Commit graph

862 commits

Author SHA1 Message Date
lawnjelly
c835f1f3c5 Add DEV_ASSERT and DEV_CHECK macros
Change the existing DEV_ASSERT function to be switched on and off by the DEV_ENABLED define. DEV_ASSERT breaks into the debugger as soon as hit.
Add error macros DEV_CHECK and DEV_CHECK_ONCE to add an alternative check that ERR_PRINT when a condition fails, again only enabled in DEV_ENABLED builds.
2021-10-04 14:57:54 +01:00
lawnjelly
279e6f65cd Portals - add reason string to unload message
To help users identify conditions that are causing room system invalidation, a reason message is passed to the unload function and logged.
2021-09-24 14:00:24 +01:00
lawnjelly
d878fe7b90 Sphere occluders - self occlusion and improvements
Sphere occluders are now tested for self occlusion. Spheres that are behind another sphere in the current view are superfluous so can be removed, cutting down on the runtime calculations.

AABBs are now maintained for Occluders as well as individual spheres, meaning a bunch of occluder spheres can be frustum rejected as a block.
2021-09-14 11:31:14 +01:00
Rémi Verschelde
c0fc475078
Merge pull request #51521 from lawnjelly/portals_occluders
Sphere occluders (portals and general use)
2021-08-17 13:55:34 +02:00
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
Rémi Verschelde
51dd4d0c6c
Merge pull request #49509 from Chaosus/shader_time_3.x 2021-08-16 19:42:55 +02:00
paru
ab21a3b8fb Performance improvements for GLES2 CPU blendshapes 2021-08-16 08:22:45 +02:00
Hugo Locurcio
5335a0368c
Add a Viewport property to use full floating-point precision in HDR
This is only available on the GLES3 backend.

This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
2021-08-16 03:16:01 +02:00
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
Hugo Locurcio
0e0af7fa83
Add high quality glow mode
This backports the high quality glow mode from the `master` branch.

Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.

High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
2021-08-11 17:00:41 +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
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
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
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
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
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
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
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
lawnjelly
eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
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
Marcel Admiraal
8788472b8c Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
Hugo Locurcio
a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Marcel Admiraal
5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Yuri Roubinsky
2d7c9f1ef1 [3.x] Makes shader 'TIME' available in custom functions by default 2021-06-11 15:23:24 +03:00
lawnjelly
6e022a382d Fix canvas rect bound calculation
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.

This PR fixes this inconsistency.
2021-05-28 08:44:59 +01:00
lawnjelly
14ce176f10 BVH - thread safety option
Added optional thread safe version through template argument and runtime switch, that wraps access with a mutex.
2021-05-25 10:47:32 +01:00
Hugo Locurcio
a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Rémi Verschelde
4100a80502
Merge pull request #43506 from QbieShay/fix-depth-sort
[3.x] VisualServer now sorts based on AABB position
2021-05-23 01:23:46 +02:00
Rémi Verschelde
eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Yuri Roubinsky
2d1f8f2352 Prevents shader crash if two struct with the same name are declared 2021-05-14 11:28:49 -07:00
Yuri Roubinsky
ac547031d5 Prevents shader crash if passing invalid struct to the return statement 2021-05-14 11:28:49 -07:00
Yuri Roubinsky
ae8de1f2ce Fix shader crash if duplicated struct members created 2021-05-14 11:28:49 -07:00
Lyuma
fba6b62054 Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma
0c028ad96e Backport bc0e8e7 "Fix using post-init shader array constructors" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma
25016bf715 Backport 6b99bda "Added support for arrays as shader struct members" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma
fc6bee0750 Backport 6f16239 "Implementation of struct for shaders" to 3.4 2021-05-14 11:28:48 -07:00
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Bastiaan Olij
8f8c9c2f57 Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for 2021-05-05 16:22:03 +10:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde
70ae90e0e8
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Rémi Verschelde
6cb61b67e6
Merge pull request #41471 from Calinou/giprobe-deprecate-compress-3.2 2021-04-28 12:01:55 +02:00
Bastiaan Olij
717f3227ec ARVR GDNative enhancements:
- add set_interface function
- add access to depth buffer
- add supplying a depth buffer from an ARVR plugin
2021-03-25 22:37:47 +11:00
Rémi Verschelde
3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS
e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
Ev1lbl0w
bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00
Rémi Verschelde
118567ca28
Merge pull request #46657 from lawnjelly/revert_snapping
Revert backport of 2D transform and camera snapping options
2021-03-08 14:49:41 +01:00
Hugo Locurcio
0c6873b13e
Tweak shader errors for features only usable in GLES3
See https://github.com/godotengine/godot/issues/42719#issuecomment-792168504.
2021-03-07 13:27:13 +01:00
lawnjelly
bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00
QbieShay
b239c6706e visual server now sorts based on aabb position
this was causing issues with scenes where the origin of the objects
was set for all objects to the center of the scene, making transparent
objects sort improperly

