Commit graph

1052 commits

Author SHA1 Message Date
Hugo Locurcio
31ad99072f
Allow changing directional shadow size at run-time
Factoring out the directional shadow creation code allows calling it
at any time. This works in both GLES3 and GLES2.
2021-10-23 22:04:59 +02:00
Omar El Sheikh
b679594eac Fix CSGPolygon Buffer Overflow
Immediate meshes do not have geometry of type Surface so we check
to see the mesh isn't immediate before trying to cast to surface
to check for octahedral compression
2021-10-18 11:39:54 -04:00
clayjohn
a4e8ba8cfd Only add emission on base pass in GLES3 2021-10-17 15:58:57 -07:00
Hugo Locurcio
2826bec5d4
Fix lights flickering in GLES3 when new light attenuation is disabled
Co-authored-by: Clay John <claynjohn@gmail.com>
2021-10-12 21:59:23 +02:00
Rémi Verschelde
302ad4e600
Merge pull request #52918 from Calinou/add-new-light-attenuation-3.x 2021-10-08 23:08:49 +02:00
Hugo Locurcio
85e080fcc0
Backport new 3D point light attenuation as an option
This provides more realistic lighting with a very small performance cost.
The option is available in both GLES3 and GLES2, and can be enabled in
the Project Settings. This goes well with the ACES Fitted tonemapping mode
that was recently added.

When enabled, this also makes upgrading Godot 3.x projects to Godot 4.0 easier,
since lighting in 3.x will better match how it'll look in Godot 4.0.
2021-10-08 22:15:22 +02:00
Rémi Verschelde
06fc2378de
Merge pull request #51491 from Calinou/glow-add-high-quality-mode-3.x
Add high quality glow mode (3.x)
2021-10-08 07:47:07 +02:00
lawnjelly
192ec963ae Create 'rendering/misc' project settings section
To prevent the project settings `rendering` section getting out of hand, this PR moves some of the smaller new settings into a `misc` category.
2021-10-05 11:47:03 +01:00
Rémi Verschelde
d82c75adca
Merge pull request #53393 from lawnjelly/dev_asserts 2021-10-05 11:25:24 +02:00
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
Pedro J. Estébanez
6a4c2c1c13 Reset scene conditionals assumed to be false 2021-10-04 00:13:59 +02:00
Rémi Verschelde
6bdd84b8d5
Fix -Wextra warnings from GCC 11 2021-09-29 15:23:12 +02:00
Rémi Verschelde
1ceba6e1b0
Merge pull request #52585 from Calinou/screen-texture-improve-no-sampling-error 2021-09-20 16:25:16 +02:00
Rémi Verschelde
8a211219c7
Merge pull request #52243 from Pineapple/fix-light-internal
Fix Light2D UBO initialization
2021-09-14 14:21:22 +02:00
Rémi Verschelde
37fab65e00
Merge pull request #52477 from Lauson1ex/3.x
Add a new high quality tonemapper: ACES Fitted (3.x)
2021-09-13 17:37:22 +02:00
Rémi Verschelde
600f2a8d5d
Merge pull request #51927 from 20kdc/issue-51897-sp1
Fix issue #51897 (horizon occlusion causing black blob), fix ver. SP1
2021-09-13 11:44:55 +02:00
Hugo Locurcio
1c63e335b3
Improve the error message about SCREEN_TEXTURE being unavailable
This also tweaks the Viewport `usage` property hint to match the
project setting used for the root viewport.
2021-09-11 23:17:07 +02:00
Endri Lauson
077083938e Add a new high quality tonemapper: ACES Fitted 2021-09-08 19:12:09 -03:00
Bartłomiej T. Listwon
350573a4df Fix buffer creation in light_internal_create() 2021-08-31 08:33:43 +02:00
Clay John
46ad2560a1
Merge pull request #51780 from BastiaanOlij/output_linear_gles2
Convert output of GLES2 to linear color space
2021-08-25 22:22:05 -03:00
Bastiaan Olij
73722f3c65 Convert output of GLES2 to linear color space if keep_3d_linear is enabled 2021-08-23 15:59:56 +10:00
clayjohn
987aef4e0d Properly clear cubemap filter state when texture array environment disabled 2021-08-20 19:12:38 -07:00
20kdc
324c487c63 Fix issue #51897 (horizon occlusion causing black blob), fix ver. SP1
No, not service pack 1. Removes comments from the original fix commit.
2021-08-20 19:04:27 +01:00
Hugo Locurcio
663af7ff03
Fix tonemap exposure not being taken into account by sharpening
The same fix as FXAA was applied to the CAS filter.
2021-08-18 16:44:41 +02:00
Rémi Verschelde
92a7ae022d
Merge pull request #51769 from The-O-King/oct_split_stream_fix
Fix Octahedral/Split Stream Options
2021-08-18 08:01:56 +02:00
Omar El Sheikh
a63028e172 Fix Octahedral/Split Stream Options
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting

Update _get_array_from_surface to also support vertex stream splitting

Add a condition on split stream usage to ensure it does not get used on
dynamic meshes

Handle case when Tangent is compressed but Normal is not compressed

Make stream splitting option require a restart in the settings

Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions

Update Sprite3D to use the dynamic mesh flag
2021-08-17 16:11:47 -04:00
clayjohn
8ac85e6a9e Normalize the results of octahedral decompression 2021-08-16 22:17:38 -07:00
Rémi Verschelde
51dd4d0c6c
Merge pull request #49509 from Chaosus/shader_time_3.x 2021-08-16 19:42:55 +02:00
Rémi Verschelde
33c9dd8845
Merge pull request #51363 from parulina/gles2-blendshapes-perf 2021-08-16 08:42:14 +02:00
paru
ab21a3b8fb Performance improvements for GLES2 CPU blendshapes 2021-08-16 08:22:45 +02:00
clayjohn
81dc6a7688 Define normal_attrib when not using octahedral compression in GLES3 2021-08-15 22:27:46 -07:00
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
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
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
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
Rémi Verschelde
5116855637
Merge pull request #51439 from Calinou/tonemap-clamp-negative-colors-3.x
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:18 +02:00
Rémi Verschelde
dad5d09d1b
Merge pull request #51416 from clayjohn/GLES-horizon-occlusion
[3.x] Add horizon specular occlusion
2021-08-10 09:55:46 +02:00
Rémi Verschelde
6518a61bd4
Merge pull request #51410 from clayjohn/GLES-blinn-phong 2021-08-10 09:52:28 +02:00
clayjohn
f92a600d5c Make blinn and phong specular use full pbr 2021-08-09 20:45:14 -07:00
Hugo Locurcio
313527b3fa
Clamp negative colors regardless of the tonemapper to avoid artifacts
Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:16:27 +02:00
clayjohn
1065f8dc86 Add horizon specular occlusion 2021-08-08 19:29:02 -07:00
Yuri Roubinsky
0f817e127d [3.x] Fix a default shader specular render mode to (SCHLICK_GGX) 2021-08-08 19:26:00 +03:00
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
Bastiaan Olij
cc1f7f2edc Revert "Combined the DOF far and DOF near passes"
This reverts commit 39658b4e07.
2021-08-05 23:22:31 +10:00
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
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
Yuri Roubinsky
1e191847c7 [3.x] Implemented global const array to shaders 2021-07-26 16:29:39 +03:00
Bastiaan Olij
39658b4e07 Combined the DOF far and DOF near passes 2021-07-22 13:45:57 +10:00
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
Hugo Locurcio
43d7b62cb0
Improve the shader error console output
This makes the line gutter look more like an actual line gutter,
which makes it less confusing.
2021-07-17 03:00:46 +02:00
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
uuuuuup
0dc0a4a523 fix 3D scene not rendered on GLES3 HTML5 export
fix pad size of SceneDataUBO
2021-07-08 22:03:03 +09:00
JFonS
a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
Hugo Locurcio
a28a4ef98a
Decrease opacity of the overdraw debug draw mode
This allows distinguishing higher amounts of overlapping objects.
2021-07-04 00:23:06 +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
7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
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
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
lawnjelly
f33e22001f Fix 2d software skinning relative transforms
All my earlier test cases for software skinning had the polys parent transform to be identity. This works fine until you had cases where the user had moved the transform of the parent nodes of skinned polys.

This PR fixes this situation by taking into account the final (concatenated) transform of the polys RELATIVE to the skeleton base transform. It does this by applying the inverse skeleton base transform to the poly final transform.
2021-05-03 14:11:41 +01:00
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
25b170599b
Merge pull request #47129 from mortarroad/3.x-fix-directional-light-order
Fix draw order of transparent materials with multiple directional lights
2021-04-28 19:03:37 +02:00
Rémi Verschelde
135fd8ff8c
Merge pull request #34008 from ricmzn/fix-viewport-texture-flags
GLES3: Allow repeat flag in viewport textures
2021-04-28 17:04:47 +02:00
Rémi Verschelde
e9efc349ac
Merge pull request #47582 from clayjohn/GLES3-fix-multimesh-modulate
Fix multimesh being colored by other nodes GLES3
2021-04-28 17:02:00 +02:00
Rémi Verschelde
6cb61b67e6
Merge pull request #41471 from Calinou/giprobe-deprecate-compress-3.2 2021-04-28 12:01:55 +02:00
lawnjelly
35c5ccce9e Batching - GLES3 fix light pass modulates
The final_modulate was incorrectly being set in the uniform on light passes in GLES3 in situations where color was baked in the vertices. This was already correct in GLES2. This PR makes prevents setting final_modulate in this situation.
2021-04-24 10:21:33 +01:00
clayjohn
0546c8760a Add setting for shadow cubemap max size 2021-04-20 23:17:45 -07:00
lawnjelly
6c2cc01f73 Batching - Don't join items with invalid shaders
When users create an invalid shader, the shader->valid flag is set to false. Batching previously assumes that shaders are valid, and this can result in primitives with invalid shader being joined, causing visual errors.

