Yuri Rubinsky
bbf76faf86
Fix FOG
built-in in spatial/fragment shader
2022-07-27 08:31:06 +03:00
Bastiaan Olij
0bd042c601
Change RendererSceneRender::GeometryInstance so more code is shared among renderers
2022-07-27 12:32:07 +10:00
Hugo Locurcio
a151a74a98
Tweak Decal distance fade defaults and add property hints
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The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.
The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.
2022-07-27 03:15:46 +02:00
Rémi Verschelde
2d2b85d400
Merge pull request #62972 from Chaosus/shader_groups
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Implement shader uniform groups/subgroups
2022-07-26 15:16:33 +02:00
Rémi Verschelde
f94b4dbe22
Merge pull request #63236 from halgriffiths/fix-texture-rect-transpose
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send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-26 13:22:32 +02:00
Yuri Rubinsky
886c2d9681
Implement shader uniform groups/subgroups
2022-07-26 11:26:09 +03:00
Bastiaan Olij
bad5c659a4
Move Sky(RD) into environment
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Move Fog logic from render scene render to fog
2022-07-26 10:19:40 +10:00
Juan Linietsky
c7255388e1
Remove ThreadWorkPool, replace by WorkerThreadPool
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The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
Rémi Verschelde
90019676b0
Code quality: Fix header guards consistency
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
455c06ecd4
Implement Vector4, Vector4i, Projection
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Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Rémi Verschelde
fe929d4787
Merge pull request #62513 from reduz/shader_preprocessor_remake
2022-07-23 00:02:33 +02:00
Rémi Verschelde
4f7bfacfcd
Merge pull request #62478 from BastiaanOlij/split_effects_20220628
2022-07-22 23:44:52 +02:00
reduz
f649678402
Clean up Shader Preprocessor
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* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
halgriffiths
d37ebc2bdc
send FLAGS_TRANSPOSE_RECT to Vulkan
2022-07-22 13:49:04 +01:00
luz paz
38aaaa3cf9
Fix various typos not caught by codespell
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Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS.
2022-07-21 09:37:52 +03:00
Bastiaan Olij
eefcb5ed67
Move screen space effects into a separate class
2022-07-19 13:27:39 +10:00
Rémi Verschelde
abe8b88702
Merge pull request #62834 from RandomShaper/fix_vk_sky_error
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Bind correct default resource type in GI
2022-07-18 23:39:21 +02:00
Rémi Verschelde
d29e17d9d2
Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows
2022-07-18 21:53:12 +02:00
Rémi Verschelde
9276c65522
Merge pull request #62265 from d-robbins/specular_shininess_used
2022-07-18 21:35:46 +02:00
Rémi Verschelde
5bea531228
Merge pull request #62848 from RandomShaper/shader_writability_improvement
2022-07-18 15:11:42 +02:00
Pedro J. Estébanez
4ac2008782
Make SDFGI direct light shader follow the same-writability rule
2022-07-18 14:46:29 +02:00
David R
c2b0a873c2
added usage_defines for SPECULAR_SHININESS
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added usage defines for opengl3 renderer
2022-07-18 00:45:42 +02:00
Bastiaan Olij
d139131aab
Adding Variable Rate Shading support to Godot
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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Fabian Keller
2bf9e6090c
rename translate(d) to translate(d)_local in Transform 2D/3D
2022-07-16 11:47:54 +02:00
sakrel
16a8967757
Fix DirectionalLight2D and PointLight2D shadows not rendering correctly
2022-07-15 23:55:15 +02:00
Hugo Locurcio
21ea1c3835
Rename soft shadow quality project settings for easier searching
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`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.
Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
Hugo Locurcio
0f18bd244e
Fix dead link in TAA resolve shader comment
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Spartan Engine has recently removed its own internal TAA in favor
of FSR 2.0. The link has been changed to point to a fixed commit,
so the link will keep working as long as the repository exists.
2022-07-09 22:51:54 +02:00
Pedro J. Estébanez
ba39230ef3
Bind correct default resource type in GI
2022-07-08 19:07:28 +02:00
Rémi Verschelde
99df193bea
Merge pull request #62277 from RandomShaper/depth_buffer_no_sampling
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Rationalize certain cases of texture usage flags
2022-07-08 11:34:09 +02:00
Yuri Rubinsky
3dc1a1dbfb
Prevent possible crash when mesh is freed
2022-07-06 19:52:54 +03:00
Rémi Verschelde
55fca1cb94
Merge pull request #62344 from BastiaanOlij/extract_dependencies
2022-07-06 13:24:46 +02:00
Hugo Locurcio
c9037a8d2c
Remove unused anisotropy setter/getter methods in VoxelGI
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These methods weren't exposed to the scripting API.
Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
2022-07-06 02:40:49 +02:00
Rémi Verschelde
6bbfd160b0
SCons: Properly track codegen script dependency for generated GLSL headers
2022-07-02 16:01:48 +02:00
Hugo Locurcio
f9e6b292e2
Remove debugging print following GI reorganization
2022-07-01 20:08:10 +02:00
clayjohn
93c82ab4b9
Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections
2022-06-29 23:36:18 -07:00
Rémi Verschelde
d53f1fb388
Merge pull request #60935 from Calinou/geometryinstance3d-gi-mode-default-static
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Use the Static global illumination mode in GeometryInstance3D by default
2022-06-28 14:40:53 +02:00
Rémi Verschelde
16d9918b51
Merge pull request #62467 from RandomShaper/descriptor_rw_matters
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Consider uniform writability part of the interface of the set
2022-06-28 08:25:38 +02:00
Je06jm
c2550e1cc0
Fixed FSR. Before, it was commiting the
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raw render to the screen. Now, it commits
the fsr upscaled image
2022-06-27 18:01:12 -06:00
Pedro J. Estébanez
fc6ac4a155
Consider uniform writability part of the interface of the set
2022-06-27 21:56:18 +02:00
Bastiaan Olij
ecfcfd97fa
Split dependency logic
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Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
Pedro J. Estébanez
678a9ca221
Rationalize certain cases of texture usage flags
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- Check for exhaustive usage flags for depth buffer
- Remove uneeded storage flag from normal-roughness buffer
2022-06-27 11:28:38 +02:00
Bastiaan Olij
4e8e10a186
Fix typo in roughness shaders
2022-06-26 12:43:21 +10:00
Bastiaan Olij
6224b00365
Moved cube_to_dp and cubemap logic into CopyEffects
2022-06-24 18:04:28 +10:00
Hugo Locurcio
610363add0
Use the Static global illumination mode in GeometryInstance3D by default
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This makes VoxelGI and SDFGI work out of the box with primitive meshes,
loaded OBJ meshes and CSG nodes.
2022-06-23 22:34:23 +02:00
Rémi Verschelde
051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects
2022-06-23 12:28:10 +02:00
Rémi Verschelde
e21db7723a
Merge pull request #62286 from JFonS/taa_global_time
2022-06-22 16:59:08 +02:00
Rémi Verschelde
95cafc7bcf
Merge pull request #62305 from JFonS/taa_molten_mobile_workaround
2022-06-22 16:58:31 +02:00
jfons
0f38e79617
Move TIME to a global shader variable
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This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22 12:24:37 +02:00
JFonS
9b4e07f866
Workaround MoltenVK shader conversion error
2022-06-22 11:58:50 +02:00
Bastiaan Olij
997810e417
Split GI effects and fix stereoscopic rendering of GI effects
2022-06-22 12:50:17 +10:00
reduz
141c375581
Clean up Hash Functions
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Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Rémi Verschelde
3a2b409c5a
Merge pull request #62106 from BastiaanOlij/eye_offset
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Introduce eye_offset for correcting stereoscopic reflections
2022-06-18 10:40:57 +02:00
Bastiaan Olij
b4821fe2e0
Introduce eye_offset for correcting stereoscopic reflections
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Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
Hugo Locurcio
787a1e006b
Fix glow in Mix mode not working correctly when FXAA is enabled
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Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
Hugo Locurcio
0225c6d31a
Tweak Light3D property hints for greater flexibility
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- Specular can now be set above 1.0.
- Blur can be set to 0 to disable shadow blurring entirely, which is useful
on lights that have a non-zero size.
- When shadow blurring is disabled, lights that have a non-zero size will
not use PCSS-like soft shadows, speeding up shadow rendering
considerably.
- Some property hints now allow more precise values.
2022-06-13 14:31:46 +02:00
Yuri Rubinsky
5dd7a1030d
Fix incorrect sky rotation based on camera axis
2022-06-09 22:40:40 +03:00
Yuri Rubinsky
d8842f1a4b
Fix TIME
compilation for custom functions in spatial shader
2022-06-09 20:12:25 +03:00
jfons
36382ab7eb
Workaround MoltenVK error found in TAA implementation
2022-06-09 16:40:00 +02:00
clayjohn
a0338553b5
Assign VIEWPORT_SIZE after validating screen_size to avoid crash when using ReflectionProbe
2022-06-08 15:01:12 -07:00
Rémi Verschelde
48dcafeed9
Merge pull request #61794 from clayjohn/VULKAN-viewport-size
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Use RenderBuffer size instead of half extents for VIEWPORT_SIZE
2022-06-08 07:16:25 +02:00
clayjohn
b6649828cd
Use RenderBuffer size instead of half extents for VIEWPORT_SIZE in Vulkan spatial shaders
2022-06-07 15:01:20 -07:00
jfons
ba832d83b2
Initial TAA implementation
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Initial TAA support based on the implementation in Spartan Engine.
Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
Rémi Verschelde
361a401fbb
Merge pull request #61554 from Chaosus/shader_fix_hints
2022-06-03 17:26:18 +02:00
Bastiaan Olij
69b66ec425
Ensure has_os_features is safely called as it can't be called from within the construct of RenderingServerDefault on which it relies
2022-06-01 20:47:32 +10:00
Rémi Verschelde
d8b0a8cd29
Merge pull request #61572 from clayjohn/ssao-license
2022-05-31 18:56:16 +02:00
clayjohn
06f356d41e
Add and improve license attribution for SSAO and SSIL shader code
2022-05-31 09:42:50 -07:00
Yuri Rubinsky
cf240a7ae0
Refactor shader hints
2022-05-31 11:51:47 +03:00
clayjohn
2ba53547c9
Fix error with !rb spam when using background color mode with reflection probes
2022-05-28 18:11:28 -07:00
Hugo Locurcio
e85459dcd1
Add Cone and Cylinder shapes to FogVolume
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This complements the existing Ellipsoid and Box local fog shapes.
This can be used to represent a light cone coming from a SpotLight.
2022-05-25 12:35:53 +02:00
GanidhuAbey
3c95a70081
Fix particle system from going inactive early
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Prevents particles from freezing and dissapearing by resetting
it's inactive time when particles are emitted.
2022-05-24 17:31:21 -06:00
Rémi Verschelde
12ddaa36a6
Merge pull request #60641 from clayjohn/Sky-ign
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Use IGN instead of white noise for sky dithering
2022-05-24 23:34:41 +02:00
clayjohn
3e20c1347d
Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn
4f82b1bd20
Use IGN instead of white noise for sky dithering
2022-05-24 10:57:07 -07:00
Rémi Verschelde
1314e6cbcc
Merge pull request #60803 from Chaosus/shader_hint_rename
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Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
trollodel
fe3371a9a9
Add timestamps to some rendering effects
2022-05-21 17:47:28 +02:00
Rémi Verschelde
a53434639f
Merge pull request #61214 from somnathsarkar/particle-attractor-fix
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Fix GPUParticles3D disappearance at attractor origins
2022-05-21 08:48:36 +02:00
Somnath Sarkar
99911bfa79
Fix GPUParticles3D disappearance at attractor origins
2022-05-20 19:56:32 -04:00
reduz
45af29da80
Add a new HashSet template
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Windy Darian
a3e016e07e
Fix normal and tangent blending in blend shapes
2022-05-20 07:59:45 -04:00
Aaron Record
900c676b02
Use range iterators for RBSet in most cases
2022-05-19 12:09:16 +02:00
Yuri Rubinsky
5322b171de
Fix tonemapper shader to correctly apply alpha channel
2022-05-18 06:43:07 +03:00
clayjohn
600d8105d8
Fix custom irradiance bug in Vulkan mobile renderer
2022-05-16 11:57:41 -07:00
reduz
746dddc067
Replace most uses of Map by HashMap
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Somnath Sarkar
52aeaf5d16
Fix computation of screen_uv
2022-05-16 00:00:01 -04:00
Bastiaan Olij
fe8c8eeba8
Copy_to_fb is available in both raster and clustered renderers, remove unwanted checks
2022-05-13 13:19:42 +10:00
Rémi Verschelde
9cf9054c3e
Merge pull request #60976 from Calinou/fsr-rename-property-hint
2022-05-12 23:12:03 +02:00
Rémi Verschelde
ff30a09993
Merge pull request #60643 from clayjohn/GLES3-3D
2022-05-12 21:08:02 +02:00
clayjohn
652adcd5bf
Basic 3D rendering
2022-05-12 10:37:27 -07:00
Hugo Locurcio
0cdd7d88ad
Rename remaining references of FSR to FSR 1.0
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With FSR 2.0 around the corner, we should avoid any ambiguity by
explicitly stating the version number.
2022-05-12 18:22:43 +02:00
reduz
8b7c7f5a75
Add a new HashMap implementation
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Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing ).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
clayjohn
2bf8831dd6
SceneShader compiling
2022-05-11 21:00:21 -07:00
clayjohn
3bb8e6a9fe
SkyShaders working
2022-05-11 21:00:21 -07:00
Bastiaan Olij
9939cfc4c4
Split out bokeh_dof and copy effects
2022-05-11 11:08:56 +10:00
Yuri Roubinsky
a8bbe570ca
Rename hint_albedo
, hint_white/black
in shaders
2022-05-09 22:50:18 +03:00
Yuri Roubinsky
8ed84a9f01
Fix instance uniform shader crash in custom functions
2022-05-09 17:10:42 +03:00
mightygoat
61df370810
Check multimesh before uniform set creation
2022-05-05 12:25:02 +05:30
mightygoat
10209e31eb
Fix the uniform set creation of multimesh with a invalidated buffer
2022-05-05 06:59:47 +05:30
Rémi Verschelde
c114823471
Merge pull request #58298 from Calinou/decal-distance-fade-use-easing
2022-05-04 21:50:20 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods
2022-05-03 09:37:47 -05:00