This work was kindly sponsored by IMVU

Co-authored-by: RevoluPowered <gordon@gordonite.tech>
2021-03-05 11:06:11 +01:00
Rémi Verschelde
9fa85b343c
Merge pull request #46495 from asheraryam/fix-clip-content-error
Fix rounding error in Clip Content [3.2]
2021-03-02 17:07:06 +01:00
Rémi Verschelde
11ee43647b
Merge pull request #46590 from JFonS/fix_gridmap_lightmaps
[3.2] Properly disable dynamic lights on baked instances.
2021-03-02 15:05:29 +01:00
JFonS
62f344f448 Properly disable dynamic lights on baked instances.
Automatically set the `baked_light` bool when applying a lightmap to an
instance. This ensures the disabling of dynamic lights when the
bake mode is set to ALL.
2021-03-02 14:49:01 +01:00
Ev1lbl0w
3fe851accc Added missing returns on error scenarios
(cherry picked from commit 3d9ef1e4de)
2021-03-02 10:26:14 +01:00
Yuri Roubinsky
29616f4a35 Fix parsing hexadecimal (lowercase e,f) in shaders
(cherry picked from commit 19e0a1ec9d)
2021-03-02 10:26:14 +01:00
lawnjelly
847a37b196 Change 2d transform snapping from floor to round
Two common problems have emerged as a result of transform snapping:
1) Camera jitter with a camera following a snapped object
2) Pixel gaps between e.g. a platform and a player, where a platform rounds down and a player rounds up

Using round seems to greatly reduce problems due to camera jitter. It also may prove better for  pixel gaps because pixel art is often designed on a grid, so whole numbers are too expected, which are unstable with floor().
2021-02-28 14:34:39 +00:00
asheraryam
31a0f7fb0f Fix rounding error in Clip Content
Rounds the position and size of the final clip rect to avoid flickering issues.

Fixes https://github.com/godotengine/godot/issues/46493
2021-02-28 02:51:14 +03:00
Pedro J. Estébanez
4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
Pedro J. Estébanez
6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
lawnjelly
a814dda2ae BVH - fix deferred visible mesh collision check
When making items visible from the visual server, the collision check is deferred to prevent two identical collision checks when set_pairable is called shortly after.

It turns out that for some items (especially meshes), set_pairable is never called. This PR detects this occurrence and forces a collision check at the end of the routine.
2021-02-14 09:03:26 +00:00
Pablo Escobar
407c6d3a9c
Add METALLIC to light() built-ins
(cherry picked from commit 1300fc7307)
2021-02-02 13:02:46 +01:00
lawnjelly
00bd087d82 BVH add support for visibility (activation)
A major feature lacking in the octree was proper support for setting visibility / activation. This meant that invisible objects were still causing lots of processing in the tree unnecessarily.

This PR adds proper support for activation, items are temporarily removed from the tree and collision detection when inactive.
2021-01-30 13:21:40 +00:00
lawnjelly
2527067c4d Partially revert change to BVH render tree update method
Leaves in the bug fixes, but reverts the change to the update method.

Turns out the new update method of getting the scenarios was causing problems, I will need to consult with reduz on the best way of getting access to the scenarios for a single update per frame.

Doing multiple updates isn't terrible but it should be nicer to get a single update working, as it should be more efficient, and give a single point for pairing callbacks.
2021-01-20 19:15:07 +00:00
lawnjelly
4954a869bb BVH render tree new updating scheme
Change render BVH update scheme from once per update_dirty_instances to a new update_scenarios function called once per draw.

Fix lights not being properly unpaired.
Fixed bug in add_changed_item where AABBs were not being updated due to more than one update per tick.
2021-01-19 14:24:32 +00:00
JFonS
112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
lawnjelly
690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00
lawnjelly
a237c671bb Improve 2d snapping
Partially revert change allowing sprite get_rect snapping to be controlled by `pixel_snap` again rather than `transform_snap` (to prevent breaking compatibility). Adds a final `use_camera_snap` project setting to allow snapping viewports as in reduz original PR.
2020-12-25 18:53:00 +00:00
dedm0zaj
96e2887945 Lightness of dynamic objects from Energy Lightmap Capture Data 2020-12-17 22:02:08 +07:00
lawnjelly
a79293e0fc Add 2d snap transforms option
This is a cut back backport of reduz snapping PR #43194.

