfe806a929 Portals - Fix secondary PVS bug
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
2021-08-08 14:02:38 +01:00
Omar El Sheikh
f0de7ec2b6 Align Vertex Buffer to 4 Bytes
With the octahedral compression, we had attributes of a size of 2 bytes
which potentially caused performance regressions on iOS/Mac

Now add padding to the normal/tangent buffer

For octahedral, normal will always be oct32 encoded
UNLESS tangent exists and is also compressed
then both will be oct16 encoded and packed into a vec4<GL_BYTE>
attribute
2021-08-07 15:42:03 -04:00
lawnjelly
69cc759b65 Portals - improve PVS tracing
The existing tracing routine for building the PVS was rather simple compared to the main portal tracing, and could not correctly cope with paths that went through multiple portals from room A to B, and as a result would sometimes miss room entries in the PVS resulting in too many culled rooms in these circumstances.

This PR adds an improved function that can cope with entering a room multiple times during a trace. As a result it has to take care of portal directions (to prevent going back on itself) in a similar, but not identical way to the main portal tracing routine, and internal rooms, to prevent recursive loops.
2021-08-07 17:57:30 +01:00
lawnjelly
37f20e1d78 Fix Transform::xform(Plane) functions, add Transform unit tests
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.

Basic unit tests for Transform.

Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
2021-08-07 08:05:39 +01:00
Ellen Poe
999159c12c
Fix Godot's cubic resampling algorithm
(cherry picked from commit 2d450c6f61)
2021-08-06 11:45:08 +02:00
Ellen Poe
840c0e57fb
Revert "Implement a new resampling algorithm in AudioStreamPlaybackResampled"
This reverts commit b2264cb48b.

(cherry picked from commit 57ccfab5fb)
2021-08-06 11:45:08 +02:00
Rémi Verschelde
a96519fa69
Merge pull request #51274 from lawnjelly/portals_recursive_loop
Portals - fix recursive loop looking out from internal rooms
2021-08-05 15:45:47 +02:00
lawnjelly
2c88517a7b Portals - fix recursive loop looking out from internal rooms
In some situations looking out from an internal room it was possible to look back into the portal into the internal room.

This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.
2021-08-05 12:37:05 +01:00
Omar El Sheikh
6c643af6a7 Fix Bugs w/ Octahedral Compression Implementation
Initial octahedral compression incorrectly wrote tangent to the buffer
using an offset of 3 rather than 4, losing the sign of the tangent
vector needed for things like tangent space for texturing mapping

GLES3 renderer used remove_custom_define rather than set_conditional to
change back to the default conditional state the scene shader should be
in
2021-08-04 21:48:56 -04:00
PouleyKetchoupp
6fdffacb4e Fix GodotPhysics solver with kinematic body set to report contacts
In 3D, collision is disabled between kinematic/static bodies when
contacts are generated only to report them.

In 2D, this case was already fixed but the code is cleaned to make
it easier to follow.
2021-08-04 10:41:58 -07:00
lawnjelly
776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
Rémi Verschelde
3875cdaec4
Merge pull request #51092 from lawnjelly/portals_preview_globals
Portals - disable frustum culling gizmos with preview camera
2021-07-31 10:53:45 +02:00
lawnjelly
93c78af488 Portals - disable frustum culling gizmos with preview camera
When using the preview camera feature it turns out as well as culling the game objects, this also culls the editor gizmos from the preview camera, which makes the editor hard to use in this mode.

To get around this problem we simply disable frustum culling for GLOBAL portal_mode objects when in preview camera mode. This could be a bit slower in an editor scene with lots of gizmos but is the simplest way of solving the problem.
2021-07-31 07:58:47 +01:00
Rémi Verschelde
9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
lawnjelly
8287d9e9bc Portals - Fix sending portal margins to VisualServer
Portal margins were not being correctly sent to the PortalRenderer from the SceneTree, so all margins were being used as default (1.0). This PR fixes this.
2021-07-29 11:57:32 +01:00
Yuri Roubinsky
8b6d9ab956 Fix varying usage in custom functions [3.x] 2021-07-28 08:11:35 +03:00
Rémi Verschelde
940ca74ccf
Merge pull request #50889 from Chaosus/shader_const_array_3.x
[3.x] Implemented global const array to shaders
2021-07-27 13:05:32 +02:00
Yuri Roubinsky
1e191847c7 [3.x] Implemented global const array to shaders 2021-07-26 16:29:39 +03:00
Yuri Roubinsky
0a99613e53 Backport latest varying fixes to 3.x (2) 2021-07-26 15:40:42 +03:00
Rémi Verschelde
801205b2c1
Merge pull request #48892 from lawnjelly/bvh_robust
BVH - thread safety option
2021-07-22 12:41:42 +02:00
Rémi Verschelde
8cb25a581d
Merge pull request #50724 from Chaosus/varying_fixes_3.x
Backport latest varying fixes to 3.x
2021-07-22 09:29:43 +02:00
Yuri Roubinsky
1e128c80c6 Backport latest varying fixes to 3.x 2021-07-22 08:43:12 +03:00
Cory Petkovsek
096417905b Calculate instance depth after shadow calculation in VisualServer 2021-07-22 08:06:02 +08:00
Rémi Verschelde
f131a77f46
Merge pull request #46574 from The-O-King/split_stream_3.2
[3.4] Split Vertex Buffer Stream in Positions and Attributes
2021-07-20 10:48:37 +02:00
Omar El Sheikh
7f8487a900 Split Vertex Position and Attribute Streams
Implemented splitting of vertex positions and attributes in the vertex
buffer

Positions are sequential at the start of the buffer, followed by the
additional attributes which are interleaved

Made a project setting which enables/disabled the buffer formatting
throughout the project

Implemented in both GLES2 and GLES3

This improves performance particularly on tile-based GPUs as well as
cache performance for something like shadow mapping which only needs
position data

Updated Docs and Project Setting
2021-07-19 13:23:46 -07:00
PouleyKetchoupp
beeebb4c2f More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:17 -07:00
PouleyKetchoupp
2fbb6fff4e Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:16 -07:00
Rémi Verschelde
26d0c90370
Merge pull request #50477 from lawnjelly/portals_autolink_order
Portals - fix autolink sprawling, refine logs
2021-07-15 15:22:53 +02:00
lawnjelly
44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
fabriceci
fba4c9d552 Fixing 2D moving platform logic
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:57:58 +02:00
Rémi Verschelde
a3310c1da2
Merge pull request #46130 from lawnjelly/portals
Portal occlusion culling [3.4]
2021-07-14 13:38:01 +02:00
lawnjelly
eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
Rémi Verschelde
aa3a5c9f6a
Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
Rémi Verschelde
b0b2b7df31
Merge pull request #50257 from Calinou/physicsserver3d-add-set-iterations-3.x
Add a method to set the number of physics solver iterations in 3D (3.x)
2021-07-14 07:56:57 +02:00
TaskManagerCZ
b444bec1f3
Explicit error message when setting active a Viewport that is already active.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit e3be0913d7)
2021-07-13 10:20:03 +02:00