This PR prevents joining items that have invalid shaders.
2021-04-18 08:31:59 +01:00
lawnjelly
2ffdfdfd1a Add buffer orphan / stream options
Allows users to override default API usage, in order to get best performance on different platforms.

Also changes the default legacy flags to use STREAM rather than DYNAMIC.
2021-04-14 12:08:32 +01:00
lawnjelly
40a267cf25 Batching - store parent items in default batches
In rare cases default batches could occur which were containing commands that were not owned by the first item referenced by the joined item. This had assumed to be the case, and would read the wrong command, or crash.

Instead for safety in this PR we now store a pointer to the parent item in default batches, and use this to determine the correct command list instead of assuming.
2021-04-12 16:55:59 +01:00
clayjohn
92bf493821 Fix multimesh being colored by other nodes GLES3 2021-04-02 14:01:47 -07:00
Morris Tabor
63b7b7773c Fix draw order of transparent materials with multiple directional lights 2021-03-26 12:31:40 +01:00
Rémi Verschelde
acbd1e8b02
Merge pull request #46781 from BastiaanOlij/gdn_set_interface
Add set_interface for access by GDNative
2021-03-26 11:27:27 +01:00
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
a58523407f
Merge pull request #47102 from lawnjelly/large_fvf_revamp
Batching - separate single item from large fvf logic
2021-03-23 22:24:36 +01:00
Rémi Verschelde
1ed0280de7
Merge pull request #47160 from puchik/shadow-filter-resolution
[3.x] Take resolution into account when setting the max shadow cubemap size (omni light shadow jaggies fix)
2021-03-23 09:45:14 +01:00
Arman
8d156d9e5c Take resolution into account when setting the max shadow cubemap size
Co-authored-by: Clay John <clayjohn@gmail.com>
2021-03-22 23:11:38 -07:00
Rémi Verschelde
a2dd77867e
Merge pull request #47038 from JFonS/fix_renderer_rid_crash
[3.3] Fix crash in GLES3 renderer on release builds
2021-03-22 17:51:41 +01:00
Rémi Verschelde
c0b3ad2f7b
Merge pull request #45087 from hoontee/3.2
[3.2] Fix empty RIDs in VisualServer.texture_debug_usage()
2021-03-22 10:13:15 +01:00
lawnjelly
7f3a19789c Batching - separate single item from large fvf logic
Trying to use the old `hardware_transform` flag to combine the new large_fvf has lead to several bugs. So here the logic is broken out into 2 separate components, single item and large_fvf.

The old `hardware_transform` name also no longer makes sense, as there are now 3 transform paths:

Software (CPU)
Hardware (uniform)
Hardware (attribute)
2021-03-17 15:38:21 +00:00
JFonS
8eb03064d1 Fix crash in GLES3 renderer on release builds
Make sure the `first_directional_light` RID is properly invalidated when
freed.
2021-03-15 20:48:13 +01:00
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
Rémi Verschelde
a550260404
Merge pull request #46865 from lawnjelly/ninepatch_shader_option
Support ninepatch mode in GLES3 shader
2021-03-12 10:05:44 +01:00
Rémi Verschelde
80d75b966c
Merge pull request #46904 from lawnjelly/ewok_diagnose_more
Batching - more frame diagnose information
2021-03-11 21:13:09 +01:00
lawnjelly
5ed0fd067d Batching - use FINAL_MODULATE_ALIAS in shaders
As part of the improvements to batch more cases, batching can store final_modulate as an attribute in the vertex format rather than sending as a uniform. This allows draw calls with different final_modulate to be batched together.

However custom shader code was reading from only the final_modulate uniform, and not the attribute when it was in use. This was leading to visual errors.

This is tricky to solve, because we cannot use the same name for the attribute in the vertex and fragment shaders, because one is an attribute and one a varying, whereas a uniform is accessible anywhere. To get around this, a macro is used which can translate to the most appropriate variable depending on whether uniform or attribute or varying is required.
2021-03-11 17:07:19 +00:00