It just offers a global project setting for transform snapping.
2020-11-15 09:40:07 +00:00
Hugo Locurcio
2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Hugo Locurcio
af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Juan Linietsky
388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
Hugo Locurcio
34ac0387d6
Deprecate the GIProbe Compress property due to known bugs
This property introduced green artifacts in GI and didn't improve
performance.

The new GIProbe in `master` no longer has a Compress property.
2020-10-19 14:51:23 +02:00
lawnjelly
c2290dbedd Unified GLES2 / GLES3 Batching
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.

Batching is extended to cover more primitives.
2020-10-16 10:34:47 +01:00
JFonS
fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
PouleyKetchoupp
f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
Rémi Verschelde
0845fbb51b
Merge pull request #32475 from lawnjelly/hideshadow
Showing and hiding geometry updates shadows (3.2)
2020-10-02 11:39:47 +02:00
Rémi Verschelde
66cbcc1b7e
Merge pull request #41123 from lawnjelly/octree_fix
Optimize octree and fix leak
2020-09-30 23:11:31 +02:00
John Pennycook
f8cc7893d0
Make YSort stable
Keeps track of the order in which items are collected by
_collect_ysort_children, and uses that order to break
ties between items with similar Y positions.

(cherry picked from commit 8d3afa985b)
2020-09-29 13:57:57 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Fredia Huya-Kouadio
0af5cded1e Fix the update logic for user-added custom defines.
The previous logic was causing the (unintentional) removal of custom defines automatically added by the engine.
2020-09-06 21:31:09 -07:00
lawnjelly
667c970b77 Optimize octree and fix octree leak
Prevents adding new octants until a limiting number of elements have been added to the current octant. This enables balancing the benefits of brute force against the benefits of spatial partitioning. The limit can be set per octree.

Project settings are added for rendering octree to set the best balance per project depending on number of tests per frame / tick, and the amount of editing of the octree.

Fixes octants being leaked when removing elements.

Optimize octree with cached linear lists

Storing elements in octants using linked lists is efficient for housekeeping but very slow for testing. This optimization stores additional local_vectors with Element pointers and AABBs which are cached and only updated when a dirty flag is set on the octant.

This is selectable with 2 versions of Octree : Octree and Octree_CL, Octree being the old behaviour. At present the cached list version is only used for the visual server octree (rendering) as it has only been demonstrated to be faster there so far.

This uses slightly more memory (probably a few kb in most cases) but can be significantly faster during testing (culling etc).

Co-authored-by: Sergey Minakov <naithar@icloud.com>
2020-08-18 11:02:21 +01:00
clayjohn
8571f7b041 Check arrays before generating Polygon2D AABBs 2020-08-16 21:08:52 -07:00
Rémi Verschelde
f4d6830949
Merge pull request #40869 from clayjohn/3.2-polygon-aabb
Properly calculate polygon2D AABB with skeleton
2020-07-31 12:55:47 +02:00
clayjohn
32928c2112 Properly calculate polygon2D AABB with skeleton 2020-07-30 16:40:05 -07:00
Yuri Roubinsky
ecd54630ef [3.2] Fix some incorrect conversions which lead to crash in shaders 2020-07-15 06:36:24 +03:00
Yuri Roubinsky
891b84a833 [3.2] Prevents usage of return in main shader functions 2020-06-27 17:38:22 +03:00
Yuri Roubinsky
474b178534 [3.2] Fix shader crash if pass const argument to 'out/inout' parameter 2020-06-25 10:27:37 +03:00
Rémi Verschelde
7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rémi Verschelde
c9a8309e73
Merge pull request #39169 from lawnjelly/light2d_layer_fix
3.2 Make Light2D respect CanvasLayer layer_min and layer_max
2020-06-10 13:35:37 +02:00
lawnjelly
1b5c4bc5b7 Make Light2D respect CanvasLayer layer_min and layer_max
As the masked light list takes no account of layer_min and layer_max, the canvas_layed_id is passed to the _light_mask_canvas_items function where it can be used to reject lights outside the layer range.
2020-06-08 05:41:18 +01:00
Pedro J. Estébanez
1ff7b0a0a9 Add shader time scaling
Shaders' `TIME` will be affected by the new shader time scale, that is set via the also new `VisualServer::set_time_scale()`.
2020-06-06 23:59:48 +02:00
lawnjelly
bf54fa5a62 Light2D shadow mask construction fix
When using the default setting (layer 1 set only) nothing is stored in the tscn file for a Light2D, hence it relies on the value in the constructor.

The problem is the constructed value is 1 in Light2D, and -1 in RasterizerCanvas::Light. -1 results in all bits being set so all occluders are shown, rather than just those in layer 1.

This PR changes Rasterizer::Canvas constructor to set to 1. An alternative is to have -1 as the value for layer 1 throughout.
2020-05-30 09:29:38 +01:00
Pedro J. Estébanez
d8be5a9986 Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
Rémi Verschelde
8d93303483
Merge pull request #37863 from ExpiredPopsicle/culling5
Fixed false positives in the culling system.
2020-04-30 08:05:11 +02:00
Rémi Verschelde
f2150d1766
Merge pull request #37462 from Chaosus/shader_fix_const_order
[3.2] Fix shader constant sorting
2020-04-29 09:41:49 +02:00
Kiri Jolly
2c6e859c2d Fixed unbounded dual-paraboloid shadow map culling.
Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled.

This change just adds a back plane to the convex shape used for the culling volume.
2020-04-28 17:13:36 -07:00
lawnjelly
b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
lawnjelly
93af8e7d1b Batching across z_indices
Extra functions canvas_render_items_begin and canvas_render_items_end are added to RasterizerCanvas, with noop stubs for non-GLES2 renderers. This enables batching to be spready over multiple z_indices, and multiple calls to canvas_render_items.

It does this by only performing item joining within canvas_render_items, and deferring rendering until canvas_render_items_end().
2020-04-12 13:52:25 +01:00
Yuri Roubinsky
ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
Rémi Verschelde
acd14e645a Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```

(cherry picked from commit 9d24541597)
2020-03-25 11:38:54 +01:00
Yuri Roubinsky
4dd1eee769 Enables passing out built-in parameter from parent function in shaders
(cherry picked from commit 7a2c6a8c0e)
2020-03-25 11:38:53 +01:00
Rémi Verschelde
cc70b2fa0a
Merge pull request #36342 from m4gr3d/external_texture_support_for_godot_3_2
Add support for opengl external textures
2020-03-17 16:29:14 +01:00
Michael Alexsander
bd2a2a7e40 Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
(cherry picked from commit 8c8c48a7ad)
2020-03-06 23:51:26 +01:00
fhuya
30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Yuri Roubinsky
3b2490f19c Prevent shader crash if invalid builtin used after array member accessor
(cherry picked from commit 3a70566b15)
2020-02-14 16:02:21 +01:00
nathanwfranke
2d8289579a Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit


(cherry picked from commit e5cb557b73)
2020-02-14 15:56:12 +01:00
Yuri Roubinsky
0995696e08 Prevent shader crash when name conflict with "dus" and "__" occured
(cherry picked from commit 2c4367441c)
2020-02-06 13:02:07 +01:00
Yuri Roubinsky
3473a195fc Hides high-level functions from GLES2 shader autocompletion 2020-01-23 12:41:21 +03:00
Rémi Verschelde
46820527de
Merge pull request #35360 from Chaosus/restrict_uint_gles2
Disallow uint/uvec usage on GLES2 platform
2020-01-23 10:12:30 +01:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
lawnjelly
eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

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

Code which called this function has also been modified accordingly.

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

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Yuri Roubinsky
4c456ef979 Disallow uint/uvec usage on GLES2 platform 2020-01-20 18:59:35 +03:00
Yuri Roubinsky
3dea1c725e Clears completion_class in shaders (may cause troubles if not). 2020-01-19 16:35:54 +03:00
Yuri Roubinsky
1eb8d5e142 Added missing form of array constructor in shaders 2020-01-18 11:41:55 +03:00
Yuri Roubinsky
5098232ee6 Disabled array initialization, const array and arr.length in shaders 2020-01-16 11:46:11 +03:00
clayjohn
3579187f90 Make texture_debug_usage thread safe 2020-01-12 15:22:54 -08:00
Yuri Roubinsky
1e154e0947 Fix nested break/return in shader switch statement 2020-01-10 11:57:56 +03:00
Rémi Verschelde
5edd1a27d2
Merge pull request #34671 from Chaosus/shader_hex_support
Support for hex numbers in shaders
2020-01-08 10:01:49 +01:00
Hugo Locurcio
0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Rémi Verschelde
fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp
1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Yuri Roubinsky
99b92c885f Support for hex numbers in shaders 2019-12-29 12:19:10 +03:00
Rémi Verschelde
2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Rémi Verschelde
e77c34ab4a
Merge pull request #34061 from Chaosus/fix_shader_const
Fix expressions for global constants in shaders
2019-12-03 08:53:55 +01:00
Rémi Verschelde
10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Yuri Roubinsky
8b8faf03d5 Fix expressions for global constants in shaders 2019-12-02 19:00:21 +03:00